You should also enable bLoadDebugInformation=1 so we know which line number to message is from. That would help.
Have you checked if any of the stuck LOD objects is indeed listed in the log? The Form ID you get with console from such object is in the log?
If an object is "None" it usually means it is not loaded and consequently should not have a 3D model in the world at that time. However the object was in the world when the script attached it which produce the error was started. This could indicate some timing issue. It all depends which objects generated the error and if you can replicate it. Maybe put this aside for the moment and lets see what the debug tests below reveal:
Find the attached papyrus script to replace in the DynDOLOD Resources installation.
It allows setting a (integer) form id in skse\plugins\StorageUtilData\DynDOLOD_Worlds.json
Find the line "debug":"false" and change false to the load order zeroed integer of a dynamic LOD object.
A dynamic LOD object is a reference that has *_DynDOLOD_LOD as EditorID
A zeroed form id means to 00 the first load order byte. So if the form id is e90043af, it becomes 000043af
Then convert it to an integer which is 17327 in this case, so the line becomes
The papyrus log should then show activate and disable lines like this
[07/12/2017 - 07:54:42PM] [SHESON_DynDOLOD_LODObject < (11004410)>] Activate #1 [Form < (110011EE)>] using lod\windhelm\elfxwhclancruelsea_lod_2.nif
[07/12/2017 - 07:54:42PM] [SHESON_DynDOLOD_LODObject < (11004410)>] Activate #2 [Form < (110011EE)>] using lod\windhelm\elfxwhclancruelsea_lod_2.nif
[07/12/2017 - 07:57:40PM] [SHESON_DynDOLOD_LODObject < (11004410)>] Disable #2 10 [Form < (110011EE)>] using lod\windhelm\elfxwhclancruelsea_lod_2.nif
In my case when I coc windhelmexterior01, this particular LOD object does not activate, because its position is actually inside the uGrids and the *_DynDOLOD_TOWN reference shows. I need to go towards the stable first. The Disable #2 happens when I enter Windhelm.
For now do these tests with new game / coc from main menu. Just pick any stuck reference inside the city you like. The log messages record just before executing the command, not if it actually worked.
My current questions are:
Do you see the Activate messages (the 1/2 paring is normal) for LOD objects that are actually inside the loaded cells? (use tll, tb, tfc commands)
Do you see a Disable message when entering the city
Does it seem any different if you coc further away and just walk towards and then into the city?
You can check the papyrus.0.log in realtime with something like snaketail-net