This one fixed the problem, thanks. Although i noticed what objects with generated atlas looks a bit thicker, despite having the same threshold as vanilla (128), but thats a nitpick (could be the way Bethesda made mipmaps). I generated LOD as 8k x 2k, diffuse DXT1, normals 32argb and specular DXT1, so atlas won't split. Then downscaled normals to 4k x 1k and saved as bc7, overall size will be the same as vanilla 26.6mb. Thanks again for the fix.