When creating custom worldspaces or overlays, Distant Level of Detail (LOD) must be generated to keep distant objects visible. Without this, assets may disappear when the player moves away.
This guide covers the setup and generation process.
Go to View > Layers in the Creation Kit.
Find the layer your objects are assigned to.
Make sure the LOD checkbox is active.
In the Layers window, create a new layer (e.g., LOD_Layer
).
Enable both Active (A) and LOD.
In the Render window, select objects (Ctrl + Click for multiple).
Click Add Selection to Layer.
Navigate to: ...\Steam\steamapps\common\Starfield
In the address bar, type cmd
and press Enter.
In Command Prompt, use this format:
CreationKit.exe -MockWorldSpaceLOD:<PluginName>.esp <Worldspace1>,<Worldspace2>,...
Replace <PluginName>
with your plugin name
Replace <Worldspace1>
with your target worldspace(s).
Separate multiple worldspaces with commas.
Example:
CreationKit.exe -MockWorldSpaceLOD:MyMod.esp ForgottenSite01
Run the command. Wait for it to finish.
The tool generates:
Data\Meshes\Terrain\<WorldspaceName>\
→ LOD mesh files (.nif)
Data\LODSettings\
→ LOD settings files
Partial LOD Generation: One or more cells may fail to process, resulting in missing LOD for those cells. This is more likely in multi-cell worldspaces.
Biome Marker Visibility: Biome markers may appear in the generated LOD even if they are not in the LOD layer.