What I'm looking for is the best way to deal with these objects. First of all, there are only a limited number of Base Forms with this flag:
Fallout 3 records with "Has Tree LOD" flag:[STAT] [00015448] TreeDead02 : Has Tree LOD, On Local Map[STAT] [000155A9] TreeDead03 : Has Tree LOD, On Local Map, NavMesh Generation - Bounding Box[STAT] [000155AB] TreeDead04 : Has Tree LOD, On Local Map[STAT] [00033C4E] 1stPersonPlasmaGrenade : Has Tree LOD[STAT] [00057ADC] TreeWastelandHardwood01 : Has Tree LOD, On Local Map, NavMesh Generation - Bounding Box[STAT] [00077CC7] TreeWastelandEvergreen01 : Has Tree LOD, On Local Map, NavMesh Generation - Bounding Box[STAT] [0007DF79] TreeWastelandEvergreen02 : Has Tree LOD, On Local Map, NavMesh Generation - Bounding Box[STAT] [0007DF7A] TreeWastelandEvergreen03 : Has Tree LOD, On Local Map, NavMesh Generation - Bounding Box[STAT] [0007DF7B] TreeWastelandEvergreen04 : Has Tree LOD, On Local Map, NavMesh Generation - Bounding Box[STAT] [00086998] TreeHardwoodPebblesDirt01: Has Tree LOD, On Local Map[STAT] [0008FFC3] TreeHardwoodMudDirt01 : Has Tree LOD, On Local Map
To verify that this flag was the cause of the crashes, I made a plugin to override these records and clear it - this prevented the crashes when attempting to spawn these objects. But, with the exception of 1stPersonPlasmaGrenade (which I think is a mistake), there are hundreds or thousands of references to each of these placed throughout the wasteland, so if clearing this flag is actually preventing the LOD meshes/textures from being displayed in game, that's almost certainly not something I'd wanna do. Since overriding and clearing the flag would be the easiest solution for me, that's my first question. Does anyone know if this would be having an effect on LOD in-game, and subsequently having a negative effect on performance? I can't say for sure from my own limited observations, because I haven't seen a difference, but maybe I'm not viewing things from enough distance for their LOD to kick in anyway.
The next best way for me to handle this is to prevent the use of Feng Shui on these objects. Does anyone know if there's a way to detect from script if this flag is set on a given reference? I haven't found one, and I wouldn't be surprised if there wasn't, because I can't think of a need other than this one. If there's no such function or other method, I could hard-code a check for these particular forms to exclude them from FS selection - not too big a deal since there's relatively few forms to check for, but I haven't yet scanned the DLCs for this, and forms added by mods would be an unknown as well.
Any help is appreciated!