LOD Generation Pipeline Comparison Matrix
| Generation Stage | Tool Required | Primary Output | VRAM / Memory Cost | Generation Time | Recommended Frequency |
|---|---|---|---|---|---|
| Terrain Meshes & Textures | xLODGen | Terrain/LOD meshes (.btr) and textures (.dds) | +0.5 GB to 1.5 GB VRAM | 45-120 min | Only when landscape/heightmap mods change |
| Object Billboards & Atlases | TexGen | Stitched diffuse/normal atlas textures | Negligible (temporary assets) | 3-10 min | Before every DynDOLOD run |
| Dynamic Object & Tree LOD | DynDOLOD | Scripted object LOD plugins, animated water/trees | +1.0 GB to 2.5 GB VRAM | 15-45 min | Whenever load order or worldspace meshes change |
Generating distant LOD (Level of Detail) bridges the visual disconnect between high-detail nearby rendered cells and low-detail distant horizons. Default game engines render distant geometry using low-resolution pre-baked static meshes; when mods introduce dense forests, custom cities, or elevated terrain, distant views exhibit severe pop-in, floating buildings, or abrupt tree popping.
Phase 1: Prerequisites and Load Order Verification
Before launching generation tools, enforce absolute load order stability. Generating LOD against an unstable mod list bakes record discrepancies directly into output meshes.
- Sort Plugins with LOOT: Ensure all structural mods, landscape plugins, and tree overhauls are finalized in your mod manager.
- Install Resource Packs:
- Install DynDOLOD Resources SE and enable relevant core components (whiterun exterior, tree billboards, 3D tree LOD assets if using ultra trees).
- Verify File System Isolation:
- Add tool executables to Mod Organizer 2 (MO2) or Vortex.
- Configure output folders outside virtual file systems to avoid permission lockups:
Output Path: C:\ModdingTools\DynDOLOD_Output\
Phase 2: Running TexGen for Texture Atlases
TexGen samples installed texture replacers, tree mods, and lighting overhauls to build consolidated texture atlases tailored specifically to your visual mod list.
- Launch TexGen.exe via your mod manager executable runner.
- Select target worldspaces (e.g., Tamriel, Solstheim, DLC areas).
- Configure Atlas Resolution:
- For 1080p / 1440p displays with 6GB-8GB VRAM: Select 512 for Tree LOD billboards and 1024 for object textures.
- For 4K displays with 12GB+ VRAM: Select 1024 for billboards and 2048 for textures.
- Click Start. Once completed, package the resulting files into an enabled mod named
TexGen Outputplaced directly below your texture overhauls.
Phase 3: Executing DynDOLOD Object LOD Generation
- Launch DynDOLOD.exe via your mod manager.
- Load all active worldspaces.
- Select Presets:
- Low: Ideal for steam deck or low-tier GPUs (minimal performance cost, fixes pop-in).
- Medium: Recommended standard (full dynamic LOD, 3D waterfalls, negligible frame drops).
- High: Enables full 3D distant tree LOD; requires substantial GPU fill-rate and memory bandwidth.
- Set Output Path to
C:\ModdingTools\DynDOLOD_Output\. - Execute generation. When complete, copy generated plugins and meshes into a new active mod named
DynDOLOD Outputplaced at the absolute bottom of your left-pane mod order and right-pane load order (DynDOLOD.esmnear top of ESMs,DynDOLOD.espandOcclusion.espat the very end).
Verification and Diagnostic Troubleshooting
- Floating Trees or Missing LOD Meshes: Verify that
TexGen Outputis not being overwritten by baseline texture mods. - Infinite Loading Screen (ILS): Caused by VRAM exhaustion or excessive 3D tree polycount. Drop tree LOD from 3D to 2D billboard mode in DynDOLOD settings.
- Distant Grid Seams: Check that terrain textures generated by xLODGen match the color balance of near-terrain grass mods.