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About this mod
Adds and/or fixes North Marker, Distant LOD, LOD Clip Volume to make interiors more immersive.
- Requirements
-
DLC requirements
DLC name Automatron Far Harbor Nuka World Nexus requirements
Mod name Notes Enhanced Lights and FX Optional Files requirement Optimized Room Bounds and Portals - No PreVis and PreCombines for Interior Cells Optional Files requirement Previsibines Repair Pack Stable Branch - PRP Optional Files requirement - Permissions and credits
-
Credits and distribution permission
- Other user's assets All the assets in this file belong to the author, or are from free-to-use modder's resources
- Upload permission You are not allowed to upload this file to other sites under any circumstances
- Modification permission You must get permission from me before you are allowed to modify my files to improve it
- Conversion permission You are not allowed to convert this file to work on other games under any circumstances
- Asset use permission You 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 sold You 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 points You are not allowed to earn Donation Points for your mods if they use my assets
- Console modding permission This mod will not be available on Bethesda.net for console users
Author notes
-
File credits
Bethesda
Donation Points system
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- Changelogs
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-
Version 018
- General
- Removed unneeded interior cells
- Fixed acoustic space overrides - Added new interiors to LOD list;
- CombatZone01, DLC03AlderseaDaySpa01, DLC03BeaverCreekLanes01, NorthEndBoxingGym, NorthEndHoardersApartment, NorthEndMeanPastries, PoseidonEnergy01, WarrenTheater01 - Removed interior(s);
- RelayTowerInt05
- General
-
Version 017
- General
- Plugin name changed (in case of conflicts with other mod overrides, rename to old file name: "LODInteriorFixes_Q.esp")
- Fixed LOD clipping in various interios (Thanks to leaftongue, Luucy3, niepahoda for the report)
- Update to NorthMarkers and LODClipVolume
- Fixed oversights and leftovers for current LOD interiors - Added new interiors to LOD list;
- BeantownBrewery01, BeaconHillApartments, BeaconHillBostonBugle, CambridgeConstructionSiteWarehouse01, CambridgePlumbing01, CharlestownDrugDen, CharlestownHouse01, CorvegaAssemblyPlant01, DLC03AlderseaDaySpa01, DLC03VimPopFactory02, DLC04BottlingPlant01, DLC04BradbertonsOffice01, DLC04GrandchesterMansion01, DLC04HubOperatorLair01, DLC04SafariPrimateHouse, DLC04SafariReptileHouse, EsplanadeChurch01, FensCafeBuilding, FensParkviewApartments02, Financial07, Financial13, Financial14, Financial21, Financial24, GeneralAtomicsFactory01, GraygardenHomestead01, MaldenDrainage01, MassStateHouse01, MedfordMemorial01, NationalGuardTrainingYard03, NorthEndBoxingGym, NorthEndMeanPastries, NorthEndHoardersApartment, PoseidonEnergy01, RelayTowerInt08, SlocumsJoeHQOffice, SouthBoston35, SouthBostonPoliceDepartment01, TheaterHub360, TheaterMassBayMedicalCenter01, TheaterMassBayMedicalCenter02, WarrenTheater01, Waterfront12, Wattz01, zLexingtonLaundromat, zLexingtonPharmacy
- General
-
Version 016
- General
- Fixed LOD clipping in Financial30 aka Water Street Apartments aka Kendra's Residence (Thanks to The6thMessenger for the report)
- Fixed oversights and leftovers for current LOD interiors
- General
-
Version 015
- [CELL:0003DF34] MedTekResearch01 (NEW LOD) NorthMarker moved, Offset added, LODClipVolume added, windows disabled, the exterior will be visible with material file edits only
