Well I've done plenty of tests with DSSV by itself, and the pastures all produce fine. I'm not sure what is going on. I haven't a great deal of time right now to do much modding or playing so my tests sometimes aren't long enough though. I will download Busy Pastures and try to play a few games with CC and NMT enabled also.
I would suggest that Busy Pastures should be placed above DSSV.
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Further production on v2 has been slow. I have reverted the Village Chapel to the original smaller v1.1 size, this is because I have added the Village Church, a much larger grey stone church. Also another Blacksmith the Village Kitchen and work has started on smaller markets and a hospital and health buildings - herbalist, herb gathering, etc.
Thank you for the update re V2, I understand, I'm cruising on with what we have so far

I do like that starter buildings which is why I use yours. And more specifically, until the bridges & port are accessible in other starters, I am using yours so I can use your bridges - I just can't give up my fishing bridge

@QueryEverything
Busy Pastures only affects the Livestock. It doesn't affect the Starting Conditions or the Pastures themselves.
DSSV only affects the Starting Conditions, and has it's own Pastures. It doesn't affect the Livestock.
They shouldn't even conflict. I'm not sure why it's doing strange things like that.
Thank you both
@kralyerg &
@Discrepancy, it really is odd.
In the multiple tests I ran it was always the last livestock on the list which never produced, never harvested, and outgrew their pastures, even in a 20x10, they would just keep growing. Even in the vanilla pastures.
Where the map spawn 2, it was #2
Where the map spawn 3, it was #3. #1 & #2 worked as to be expected, the produced, they were harvested, then their produce would turn up in the storage.
I do have BP higher than DSSV, DSSV higher than CCJ & MM, BP is right near the top with other boosters (road & TREE) etc.
For now, back to DSSV-Easy and trade for additional livestock.