HA HA!!! I HAVE BEATEN THE BUG!!!
It is caused by making modifications to the DistantLOD folder after TES4LODGen has been run. Why this happens is completely beyond my comprehension, but what it does mean is that my current method of handling Frostcrag Reborn's VWD data (dump it in after TES4LODGen is finished) will no longer work.
However, this does NOT apply to plugins that are only loaded during LOD generation to modify the DistantLOD data that TES4LODGen is working with and then removed from the LO afterward (thank God). This means that can still deal with Frostcrag Reborn's missing D-LOD data. I'll just whip up another LOD toggler plugin for it!
Hooray! :celebration:
I love this game sometimes. Just the smallest misstep all it takes to make it angry at you and not function right.
This makes me ponder something I hadn't given serious thought to before.
A number of mods provide their own DistantLOD folders. My standard practice is to create a complex BAIN package from such mods, moving LOD files to their own sub-package. That sub-package is generally the last numerically, clearly labeled archival only. An example might be "07 DistantLOD folder ARCHIVAL only". When I prepare the mod for installation in Wrye Bash, I of course don't flag that sub-package. It doesn't load and thus is no threat to TES4LODgen.
I caught on to this early on, but it's possible a few of my earliest packages might have escaped treatment. It's also possible that a 7z I deemed didn't need to be remade includes DistantLOD info I know nothing of. And, and this never dawned on me until reading your post, what of those mods that come with BSAs rather than loose data files? I rarely dismantle and examine those BSAs unless I suspect they house enough meshes to warrant PyFFi treatment. I have no idea whether or not those BSAs contain DistantLOD folders, and no easy way to disable them if so.
Now we get to the meat of the matter. I'm always monkeying with my Oblivion installation. If nothing else, a great many mods need periodic updating. These days especially I'm experimenting with some of the "Lush and Gaudy" grasses, the more subtle of which blend in rather nicely with my otherwise straight-laced color-scheme. I've not yet hit upon an ideal combo of those grasses (I'm getting closer). What I tend to do, when I see a grass that doesn't look natural in its surroundings, is save the game, exit, launch Wrye Bash, switch a particular grass from, say, lilac to soft gold, anneal, exit, re-load the game, and check my change(s). I never re-run TES4LODgen at these times because those grasses do not themselves have any sort of far-distant info LODgen works with.
***When I anneal I generally first anneal the mod itself, then to be safe click "anneal all". When I do this, wouldn't it load any mod-created DistantLOD information I didn't catch while preparing BAIN packages? This would of course overwrite TES4LODgen created files in that folder.
This is all just food for thought at this stage. I'm gonna look through my packages and see if I missed separating any DistantLOD folders. Not sure I'm up to unpacking every BSA, at least not in one fell swoop. Or am I making to much of this? Is it a big concern?
*** My normal practice is to run TES4LODgen after any and every change. These grass substitutions are an exception.
-Decrepit-