- [CELL:000F4BF4] MassFusion01 (NEW LOD) NorthMarker moved, Offset added, LODClipVolume added, windows disabled, some of the exterior will be visible with material file edits only
- PRP file was updated to address for the Offset changes in MassFusion01 and MedTekResearch01
- FX file got the windows in MassFusion01 mostly disabled so its now possible to see the area around
- Fixes LOD clipping in PickmanGallery01 aka Pickman Gallery (Thanks to The6thMessenger for the report)
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Version 014
- Cleaned leftover, dirty edits
- Split SCOL-LOD to separat file to minimize user report with CTD on cell load (The size of the static collections might cause to much load for the engine)
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Version 013
- Removed the SCOL in GoodneighborOldStateHouse and extended the LODClipVolume, the LOD clipped into the interior and the entire game CTD when loading the cell ingame (NOTE: The game will crash when a certain amount of objects is merged into a SCOL, the SCOL in that cell was very huge, if any other interior cell crashes let me know, i will later create standalone NIF and pack them into a ba2)
Added window planks to Old State House to hide the plastic world
- Removed the SCOL in GoodneighborOldStateHouse and extended the LODClipVolume, the LOD clipped into the interior and the entire game CTD when loading the cell ingame (NOTE: The game will crash when a certain amount of objects is merged into a SCOL, the SCOL in that cell was very huge, if any other interior cell crashes let me know, i will later create standalone NIF and pack them into a ba2)
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Version 012
- [CELL:03003392] DLC03FarHarborLastPlank (NEW LOD) NorthMarker added, Offset added, LODClipVolume added
- [CELL:00066EF3] OldNorthChurch01 (NEW LOD) NorthMarker fixes, Offset added, LODClipVolume added, church tower added as fake LOD
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Version 011
- Fixed missing deletion of worldspace edits (Thanks to MrBaloneyPony for the hint)
- First uploaded zip was broken and could not be extracted
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Version 010
- Added new LOD for; EsplanadeMansion01, GeneralAtomicsGalleria01
- Added Collision Boxes for EsplanadeMansion01 windows
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Version 009
- Fixed LOD clipping in CambridgePD01
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Version 008
- Fixed LOD clipping/cell offset in CorcordFactory, GoodneighborHotelRexford
- Fixed broken radio tower LOD for GNN01
- Increased the fog radius for the interior weathers to start at 4096 so interior cells do not suffer the exterior fog
- Added SCOL-LOD to HestersRobotics01
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Version 007
- Fixed TiconderogaStation01 offset (see pictures for details)
- Added no/fake emmitance to windows to keep window frames finally (the previous versions had the window and frame removed)
- Edited more windows in cells; BostonPublicLibrary02, ConcordSpeakeasy, Financial28, MuseumOfWitchcraft01, UniversityPoint01
- Added collision marker to Theater27TickerTapeLounge, TiconderogaStation01
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Version 006
- General:
- Fixed position of, added SCOL-LODs in FaneuilHall01, GoodneighborHotelRexford, GoodneighborOldStateHouse
- Fixed Offset for ShamrockTaphouse01
- Fixed missing Far Harbor weather in DLC03VimPopFactory01
- Removed dirty edits, oversights, unused records
- Moved lighting and remaining effect changes from Main to FX plugin
