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  1. Just curious really... I bought a new PC recently. It's meant installing stuff all over again. So recently I've been playing the game which is getting the mod manager to work nicely. Now everything is working well, I'm wondering about what the next game challenge to be so I'm thinking maybe Starfield (currently silver at ProtonDB) or Baldur's Gate 3 (currently gold at ProtonDB). I've avoided the latter because I absolutely adore BGI and II and so far everything that says it's like a BGIII has been bitterly disappointing... So, what are you playing? What kind of fixes have you had to resort to? I'm on Ubuntu 23.10 - Mantic Minotaur BTW.
  2. I've had this issue where Vortex won't launch after I restart my system. The application opens after i install it, and after I close it and launch it again. I don't know what's going on. Is my system messing with Lutris, or this some sort of bug with Lutris + Vortex? I don't want to have to reinstall Vortex constantly. OS: Arch Linux (Kernel 5.15) Vortex: 1.1.15 (Recommended Linux installation script) Modded Games: The Elder Scrolls Skyrim: Special Edition (Aniversery Update, 1.6+) Here's my Lutris log for Vortex:
  3. Compiling NifSkope 2.0dev7 on Linux ======================================== I've been trying on and off now for some time to compile this essential modding utility natively on Linux. It's my understanding that it compiles just fine on the major distro's like Ubuntu, Fedora, etc., but I don't use these distro's for various reasons. I'm a GNU/Linux masochist, so I run with Slackware (currently 15.0). Well, I finally noodled it out, and I wanted to share the knowledge somewhere (the NifTools forums appear to be dead) in hopes that it will help the one other person in the world who is trying to compile NifSkope on Slackware (or another Linux flavor), and who doesn't want to run the Windows version of NifSkope through Wine. So here goes nothing... ==== Requirements ==== 1.) You'll need to have C++ (g++), QT5, and git installed on your system. Slackware 15.0 comes with these pre-installed, but your distro may not. 2.) Not necessarily a requirement, but a nice thing to have, is a text editor that does syntax highlighting and shows line numbers; it makes looking at code much easier. I use vim, but any other one will do. 3.) You may need to run the compiling commands in step 10 as a user with root privileges, in which case, you'll need to precede the commands with "sudo ". 4.) I've written this guide assuming that you a) are familiar with the Linux command line, and b) you don't have a lot of coding experience. 5.) You'll need to be connected to the internet when running the git command in step 2. ==== Procedure ==== NOTE1: I stand on the shoulders of giants. I did not come up with these fixes myself; I have simply collected these fixes from various commits to get NifSkope to work natively on my system. NOTE2: In the commands I give below you will notice that I add comments to the code with either hashes ("#") or enclosed forward slashes and asterisks ("/*", "*/"). You don't have to add these, I just added them for clarity. 1.) Find yourself a nice clean, safe place to store your project. I created a directory called "src" in my home folder, and I build all my stuff there. 2.) Open a terminal, and go to your safe place (i.e. "src"). Now type the following command and hit enter (this will create a folder called "nifskope" and populate it with all of the necessary source code): git clone --recursive https://github.com/niftools/nifskope 3.) Now, go into the nifskope directory and run the following: git submodule update This may not be strictly necessary (the "--recursive" git option may already do this), but I do it anyway just to be sure. 4.) NifSkope code comes with some empty library directories (licensing issues?), and this is what was kicking my posterior for the most part. It turns out I was cloning the wrong git source tree <forehead smack>. If you use the git command above, you should be good, but let's double-check. From the nifskope directory, descend into the "lib" folder. In there, verify that the "gli", "qhull", and "zlib" folders are NOT empty. If they're devoid of files, something went wrong with your git pull in step 2, so maybe double check the address. You can always use your web browser to go to that address, then click your way through the source tree to the same folders as above. They should appear as links to other source code repositories, so your git command above should be following those links and pulling the code. 5.) You'll have to make some minor tweaks to the code to get this to work. Go back up to the nifskope directory, descend into the "src" directory (not your safe place, but the "src" folder in the nifskope folder), then go into the "ui" folder, and then the "widgets" folder. Open