Hello, I've been using Base Object Swapper to remove a lot of trees in Fabled Forests mod (Skyrim SE), because they have clipping with objects from other mods or even in vanilla Skyrim when using big scale of trees. I know I could do that in xEdit, but I have hundreds of affected trees.
The author of BOS, powerofthree, recommends this to disable something (in non-related to Dyndolod discussion):
[Properties]
;see https://en.uesp.net/wiki/Skyrim_Mod:Mod_File_Format#Records for more flags
YourTreeIDHere|flags(0x00000800)
However Dyndolod generates lod for the disabled trees in such case.
There are another ways from mod authors using BOS and these ways work fine with Dyndolod:
[Transforms]
...|PosR(10.0,10.0,-30000.0),flags(0x00000800)
[References]
...|AlphaTest
[References]
...|0x3B~Skyrim.esm
[References]
...|0x058E92~Skyrim.esm
(the last one references AlphaTest nif in Skyrim.esm, which I guess some sort of totally empty nif without collision?)
The last 3 approaches seem to place lod model of tree instead of full one in the place of removed tree when Dyndolod isn't used. Not a big issue though, because it's probably a rare case to use tree mods without Dyndolod, but it feels something's not ok because of that.
So I wonder, is there an "official" way to disable objects with BOS which is considered by Dyndolod? I've read the Dyndolod webpage about BOS, but couldn't find info about disabling objects.