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<!DOCTYPE html>
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<title>LOD Guide | The Midnight Ride</title>
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<div class="content">
<span id="Overview" class="section">
<h2 onclick="location.href='#Overview'">Overview</h2>
<div class="card" id="UnderstandingLOD" title="Understanding LOD">
<h3>Understanding LOD</h3>
<p>
LOD stands for <strong>Level Of Detail</strong> - a system used to represent distant objects with simplified meshes and textures to improve performance. In Bethesda games, LOD primarily refers to <strong>Cell LOD</strong>, which represents whole "chunks" of land in the distance.
<br>
<br>
Cell LOD is not based on distance - it's a binary state of whether cell is either loaded or not. The LOD Block distance settings control the max draw distance of LOD itself, not the point where it begins.
<br>
This means that you will see LOD pop-in at the same distance regardless of the settings.
<p>Cell LOD is divided into three main categories:</p>
<ol>
<li>
<strong>Object LOD</strong> - Simplified versions of buildings, rocks, and other static objects. Has only one quality level and generates relatively quickly.
</li>
<li>
<strong>Terrain LOD</strong> - Represents the terrain of cell groups, with multiple quality levels that change based on distance (LOD4 4x4, LOD8 8x8, etc.). Takes the longest to generate due to its complexity.
</li>
<div class="card-green">
<p>
Tree LOD is unused in Fallout 4, all trees are included in the Object LOD.
</p>
</div>
</ol>
</p>
</div>
<div class="card" id="WhyGenerate" title="Why Generate Custom LOD?">
<h3>Why Generate Custom LOD?</h3>
<p>
The vanilla game's LOD is pre-generated and static, which means it can't reflect changes made by mods to terrain or objects. Custom LOD generation creates meshes that match your modded game, providing:
<ul>
<li>Increased visual consistency between nearby and distant objects.</li>
<li>More objects visible in the distance.</li>
<li>LOD textures that match your installed texture mods.</li>
<li>Improved quality over the low-detail vanilla LOD.</li>
<li>Filled gaps where objects previously appeared out of nowhere during cell transitions.</li>
</ul>
<div class="card-yellow">
<p>
The Midnight Ride (even with TMR Extended) does not strictly require terrain LOD regeneration, but this guide covers both object and terrain LOD to accommodate custom modlists.
</p>
</div>
<div class="card-green">
<p>
While custom LOD significantly improves visual quality, it does come with a minor performance cost. The trade-off is generally worth it for most modern systems.
</p>
</div>
</p>
</div>
<div class="card" id="LODComparison" title="LOD Comparison">
<h3>LOD Comparison</h3>
<p>
Drag the slider handle to compare how the game looks with generated LOD. Use the dropdown to select different comparison sets.<!-- You can also find performance and VRAM usage comparisons <a href="https://moddinglinked.com/benchmarks.html" target="_blank">here</a>. -->
</p>
<div class="image-slider" data-image-path="./img/LOD/Comparisons" data-sets="Sanctuary|Charles River|Four Leaf Fishpacking Plant|Nuka World" data-images="Before|After">
<select class="comparison-set-select"></select>
<div class="comparison-slider">
<img class="comparison-before" />
<img class="comparison-after" />
<div class="comparison-handle"></div>
</div>
<div class="comparison-labels">
<span class="label-before"></span>
<span class="label-after"></span>
</div>
</div>
</div>
</span>
<span id="Preparation" class="section">
<h2 onclick="location.href='#Preparation'">Preparation</h2>
<div class="card">
<h3>Creating a Separator in MO2</h3>
<p>
<ol>
<li>Right-click the empty space in the left pane of MO2 and select <strong>Create separator</strong>.</li>
<li>Name the separator <strong>LOD</strong>.</li>
</ol>
</p>
</div>
<div class="card" id="InstallingResources" title="Installing LOD Resources">
<h3>Installing LOD Resources</h3>
<p>
Install in the following order:
<ol>
<li>
<b class="link-download"><a href="https://www.nexusmods.com/fallout4/mods/80276" target="_blank">FO4LODGen Resources</a></b>
<ul>
<li><b>Main Files</b> - FO4LODGen Resources</li>
<li>You will be prompted with a FOMOD installer:
<ol>
<li>FO4LODGen.esp</li>
<li>Install</li>
</ol>
</li>
</ul>
</li>
<li>
<b class="link-download"><a href="https://www.nexusmods.com/fallout4/mods/56138" target="_blank">HD LOD Textures</a></b>
<ul>
<li><b>Main Files</b> - HD LOD Textures</li>
<li><b>Optional Files</b> - LOD Fixes and Additions</li>
<li>
After installing <strong>LOD Fixes and Additions</strong>, open the mod in Mod Organizer, and hide <strong>LOD Fixes and Additons.esp</strong> file.
