Oh, I though in CAS.
I'm looking at the package and it seems to be set up wrong in the region map and lods.
I may be wrong about my understanding of things but they make sense to me so could be right:
So, basically, the entries in the region map window define how certain meshgroups will interact with other CAS items.
For example, a bracelet is tuned to disappear upon interaction with long-sleeved shirts in CAS to prevent clipping. See how both of them have the same entry but with different Layer value with the lowest one being for the bracelet? If you will change that value to 450, the meshgroup on the sleeve will disappear instead. However, you most likely do not want your cup to disappear at all, so this entry can be changed to Base and Layer set to 0.
Now, how does the game know what meshgroups belong to what entry? That is specified in Models
Since all meshgroups in all lods of the bracelet must disappear, they all are under this entry. Each geometry in Warehouse tab has its own Group number, so that is how it can tell them apart.
Soooooo, everything needs to stay > Region type should be set to Base, Layer to 0. All meshgroups should obey > all meshgroups under this entry
As for lods, it works by the same principle. You need to copy an entry, not edit the existing one like you did. Add the meshgroup from LOD0 to LOD0 entry, a meshgroup from LOD1 to LOD1 and so on.
Also, I'd say there is not need to make lod2 and 3 transparent at all because they would appear on the lowest graphic settings, very far away, so you would hardly even see a cup. Just join them into one meshgroup
Here's
an updated package, I did not edit the blend file, but it imports ok now. Check Region type an lods