the "lightingwidget.h" file in your favorite editor: vim lightingwidget.h About four lines down, you'll see the following: #include <QWidget> Add the following line after it, so it looks like this: #include <QWidget> #include <QAction> /* new line! */ Then, go down to about line nine. You should see this: class QAction; Change it to look like this (NOTE2 above does not apply here): /* class QAction; */ This tells your compiler to ignore the code, but you've preserved it in case it's needed in the future. Go ahead and save the file now. 6.) While in the same directory, go ahead and edit the following: vim lightingwidget.cpp Now add the following line after "#include "glview.h"" on line four: #include "glview.h" #include <QAction> /* new line! */ All done, go ahead and save the file. 7.) If you plan on doing any Fallout 4 modding, there is another change we can make while in the "widgets" directory. This edit is pretty substantial, so I'm not going to include it here (this step is for a texture display fix and is entirely optional); however, I will include a link to the fix and you can make the edit yourself if you so choose: https://github.com/niftools/nifskope/pull/120/commits/b28c0065e9256b265eed9c30635e9fe3885bc4a0 This is a patch for the "uvedit.cpp" file. Essentially, wherever you see a minus sign ("-") preceding a line, delete that line, and wherever you see a plus sign ("+") preceding a line, add that code to the file. Go ahead and save the file once you are done. 8.) Next, ascend back up to the "ui" directory, and edit the following file: vim nifskope.ui On line thirteen, delete the space after "centeralwidget" and before the forward slash, so it looks like this: <widget class="QWidget" name="centralwidget"/> Then, on line 416 you'll see: background: url(":/img/sizeGrip") no-repeat; Change the text "img" in the line to "wnd": background: url(":/wnd/sizeGrip") no-repeat; Isn't hacking fun? Go ahead and save the file. 9.) One more edit <cracks knuckles>. Head back up to the nifskope directory and edit the following: vim NifSkope_targets.pri Go down to line 122 and make the following changes: if(!isEmpty(dot)) { # new line! exists($$dot) { HAVE_DOT = YES DOT_PATH = $$re_escape($${dot}) } # new line! } Add spaces to the beginning of the lines as necessary to make it look like the above. This has no effect on compilation, but it makes the code easier to look at. Save your changes. 10.) OK, it's crunching time. While still in the nifskope directory, enter the following: qmake-qt5 You should see a message about a created ".qmake.stash" file and you will notice a new file named "Makefile" in the nifskope directory. Note: On Slackware 15.0, "qmake-qt5" is just a symlink to "qmake", so you could try just "qmake" if you're getting "File not found" errors, but you may need to check your distro for the correct command to start qmake. Next, enter the following two commands in succession to build NifSkope: make make docs If the compile was successful, you should now have a new folder in the nifskope directory called "release", which contains the NifSkope executable and everything it needs to run: . .. doc shaders CHANGELOG.txt LICENSE.txt NifSkope README.txt kfm.xml list.txt nif.xml style.qss Enter the following while in the "release" folder to enjoy your shiny new Linux-native NifSkope! ./NifSkope If the compile was not successful, look closely at the errors. It will usually tell you which file the compiler had an issue with and generally what the hiccup was. Chances are you mistyped something above. Before you make any changes though, enter the following commands while in the nifskope directory to start with a clean slate: make clean rm .qmake.stash rm Makefile 11.) Bonus step (because this one goes to eleven!) The nifskope source does not provide a means of installing the executable on your system (there is some code for building an "rpm" package, but that's specific to Red Hat based distros like Fedora). Here's what I did to integrate NifSkope into mine. First, I created a new folder in my home directory called "bin" and added it to my PATH variable in my ".profile" and ".bash_profile" files: PATH=$PATH:$HOME/bin Next, I made a folder in "bin" called "NifSkope" and copied the contents of the nifskope source "release" folder into it. I then linked the NIfSkope executable to "nifskope" in my "bin" directory: ln -s ~/bin/NifSkope/NifSkope ~/bin/nifskope Now, when I type "nifskope" in a terminal or a command launcher, NifSkope will start up in all its glory. If you prefer to use a GUI, you can create a custom launcher that points to this file. The "res" folder in the nifskope source directory contains icon files if you want to get fancy. ==== Known Issues ==== Textures may not display on your meshes in the NifSkope render window. If your rendered mesh is pink or white and is not displaying any textures, try these