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LOD Generation Guide


๐ŸŒ„ How to Generate LODs for Licentia NEXT

note

WHY YOU MIGHT NEED THIS?

You added or updated:

  • worldspaces
  • terrain mods
  • grass mods
  • tree mods
  • city or landscape overhauls

Any of the above requires regenerating LODs to avoid visual glitches, missing terrain, or pop-in.

These are the general steps to regenerate LODs for Licentia NEXT:

  1. xLODGen + ACMOS
  2. Grass Cache
  3. TexGen + DynDOLOD
  4. Final cleanup
tip

๐Ÿ• Total time: ~2โ€“3 hours, depending on your PC.


Step 1๏ธโƒฃ โ€” General Preparationโ€‹

tip

This block applies to everything below, so read carefully!

๐Ÿ• Expected time to prepare everything is just ~5 minutes!

  1. Create a folder at the root of your drive (i.e. C drive), let's call it _DYNDOLOD, and create 3 folders inside it:

    • C:\_DYNDOLOD\DynDOLOD_Output
    • C:\_DYNDOLOD\SSELODGen_Output
    • C:\_DYNDOLOD\TexGen_Output

    That's what you should get:

    Create C:\\_DYNDOLOD output folders for generated files
    tip

    Make sure they are empty! (in case it's not the first time you're doing this process)

  2. On the top right of MO2 near the Run button click on the list to open it (usually SKSE is pre-selected there) and select Edit, like this:

    Open Mod Organizer 2 Edit Executables dialog

    Here you would need to go through the list of tools we'd use in this guide, and make sure their outputs (which is the -O:"some_path" parameter) are set to the folders you've created in the first step in the Arguments field, like this:

    • For xLODGenx64 it should be -O:"C:\_DYNDOLOD\SSELODGen_Output":

      Configure xLODGen executable paths in MO2
    • For TexGenx64 it should be -O:"C:\_DYNDOLOD\TexGen_Output":

      Configure TexGen executable paths in MO2
    • For DynDOLODx64 it should be -O:"C:\_DYNDOLOD\DynDOLOD_Output":

      Configure DynDOLOD executable paths in MO2
  3. As the last step before we begin - make sure to exclude those *.exe files both as a "process" and as a "file" for your Anti Virus software:

    • xLODGenx64.exe - located inside your_LN_installation/tools/xLodGen
    • TexGenx64.exe - located inside your_LN_installation/tools/DynDOLOD
    • DynDOLODx64.exe - also located inside your_LN_installation/tools/DynDOLOD
    • Texconvx64.exe - has many locations, either find all or exclude only as a process
    warning

    Failing to exclude these files may lead to UNEXPECTED ERRORS, which you won't be able to get any help with.


Step 2๏ธโƒฃ โ€” xLODGen + ACMOSโ€‹

info

Before you begin - please understand that xLODGen and ACMOS should always be run one after another.

Don't just run xLODGen and skip ACMOS!


Run xLODGenโ€‹

tip

๐Ÿ• Expected time: 25โ€“30 minutes

  1. Open your Mod Organizer 2, and in the left pane find and disable the following mods:

    • Licentia NEXT - xLODGen Output
    • Licentia NEXT - TexGen Output
    • Licentia NEXT - DynDOLOD Output
    • DynDOLOD FX Glow Accurate Disabler - Quality of Life
    • Grass Cache Helper NG
    • No Grass In Objects (should be already disabled)
    • Config INI - GrassControl.ini
    • Licentia NEXT - Grass Output
  2. Then enable:

    • xLODGen Resource - SSE Terrain Tamriel
  3. Select xLODGenx64 from the executable dropdown at the top-right of MO2 and hit Run:

    Start xLODGen from MO2 executable dropdown
  4. xLodGen window would open. It can take a while to load, don't worry!

