@Butcher: Did you try with the ESP I made? See if that works.
@zilav: makin me feel guilty... There's is only 1 texture artist here I think.
@Butcher: Did you try with the ESP I made? See if that works.
@zilav: makin me feel guilty... There's is only 1 texture artist here I think.

Built DC LOD again with fixed meshes, going to test and see if it's just on your end or what.

Can confirm Butcher's findings with saves outdoors.
Spent most of the night experimenting... results
Visible When Distant flag definitely affects treelod as evidenced below, also notice that very distant tree's still appear (top of hill) and mid range ones do not. With the flag the mid range ones again appear. This is what I was talking about with the 3 ranges zilav.
Without Flag [img]http://i.imgur.com/xV6JXYi.jpg[/img]
With Flag [img]http://i.imgur.com/3FMWKRe.jpg[/img]
I commented out all the TreeLOD ini settings in all 3 inis and I also changed their values to very low and very high, with the exception of fTreeLoadDistance they don't affect Tree LOD at ALL! (WTF Beth!)
Now the question is what is the issue here. And why did Delta's fix (other than the middle distance pop in) work for me for so long.
I also wonder if the uGrid tree setting is broken in NV like grass is, which queued fixed in nvac, or something similar.
HMMM.

Yes, Has Tree LOD flag affects LOD switching and appearance. I don't know what to say. Perhaps trees LOD is just broken in FNV and should be replaced with real 3D objects when they'll be ready. This will solve all problems.
And trees LOD should remain only for bushes...
"Visible When Distant" you meant?
Yes I think treelod is just broken in NV and should be converted to object lod to solve all problems.
I can continue testing with Fallout 3 vanilla if you like as it surely works in that engine.

Yes please test on vanilla Fallout 3 with DLCs and vanilla FNV with DLCs. Since you know FNVEdit, would be nice if you can test some simple tree refs edits. For example select some tree in game, save near it, copy it's ref as in a new plugin as override, move slightly aside (simulate a plugin moving tree), activate that plugin and generate LOD. Check in game that LOD switches correctly. Then do the same with "Copy as new" reference (simulate a plugin adding new tree).
So far after the repots with YUP, I tested it and also have done the above "simulations" with Zion worldspace in HH. But need to be sure that it also works everywhere else.
For TTW we'll use objects LOD only. While sesom is making lod for dead trees, I can probably quickly mash up flat planes with a texture (similar to joshua trees) to test.
Added all trees as objects LOD into FO3. They are now properly angled, receive shading and always switches properly (at least when I tested in Fallout 3), the feature of being a mesh instead of a flat sprite in trees LOD. I used flat joshua tree lod plane with tree images grabbed from NifScope. Looks good for my taste, compare yourself
Before

After

Sesom, I think they look good enough in game, so you don't need to create lod meshes for trees. I was afraid that flat plane mesh wouldn't look nice for trees other than joshua, but I was wrong .
The object lod looks way better than the treelod, I'm not going to miss it at all.
That tower is curious, I wonder if it's mistagged as having treelod. Also the bottom area of the building on the left, looks like the texture changed slightly on the area closest the ground.
