required to generate proper object lod. or DynDOLOD
Permissions and credits
Credits and distribution permission
Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
Upload permissionYou are not allowed to upload this file to other sites under any circumstances
Modification permissionYou must get permission from me before you are allowed to modify my files to improve it
Conversion permissionYou are not allowed to convert this file to work on other games under any circumstances
Asset use permissionYou must get permission from me before you are allowed to use any of the assets in this file
Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
Asset use permission in mods/files that earn donation pointsYou must get permission to earn Donation Points for your mods if they use my assets
Author notes
This author has not provided any additional notes regarding file permissions
File credits
Ehamloptiran, original author of LODGen. Sheson for all LOD related coding.
Donation Points system
This mod is opted-in to receive Donation Points
Changelogs
Version 3.2.1
- Skyrim VR support
- LOD generation improvements
- optionally generate trees as Objects LOD
Trees LOD and Objects LOD generator for Skyrim Special Edition
Installed a mod that moves or changes trees but they remain unchanged when far way, or you can't see new farm houses from a new shiney villages overhaul when a top of the mountain? Then you need this tool.
Please read the TES5LODGen description as this tool is essentially the same one and LOD system hasn't changed much in SSE apart from Large References grid system.
Large References
SSE added a separate Large References grid which allows to load full meshes outside of uGridsToLoad value, you can change it's size in the game launcher Options. SSELODGen fully supports that feature, however it requires large references information to exist in a plugin before generating LOD. As of now it works only for master files (plugins with ESM flag), also Creation Kit doesn't have an option to create this information. Vanilla files including DLCs already have it, however If you are developting a new worldspace mod or creating master ESM plugin that modifies large objects (larger than 512 game units by default) in vanilla worldspaces, download the latest SSEEDit and use script "Skyrim SE - Generate Large References". Large references information is stored in RNAM subrecords of WRLD per worldspace with LOD.