Yeah, I'm a bit lost on this one. In the screenshots, you can see what I mean. As soon as I load into that save (IE, get close to the building), I take a screenshot, and the windmill building is there. After a second, the game loads in objects that are close to me, and for some reason that windmill disappears. It's all 3 windmills in that area, actually. As you can see in the close-up screenshot, it's probably been flagged as disabled.
Now, this 100% was not an issue before. I did recently update (clean save + rerun, as per the Update page on Dyndolod.info) my Dyndolod installation, and it's possible that I inadvertently changed some of my settings. Specifically, I cannot remember what I had previously checked for Upgrade NearGrid Refs, Large Refs workaround, and Downgrade FarGrid Refs. My uLargeRef size is 9 btw.
When I disable & uninstall Dyndolod, the issue goes away.
I did try to check out the building in question in SSEEdit, but I cannot for the life of me find it. I can find it in the Creation Kit, but I cannot find that RefID, or even BaseID, or EditorName anywhere in SSEEdit. So once I manage to find that I'll update this post.
In the meantime, what did I do wrong? Based on intuition and not much else, I suspect I messed up when I updated Dyndolod, and changed some of the NearGrid and FarGrid refs.
I've just never encountered the situation where the LODs were fine but the base object was disabled. I'm sure the load order is correct, at least in terms of that building. Again, this is 30 hours into this playthrough and I'm 100% certain this didn't use to be an issue.
Thanks! And thanks to Sheson for this amazing mod, I'm sure I'll figure it out eventually.