</li>
<div class="card-yellow">
<p>
How to hide files and folders:
<ol>
<li>Open the mod in Mod Organizer 2 by double-clicking it on the left pane.</li>
<li>Go to the <strong>Filetree</strong> tab.</li>
<li>Right-click the file or folder you want to hide and click <strong>Hide</strong>.</li>
</ol>
</p>
</div>
</ul>
</li>
<li>
<b class="link-download"><a href="https://www.nexusmods.com/fallout4/mods/62975" target="_blank">ModernHouseLOD</a></b>
<ul>
<li><b>Main Files</b> - ModernHouseLOD</li>
</ul>
</li>
<li>
<b class="link-download"><a href="https://www.nexusmods.com/fallout4/mods/61884" target="_blank">Far Object LOD Improvement Project</a></b>
<ul>
<li><b>Main Files</b> - Far Object LOD Improvement Project</li>
<li>You will be prompted with a FOMOD installer:
<ol>
<li>Next</li>
<li>Next</li>
<li>Install</li>
</ol>
</li>
</ul>
</li>
<li>
<b class="link-download"><a href="https://www.nexusmods.com/fallout4/mods/63191" target="_blank">Far Harbor 3D Tree LODs</a></b>
<ul>
<li><b>Main Files</b> - Far Harbor 3D Tree LODs</li>
<li>You will be prompted with a FOMOD installer:
<ol>
<li>Next</li>
<li>Install</li>
</ol>
</li>
</ul>
</li>
<li>
<b class="link-download"><a href="https://www.nexusmods.com/fallout4/mods/63198" target="_blank">Optimized Vanilla Tree LODs</a></b>
<ul>
<li><b>Main Files</b> - Optimized Vanilla Tree LODs</li>
<li>You will be prompted with a FOMOD installer:
<ol>
<li>Next</li>
<li>Enable all options with an asterisk appended, Next</li>
<li>Enable all options with an asterisk appended, Next</li>
<li>Enable all options with an asterisk appended, Install</li>
</ol>
</li>
</ul>
</li>
<li>
<b class="link-download"><a href="https://www.nexusmods.com/fallout4/mods/70237" target="_blank">Northern Foothills Rocks Fix</a></b>
<ul>
<li><b>Main Files</b> - NF_Rocks_Fix_Packed</li>
</ul>
</li>
</ol>
</p>
</div>
<div class="card-red center">
<p>
<b>IMPORTANT</b>:
<br>
Enable all resources in MO2 before continuing.
</p>
</div>
<div class="card" id="PreGen" title="Pre-Generated LOD">
<p>
<h3 class="link-download"><a href="https://www.nexusmods.com/fallout4/mods/67185" target="_blank">Pre-Generated LOD</a></h3>
If you use a <strong>TMRE modlist</strong> with no changes to textures or the game world, you can skip manual LOD generation by using this file. It includes both Object and Terrain LOD and was generated with <b>Force LOD8</b> enabled.
<br><br>
Simply install it as a normal mod in MO2 and put it under the resources listed in the previous section (which you still need), then move <strong>prp.esp to the bottom</strong> of your load order.
