Description
These packages are designed to work around a limitation in the game engine. Proper usage allows you to experience semi-dynamically changing Distant LOD visuals at the touch of a button.
General Details
The idea was born with a small fixer set of plugins designed to defeat a bug in Kvatch Rebuilt. Once that had been released, I started thinking "maybe some other mods might benefit from such a treatment?" Thus, I have now started a full-blown project: LOD Togglers for Mods.
How do these plugins work? They move a few things around for the mods they cover so to only display specific portions of the available Distant LOD based on your progress in the mod. Essentially, they are faking dynamically changing distant visuals.
This circumnavigates an engine limitation and allows for the users to alter their Distant LOD for specific mods quickly and easily. Just load up the plugins into TES4LODGen and let it re-process your D-LOD.
The idea was also born from the need to work around a bug in the game's DistantLOD system: modifying the individual .LOD files after TES4LODGEn was run can cause problems, namely the game failing to load the DistantLOD for the cells the player is currently occupying. Using these eliminates that bug as the idea behind this mod is not to re-distribute pre-generated LOD files (thus risking the previous bug from occurring) but allowing TES4LODGen to do all the work.
Why, you might ask? Because the .LOD files TES4LODGen spits out are load order dependant. It is not a good idea alter those files once they have been generated for that very reason. Allowing TES4LODGen to generate the needed LOD data from an ESP (instead of dropping in pre-generated .LOD files) preserves the integrity of the DistantLOD folder, and thus minimizes bugs.
Usage
-Place precisely ONE plugin from each LOD toggler you wish to use into your mod list and adjust the load order so they load DEAD LAST.
-Run TES4LODGen
-Remove the plugin from your load order when TES4LODGen finishes. DO NOT LOAD THEM INTO YOUR GAME!!! These ESPs are not intended to ever be used within the game and WILL break things if you do. I repeat, REMOVE these plugins from your load order before starting the game.
Frostcrag Reborn Details
-Toggles between the basic spire with only the original DLC Frostcrag visuals and the new hanging village, and the full spire with all the extensions and the dragon statue.
-This includes the spire visuals for the closed city cells. Using this plugin will give you proper DistantLOD for Frostcrag Spire in Bruma, Cheydinhal, and the IC Market, Elven Gardens, and Prison districts.
-A couple of the struts beneath the mountain that were not previously VWD have been made so, this way it looks more like the wooden structure beneath the tower is properly attached to the cliff face.
Kvatch Rebuilt Details
-Allows you to toggle the walls so that they are either burnt or restored. This will also affect what buildings you see in the city if using that particular portion of RAEVWD.
-These plugins will fix both the walls in the Tamriel worldspace AND the walls in every Kvatch closed city worldspace. I assure you, there will be no more flickering wall LOD at all if you use these plugins correctly!
-RECOMMENDATION: The burnt walls are replaced with the restored walls at stage 3 of the KR questline. I would suggest updating the DistantLOD for the walls then to prevent jarring transitions from occurring. Unfortunately, this has to be done manually due to engine limitations, but that's what these plugins were designed for

Incompatibility
None whatsoever, seeing as you are never supposed to load these plugins into the game anyway.
Known Issues or Bugs
The restored version of Kvatch's walls will look like they are floating from certain angles. This is due to flaws inherent in the way this game handles the DistantLOD visuals. This cannot, and will not, be fixed, so don't waste time asking about it.
History
2011/11/04 - Frostcrag Reborn Toggler Version 1.0
- Initial release.
2011/26/03 - Kvatch Rebuilt Toggler Version 1.1
- Removed a couple pieces of restored wall that I missed in the burnt version plugin.
- Buildings removed in the burnt version for RAEVWD City Architecture and/or Wilderness Architecture users as it doesn't make sense for them to exist at that time.
2011/22/03 - Kvatch Rebuilt Toggler Version 1.0
- Initial release.
Contact
You can contact my via PM either on the Nexus or on the Official Oblivion forums. I am more likely to respond to the latter.
Credits
Thanks to Bethesda for creating Oblivion.
Thanks to DarkOne for providing TESNexus so swiftly after TESSource/TESDB went down, and continuing to improve on it.
Thanks to LHammonds for the Readme Generator this file was based on.
Thanks to the Kvatch Rebuilt Team for restoring Kvatch to its former glory.
Thanks to indefiance for his incredible overhaul of Frostcrag Spire.
Tools Used
TES Construction Set - http://www.theelderscrolls.com/downloads/updates_utilities.htm
Readme Generator - http://lhammonds.game-host.org/obmm/tools_readme_generator1.asp
Wrye Bash - http://wrye.ufrealms.net/
TES4LODGen - http://www.tesnexus.com/downloads/file.php?id=15781
Links to Required MODs
Kvatch Rebuilt: http://www.tesnexus.com/downloads/file.php?id=15412
Frostcrag Reborn: http://www.tesnexus.com/downloads/file.php?id=9769
Licensing/Legal
No resources or mod components are redistributed with these plugins, and they require their respective mods be downloaded and installed in order to function properly. If you don't have or don't want to use a particular mod, you can't use the respective toggle plugins, period. You will also need TES4LODGen, too.