Modathon

LOD Fixes and Improvements - NVSE Mod

Link copied to clipboard
LOD Fixes and Improvements - NVSE mod for Fallout: New Vegas
Uploaded23 Feb 2026
Version1.33
186.85 KB
Total Files Sizes
0
Unique DLs
0
Total DLs
2
Total Files

LOD Fixes and Improvements - NVSE

File Size186.31 KB
Game Image for Fallout: New Vegas
2
Bug Fixes
Visual


What?

Vanilla LOD system is pretty jank like all Bethesda code, with lots of elements being hardcoded. Goal of the mod is to change that.


First issue - NiGeometry can handle only 65536 vertices due to using a 16 bit value to count them. Normally it's pretty rare to hit this limit, but in case of LOD blocks, which are created from lots of other meshes, it's very easy to go way past that number.

LODGen is meant to handle such cases - it splits the "overflowing" geometry into a new block. Unfortunately, only Skyrim and upwards can load all blocks - FO3/NV only load the first one, meaning you will get broken LOD in these cases.

Not anymore!

Now there can be as many blocks as you want, meaning texture and geometry limits are a thing of the past!


This also means you can treat LOD files (the final ones) as any other nif - it can contain multiple shader properties, geometries and even animations. (Sounds exciting but in reality this means that you'd have to edit LODGen output files by hand, since LODGen does not support any of these things and will destroy them if used in _lod.nif files).

Blocks with "Ignore Fade" flag will keep rendering even if cell is loaded.



Another issue is - Object LOD does not support specularity - it's force disabled. This mod adds an option to enable it if you happen to have LOD that has specular textures.


Tree LOD related "fixes" have been removed since 1.3.0, as the issue was with xLODGen, not the game itself. Make sure to use up to date xLODGen for proper tree LOD generation.


Other fixes

- Water LOD using incorrect height for its multibounds, leading to water planes getting culled at incorrect angles.

- Object LOD in the loaded area being missing in low detail water reflections.

- Imposter objects not being updated due to game removing them from cell's list of large, animated refs... right after adding them to it.


Questions that I'm sure will be asked

- Add emissive support to LOD?

- Game already supports that - LODGen is the one removing it.


- Add vertex color support to LOD?

- Use latest LODGen beta.


- Add env mapping support to LOD?

- Game already supports that - LODGen is the one removing it.


- Add parallax support to LOD?

- No idea why would you want that, but anyway, game already supports it - LODGen is the one removing it.


Source Code

GitHub


Credits

NoBarkNoBiteNoonan for pestering me about Tree LOD

Bethesda for making the jankiest code I have ever seen

Everyone who told me it's impossible

Everyone who told me LOD doesn't support X thing

Instructions

Mod focused on improving various parts of game's LOD system, removing node, texture and material limits, adding animation and specular support, and fixing other issues.

Requirements

Permissions and credits

No permissions have been set

LOD Fixes and Improvements - NVSE

Type: Main
Date uploaded23 Feb 2026
File Size186.31 KB
Unique DLs0
Total DLs0
Version1.33

The mod itself

LOD Fixes and Improvements - INI

Type: Main
Date uploaded23 Feb 2026
File Size561 B
Unique DLs0
Total DLs0
Version1.33

INI settings file