- Added first PRP patch - [CELL:0003430D] MiltonGeneral01 NorthMarker added, Offset added, LODClipVolume added, aborted – the entire interior cell cannot fit with the current exterior building
- [CELL:000C8042] FensBank01 (NEW LOD) NorthMarker added, Offset added, LODClipVolume added, windows disabled/gobo light disabled
- [CELL:00022685] GoodneighborBobbisPlace Disabled windows and lighting in main version since there is no sense in having them based on the exterior appearance of the appartment house
- [CELL:00022881] GoodneighborWarehouse01 (NEW LOD) NorthMarker added, Offset added, LODClipVolume added, windows disabled/gobo light disabled, SCOL-LOD added
- [CELL:00022880] GoodneighborWarehouse02 (NEW LOD) NorthMarker added, Offset added, LODClipVolume added, windows disabled/gobo light disabled, SCOL-LOD added
- [CELL:00022967] GoodneighborWarehouse03 (NEW LOD) NorthMarker added, Offset added, LODClipVolume added, windows disabled/gobo light disabled, SCOL-LOD added
- General:
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Version 005
- General:
- Added UFO4P support
- Added DLC weather for Far Harbor and Nuka World this will affect DLC03Acadia, DLC03HarborGrandHotel01, DLC03VimPopFactory01, - DLC04KiddieKingdomZ01
- Fixed LOD clipping in; FaneuilHall01, SandyCovesHome01
- Fixed LODClipVolume, initially disabled flag was removed in CustomHouseTower01, SuperDuperMart01
- Fixed missing light spot gobo plug in; GeneralAtomicsGalleria01, HestersRobotics01, HubrisComics01, SuperDuperMart01
- Fixed windows in; DLC04KiddieKingdomZ01
- Removed ESL flag due to issues
- Rescaled disabled objects to default value
- Split plugin into Base (Interior Weather, LOD and NorthMarker changes) and FX (Window, Glow, Mist disabler)
- Started to create SCOL-LOD at ConcordFactory, FaneuilHallLaytonTowers01, FortStrong01, IrishPrideShipyard01, SandyCovesHome01, - NationalGuardTrainingYard01, to fill holes in the LODClipVolume sphere, inspired by HardwareTown01 deco - New added interiors:
[CELL:000A3AD4] CambridgeMassChemical01 (NEW LOD) NorthMarker added, Offset added, LODClipVolume added, windows disabled
[CELL:0009FB31] CharlestownLaundry (NEW LOD) NorthMarker added, Offset added, LODClipVolume added, windows/gobo light disabled
[CELL:000788D4] ConcordSpeakeasy (NEW LOD) NorthMarker added, Offset added, LODClipVolume added, windows disabled
[CELL:03001B7A] DLC03HarborGrandHotel01 (NEW LOD) NorthMarker added, Offset added, LODClipVolume added, windows disabled
[CELL:030054D8] DLC03VimPopFactory01 (NEW LOD) NorthMarker fixed, Offset added, LODClipVolume added, windows disabled
[CELL:000C8041] FensParkviewApartments01 (NEW LOD) NorthMarker added, Offset added, LODClipVolume added, windows/gobo light disabled
[CELL:00070118] Financial06 (NEW LOD) NorthMarker added, Offset added, LODClipVolume added, windows/gobo light disabled
[CELL:0012CB6E] Financial28 (NEW LOD) NorthMarker added, Offset added, LODClipVolume added, windows disabled
[CELL:0006F0CA] Financial30 (NEW LOD) NorthMarker added, Offset added, LODClipVolume added, windows/gobo light disabled
[CELL:00039C9E] FortStrong01 (NEW LOD) NorthMarker added, Offset added, LODClipVolume added, windows/gobo light disabled, SCOL-LOD added
[CELL:0004C7ED] GwinnettBrewery01 (NEW LOD) NorthMarker fixed, Offset added, LODClipVolume added, windows/gobo light disabled
[CELL:00047993] IrishPrideShipyard01 (NEW LOD) NorthMarker fixed, Offset added, LODClipVolume added, windows/gobo light disabled, SCOL-LOD added
[CELL:000A1CB7] LaytonTowers01 (NEW LOD) NorthMarker fixed, Offset added, LODClipVolume added, windows/gobo light disabled, SCOL-LOD added
