
- #Bethesda creation kit randomized object placement generator
- #Bethesda creation kit randomized object placement full
Then, open the "static object" that you want to "give those LOD meshes to" in the CK (right click then edit).Ĭheck the "has distant LOD" checkbox. Some objects have two "versions" of them: One with LOD, one without LOD.Īs for "making LOD meshes and textures for an object from scratch":Įxactly the same process as making "regular" custom meshes, just a more "simplified" and "low polygon count" version of the mesh. Some of them do not have any LOD meshes & textures, so I had to make duplicates of those "static objects" and assign some LOD meshes and textures myself.

XLODGen reads this file, if it is not there it won't work. I use xLODGen to generate the worldspace LOD.įor it to work you need to try and generate the LOD with the CK first.
#Bethesda creation kit randomized object placement full
When working on my own custom worldspace that has lots of large custom architectural meshes, I always check the "is full LOD" checkbox, just for testing of course.

I didn't tried this feature myself so I can't tell if it needs any special steps. On the other hand, afaik you can not build worldspace LOD for specific cells in the CK, but I think you can do that with xLODGen using the "Specific chunk" feature.
#Bethesda creation kit randomized object placement generator
When you work on exteriors you need to take in to account that the objects you use need to have LOD meshes (low quality meshes that are configured on each object's record, are used by the LOD generator to create your world's LOD), if the objects that you used to build your mod have no LOD meshes those will not appear in the worldspace LOD that you'll generate.Ĭreating and setting up LOD meshes for each of the objects you used is an option, but there's no automatic generation, you would need to create your own LOD meshes and textures by hand, something that probably you don't want to do, so the last resort for those objects is using "is Full LOD" in the properties of each object's reference or, if you have a lot of static objects that don't have LOD meshes, you can create static collection and apply "is Full LOD" to the collection.
