About this mod
Optimise your LOD, loading only what's necessary at far distances, restricting non-essential LOD to the foreground and reducing overall memory usage.
- Requirements
- Permissions and credits
- Changelogs
TLDR
Requires the newest xLODGen build (aka newer FNVLODGen), build 126+.
Load the High Priority plugin/s at the end of your load order, but before your weather mod as per the guide. Order is all other mods, then LOD plugins, then HighPriority.esp + patches, then your weather mod. Your weather mod is last so that its climate changes apply atop High Priority LOD.
Change the following in your FalloutCustom.ini file (IMPORTANT):
[TerrainManager]
; Increases the maximum distance of LOD
fBlockLoadDistanceLow=30000
fBlockLoadDistance=130000
Lastly, regenerate your LOD following the LOD Guide from Viva New Vegas.
This mod assumes you have all core Bug Fix mods from Viva New Vegas or The Best of Times, especially LOD Fixes and Improvements - NVSE. It also assumes you have all LOD mods from within that guide, else you may see missing resources in-game. If you have high quality terrain LOD already generated, you only need to regenerate your object LOD.
What even is this?
Fallout New Vegas provides two settings to control LOD distances, fBlockLoadDistanceLow and fBlockLoadDistance.
In vanilla, something like 98-99% of LOD is loaded within fBlockLoadDistanceLow. Only some very large meshes such as Hoover Dam, the Outpost statue and a few other meshes are flagged as 'High Priority' LOD. These LOD's are split off into a separate block, the 'High' block controlled by fBlockLoadDistance. Some LOD is instead handled as Imposters to appear at further distances, such as the low-quality 'Imposter' meshes that represent the Strip region in vanilla at a distance, however these are either excessively low detail (and can flicker requiring the Imposter Flicker Fix mod that removes them), or can be a compatibility nightmare when their use is expanded.The most important thing to remember, is that LOD can use a significant amount of RAM at higher fBlock settings.
At the moment, you'd have to pick betwen a high fBlockLow setting to see distant detail, or a low setting to maintain reasonable RAM usage and avoid crashes. This can become much more of a problem if you add Landscaping mods, which add more objects to LOD and notably more Rocks, the most expensive form of LOD. From Goodsprings, the entire Strip region requires an fBlock distance of about 130k, else major objects and buildings will be missing. By default this will be alot of extra RAM usage.
High Priority LOD provides a compromise between memory usage and distant detail via extended fBlockLoadDistance LOD.
The provided High Priority LOD ESM's flags important distant LOD records as High Priority in the Static reference, allowing it to be generated and loaded at a distance controlled by fBlockLoadDistance instead of fBlockLoadDistanceLow. This includes major rocks/cliffs, roads, rail tracks, most architecture, major signs, major walls, pipes, and any other essential LOD. Any mesh/asset not flagged stays controlled by fBlockLoadDistanceLow, which can now be much lower without causing missing distant LOD. Fallout New Vegas as a result has a two tier LOD system, 'essential' distant LOD and 'detailed' close LOD.
Load Order (Important)
Load the ESP plugin/s at the end of your load order, but before your weather mod. All other mods, then LOD, then your weather mod. Add any patches after the core HighPriorityLOD.esp plugin.
Regenerate your Object LOD as recommended above, requires previously generated or regenerating terrain LOD.
Compatibility and Issues
Requires all DLC, ditto for the TTW patch. Any mod that adds new assets that needs to appear at far distances will need the Static reference for it flagged as High Priority in either their plugin or via a patch.
Recommend Imposters and LOD Flicker Fix if you have any flicker issues.
If you are unsure how to proceed, follow the Viva New Vegas guide first.
Mods with Native Support, or integrated
No patch is required for the following mods
- Sandy Roads (and the additional landscaping patches)
- YUP (all relevant edits forwarded into High Priority's plugin)
- All other LOD plugins (used and overwritten by this mod)
Patches
Most mods no longer require a patch. If it uses assets from the base game, its automatically compatible. If it doesn't any custom models won't show in far-distance LOD without a patch.
Mods requiring patching
- Tale of Two Wastelands - Patch provided, flags all relevant references across the base game and all DLC
- Remastered Quaries - Patch provided
For Modders
Models were flagged by checking the references for each Static or SCOL listed and flagging the static record. xLODGen now reads both from the base reference and directly flagged records.
Feel free to flag any mod's statics natively or merge any of these patches and ping me, and I'll remove the patch.