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function Filter(e: IInterface): Boolean;
 
function Filter(e: IInterface): Boolean;
 
var
 
var
 +
  stat: IInterface;
 
   xp, yp: float;
 
   xp, yp: float;
 
begin
 
begin
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Alt+Click the expand icon next to the world space, select one reference, press Ctrl+Alt to select all references in the world space, and "Copy as override into" a new plugin. This may take a while. If you have more rectangles, then right click and Remove filter, and run the script again. This time, "copy as override" into the plugin you previously created for convenience's sake.
 
Alt+Click the expand icon next to the world space, select one reference, press Ctrl+Alt to select all references in the world space, and "Copy as override into" a new plugin. This may take a while. If you have more rectangles, then right click and Remove filter, and run the script again. This time, "copy as override" into the plugin you previously created for convenience's sake.
  
'''This paragraph pertains to copying references for LOD only.''' Areas that are far enough away from the playable border to never be in the loaded area, may still be visible from a distance and thus will have to be copied over to be included in LOD that is generated for the destination world space. Here, you may like to exclude references that won't be visible in LOD. Once you have your .esp from the previous step, apply a Filter for Base record signature "Tree" (shrubs and other small flora will also be lumped in). Copy these as override from your previous .esp into a new one. Remove the filter. Then do another filter by running the below script by Zilav, which retains only references whose base object has LOD meshes configured (the built-in "visible when distant" filter options are not effective). Copy all remaining references from the same previous .esp into the same second .esp you created. You may now discard the first .esp and continue with the second one.
+
'''This paragraph pertains to copying references for LOD only.''' Areas that are far enough away from the playable border to never be in the loaded area, may still be visible from a distance and thus will have to be copied over to be included in LOD that is generated for the destination world space. Here, you may like to exclude references that won't be visible in LOD. Once you have your .esp from the previous step, apply a Filter for Base record signature "Tree" (shrubs and other small flora will also be lumped in). Copy these as override from your previous .esp into a new one. Remove the filter. Then do another filter by running the below script by Zilav, which retains only references whose base object has LOD meshes configured. Copy all remaining references from the same previous .esp into the same second .esp you created. You may now discard the first .esp and continue with the second one.
  
 
  <nowiki>unit ApplyCustomScripted;
 
  <nowiki>unit ApplyCustomScripted;

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