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File credits
Sheson, Ehamloptiran, and Zilav for xLODGen.
Sheson for TexGen.
Credits to Undernier for the source mod textures used to generate the optional 50 Shades of Rust LOD Textures file.
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Far Object LOD Improvement Project - German Translation
Changelogs
Version 5.3
Added additional LOD vanilla materials with TexGen rules for LOD textures.
Added perfect LOD textures for BldgBrickLargeLOD, DecoLargeLOD, and NCALargeLOD.
Version 5.2
Added LODRules file for FOLON to fix some minor issues.
Added a Custome House LOD model without the top portion attached for use with FOLON.
Updated the xEdit scripts for minor fixes.
Version 5.1.1
* Forgot to add master of parent ref to FOLIP - Before Generation xEdit script
Version 5.1
* Removed FOLIP - Master.esm as I decided to do things differently so we can delete the need for it.
* The FOLIP - Before Generation.esp may now be disabled after LOD Generation again.
* The FOLIP - After Generation xEdit script now incorporates records from FOLIP - Before Generation.esp that must be present after generating LOD. Therefore, FOLIP - Before Generation.esp must be active when running the FOLIP - After Generation script.
* Removed XESP from the Liberty Prime Gantry in FOLIP - New LODs.esp now that xLODGen supports LOD Respects Enable State without an XESP.
* Improved LOD handling for Repairable objects as used in various settlement mods.
* Pre-built plugins now are compatible with Fallout 4 VR out of the box.
* Added additional Tree rules to solve issues when not using Optimized Vanilla Tree LODs.
Version 5.0.2
Bugfix for the FOLIP Before Generation xEdit script sometimes failing to copy the winning override cell record.
Version 5.0.1
Bugfix for the FOLIP Before Generation xEdit script sometimes failing to add all required masters.
Version 5.0
Created the FOLIP - Before Generation and FOLIP - After Generation xEdit scripts. These replace the Synthesis patchers.
Added FOLIP - Master.esm. This is currently an ESL flagged master, so we can take advantage of temporary references. A non-ESL version may in some cases be required, but testing will be needed to determine if this will ever be the case.
Added several hundreds of new LOD models. I do not wish to list them all. Notable mentions include the top of Trinity Tower, Sunshine Tidings cabins, monorails, raised roads, train cars, train water tower, train switching station building, and many many more.
All LOD models outside of UV 0 to 1 limits have been redone to be within proper constraints. TexGen textures should consequently not need to remain post generation, and sharing the pregenerated LOD is greatly simplified.
Various objects that are enable parented now use LOD Respects Enable State to prevent them from showing when they are not supposed to. This notably includes trees around the UFO crash site. The xEdit script is able to the capability to add these types of cases automatically, which integrates well with many mods, including Sim Settlements.
Version 4.2.1
Hotfix for incorrect material path to Materials\LOD\Architecture\Unique\Bridge01\BridgeConcrete01Details.bgsm on Meshes\LOD\Landscape\RetainingWall\Residential\RWPieceStairs01_lod_0.nif
Version 4.2
-FOLIP Synthesis Patcher now supports adding LOD for Furniture records. This was necessary to fix the "pond" in the middle of the CIT.
-Added River Road LODs. This fixes the missing Charles River roads/sidewalks/retaining walls.
-Added some fixed Galactic Zone LODs to correct textures mismatching.
-Added highway signs
-Added the Castle radio tower
-Added the Covenant sign
-Added the Mass Bay Medical Center sign
-Added some improved antennas.
-Fixed color mismatch issues on large crates.
-Removed the dark streaks/stains swap. It seems the game uses a gradient on the streaks to set the color, so I can't get a good match systematically, so best to keep it with the single texture.
-Various minor bugfixes and performance improvements
Version 4.1
Removed neverfade flag from the Nuka World Wild West buttes and made much better LODs for them.
(Hopefully) Fixed bug that was botching water LOD generation when using FOLIP - Before Generation.esp
Revised RockCliff07 LOD model.
Fixed some missing lod material swaps.
Version 4.0
Finished automotive LODs. All automotives have LOD now.
Added/improved rock LODs.
Added/improved MachineKit LODs.
Added Nuka World Galactic Zone Walkway LODs.
Added DiamondRadioTower LODs.
Added/improved Shack LODs.
Added Salem Museum LOD.
Added/improved HighwayOverpass LODs.
Added Tank LOD.