</p>
</div>
</span>
<span id="GeneratingLOD" class="section">
<h2 onclick="location.href='#GeneratingLOD'">Generating LOD</h2>
<div class="card" id="FOLIPBeforeGeneration" title="FOLIP Before Generation">
<h3>FOLIP Before Generation</h3>
<p>
<ol>
<li><strong>Setup xEdit</strong> according to the ModdingLinked Setup instructions <a href="https://moddinglinked.com/xedit.html#setup" target="_blank">here</a>.</li>
<li>Launch xEdit with any plugin loaded, then go in the settings and <strong>disable Simple Records</strong>.</li>
<li>Download <a href="https://www.nexusmods.com/fallout4/mods/61884" target="_blank">FOLIP xEdit Scripts</a> and drag the archive's contents into xEdit's <b>Edit Scripts</b> folder.</li>
<li>Restart xEdit and load all of the plugins.</li>
<li>Once everything has loaded, right-click any of them and <b>Apply Script...</b>, then select the <strong>FOLIP - Before Generation.pas</strong> file and click <b>OK</b>.</li>
<li>Optionally, enable <b>Force LOD8</b> for better visuals at a small performance cost.</li>
<li>Click <b>Start</b>.</li>
<li>When complete, you will see a message saying "<b>Patch generated successfully!</b>", click <b>OK</b>.</li>
<li>Exit xEdit and save the plugin when prompted.</li>
<li>An Explorer window should have opened showing the output file. Take it and drag it to the bottom of your LOD separator in your modlist to install it.</li>
<li>Make sure the output's plugin is enabled in your load order.</li>
</ol>
</p>
</div>
<div class="card" id="TexGen" title="TexGen">
<h3>TexGen</h3>
<p>
<ol>
<li>Download the latest <a href="https://www.nexusmods.com/skyrimspecialedition/mods/68518?" target="_blank">DynDOLOD 3 Alpha</a>.</li>
<li>Once the download has finished, extract the contents of the archive to any location of your choice (do not use a UAC protected folder or the game folder).</li>
<li>In MO2, select the <img src="./img/MO2/Executables.webp" alt="MO2 executables"> button at the top of MO2 to open the executables menu.</li>
<li>Click the <strong style="color:rgb(20, 162, 228)">+</strong> at the top of the window and the select <strong>Add from file...</strong></li>
<li>From the pop-up, navigate to where TexGen is installed and select <strong>TexGenx64.exe</strong>.</li>
<li>In the <b>Arguments</b> box in the right pane, enter <span class="card-basic">-FO4</span></li>
<li>Select TexGen from the executables drop-down in the top right of MO2 and click <b>Run</b>.</li>
<li>Once the program has loaded, make sure that <strong>Base Size</strong> is set to <strong>256 (1440p)</strong>. Higher resolutions are unsupported due to game engine mipmap bugs associated with exceeding the Object LOD atlas.</li>
<li>Click <strong>Start</strong>.</li>
<li>When complete, you will see a message saying "<b>TexGen completed successfully</b>", click <strong>Zip and Exit</strong>.</li>
<li>Install the TexGen output by clicking the <img src="./img/MO2/Install Archive.webp" alt="MO2 archive button"> button at the top of MO2.</li>
<li>From the new window, navigate to the DynDOLOD folder you installed in step 2, then double-click <b>TexGen_Output.zip</b> and install it.</li>
</ol>
</p>
</div>
<div class="card" id="xLODGen" title="xLODGen">
<h3>xLODGen</h3>
<p>
xLODGen is an xEdit-based tool that allows you to generate LOD meshes for your game. Similarly to xEdit, it has a single executable that can be be turned into a game specific version by adding arguments.
