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!
Question
luked522
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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