[CELL:000532B6] NationalGuardTrainingYard01 (NEW LOD) NorthMarker added, Offset added, LODClipVolume added, windows/gobo light disabled
[CELL:000E2F70] NationalGuardTrainingYard02 (NEW LOD) NorthMarker added, Offset added, LODClipVolume added, windows/gobo light disabled
[CELL:001AD908] NorthEndSalemStreetCottage (NEW LOD) NorthMarker added, Offset added, LODClipVolume added, windows disabled
[CELL:0005C257] ParsonsState01 (NEW LOD) NorthMarker fixed, Offset added, LODClipVolume added
[CELL:000379C5] PickmanGallery01 (NEW LOD) NorthMarker added, Offset added, LODClipVolume added, windows disabled
[CELL:000A0EEF] SouthBoston19 (NEW LOD) NorthMarker added, Offset added, LODClipVolume added
[CELL:0009AE26] SouthBoston25 (NEW LOD) NorthMarker added, Offset added, LODClipVolume added
[CELL:000941DF] Theater27TickerTapeLounge (NEW LOD) NorthMarker added, Offset added, LODClipVolume added, windows disabled
[CELL:00002374] UniversityPoint01 (NEW LOD) NorthMarker added, Offset added, LODClipVolume added, windows disabled, the interior cell is skew, the will not work with LOD so the LOD is present even
[CELL:0001B0F7] VaultTecOffice01 (NEW LOD) NorthMarker added, Offset added, LODClipVolume added, windows disabled
[CELL:0009F0A2] Waterfront02 (NEW LOD) NorthMarker added, Offset added, LODClipVolume added, windows disabled
- General:
-
Version 004
- [CELL:000EBE93] BostonPublicLibrary02 (NEW LOD) window glow disabled
[CELL:0009C775] BostonCommon02 (NEW LOD) NorthMarker added, Offset added, LODClipVolume added, window glow disabled
[CELL:0003A317] CabotHouse01 (NEW LOD) NorthMarker added, Offset added, LODClipVolume added, window glow disabled
[CELL:000A3ADB] CambridgeCollegeAdminBuilding (NEW LOD) NorthMarker added, Offset added, LODClipVolume added, window glow disabled
[CELL:000A3AD9] CambridgeDiner01 (NEW LOD) NorthMarker added, Offset added, LODClipVolume added
[CELL:000517B3] CambridgeScienceCenter01 (NEW LOD) NorthMarker added, Offset added, LODClipVolume added, window glow disabled
[CELL:0005884C] FaneuilHall01 (NEW LOD) NorthMarker fixed, Offset added, LODClipVolume added, window glow disabled
[CELL:000E50B5] TrinityChurch01 added tent to window
[CELL:001379B9] zLexingtonApartments (NEW LOD) NorthMarker added, Offset added, LODClipVolume added, window glow disabled
- [CELL:000EBE93] BostonPublicLibrary02 (NEW LOD) window glow disabled
-
Version 003
- Cleaned exterior worldspace edits
-
Version 002
- Removed oversights, dirty edits
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Version 001
- [CELL:0007E2C2] ArcjetSystems01 NorthMarker added, LODClipVolume/enabled fixed, Offset added
[CELL:0009087E] AtomatoysCorporateHQ01 NorthMarker fixed, LODClipVolume fixed, window glow/mist/gobo light disabled
[CELL:00026840] BADTFL01 (NEW LOD) NorthMarker added, Offset added, LODClipVolume fixed
[CELL:0009AE25] BobbisNewPlace01 (NEW LOD) NorthMarker fixed, Offset added, LODClipVolume added
[CELL:000EBE93] BostonPublicLibrary02 LODClipVolume fixed, Offset fixed
[CELL:000BED97] CambridgeChurchGraveyard01 (NEW LOD) NorthMarker added, Offset added, LODClipVolume added
[CELL:000A603D] CambridgeMonsignorPlaza01 LODClipVolume fixed
[CELL:0001FA25] CambridgePD01 NorthMarker fixed, LODClipVolume fixed, window glow/mist/gobo light disabled
[CELL:000560EE] CambridgePolymerLabs01 (NEW LOD) NorthMarker added, Offset added, LODClipVolume added, window glow/mist/gobo light disabled
[CELL:000E3CC4] ConcordFactory LODClipVolume fixed, window glow/mist/gobo light disabled, window glow/mist/gobo light disabled
[CELL:00017DF7] ConcordMuseum01 LODClipVolume fixed, window glow/mist/gobo light disabled, the Church is now fully visible