    In the "Select Worldspace(s) to generate LOD for" section on the left check everything. This can be done by right-clicking anywhere in the worldspaces list and choosing Select All:

    Select all worldspaces in xLODGen worldspace list
  5. In the main window make sure only Terrain LOD is checked:

    Launch Large Address Aware for xLODGen patching
  6. Select LOD4 under Terrain LOD and set the following options:

    Set xLODGen LOD4 options and quality settings
    Text version of LOD4 settings

    From left to right, top to bottom:

    • Build meshes - Checked
      • Quality - 0
      • Max Vertices - 32767
      • Optimize Unseen - 500
      • Protect Borders - Checked
      • Hide Quads - NOT checked
    • Build diffuse - Checked
      • Size - 256
      • Format - BC7 Quick
      • MipMaps - Checked
      • Brightness - 0
      • Contrast - 0
      • Gamma - 1.25
    • Build normal - Checked
      • Size - 256
      • Format - BC7 Quick
      • MipMaps - Checked
      • Raise steepness - Checked
    • Bake normal maps - Checked
      • Bake specular - NOT checked
      • Vertex Color Intensity - 1.00
      • Default size: Diffuse - None
      • Default size: Normal - None
  7. Select LOD8 under Terrain LOD and set the following options:

    Set xLODGen LOD8 options and quality settings
    Text version of LOD8 settings

    From left to right, top to bottom:

    • Build meshes - Checked
      • Quality - 4
      • Max Vertices - 32767
      • Optimize Unseen - 525
    • Build diffuse - Checked
      • Size - 256
      • Format - BC7 Quick
      • MipMaps - Checked
      • Brightness - 0
      • Contrast - 0
      • Gamma - 1.25
    • Build normal - Checked
      • Size - 256
      • Format - BC7 Quick
      • MipMaps - NOT checked
      • Raise steepness - NOT checked
    • Bake normal maps - Checked
      • Bake specular - NOT checked
      • Vertex Color Intensity - 1.00
      • Default size: Diffuse - None
      • Default size: Normal - None
  8. Select LOD16 under Terrain LOD and set the following options:

    Set xLODGen LOD16 options and quality settings
    Text version of LOD16 settings

    From left to right, top to bottom:

    • Build meshes - Checked
      • Quality - 6
      • Max Vertices - 32767
      • Optimize Unseen - 625
    • Build diffuse - Checked
      • Size - 256
      • Format - BC7 Quick
      • MipMaps - Checked
      • Brightness - 0
      • Contrast - 0
      • Gamma - 1.25
    • Build normal - Checked
      • Size - 256
      • Format - BC7 Quick
      • MipMaps - NOT checked
      • Raise steepness - NOT checked
    • Bake normal maps - Checked
      • Bake specular - NOT checked
      • Vertex Color Intensity - 1.00
      • Default size: Diffuse - None
      • Default size: Normal - None
  9. Select LOD32 under Terrain LOD and set the following options:

    Set xLODGen LOD32 options and quality settings
    Text version of LOD32 settings

    From left to right, top to bottom:

    • Build meshes - Checked
      • Quality - 0
      • Max Vertices - 32767
      • Optimize Unseen - 550
    • Build diffuse - Checked
      • Size - 2048
      • Format - BC7 Quick
      • MipMaps - Checked
      • Brightness - 0
      • Contrast - 0
      • Gamma - 1.25
    • Build normal - Checked
      • Size - 2048
      • Format - BC7 Quick
      • MipMaps - NOT checked
      • Raise steepness - NOT checked
    • Bake normal maps - Checked
      • Bake specular - NOT checked
      • Vertex Color Intensity - 1.00
      • Default size: Diffuse - None
      • Default size: Normal - None
  10. After you've set all LOD levels' settings - make sure Seasons are NOT checked (1), and click Generate (2) at the bottom-right of the window:

    Run xLODGen generation for selected worldspaces
  11. Now you just have to wait for approximately 25-30 minutes (depending on your PC, this may take up to an hour, depends on the CPU). You can track the time passed on the top bar of the xLODGen window!

    When the process is finished, you would see the LOD generation done message at the bottom of the main window:

    xLODGen generation completed successfully

    Close the xLODGen window and proceed to the next step (ACMOS).


Run ACMOS Road generatorโ€‹

tip

๐Ÿ• Expected time: 2โ€“3 minutes

  1. Select ACMOS Road generator from the executable dropdown at the top-right of MO2 and hit Run:

    Start ACMOS Road Generator from MO2
  2. In the newly opened ACMOS window select Paths Only in the Select Roads dropdown menu:

    Select Paths Only mode in ACMOS Select Roads dropdown
  3. Now click Browse near the Path for LOD string:

    Click Browse for ACMOS Path for LOD field
  4. Navigate to the C:\_DYNDOLOD folder we've created in the Preparation step (1), click ONCE on your SSELODGen_Output folder (2), make sure its name appeared at the bottom and click Select Folder (3):

    Select SSELODGen_Output folder for ACMOS Path to LOD
  5. Note that the C:\_DYNDOLOD\SSELODGen_Output is visible in both Path to LOD and Output Path (1), and click Generate (2)!

