OK, so neither the Unknown2 flag or the bounds are causing the crash - I reverted each in turn to the vanilla values, and then both together and the crash was still there in all three instances. So it is presumably a conflict with the Dynamic Giant Campfires script when the MSTT record has the LOD flag added. It's not a big deal for me as I'll just delete the record from DynDOLOD.esp, but it would be nice to figure out why it's causing this. The script is very well annotated in the source file, and the only thing I can see is there is a distance from player check which might be causing the issue? As I said previously the mod only adds scripts to 10 instances of the giant campfire in specific locations, so I can't get my head around why it would crash on fast travel anywhere (although to be fair I didn't try fast travelling to one of the giant camps where the dynamic fires are). Maybe if you fast travel to a location that is outwith the 10000 units distance from player check in the script, but the Has Distant LOD flag is forcing the campfire to load at much greater distances this is causing an issue? Strange thing is I ran the mod on the LE builds with no issues at all alongside DynDOLOD.
Like I say, don't put any time into it (unless you're curious as to the cause), I'll just do without LOD on the campfires.
I tried the mod a bit. The plugin has an ITM and does not forward all WLRD/CELL records correctly. Probably unrelated, but for my tests I fix that kind of stuff.
I have yet to have a CTD
with the unkown2 flag set, I fast travel all over the place and direclty to giants camp no problem. I had a CTD
with the flag missing in the last overwrite.
What is your ulargerefloddistance setting?
Did you try new game? With uGrids=5?
EDIT: Just did more tests, with ularge=11 and uGrid=5/7, unknown2 set, new game, no problems with extensive fast travel. Check if you can replicate that.
Though I think the best options for this mod is to not do any extra LOD for the fires the mods changes, as the LOD does not always match its state anyways.
Overall it may be a good idea to stay clear of having any scripts on large references and for DynDOLOD
to ignore any large references that a mod overwrites and attaches a scripts to, just to be safe. Depends if more users notice problems with such plugins.
Edited by sheson, 22 December 2017 - 02:07 PM.