<ol>
<li>Download the latest <strong>xLODGen</strong> from <a href="https://stepmodifications.org/forum/topic/13451-xlodgen-terrain-lod-beta-94-for-fnv-fo3-fo4-fo4vr-tes5-sse-tes5vr-enderal-enderalse/" target="_blank">here</a>.</li>
<li>Once the download has finished, extract the contents of the archive anywhere outside of the default Windows folders.</li>
<li>In MO2, select the <img src="./img/MO2/Executables.webp" alt="MO2 executables" class="mo2-icon"> button at the top of MO2 to open the executables menu.</li>
<li>Click the <strong style="color:rgb(20, 162, 228)">+</strong> at the top of the window and the select <strong>Add from file...</strong></li>
<li>From the pop-up, navigate to where xLODGen is installed and select <strong>xLODGenx64.exe</strong>.</li>
<li>In the <b>Arguments</b> box in the right pane, enter <span class="card-basic">-FO4 -O:"C:\Output"</span></li>
<div class="card-green">
<p>
This argument will send the LOD output to a folder called <b class="card-basic">Output</b> on your <b>C</b> drive (the drive Windows is installed on).
<br>
You can change this path if you would prefer the files to be generated elsewhere (do not use a UAC protected folder or the game folder).
<br>
<br>
Make sure that the output folder is empty before generating LOD.
</p>
</div>
<li>Select xLODGen from the executables drop-down in the top right of MO2 and click <b>Run</b>.</li>
<li>Copy all settings from the image below:</li>
<div class="image-container width-60">
<img class="content-img" src="./img/LOD/Main Settings.webp" alt="Main LOD Settings - Objects and Trees">
<div class="resize-overlay expand"></div>
</div>
<div class="card-green">
<p>
Generating LOD for the DLC03VRWorldspace is a waste of time and disk space as you won't be able to see any LOD in that location.
</p>
</div>
<div class="expander-top">
<h3>Terrain LOD generation instructions (Optional but Recommended)</h3>
<p>
<img class="chevron" style="transform: rotateX(0deg);" src="img/UI/Chevron Down.svg" alt="UI element - Chevron">
</p>
</div>
<div class="expander-bottom">
<div class="card-red">
<p>
Generating Terrain LOD is <strong>very</strong> CPU intensive and can take a long time depending on the settings and your CPU's multithreaded performance.
<br><br>
It's needed <u>only</u> if you have mods that edit the landscape or landscape textures. But the visual improvement is big regardless.
</p>
</div>
<ol>
<li>In the right pane, check <strong>Terrain LOD</strong>.</li>
<li>
Landscape LOD has 4 quality levels for different distances (with LOD4 being the closest to you, and LOD32 being the farthest).
<div class="card-yellow">
<p>
All LOD levels are generated at once! You don't have to do anything besides configuring every level!
<br>
This is not something that you pick and choose - those are not quality "settings", just how the game works.
</p>
</div>
Copy the settings for each LOD level from images below:
<ul>
<li><b>LOD 4</b>:</li>
<div class="image-container width-60">
<img class="content-img" src="./img/LOD/Land 4 Settings.webp" alt="Landscape LOD Settings - Level 4">
<div class="resize-overlay expand"></div>
</div>
<li><b>LOD 8</b>:</li>
<div class="image-container width-60">
<img class="content-img" src="./img/LOD/Land 8 Settings.webp" alt="Landscape LOD Settings - Level 8">
<div class="resize-overlay expand"></div>
</div>
<li><b>LOD 16</b>:</li>
<div class="image-container width-60">
<img class="content-img" src="./img/LOD/Land 16 Settings.webp" alt="Landscape LOD Settings - Level 16">
<div class="resize-overlay expand"></div>
</div>
<li><b>LOD 32</b>:</li>
<div class="image-container width-60">
<img class="content-img" src="./img/LOD/Land 32 Settings.webp" alt="Landscape LOD Settings - Level 32">
<div class="resize-overlay expand"></div>
</div>
</ul>
</li>
</ol>
</div>
<div class="expander-top">
<h3>Settings Explanation</h3>
<p>
<img class="chevron" style="transform: rotateX(0deg);" src="img/UI/Chevron Down.svg" alt="UI element - Chevron">
</p>
</div>
<div class="expander-bottom">
<h3>Objects:</h3>
<ul>
<li><strong>Atlas size</strong>: The <a href="https://en.wikipedia.org/wiki/Texture_atlas" target="_blank">atlas</a> is what contains all textures for the <b>Object LOD</b> meshes, increasing its size means that you can have more textures on the atlas (from the new resources) and they could also be higher resolution.