[CELL:0003C0F0] CroupManor01 (NEW LOD) NorthMarker added, Offset added, LODClipVolume added, window glow/mist/gobo light disabled
[CELL:000A0EF1] CustomHouseTower01 (NEW LOD) NorthMarker added, Offset added, LODClipVolume added, window glow/mist/gobo light disabled
[CELL:0003AC6D] DBTechHighSchool01 (NEW LOD) NorthMarker added, Offset added, LODClipVolume added, window glow/mist/gobo light disabled
[CELL:03004643]DLC03Acadia (NEW LOD) NorthMarker fixed, LODClipVolume/enabled fixed, Offset fixed
[CELL:0602B99E] DLC04KiddieKingdomZ01 LODClipVolume fixed
[CELL:000379C6] EastBostonPrep01 NorthMarker fixed, LODClipVolume fixed, window glow/mist/gobo light disabled
[CELL:0019690E] EsplanadeMansion01 (NEW LOD) NorthMarker fixed, Offset added, LODClipVolume added, window glow/mist/gobo light disabled
[CELL:0003D7DC] FallonsDepartmentStore01 (NEW LOD) NorthMarker fixed, Offset added, LODClipVolume fixed/enabled, window glow/mist/gobo light disabled
[CELL:000BB078] FortHagen01 (NEW LOD) NorthMarker added, Offset added, LODClipVolume added, window glow/mist/gobo light disabled
[CELL:0003A16D] FraternalPost11501 LODClipVolume reduced, window glow/mist/gobo light disabled
[CELL:000E791A] GeneralAtomicsGalleria01 NorthMarker moved, Offset fixed, LODClipVolume fixed, window glow/mist/gobo light disabled
[CELL:000291C9] GNN01 (NEW LOD) NorthMarker added, Offset added, LODClipVolume added, window glow/mist/gobo light disabled
[CELL:00022683] GoodneighborHotelRexford LODClipVolume fixed, window glow/mist/gobo light disabled
[CELL:000225EF] GoodneighborOldStateHouse LODClipVolume fixed, window glow/mist/gobo light disabled
[CELL:0009656C] GreenetechGenetics01 LODClipVolume fixed, window glow/mist/gobo light disabled
[CELL:000342CB] HalluciGen01 LODClipVolume fixed, window glow/mist/gobo light disabled
[CELL:00026F0B] HardwareTown01 (NEW LOD) NorthMarker fixed, Offset added, LODClipVolume fixed/enabled
[CELL:0003AF88] HestersRobotics01 (NEW LOD) NorthMarker added, Offset added, LODClipVolume added
[CELL:0004542D] HubrisComics01 LODClipVolume fixed, window glow/mist/gobo light disabled
[CELL:0015A1E3] MuseumOfWitchcraft01 (NEW LOD) NorthMarker added, Offset added, LODClipVolume added, window glow/mist/gobo light disabled
[CELL:00045155] NahantOceanSociety01 NorthMarker added, LODClipVolume fixed, window glow/mist/gobo light disabled
[CELL:0006F5DE] NHMFreightDepot01 NorthMarker added, LODClipVolume fixed, the warehouse was turned 90° to actually fit the LOD
[CELL:0014FC54] PrydwenHull02 LODClipVolume reduced
[CELL:000252BF] SandyCovesHome01 NorthMarker fixed, Offset fixed, LODClipVolume fixed, window glow/mist/gobo light disabled, the interior now points into the right direction
[CELL:00045156] ShamrockTaphouse01 Misalignment, skipped
[CELL:000276A9] SuffolkCountyCharterSchool01 NorthMarker fixed, Offset fixed, LODClipVolume fixed, window glow/mist/gobo light disabled, the interior now points into the right direction
[CELL:000320A2] SuperDuperMart01 NorthMarker fixed, Offset fixed, LODClipVolume fixed, window glow/mist/gobo light disabled
[CELL:0007D513] TiconderogaStation01 Unchanged
[CELL:000E50B5] TrinityChurch01 (NEW LOD) NorthMarker added, Offset added, LODClipVolume fixed/enabled, window glow/mist/gobo light disabled
[CELL:00017E4D] TrinityTower01 LODClipVolume fixed, window glow/mist/gobo light disabled
[CELL:000C0F68] zInstituteRotunda (NEW LOD) NorthMarker added, Offset added, LODClipVolume added, window glow/mist/gobo light disabled
- [CELL:0007E2C2] ArcjetSystems01 NorthMarker added, LODClipVolume/enabled fixed, Offset added
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Atomic Bomb ... BOOOM !!! ... No glass ...
