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luked522

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  1. Sorry guys, it turns out I just missed a critical piece of the instruction provided for the program, which was that DynDOLOD DLL and Papyrus Scripts had to overwrite DynDOLOD resources. Regardless, thank you for the assistance! Edit: It looks like now, the program raised the error which I previously thought I had solved, which is that which says that "A call to an OS function failed," though this time having a problem with a specific mod. Which log file should I upload of the ones that appeared in my "Logs" folder? There are about seven of them, each with a different label ranging from "Tree," Reverse," "Object," "Dynamic," and "Debug."
  2. Sorry for my failure in reading the forum rules, once I get home I’ll be sure to upload the log files in order to more accurately diagnose the problem which I am experiencing in regards to DynDOLOD.exe.
  3. Hello everyone, I am just another person who is very fond of Skyrim and enjoys playing it very much, so much so that I have installed tons of textures that have resulted in those same elements flickering, which annoys me greatly. I then heard that DynDOLOD would fix this, which made me very happy, though I have not yet been successful at properly developing the capabilities supplied by this tool to "fix" my game's graphical features. I am on Linux, which I am sure is one hurdle towards achieving what this tool is supposed to do, but, for the time being, at least, that issue is solved and has not reared its ugly head again, as it had in the past. Now, of course, my issue is that the DynDOLOD tool does not recognize that I have the DLL's and other files downloaded, which I am sure is because of how Mod Organizer 2 does not make use of the Data folder located within the place where Steam installs Skyrim SE to. Oddly enough, TexGen64 did not have this issue, so it leaves me wondering if there is possibly another issue despite what the message that appears says. Anyways, I was just hoping that there is a way for DynDOLOD to recognize Mod Organizer 2's methods of storing and keeping mods, so that the DynDOLOD can accurately assess that I have installed the necessary tools. A solution that comes to mind to me right now, however, is that I could place the required DynDOLOD mod and DLL files along with the TextGEN output file in the directory containing SKSE, but then again, I am not sure if it would cause it to not load mods as the program should. Regardless of this potential, I am hoping that there is a solution to running the program that takes into account Mod Organizer 2's file structure already out there, and that my internet searches simply did not yield the results that would have given me the solution. Any help will be greatly appreciated!
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