If this is true tree LOD (goes away when typing tll in console) and this is in a parent world space (not inside a walled city), then this happens because the load order of plugins adding tree references changed after generating tree LOD. Simply generate tree LOD for the load order.
If this is dynamic LOD object (has a form id in console, can be disabled, does not happen when starting new game), then this is because the clean save routine was not properly followed when updating. This only applies to Skryim atm.
FAQ: Tree LOD: LOD trees show in loaded cells
A: Make sure all plugins with ITM or deleted references are cleaned. See http://www.creationk...uide_-_TES5Edit
A: If the load order / priority of mods adding or changing tree references was changed, generate tree LOD again so it matches the new load order.
FAQ: Skyrim: Out of place objects / flickering full models
A: Test with new game, if successful the updating of existing save game with old DynDOLOD.esp went wrong. Follow instructions how to update save game with a new DynDOLOD.esp. RTFM, watch the video or check DynDOLOD SkyUI MCM.
Yeah, it can be toggled on/off with tll, has no id and is in a parent world (outside Whiterun). Do you mean re-run DynDOLOD with DynDOLOD.esp selected/unselected and only generate tree LODs the second time? Cause I tried doing that with DynDOLOD.esp both enabled/disabled but those unsightly LODs are still there.
Checked the mod in TES5Edit before posting and its clean. No, not updating a current save. Haven't started a playthrough yet. Was using coc whiterun straight from the main menu. Also tried starting a new game using Alternate Start but the problem persists.
Edited by XenolithicYardZone, 09 October 2017 - 02:51 PM.