Overview
This mod will add missing and fixes current Distant LOD. Almost all interiors capable of showing the exterior are affected. This is a huge change and directly impacts on your gaming experience ... on top of this the cells of interest do now use Sky Lighting, so you can see sun and moon phases inside the interior. Its a perfect copy of the outside, but with a fixed special interior weather (which is always sunny). The sun, lens flar, etc. all equals the exterior worldspace except for the interior lighting setup and image templates, etc. which still work like before.
In the following a more detailed overview:
Spoiler:
Show
Most interior glass/windows have been disabled which allows player char to see the exterior world (LOD). This will add a total new layer of atmosphere to the interiors of interest, gameworld. Most of the glass windows can be disabled without any issues:
BldGlassSolid01
BldGlassTrans01
BldGlassTrans02
BldGlassTrans03
BldGlassTrans04
BldGlassTransExt01
BldGlassTransExt01Opaque
BldGlassTransExt01OpaqueOnesided
BldGlassTransExt02
BldGlassTransExt02Opaque
BldGlassTransExt02OpaqueOnesided
Any of these windows use an emmitance called "FXLightRegionSunlightOffAtNightGlass [REGN:00171638]" which handles the color/light per night by a fake region which is tied to an interior weather reference. In the effect remover file all of these use a black light which disables the emmitance and entire glass will be transparent leaving only the window frame visible.
In order to accomblish the changes, proper cell oprientation was set, using NorthMarker, LODClipVolume, Exterior Worldspace and Offset. Its is very important to properly sort your mods or patch them yourself in order to make the mod function!
NOTE: The image slideshow should show some of the changes, together with many developer screenshots concerning the LODClipVolume sphere. The alignment of that spere tells the game where to cast light from interior and exterior. Since it can only be a sphere there might be few dark places around the interior cell when looking outside a window.
Weather in interior is always "default", meaning it will always be sunny/clear. I added DLC weather support for Far Harbor and Nuka-World which is missing in the vanilla game.
Fyi, weather can be changed, it can even be as in any exterior region, all weather types. However, the weather from the outside will never be equal when transfering to the inside and vice versa. This is an engine limitation and as of now, there is no mod which can fix this.
BldGlassSolid01
BldGlassTrans01
BldGlassTrans02
BldGlassTrans03
BldGlassTrans04
BldGlassTransExt01
BldGlassTransExt01Opaque
BldGlassTransExt01OpaqueOnesided
BldGlassTransExt02
BldGlassTransExt02Opaque
BldGlassTransExt02OpaqueOnesided
Any of these windows use an emmitance called "FXLightRegionSunlightOffAtNightGlass [REGN:00171638]" which handles the color/light per night by a fake region which is tied to an interior weather reference. In the effect remover file all of these use a black light which disables the emmitance and entire glass will be transparent leaving only the window frame visible.
In order to accomblish the changes, proper cell oprientation was set, using NorthMarker, LODClipVolume, Exterior Worldspace and Offset. Its is very important to properly sort your mods or patch them yourself in order to make the mod function!
NOTE: The image slideshow should show some of the changes, together with many developer screenshots concerning the LODClipVolume sphere. The alignment of that spere tells the game where to cast light from interior and exterior. Since it can only be a sphere there might be few dark places around the interior cell when looking outside a window.
