I decided to go back to what I call armory-matching LOD
It's weird, but somehow dyndolod works perfectly fine with vanilla & landscape-only mods
But once I add mods where characters run around with their own shipped armory (shumer, cyrodiil, falskaar, all the "Some Assembly Required" bunch) on top of my already Morrowind enhanced "Morrorim" --
despite those mods not really caring about Skyrim/Solstheim
(because their own islands/worlds and whatever - even Cyrodiil-based mods have a seperator of sorts, you dont just run south and that's it, there is always loadingscreens, typically a cave or a gate triggering transition)
somehow Skyrim subworlds like Skuldafn and Apocrypha and whatnot crash the tool while having nothing to do with some island lightyears away
Oh well, my Morrorim is big enough without even more places anyway, I doubt I've even seen all the critters in Morrowind yet.
But technically - Why?
Why does for example my DLC2Solstheim trees crash dyndolod once I add Cyrodiil which is on other end of Tamriel - it makes no sense, it should then crash its own space, not a space it has nothing to do with.
(It's really only then that something happens for me)
The tool is amazing for simple Skyrim and even Morrorim. No doubt there.
But best to stay away from "Assembly Required"