LOD = Level of Detail and refers to the optimizing process whereby high-detail, large polygon-count meshes and large page-size textures are replaced by smaller, lighter meshes and textures when you move far away from them. Generally speaking, in the vanilla game, only large objects have LOD meshes and textures, though it is possible to create LOD objects for any static or static collection.
VWD = Visible When Distant and refers to a flag that can be set in the Geck for static objects and static collections. The flag informs the editor that a LOD object replacer exists for that object and that it should be included during the LOD object generation process.
(Thanks to pkleiss for the reminder.)
Edit 2: Added a new poll option. (Thanks to Skykappa )
I have been doing a bit of research into http://geck.gamesas.com/index.php/World_LOD using http://www.fallout3nexus.com/downloads/file.php?id=3541 as a basis. I would like to expand on the existing knowledgebase by collecting any additional insights or problems world builders (or others) have experienced in the last few months to see if there are any poorly understood, undocumented, or intractable problems remaining in LOD generation for FO3. I'm posting this thread because LOD generally takes a long time to generate (especially if you have an old mid-range computer like me) and there are certain problems that are not easy for me to investigate in the time I have available.
LOD Generation falls into several categories:
- distant land mesh generation
- distant landscape texture generation
- distant LOD object generation (statics)
- distant LOD tree generation
- distant water LOD generation
It also includes a couple of different world space types:
- unparented vanilla (eg. Wasteland)
- parented vanilla (eg. Megaton)
- unparented custom (eg. YourWorldSpace)
- parented custome (eg. YourTown)
When posting, please qualify your statements by including information about the type of world space you are generating LOD for, and the category you are having problems with (or have found solutions for).
LOD goes beyond the LOD generation process in the Geck and touches on other aspects of modding (like mod conflicts and heightmap editing) so if you think your problem is LOD-related, don't hesitate to share your questions/advice.