    Confirm ACMOS paths then click Generate

    You would be greeted by an Overwrite LOD Textures? Warning - click Yes.

    ACMOS Overwrite LOD Textures warning dialog

    And wait till the generation completes (it would take just a few minutes).

  6. When the generation is finished, you would see a Zip? message - click No:

    ACMOS Zip prompt shown after road generation

    After that you'd see the All Done! message - click Ok:

    ACMOS All Done confirmation dialog
  7. You can now close the ACMOS Road Generator and proceed to the next step.


Install xLODGen + ACMOS Outputโ€‹

  1. Navigate to your C:\_DYNDOLOD\SSELODGen_Output folder, you would see two folders there:

    • meshes
    • textures
  2. Now:

    • Add those 2 folders (not the SSELODGen_Output folder itself) to archive (via 7zip or any other tool) in .zip format
    • Copy the resulting archive to your Licentia downloads folder (for example C:\Licentia NEXT\Downloads).
  3. In the Mod Organizer 2, you would see the SSELODGen_Output.zip at the Downloads section on the right. If you don't see it - click Refresh on the left.

    Locate xLODGen output archive in MO2 install workflow
  4. Double-click the SSELODGen_Output.zip, and when prompted for Quick Install - just press Ok:

    Install xLODGen output archive as a mod in MO2

    It would take a minute, so just wait.

  5. The mod would appear at the bottom of the mods' list on the left:

    Move installed xLODGen output to correct position in MO2 left pane
  6. Drag it to the Licentia NEXT - LOD Output separator, put it under the disabled Licentia NEXT - xLODGen Output mod, and enable it. The result would look like this:

    xLODGen output enabled and installed correctly in MO2
  7. The last step - find and disable the mod - xLODGen Resource - SSE Terrain Tamriel.


Step 3๏ธโƒฃ โ€” Grass Cache Generationโ€‹

note

This step is mandatory if you changed:

  • worldspaces
  • grass mods
  • landscape records

Original guide reference is available here.


(optional) List worldspaces with grassโ€‹

note

You only need this when you've added and/or removed mods with new worldspaces!

tip

๐Ÿ• Expected time: 10 minutes

General idea is this - before the grass cache generation, it's needed to determine which worldspaces require generation and which can be ignored.

  1. In the Mod Organizer 2, select xTESEdit64 in the dropdown on the top-right and click Run:

    Open xEdit from MO2 for worldspace listing
  2. You would be greeted with the Module Selection window - make sure all the plugins are selected (they usually are), if not - right-click anywhere in the list and click Select All. Then click OK:

    Select all plugins when launching xEdit
  3. Next you'd be asked about Mod Groups - just close that window, we won't need them.

  4. Now, right-click anywhere on the left part of xEdit and press Apply Script:

    Open xEdit Apply Script menu
  5. In the opened Apply Script window select the List worldspaces with grass script from the dropdown list (1), and click Ok (2):

    Run worldspace listing script in xEdit

    If you get the debug files window - just click Ok.

    tip

    Now you just wait! The script may run for a while (15-20 minutes).

  6. When the script finishes, you would be greeted with this new window:

    Worldspace listing script finished in xEdit

    Copy the contents of this message box! Either just in your buffer or some note.

    Then press Ok.

  7. Close xEdit, find the Config INI - GrassControl.ini mod in Mod Organizer 2, right-click it and select Open in explorer:

    Open No Grass In Objects GrassControl folder
  8. In the opened Explorer window, go inside SKSE/Plugins folder, find the GrassControl.ini file, and open it with any text editor:

    Open GrassControl.config.txt for editing
  9. In the opened document, find the Only-pregenerate-world-spaces property, it would look something like this:

    Paste listed worldspaces into GrassControl config

    Note that there's a lot of text between the " "!

  10. Replace everything between the " " with the text you copied from xEdit earlier. Just make sure that after your changes Only-pregenerate-world-spaces value is still surrounded by single double quotes (")!

  11. Save the document and proceed to the next step.


(optional) Recalculate grass boundsโ€‹

note

You only need this if you've CHANGED THE GRASS MOD and ONLY IF this new grass mod doesn't come with grass bounds already calculated (check your mod's page for details).

