The old Katariah distant LOD fix has its flaws:
- The low-poly mesh causes unrendered geometry (see attached screenshots)
- Once packed in the USSEP bsa archive (and ONLY once packed) the game fails to render the whole Katariah properly: metallic parts are now extremely glitchy and subject to some kind of z-fighting. The strange thing is that as a loose file this issue doesn't happen...
Turning the 'persistent' and 'is full LOD' flags on the Katariah refId (00097ED5) solves all visual problem BUT causes the ship collision layer being awkwardly transferred in the Emperor's cabin child worldspace, and makes some areas unreachable again once you pass the 'layer' (especially the bookshelves area close to the exit door).
So, I had to think about handling things differently. I just splitted the ship mesh in 2 parts:
- one containing everything but the collision layer
- one containing only the collision layer
Both now have their own separate STATIC base ref, both are activated by the same enable marker, but only the '100% visual' one received the 'persistent' and 'is full LOD' flags. We now have the best fix possible.
In its actual state the 'mirrored' ship present in the Solitude closed worldspace is only a visual decoy: it now has no collision, but that's an area you shouldn't be able to reach...
The fix is designed to overwrite the actual USSEP records (no need to create new ones). The xEdit 'Copy as override' function is all you need to implement it (and a double check with real eyes). The old 2012 mesh can now be dumped with no turning back.

Attached Files:
Fix issue #36288.7z
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