steps: a.) Go to Options >> Settings >> Resources and make sure you have added the paths to your game's data directory or archive file. For Bethesda games, the path should be to the "Data" folder (not the "textures" folder) and/or the texture BSA files. b.) Windows path structures use the backslash "\" character to separate directories. Linux uses the forward slash "/" instead (the backslash character is used for escape sequences). Click on the mesh itself in the render window. In the block tree to the left, double-click the highlighted block to expand it (e.g. "NiTrShapeData"). Now double-click on the revealed "BSLightingShaderProperty", then click on the revealed "BSShaderTetxureSet" to highlight it. In the lower left window you should see a list of the textures assigned to the mesh. Notice that the texture paths are probably using backslashes (most mod authors use Windows). Double-click the texture name to edit it and change the backslashes ("\") to forward slashes ("/"), then hit enter. Voila! c.) Another thing to keep in mind is that unlike WIndows, Linux is case-sensitive. If you follow along with step b above, you may notice that the texture path and/or name is capitalized. Verify that the actual path/file is also capitalized, otherwise you will need to edit the texture name as above in step b, or change the name of the actual texture to match. BONUS TIP: If you click on the little purple flower next to the texture path, it will bring up a window that will let you navigate to and select your textures (click "yes" in the dialog that pops up before the file selector); however, you may still need to edit the path separators afterwards as in b above. Enjoy!
  4. Hi everyone, I'll try to guide you through how you can install The Witcher 3 mods on your Steam Deck. It's actually pretty simple, enter desktop mode and let's get started. Set up Q4Wine Q4Wine is a Qt GUI for Wine. It will allow you to run Windows executables with ease. You can install it from Discover app. We will now create a new wine prefix for The Witcher 3. Launch Q4Wine, navigate to "Prefixes" tab and press "Add New Prefix" icon. No need to change any advanced settings, just give it a name and change its path if you like. Allow Q4Wine to access the game directory Install Flatseal from Discover, we will use it to give Q4Wine permission to access all user files. Open Flatseal, select q4wine, turn on "All system files" option under "Filesystem" section. Open Q4Wine, select "system" under the prefix you created, then run "winecfg". Under "Drives" tab, check "Show dot files" option and save. Restart Q4Wine, run "explorer" under your prefix to see if you're able to access steam folder: "/home/deck/.steam" Inside Q4Wine explorer, based on your installation, your game directory should appear in; Internal storage: "Z:/home/deck/.steam/steam/steamapps/common" SD card: "E:/steamapps/common" You will use this path when prompted to enter game directory by Mod Manager and Script Merger. Point the game's user data to your local This step is crucial because Mod Manager and Script Merger will try to find your "The Witcher 3" user data directory inside "Home/Documents". First locate your "Documents/The Witcher 3" directory, it should be in "Home/.steam/steamapps/compatdata/292030/pfx/drive_c/users/steamuser/Documents". Make sure you have enabled hidden files in Dolphin settings. Copy the contents of "steamuser/Documents" to "Home/Documents" and delete the documents directory inside "steamuser". Drag and drop "Home/Documents" inside "steamuser", choose "Link Here" option. This will create a symbolic link inside "steamuser" that points to your "Documents". This way, the game, mod manager and script merger will all use the same directory as user data. You're ready to go! Just download Mod Manager & Script Merger and start installing your mods You can run .exe files by launching them with Q4Wine, don't forget to set the prefix to the one you created. If you want to create shortcuts for the executables, launch Q4Wine, click on the prefix name on the left, drag and drop the executable to the empty space on the right. Recommended mod for replacing Steam Controller input hints with Xbox hints Steam normally forces Steam Controller icons on the game UI for the deck, you can replace them with Xbox or PlayStation icons using this mod.
  5. It should be a thing! Linux has lots of games now. Linux has lots of games with mods. Linux needs mod managers! Voice your want for it here, discuss, and best: contribute to the open source code for Vortex! :3 Link to the development forum where there is documentation and tutorials! Link to the github site Here's my own Friendly Animals mod for 7 Days to Die! https://www.nexusmods.com/7daystodie/mods/136
  6. So, any of you running modded (to any degree) Oblivion on linux distros? If so, what's the performance like compared to windows?