Any grass records that has no object bounds set will not generate anything during grass pre-caching. This section helps ensure that ALL grass has object bounds data.

warning

Note that this process would require installing Creation Kit!

Also this process presumes that you're using the Grass FPS Booster mod for your grass. If you don't - just ommit anything related to it.

tip

๐Ÿ• Expected time: 25โ€“30 minutes

  1. Repeat steps 1-3 from the List worldspaces with grass section.

  2. Right-click anywhere on the left pane and select Apply Filter:

    Apply xEdit filter for references by signature
  3. In the opened Filter.. window select by Record Signature (1), find and select GRAS - Grass in the list below (2), and click Filter on the bottom-right (3):

    Apply xEdit filter to isolate GRAS records
  4. You would see all the plugins having any records of GRASS in them. Now we have to create two NEW override plugins for grass.

    warning

    Licentia already ships with two grass plugins - LN_M_Grass_Main and LN_M_Grass_Boost.

    You have to disable/remove/rename them before starting this step, or just name your NEW plugins differently. This guide is a bit more high level, so you'd figure it out.

    Examples below would keep the original naming scheme.

    • Main plugin (LN_M_Grass_Main):
      • For each plugin EXCEPT THE GRASS BOOST ONE you'd have to open up its grass records (1), right click them (2) - in case there are many records you can select them with Shift and then right-click - and choose Copy as Override into...

        Copy selected grass records as override into patch plugin
      • In the new window scroll to the bottom of the plugin list, select 5th from the bottom called <new file.esp> with a ESL flag on the right, and click Ok:

        Choose target plugin for grass bounds override
      • You'd be asked for a name, choose anything you want (we'd use LN_M_Grass_Main in this example), and click Ok.

      • Repeat this for all the GRASS records, going from bottom to the top! If you get any warnings saying Add as master? - say Yes.

    • Boost plugin (LN_M_Grass_Boost):
      • Repeat the same exact steps as for the Main plugin above, BUT this time copy everything including the records from Grass Boost plugin.

      • Call your new plugin something like LN_M_Grass_Boost

  5. When you're done, hit Ctrl + S to save your plugins, and then close xEdit.

  6. Open your Creation Kit in Mod Organiser 2:

    • In top left click FILE -> Data...

    • Select your LN_M_Grass_Bounds_Main plugin (1), click Set as Active (2), hit Ok (3) and wait for Creation Kit to finish loading:

      Open override plugin in Creation Kit
    • In the Object Window find Grass and select it (1), then on the right select ALL grass records with Shift + Left Click on the first and last records (2), right click anywhere and click Recalc Bounds:

      Recalculate object bounds in Creation Kit
    • Click FILE -> Save, and then close Creation Kit.

    • Repeat the same process for the LN_M_Grass_Bounds_Boost plugin.

  7. Your newly created plugins would be saved in Overwrite (or wherever you've set your Creation Kit output to).

    • Move them to an empty mod/wherever you'd like and enable them

    • Make sure they're loaded after all LN_M_**** and LN_S_**** plugins on the right in Mod Organizer 2

    • Boost plugin should be loaded AFTER the Main plugin

    Done! Now you're ready to proceed to the next step.


Preparationโ€‹

tip

๐Ÿ• Expected time: 5 minutes

  1. In Mod Organizer 2 enable the following mods:

    • No Grass In Objects
    • Config INI - GrassControl.ini
  2. Then find the Grass FPS Booster mod on the left:

    • Right-click on it and select Information
    • In the newly opened window, select Filetree tab (1), right click on Grass FPS Booster - ***your grass mod name***.ini (2), and click Hide (3): Hide grass booster INI before generating grass cache
  3. And on the right pane in Plugins tab DiSABLE the following plugins:

    • Grass FPS Booster - ***your grass mod name***.esp
    • LN_M_Grass_Bounds_Boost.esp (or whatever your Boost plugin is called after Bounds Recalculation)

    It should look like this:

    Disable grass booster plugins in MO2 before caching
  4. Verify GrassControl.ini settings.

    They are already preconfigured in Licentia, but if you want to double-check - open the GrassControl.ini file inside the Config INI - GrassControl.ini mod and make sure these values are set:

    Licentia NEXT settings that differ from the default GrassControl.ini
    • Use-grass-cache = true
    • Extend-grass-distance = true
    • Extend-grass-count = false
    • Ensure-max-grass-types-setting = 15
    • Overwrite-min-grass-size = 60
    • Global-grass-scale = 1.150000
    • Only-load-from-cache = true
    • Only-pregenerate-world-spaces = "values from the List Worldspaces with Grass step"
    • DynDOLOD-Grass-Mode = 1

Generate Grass Cacheโ€‹

tip

๐Ÿ• Grass cache generation will take a long time - 1-2 hours is completely normal (depends on your additions size and/or your PC performance).