Weather in interior is always "default", meaning it will always be sunny/clear. I added DLC weather support for Far Harbor and Nuka-World which is missing in the vanilla game.
Fyi, weather can be changed, it can even be as in any exterior region, all weather types. However, the weather from the outside will never be equal when transfering to the inside and vice versa. This is an engine limitation and as of now, there is no mod which can fix this.
Installation
This mod can be in/-uninstalled anytime and will offer two files:
1) The main file, with only the LOD and North Marker changes/fixes
2) The effect file, with the window glass, lighting, mist, etc. disabled
The optional plugin is ESL-flagged, don't count against normal ESP/ESM limit. The main file however is a simple ESP to reduce issues i had during development.
Patches are available in the misc files section.
This mod does not affect precombined meshes or PreVis data.
Compatibility
Map marker mods must be loaded before if not and one of the map marker is off, the entire off-setting is off. 1° difference already cause the entire LOD to screw. Therefore do not reset the current NorthMarker coordinates.
Any interior mod must be loaded before or will override the coordiante fixes/additions due to how the game handles overrides. Patching is almost inevitable.
Let me know which mods should be patched.
↑ Unofficial Fallout 4 Patch - UFO4P by Arthmoor is fully patched and must be loaded before
↑ Previsibines Repair Pack Stable Branch - PRP by BenRierimanu must be loaded before (a patch for OG and NG users is available in the misc files section)
↑ Interior Distant LOD Fixes (FX version)
↑ Interior Distant LOD Fixes (SCOL version)
‣ Interior Distant LOD Fixes (Main version)
↓ Interior Distant LOD Fixes (Patches)
Technical Issues
The LODClipVolume burns the interior cell into the LOD, which causes the LOD to be transparent at some point which might be visible when taking a closer look at the outside/exterior, i did my best to trick the game and FOV to minimize unimmersive moments.
Few interiors cells will have horrible xyz-fighting depending on view when taking a closer look at the LOD, exterior fake worldsapce. Good example, LaytonTowers01. There is probably nothing which can be done since its an engine limitation kept from good old Oblivion. Maybe i found a workaround.
Developer Notes
The following must be done in order to patch the interior cells, yet part of the mod:

In written text, you should patch:
- Add "Show Sky", "Use Sky Lighting", "Distant LOD only" to "DATA - Flags (sorted)" tab
⠀- Replace "Distant LOD only" by "Sunlight Shadow" if the interior cell uses real Sunlight since the game can only handle of flag at a time
- Keep XILW - Exterior LOD to enable the correct world orientation for the interior cell
⠀- Keep the NorthMarker rotation and DO NOT change the rotation it is required to tell XILW the correct orientation on the LOD map
- In XCCM - Sky/Weather from Region keep
⠀- "DefaultInteriorRegion [REGN:001A65EF]" for the Commonwealth,
⠀- "FarHarborRegion [REGN:0302B254]" for The Island
⠀- "DLC04NukaBorder [REGN:0600A6DC]" for Nuka-World
All of this (except NorthMarker rotation) is valid for the Cell Header in the object class CELL.
Credits
- Bethesda
- Nexus Community
- FO4Edit Team, for their invaluable tool
- Technophase0 for mod name header feedback
Epilogue
Malden Drainage and Hardware Town are few interior cells which use an improvised LOD setup by BGS, a very interesting, low profile setup, it adds prefab houses, trees and else around the cell to mimic an exterior worldspace. This made room for the idea to use SCOL to exactly do this aswell.
Concord Speakeasy is the only interior cell which uses true fake windows, which when removed show a wall instead of space. I assume it was not clear how to proceed during development, if going for LOD for interiors would be worth the effort?! This is also true for some other interios which use wooden barricades to create a fake window setup.
Adding LOD will add an insignificant load. It is noticable when disabling any GPU and force the game to render all by the CPU itself, e.g. iGPU. Around to 1-10 FPS if at all.