  7. So i installed Skyrim through crossover because i installed STALKER CS through crossover and it worked flawlessly. I ran skyrim and pressed new game. The button and mouse flickered and I pressed enter. Then Alduin popped out in the loading window. The text changed and the game hanged. I can hear the sound of horses because of the intro cutscene. The screen flickered and I waited for a long long time. It still hasnt worked. Please help. My ubuntu version: 14.04 LTS.
  8. Hey there I am TheKrimzonGhost and I've been part of many coding projects in the past this one is of significance to me because Im currently bed ridden from spinal surgery and will be for the next few weeks and am looking for something fun to do whilst Im incapacitated...Without further Alduine this thread will mainly be for Modding Skyrim on Linux or in my case Ubuntu Ive had great success both with running Skyrim and modding it through a tool called PlayOnLinux so firstly I'll give a you rundown of my system. Operating System: UbuntuStudiox86_64 low Latency 14.04 kernal 3.13.0-35 Graphics: Geforce GTX780 RAM: 6Gb Processor: i3 3240 MotherBoard: MSI Z77A-G45 USB 3.0 Windows Emulation: Wine 1.7.22 PlayOnLinux Snakebyte 6 Axis wired PS3 controller Install instructions are as follows for most mods with the exception of FNIS (FNIS is more complex and something Im still working on getting to work). Install For General .esp .esm mods 1. Install Playonlinux (open terminal enter command) sudo apt-get install playonlinux 2. While in terminal enter command playonlinux 3. In playonlinux GUI -Tools -Manage Wine versions -Add version 1.7.22 (this version is very stable) 4. In playonlinux GUI -Install -Enter Steam into search bar and click Install -Welcome to wizard hit next //"Its going to ask for a virtual drive name it MUST be labeled z: or FNIS wont work" - z and Enter //"a wine toast message may appear stating that wine is configuring a virtual drive" 5. Once your drive and steam install is complete navigate to your z: drirectory. 6. create this folder structure z:/meshes/actors/character/animations (this is for FNIS) 7. Run Steam from playonlinux 8. Install Skyrim 9. BY THE NINES Jump up and down, pick pocket your brother, and Fus Ro Dah! Ok there are very few mods that I havent gotten to work and a very few have been slightly glitchy. through out all of this battery of surgery Ill be testing mods and increasing this list below any help would be apreciated. To Add Mods to your freshly installed skyrim is the same as the normal PC version with the exception that manual install is a must and nexus mod manager is not exactly Wine friendly as of yet. the manual method is as follows 1. Download mod.zip 2. Unzip Mod package 3. Drag Data Folder to your new skyrim directory PlayOnLinux's virtual drives/z/drive_c/Program Files/Steam/SteamApps/common/Skyrim/ 4. Launch Skyrim -Data -check installed mods that you want to run -Play -enjoy your bosemer armor and those hot new body mods... Fus Ro Dah again yolo OK SO WE DID NOT GET INTO FNIS OR SKSE IM LOOKING INTO THESE AS WE SPEAK PLEASE FEEL FREE TO COMMENT AS ID LOVE TO GET FNIS AND SKSE FULLY FUNCTIONING UNDER WINE. skse.exe I have downloaded this and installed it along with and without SkyUI interestinly enough it appears to run SkyUI beutifully but Im not sure that mod handeling is working. Ive installed skse.exe with the following method. 1. Download skse.exe 2.RUN playonlinux 3.Configure 4.click z: 5. navigate to miscelaneous tab 6.run a .exe in this virtual drive 7. select skse.exe FNIS ok I have gotten pieces of this to work intermitenly by sheer fiddlry but no perminent solution as it is dependant on an application that uses C++ and Visual studio and causes JIT complitaion errors at runtime. Ive tried the following to get this to work. 1. Download FNIS 2.Extract to Data Skyrim directory 3.RUN playonlinux 4.Configure 5.Navigave to install components tab -install dx_9,dx_10,dx_11 -install directx9 -install dotnet40 -install mono28 -install msxml8 -install msvc90 -install physx 6.click z: 7. navigate to miscelaneous tab 8.run a .exe in this virtual drive 9. select FNISforUsers.exe as previously stated you need to have the folder structure meshes/actors/animations on the root of your z: for the FNIS program to run at all but it still appears as though it doesnt generate an .hkx files. Could someone post what the FNIS program actually does when it runs and how to test if it is generating