Some recommend setting your game resolution to 800x600 and disabling ENB to speed up the process, but I personally didn't notice any difference (can still help you speed things up though, won't hurt to try).

  1. In Mod Organizer 2 at the top click the Puzzle icon (1) and hit Precache Grass (2):

    Launch No Grass In Objects plugin from MO2

    You would get a popup warning you about the process details - READ IT and click Ok:

    No Grass In Objects plugin warning dialog in MO2
  2. The game would start now!

    • The game may load 2-3 times longer than usual, that's normal

    • You'd see this popup when the grass precaching starts - DON'T CLICK OK in this message, otherwise you wonโ€™t be able to monitor the progress:

      Grass cache start confirmation message
    • Open up the console instead with ~. You'd be able to see the progress of cache generation there:

      Grass cache generation progress in console output
    • Now you just have to wait. The game would just stay at the loading screen and do the grass generation.

      If the game crashes during generation - precache script would restart it automatically as many times as needed, you donโ€™t have to do anything.

      warning

      ๐Ÿ• This process may take a long time (up to 2 hours), and a few restarts. Just wait!

  3. When you see thiis Windows-style completion message - grass generation is completed! Just click Ok:

    Grass cache generation finished notification

    Game would close, and in Mod Organizer 2 you'd see this message - click Ok here as well:

    MO2 shows grass cache generation completed

    Grass cache generation is done! Proceed to the next step.


Install Grass Cache outputโ€‹

  1. Find the Overwrite folder on the bottom of Mod Organizer 2, right-click it and select Open in Explorer:

    Open Overwrite folder to collect generated grass cache files
  2. Find the grass folder and add it to achive. It has to be .zip!

    Then:

    • delete the grass folder from Overwrite directory
    • move the archive to your Licentia downloads folder (for example C:\Licentia NEXT\Downloads).
  3. In the Mod Organizer 2, you would see the grass.zip at the Downloads section on the right. If you don't see it - click Refresh on the left.

    grass.zip archive created in downloads folder
  4. Double-click the grass.zip, and when prompted for Quick Install - just press Ok:

    Install grass.zip as a mod in MO2

    It would take 10-20 seconds.

  5. The mod would appear at the bottom of the mods' list on the left:

    Place grass output near bottom of MO2 left pane
  6. Drag it to the Licentia NEXT - Grass Cache separator, put it under the disabled Licentia NEXT - Grass Cache mod, and enable it. The result would look like this:

    Final MO2 view after grass cache installation

    Done! Proceed to the next step.


Step 4๏ธโƒฃ โ€” TexGen + DynDOLODโ€‹

note

Both TexGen and DynDOLOD are always run together!

tip

๐Ÿ• Expected time: 1 hour


Preparationโ€‹

  1. Enable the following mods in Mod Organizer 2:

    • DynDolod - Darken texture for generation - The good one last one
  2. Setup DynDOLOD configuration:

    • Navigate to your_LN_installation/tools/DynDOLOD/Edit Scripts/DynDOLOD/ folder, find the DynDOLOD_SSE.ini file and open it in any text editor

    • Using CTRL-F, search for Expert, and set Expert=1 (default is 0)

    • Using CTRL-F, seach for Level32, and set Level32=1 (default is 0)

    • Using CTRL-F, search for DoubleSidedTextureMask. Remove the semi-colon ; in front of this line. It should now read DoubleSidedTextureMask=mountain,mtn.

    • Save your changes and close the file.


Run TexGenโ€‹

tip

๐Ÿ• Expected time: 10 minutes

  1. Select TexGenx64 from the executable dropdown at the top-right of MO2 and hit Run:

    Start TexGen from MO2 executable dropdown

    Give it a couple of minutes to load.

