now I was able to solve the issue with the missing mill wings and all of them (the SMIMy ones) are there, at least @ Solitude and different farms. The animations worked all along if they were there. When I generated the working package I unfortunately missed to note what I´ve done in particular. Sorry, my fault. I tried to reproduce it and made a second package, but it doesn´t work and the same issues appear. At least I can give you the screens of the second run and which adjustments I´ve made before generating the second Dyndolod.
Oddly this run doesn´t work properly, but basically I choose the "high" setting and changed the options for the three wing models on the right side (something with the full model (original?) in use and without fade). Sorry, but I tested a lot (or better: a lod) today and one run at high settings costs apr. 30 min with my rig (medium only 10). I also realized it is quite important to start a new game (best with "LAL") or Dyndolod won´t be triggered correctly and the activation option in MCM stays grey, even outdoors. SSE engine is still kind of picky, regarding scripts even more than Oldrim...at least it seems to be.
Some other stuff I´ve noticed:
- the small manual for updating Dyndolod in MCM is not completely readable.
- I don´t know if "Dawnstar Overhaul" will be supported, but a part of the wall doesn´t have any lod (the little shelter on the wall is hovering until getting closer) : https://imgur.com/a/Tq3TL
Anyways, it´s a great tool you´ve given to the community and the landscape looks pretty amazing now. Thank you very much :)
Great that you were able to sort out the windmills.
Could you elaborate what you mean by "the small manual for updating Dyndolod in MCM is not completely readable"? Are you using a custom font maybe? Maybe post a screenshot if you can.
I do not recognize the that stucture from Dawn Star Overhaul. Must be a new model shipping with the mod and there is no dedicated LOD model for it. You could try to create a mesh rule for static object LOD for it. See the manual Custom Settings For Specific Mods / Revamped Assets Skyrim, Sexy Azura Statue for how to add a mesh rule for a full model nif to receive static object LOD.
To save time when you do test generations with different settings/options just generate the one worldspace you need for testing. When you test new mesh rules for static object LOD, uncheck tree/DynDOLOD.
Use mod manager profiles to have minimal load order only with essential mods and the one(s) you are testing LOD generation for. Disable hi-res terrain meshes for quicker LODGen.exe. Once satisfied use normal profile with everything and do the full LOD generation from scratch as usual. You will be closer to 5 min just for Tamriel for testing things.