Ah, I see, you are using the mesh reduction feature to add new LODs.
Okay, the ways errors are handled was very difficult to figure out. There can potentially be multiple errors that occur in a process, like if you load a scene that is missing a lot of files. There are also errors that can occur where it's important to know they happened, but you don't really want to interrupt the workflow. Making the console show a highlighting item and automatically show the console and switch to the error list was the method I came up with that was both highly visible, but didn't stop the user's workflow.
One change I am making to this right now, is that if any of the program child windows are maximized, they will get "restored" back to their non-maximized that. This will prevent a child window from covering the console, most of the time.