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The null reference exception is something completely else. I recommend checking your mods. Also, if you have unsubscribed assets (especially buildings or nets) that are still in use, that might be it.
Even if I start a new game, I got the error message immediately..
Do you know what can cause this issue?
Typical reasons are:
- obsolete mods
- save game corruption (caused by obsolete or buggy mods)
- missing placed (i.e. free-standing custom assets), nets in particular
- running out of memory.
So, usually it's mods-related.
-what LOD texture size would you say is the cutoff for acceptable size/large size but minimal impact (idk about the assets with multiple LOD warnings)?
-does the in-game size of the asset have some sort of affect on the LOD texture?
-how many assets with a large LOD/the maximum size could we get away with without affecting performance too much? (Or does LSM prevent it from affecting fps? I'm a bit confused about the description above)
This is a great mod and its saved me from soooo much fustration and pain with LSM errors! thanks for making it!
There is no direct relationship between visible asset size and texture size. But of course very small assets can use small textures and still look sharp.
Performance-wise, the worst situation is probably an asset with a very large LOD texture or LOD mesh that is placed really many times. Every placed copy of the asset needs to be rendered, so they stress the GPU. If the asset is placed a limited number of times, then it is not that bad.
Sorry for the late reply.
The asset loader in the game does not downscale, it just loads the textures like they are.
Or is it also dependable on your GPU performance and can you actually modify assets made by others to "repair it"?
But the key thing is: LSM should load all assets that the base game is able to load. This is important for compatibility.