Redid RRTrack LODs.
Replaced BunkerHillMonument01 LOD.
Replaced AirportTerminalDestroyed01 LOD.
Replaced Amphitheater LOD.
Replaced North Bridge LOD.
Improved color matching on some Crates.
Improved Hedges to use correct color.
Made custom HighTech Structure LODs.
Made revised Nuka World Bottle textures.
Made perfect HighTech LOD textures.
Made perfect 50 Shades of Rust LOD textures.
Made nearly perfect HighTech Stains/Streaks textures, and properly material swapped the darker variant.
Most LOD filenames have been changed to a standardized format of lod_0, lod_1, lod_2 in order to facilitate automatic assignment of LOD models via the FOLIP Synthesis Patcher. If you previously needed to patch against FOLIP, your patch is most likely invalid and also unnecessary now that the Synthesis patcher can handle this.
Numerous miscellaneous performance improvements and fixes.
FOLIP Synthesis patcher now can assign the LOD models automatically via file naming conventions (path\to\model.nif searches for lod\path\to\model_lod_0.nif and similar).
FOLIP Synthesis patcher now can assign LOD models based off specially configured [PluginName] - LODRules.json files tied to the plugin name and load order. There is also the ability to use a UserRules.json file (which overrides all).
Added rules for over 200 models.
FOLIP Synthesis patcher now can map material swaps where the name/path are changed based on information added to MaterialSwaps.json files tied to the plugin name.
FOLIP Synthesis patcher now can assign LOD models to moveable statics.
FOLIP Synthesis patcher now can handle material swaps that involve color remapping index for grayscale to palette materials based on filenaming conventions.
Using FOLIP Synthesis patcher now replaces the need for these plugins: FO4LODGen-DLCNukaWorld.esp, FO4LODGen-DLCWorkshop03.esp
Version 3.0.1
Hotfix to fix FOMOD installer for Merged plugin option.
Hotfix to fix positioning problems with some Far Harbor rock LODs.
Version 3.0
Added TexGen Rules.
Modified all lod materials to support the "Use source alpha threshold" xLODGen setting that now is fixed.
All instructions are now in the article here: https://www.nexusmods.com/fallout4/articles/4162
There are so many changes and additions, it would take too much time to list them here.
Version 2.4
-Added Diamond City stadium lights.
-Added another Covenant house.
-Added two more Small Town buildings.
-Added the big hedge bushes (most commonly seen in Nuka World).
-Added pickup trucks.
-Added park arches
-Added a few missing sidewalk LODs.
-Added a few missing road LODs.
-Added the Nuka World train tracks.
-Added the Nuka World street lamps.
-Added the Nuka World Kiddie Kingdom lollipops.
-Fixed BillboardBldgSmAngle45 LODs displaying the wrong billboards.
-Redid the RoadAChunk LODs.
-Redid the railroad track intersection LOD.
-Redid the highway partititions.
-Flagged HitTechExtALOD03.bgsm and HitTechExtALOD07.bgsm as double sided. This makes a few buildings more complete in LOD when viewed from the other side.
Version 2.3
Added 2 of the 4 Covenant house LODs, which will show their proper color/textures now, while being lower poly too. Performance boost over vanilla LODs.
Added some other Small Town buildings, which will similarly show their proper color/textures, while being lower poly, and better performance over vanilla.
Added flatbed truck trailer LODs.
Added sedan car LODs.
Added sports car LODs.
Added station wagon car LODs.
Added tractor trailer cab truck LODs.
Added Megaloader (big constructions equipment) LODs with all its variants.
Redid vertirbirds, train, and truck trailer LODs to be higher quality yet lower poly while being within proper UV scale.
Ditto for Sanctuary road LODs.
Car coupe LODs are lower poly without quality loss.
Other minor performance improvements.
Version 2.2
Added car coupe LODs.
Added a few small town building LODs.
Added improved Nuka World bottle LODs.
Improved my bus LODs to be lower poly while higher quality. Also fixed UV scale while doing so.
Some texture changes.
Minor performance optimizations.
Version 2.1
This is mostly a revamp of the included textures. Any texture that xLODGen previously reported the creation of a flat normal or flat specular has been assigned an appropriate normal or specular so as to remove those warnings and, in many cases, improve the appearance of the LODs. This mostly affected Billboards. Also, I have included new LOD textures for the barn and warehouse LODs that were made from the corresponding full textures. There are also a few other minor bug fixes, such as some of the vanilla rockcliff LODs not having their materials assigned to them, making them not adhere to their material swaps.