  2. When TexGen is open, set its settings like this, then click Start in bottom right:

    Configure TexGen output and option settings
    Text version of TexGen settings

    From left to right, top to bottom:

    • Select Output Path - choose your output folder we've created during the General Preparation step
    • Stitched Object LOD Textures - Checked
      • Base size - 256 (1440p)
    • Rendered Object LOD Textures - Checked
      • Base size - 256 (1440p)
    • Tree/Grass LOD Billboards - Checked
      • Units per pixel - 11.0 (1080p)
      • Texture size Min - 32
      • Texture size Max - 1024
      • Grass - NOT checked
      • HD Grass - Checked
        • Direct - 0
        • Ambient - 160
        • Smoothness - 0
      • Tree - Checked
        • Direct - 170
        • Ambient - 60
      • HD Tree - Checked
        • Direct - 170
        • Ambient - 60
        • Smoothness - 0
      • Rendered - Checked
        • Direct - 100
        • Ambient - 95
        • Smoothness - 0
    • Diffuse Alpha - Default (BC7 Quick)
    • Diffuse - Default (BC7 Quick)
    • Normal Specular - Default (BC7 Quick)
    • Normal - Default (BC7 Quick)

    TexGen would run now, it would be fast (around 5 minutes).

  3. When TexGen finishes running, you'd be presented with this popup - click Exit TexGen (the program would close after):

    TexGen finished dialog before closing
  4. Done! Proceed to installing its output below.


Install TexGen Outputโ€‹

  1. Navigate to your C:\_DYNDOLOD\TexGen_Output folder, you would see the textures folder there.

  2. Now:

    • Add the textures folder (not the TexGen_Output folder itself) to archive (via 7zip or any other tool) in .zip format
    • Copy the resulting archive to your Licentia downloads folder (for example C:\Licentia NEXT\Downloads).
  3. In the Mod Organizer 2, you would see the TexGen_Output.zip at the Downloads section on the right. If you don't see it - click Refresh on the left.

    Locate TexGen output archive in MO2 install workflow
  4. Double-click the TexGen_Output.zip, and when prompted for Quick Install - just press Ok:

    Install TexGen output archive as a mod in MO2

    It would take a minute, so just wait.

  5. The mod would appear at the bottom of the mods' list on the left:

    Move installed TexGen output to correct position in MO2 left pane
  6. Drag it to the Licentia NEXT - LOD Output separator, put it under the disabled Licentia NEXT - TexGen Output mod, and enable it. The result would look like this:

    TexGen output enabled and installed correctly in MO2

Done! Proceed to the next step.


Run DynDOLODโ€‹

tip

๐Ÿ• Expected time: 50 minutes

  1. In Mod Organizer 2 at top-right select DynDOLODx64 from the executable dropdown and hit Run:

    Start DynDOLOD from MO2 executable dropdown

    Give it a couple of minutes to load.

  2. In the top left section of the new DynDOLOD Expert window right-click inside the Worldspaces box and choose Select All:

    Select all worldspaces in DynDOLOD
  3. In the top right section check Candles (1) and FXGlow (2), then click High (3). Don't forget to make sure that you've set the output path to the folder we've prepared in General Preparation step above (4) - you can click ... to select the folder:

    Enable Candles and FXGlow then select High preset in DynDOLOD
  4. Now we'd work on the Options category at the bottom of the screen. We'd go line by line, left to right, top to bottom (the list will be numbered continuously):

    • Line 1:

      DynDOLOD options block settings part 1
      Text version of Options block - Line 1

      1. Object LOD - Checked

      2. Level32 - Checked

      3. Tree LOD - NOT checked (would uncheck automatically when Ultra is checked)

      4. Ultra - Checked

      5. Dynamic LOD - Checked

      6. Glow windows - Checked

      7. High - Checked

    • Line 2:

      DynDOLOD options block settings part 2
      Text version of Options block - Line 2

      8. Max tile size LOD - 1024

      9. Billboard brightness - -5

      10. Upgrade NearGrid large references to FarGrid - Checked

    • Line 3:

      DynDOLOD options block settings part 3
      Text version of Options block - Line 3

      11. Max tile size full - 256

      12. Max tile size billboard - 1024

      13. Fake lights child world - Checked

    • Line 4:

      DynDOLOD options block settings part 4
      Text version of Options block - Line 4

      14. Occlusion data - Checked

      15. Terrain underside - Checked

      16. Grass LOD - Checked

      17. Downgrade FarGrid refrences to NearGrid - NOT checked

    • Line 5:

      DynDOLOD options block settings part 5
      Text version of Options block - Line 5

