I've got it working now. First I looked in the NIFs for the alpha threshold. I couldn't tell what the value of the NiAlphaProperty was, so I decided to look in the material file. The values in those files differe from each other, but I have to say that I don't know much about alpha values in meshes. I mainly did some texture work for the mod I'm working on. And the alpha value could explain the murky tree leaves, but I don't see how it would be related to the low-res textures on buildings and highways. I decided to compress DXT1 with 1 bit alpha through LODGen, and the textures were still murky. Than I used the vanilla alpha. Like you said, the new trees are still being rendered with the loose texture files. I copy pasted the rest on the vanilla texture, and uploaded it in DXT1 with 1 bit alpha as well. This is the result: And the textures on the highways are decent as well: Overall, I'm content with the LOD for XB1. So to clarify: I uploaded both texture atlasses as DXT1 with 1 bit alpha. One generated through LODGen (looked normal in Photoshop), and the other one edited by hand. All meshes are generated through LODgen, and the new trees are rendered as well. So the problem seems to lie with how the rendered atlas is applied. I hope this helps with problem solving, since I don't know the specifics of how it works. PLease ask if you need more information, and thanks for the assistance.