Version 2.0.1
Hotfix for the BSA version to include loose files for conflicts with FO4LODGen Resources that need to be overridden.
Version 2.0
Added FOMOD installer.
Added BA2 archived assets option.
Added merged plugin option.
Added Junk Walls (these are typically the walls you see around raider camps).
Added Raider Windmills. Be advised that I recommend that you disable this plugin following xLODGen generation. Since the raider windmills are a Moveable Static reference, which I can't attach LOD to in the typical way, I have attached LOD statics to them in the worldspace records with this plugin. This is why I advise that it be disabled following generation as 1, it is no longer needed after generation, and 2, it prevents mod conflicts.
Version 1.4.1
Added Drumlin Diner sign.
Fixed ShackMidRoof03HoleMid01_LOD_0.
Version 1.4
Added over 50 additional Shack LODs and improved upon exisiting ones while removing triangles (better performance).
Added Drive In LODs(e.g., Starlight Drive In).
Added Diner LODs (e.g., Drumlin Diner).
Improved Electrical Tower LOD appearance while removing triangles (better performance).
Removed artifacts on the North Bridge in Sanctuary LOD by adding a missing NiAlphaProperty.
Fixed vertex normals on Barges and Shipping Containers.
Fixed some missing material swaps.
Version 1.3
Fixed some signs not displaying properly
Improved shipping containers
Added Barges
Additional performance optimizations
Version 1.2
Added and repaired signs and billboards. Like a whole lot of them. Seriously, that was a lot of work. There's still a few odd ones left, but not many.
Added train tracks.
Added highway partitions.
Added Nuka World fire hydrant.
Fixed z-fighting at Boston Airport.
Fixed z-fighting on elevated highways.
Note: Remove FO4LODGen-FullModelLOD.esp as it is now completely replaced with actual LODs.
Note 2: xLODGen with have a note about several textures missing normal and specular "map not found, using flat replacement." This is ok.
Added like a ton of roads. See updated images. Fantastic upgrade. I actually did so many, that some are not even active yet, as I'm still locating where they are at.
Redid Vertibird and Train engine to have better details. Don't worry. No performance cost. In fact, this version seems to perform better than ever, despite the huge visual upgrade.
Version 0.3
Finished Sanctuary roads. Costs 0 fps.
Added Nuka World truck trailer LODs.
Truck Trailer LOD textures will be placed on the atlas, improving performance.
Version 0.2
Added some roads in Sanctuary.
Shipping crates now portray the colors they were meant to instead of just red.
Pointed two types of tug boats to already existing LOD files.
Almost all the meshes now point to their corrected materials files, which in turn point to their reduced texture files. In short, this increases performance and lowers VRAM consumption even further.
Description
Far Object LOD Improvement Project (FOLIP) adds missing LOD models for objects that don't currently have them. This improves visuals and eliminates pop-in of objects at very little performance cost. Some models included:
Barges and boats
Billboards and signs
Boulders
Buses
Cars
Construction Equipment
Diner and Drive-in
Windmills
Roads
Shacks and Junk Walls
Shipping Crates
Sidewalks
Train Engines
Train Tracks
Trucks
Vertibirds
... and much, much, more!
Before:
After:
Installation
Install and activate like any other mod. By itself, the main file does nothing. You must regenerate Object LOD using FO4LODGen to see the added objects.
If you are uncomfortable or experience issues generating yourself, there is now an optional Pregenerated Object LOD file that can be used. This pregenerated LOD is designed in a way to use some textures from the LOD "resource" textures to provide the most compatible pregenerated LOD possible. If you use a tree mod that provides LOD texture resources for vanilla replacements, the pregenerated LOD will use the tree mod's textures. This works out of the box with vanilla, Barren Trees, Luxor's Summer, Make Like a Tree, and probably others (those were the few I tested). You can install ModernHouseLOD, and it will use his textures. This method does not work for any tree mod that adds new custom trees (e.g., Boston Natural Surroundings, A Forest, etc.). Generating your own LOD will be more performance friendly, mod compatible, and look better, but this gets you very close without having to do all the extra legwork.
There is an optional 50 Shades of Rust LOD Textures file for use with 50 Shades of Rust by Undernier. Credits to Undernier for the source mod textures used to generate these.