      18. Quality - 3

      19. Plugin - Checked

      20. Density - 55%

      21. Mode - 1

      22. Parent > child - Checked

  5. Now in the main window's Mesh and Reference rules block: scroll down to the tree record, double-click it (1), then in the newly opened window change LOD Level 8 to Billboard4 and LOD Level 32 to Billboard6 (2), and click Ok at the bottom right (3):

    Set DynDOLOD tree billboard mode
  6. In the same main window right under tree record there is a \ recod: double-click it (1), then in the newly opened window change LOD Level 32 to Level0 (2), and click Ok at the bottom right (3):

    Set DynDOLOD root billboard mode
  7. Now, just double check that tree and \ records are updated for all LOD levels (basically it's Level0 -> Billboard4 -> Billboard1 -> Billboard6 for tree and Level0 -> Level1 -> Level2 -> Level0 for \) (1), and click Ok to start the DynDOLOD generation!:

    Review DynDOLOD settings and start generation
    warning

    ๐Ÿ• This would take A LONG TIME!

    Sit back, relax. It would be around an hour.

  8. When the DynDOLOD is done generating, you'd see this message - select Save and Exit (and DynDOLOD would close after that):

    DynDOLOD generation complete and save output prompt
    tip

    DyDOLOD will open a page DynDOLOD_Index.html in your browser with notes to read its output report containing warnings/errors/etc. - and it can be very useful! Especially if you've added something new.

    For compeletely vanilla Licentia there are no critical issues there, so you can skip this report.

  9. In Mod Organizer 2, disable the mod DynDolod - Darken texture for generation - The good one last one.

    Great success! You're almost done, proceed to the next step.


Install DynDOLOD Outputโ€‹

  1. Navigate to your C:\_DYNDOLOD\DynDOLOD_Output folder, you would see:

    • 3 folders:
      • meshes
      • SKSE
      • textures
    • 4 files:
      • DynDOLOD.esm
      • DynDOLOD.esp
      • DynDOLOD_SWAP.ini
      • Occlusion.esp
  2. Now:

    • Add those files and folders (not the DynDOLOD_Output folder itself) to archive (via 7zip or any other tool) in .zip format
    • Copy the resulting archive to your Licentia downloads folder (for example C:\Licentia NEXT\Downloads).
  3. In the Mod Organizer 2, you would see the DynDOLOD_Output.zip at the Downloads section on the right. If you don't see it - click Refresh on the left.

    Locate DynDOLOD_Output archive in MO2 install workflow
  4. Double-click the DynDOLOD_Output.zip, and when prompted for Quick Install - just press Ok:

    Install DynDOLOD_Output archive as a mod in MO2

    It would take a couple of minutes to install, so just wait.

  5. The mod would appear at the bottom of the mods' list on the left:

    Move DynDOLOD_Output to correct position in MO2 left pane
  6. Drag it to the Licentia NEXT - LOD Output separator, put it under the disabled Licentia NEXT - DynDOLOD Output mod, and enable it. The result would look like this:

    DynDOLOD_Output enabled and installed correctly in MO2
  7. In the Plugins section on the right, make sure both DynDOLOD.esp and Occlusion.esp plugins are sorted like this (they should be loaded last!):

    Correct plugin order for DynDOLOD output plugins

Step 5๏ธโƒฃ โ€” Finishing Touchesโ€‹

  1. In Mod Organizer 2, in the left pane disable these mods:

    • No Grass In Objects
  2. Then enable these mods:

    • Grass Cache Helper NG

    • DynDOLOD FX Glow Accurate Disabler - Quality of Life

      Note that this mod activates a new plugin Dyndolod_Glow_Fix.esp, which should be loaded LAST, right after Occlusion.esp!

  3. Now find the Grass FPS Booster mod on the left:

    • Right-click on it and select Information
    • In the newly opened window, select Filetree tab (1), right click on Grass FPS Booster - ***your grass mod name***.ini.mohidden (2), and click Unhide (3) (because we've hidden it earlier and it needs to be reverted): Unhide grass booster INI during final cleanup
  4. And on the right pane in Plugins tab ENABLE the following plugins we've disabled earlier:

    • Grass FPS Booster - ***your grass mod name***.esp
    • LN_M_Grass_Bounds_Boost.esp (or whatever your Boost plugin is called after Bounds Recalculation)

    It should look like this:

    Re-enable grass booster plugins in final cleanup step

๐ŸŽ‰ Done! Your LODs are now fully regenerated!