Actually this is not what I need :)
Let me briefly describe you how Trees LOD system works in Fallouts (and Skyrim with some minor changes).
When you build trees LOD in GECK for a worldspace it collects all the references of TREE, STAT and ACTI objects with "Has Tree LOD" flag. Then it builds a list of unique "trees" from them and assigns an index starting from 0. Then for every tree it gets model filename, adds _lod_flat.nif suffix and opens that file. The only info needed for trees lod is width/height of that model, and min/max UV values, so a total of 6 float values.
This info is written in treetypes.lst file: tree index, width, height, U min, V min, U max, V max. Then *.dtl files are generated for cells blocks, they contain tree index, x, y, z position of tree and scale. The displayed atlas image for all trees is landscale\trees\treedeadlod.dds (treeswamplod.dds if worldspace name starts with 'DLC4', hardcoded in the engine).
So as you can see, those _lod_flat.nif files are just fakes only used for storing width, height of a tree in game units and UV position of it's image on atlas texture. They are *NOT* the actual models shown in game. That's why I got rid of them in TES5LODGen and get that info from txt files or just calculate from object bounds field. You can read more here
http://afkmods.iguanadons.net/index.php?/topic/4051-wipz-tes5lodgen-for-trees-lod/
But lets get to the point. Trees LOD isn't working properly in New Vegas. LOD trees randomly disappear when you approach them before full model is shown. It is very irritating and noticeable for large or semi large objects. Can be used probably only for bushes since they are small and hardly noticeable. The other downside of trees LOD is that only vertical trees can be shown in Trees LOD, they always have 0 rotation around X and Y axis (Z is random since they are just flat images). This is a hardcoded limitation. You can't have a lod for fallen trees or angled ones using Trees LOD system.
That's why I want to get rid of Tees LOD and generate lod for trees using Objects LOD system and real 3D models. This is how Obsidian did it with joshua and other trees in New Vegas. So I need someone to get the actual trees models, make them low poly and reUV them to low resolution texture(s) without tiling since those textures will be put on a common atlas with other lod textures.
	