<br>
Keep in mind that the tool will create this atlas with just the resolution it ends up needing (e.g. if you only need 1024x512 for your atlas, that will be the final resolution of it, what we set is simply the max allowed).
</li>
<li><strong>Max texture size</strong>: Object textures above this resolution will not be allowed on the atlas, we increase this to make sure everything makes it there.</li>
</ul>
<h3>Landscape</h3>
<ul>
<li><strong>Protect borders</strong>: Prevents ugly terrain drops at the cell borders.</li>
<li><strong>Size</strong>: 512 on LOD4 and 256 on the next levels will suffice for most cases (especially in a list such as TMR), but high resolutions and retextured terrain may benefit from higher settings. Note that this setting can increase the generation time and file size of the output considerably.</li>
<li><strong>Bake normal-maps</strong>: Roughens the terrain LOD textures to match the actual terrain's normal map.</li>
<li><strong>Mipmap</strong>: Mipmapping textures prevents <a href="https://en.wikipedia.org/wiki/Mipmap#/media/File:Mipmap_Aliasing_Comparison.png" target="_blank">pixel crawling artifacts</a> at a minor VRAM and storage utilization cost.</li>
<li><strong>Quality</strong>: This controls the amount of detail in the LOD's geometry. Lower values have more detail and have a minor performance cost because of the amount of triangles in the mesh.</li>
<li><strong>Optimize Unseen</strong>: Reduces the amount of triangles of geometry below a configurable height, this is meant to optimize unseen areas underwater. Even though most people recommend a value of 550, it seems to break the terrain in the map of minor worldspaces such as Soul Cairn.</li>
</ul>
</div>
<li>Click <strong>Generate</strong>.</li>
<li>When complete, the log will stop and at the end you will see a message saying "<b>LOD generation done</b>", you can now close xLODGen.</li>
</ol>
</p>
</div>
<div class="card" id="InstallingLOD" title="Installing LOD">
<h3>Installing the LOD</h3>
<p>
<ol>
<li>In MO2, click the tiny wrench icon at the top, next to the mod counter, then click <strong>Create empty mod</strong>.</li>
<li>Title the mod <strong>FO4LODGen Output</strong>.</li>
<li>Navigate to where the LOD files were generated and select both the <code>textures</code> and <code>meshes</code> folders.</li>
<li>Cut them to the <strong>FO4LODGen Output</strong> mod you just created (right-click on the mod and select <b>Open in Explorer)</b>.</li>
<li>Press <strong>F5</strong> while you are on MO2 without any menu open, then make sure the new mod is enabled by ticking its checkbox.</li>
</ol>
</p>
<div class="card-red">
<p>
<b>IMPORTANT</b>:
<br>
Do not disable the LOD resources you installed previously, the game needs them for the LOD to work properly.
<br>
<br>
Generated LOD must <u>always</u> be loaded last in your modlist!
<br>
<br>
If it happens to be overwritten by any mod, the LOD in-game will be broken.
</p>
</div>
</div>
<div class="card" id="FOLIPAfterGeneration" title="FOLIP After Generation">
<h3>FOLIP After Generation</h3>
<p>
<ol>
<li>Just like before, open xEdit and load all of the plugins.</li>
<li>Once everything has loaded, right-click any of them and <b>Apply Script...</b>, then select the <strong>FOLIP - After Generation.pas</strong> file and click <b>OK</b>.</li>
<li>Let the script finish then exit xEdit and save the plugin when prompted.</li>
<li>In MO2, click the tiny wrench icon at the top, next to the mod counter, then click <strong>Create empty mod</strong>.</li>
<li>Title the mod <strong>FOLIP - After Generation</strong>.</li>
<li>Double-click <i>Overwrite</i> and drag FOLIP - After Generation.esp to the newly created mod, then enable it (both in the modlist and load order).</li>
</ol>
</p>
</div>
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