files properly.? Also Im wondering if the mods only show up with skse and sky UI when the FNIS is successfull because both skse and Sky UI appear to be functioning the UI works and has all of it icons yet there is nothing under the Mod settings other than for SkyUI itself. Ive tried running SkyUI without skse and it works but there are no icons so I believe that skse's UI components are working. so again what does FNIS actually do? ( is it some batch script that searches a folder for a folder and generates files based on file nomenclasure?) and what does skse actually do? (does skse just replace the original launch handler to superceed some at runtime events?) WORK AROUND FOUND FOR FNIS: JAN 18 2015 1. get 30 day free trial of windows 7,or 8 from microsoft.com from chat with technician. 2. install windows on a virtual mach ie VM ware or virtual box 3. install skyrim on virtual box 4. copy past skyrim folder from your wine evironment into vbox skyrim 5. Run FNIS in virtual box 6. copy paste Skyrim folder back into wine skyrim install location 7. run skse I will update when more stable wine libraries are available ffabris may have found a more stable library to use . Ok one last bit of awesomeness I picked up a snakebyte controller for like 20$ I plugged it into my system and no GO what the Fus!...so I did some digging here is how to get that controller working and mapped out this should work for any usb wired controller. 1. Install qjoypad (using this command in terminal) sudo apt-get install qjoypad 2. RUN qjoypad "with no tray for setup" (using this command in terminal) qjoypad --notray Im attaching a picture of my joypad settings as its kind of confusing to figure out the button numbering terminal says something different then the UI does so it took some playing around...lol I hope I helped someone -THE KRIMZONGHOST STRIKES AGAIN!
  9. Im looking for what is actually generated by FNIS because the application does not work under wine because of JIT. 1. Is there a way to manually generate the files that FNIS makes? 2. What files does FNIS make? 3. Can I use someone elses pre generated files? 4. what are the system and software requirements to run FNIS? -TKG
  10. i plan to switch to a linux system, (prolly ubuntu or mint, many arch) as i dont like being spied on, for any reason. but i am a gamer, and while i state that i have most of my games on steam, my current 'big boy' is skyrim, and skyrim mods. both my computers run it fine with windows. hardware isnt an issue, but, as i dont know that much about software other then what i read an see, i wonder if anyone else has successfully gotten skyrim too run on a linux system with the new linux version of steam? also, i use MO, SKSE, FNIS, and the java patchers that come with some of the patches. basically, i want ted to see if someone managed it before i try it, and descend in to yet another circle of hell, as i only recently started useing MO.. and it still gives issues. also, i tried linux before, but after being forced through wine, and about 8 other programs, some that had to be run WITH wine, to make certain games work, id rather not go down that road again if it can be avoided...
  11. Hello, I'm trying to change the rank names showing up in EW. I've edited ~/xew/xcomgame.int to update the rank names, but they aren't showing up in the game. I edited the EU names as well, and they work properly. Does anyone have any idea what's going on?
  12. Hi, I'm just having an issue with my campaign. I can't progress any further because the game is always crashing just before my 2nd Thermo Generator is built, and just before a Request from Asia expires (I have a savegame at the Geoscape after the mission I just completed). I have just finished the XCOM Base Defence mission (and my second save slot = some of my final turns in the mission). I have tried cancelling my Thermo Generator but the game still crashes. And the Request from Asia I can't complete because I don't have the satellites to do so. I have tried reinstalling XCOM Vanilla, verifying steam cache, updating my nvidia drivers and I even reinstalled the OS. Is there anything else I can try to fix the issue? It'll be a shame if I can't continue my game. I've spent a lot of time getting to where I am now... Some of my laptop's specs if they'll help: OS: Ubuntu Linux 14.04 (64 bit) Graphics Card: Nvidia GeForce GT555M 2GB (Driver version 343.22) RAM: 8GB Processor: Intel® Core™ i7-2760QM CPU @ 2.40GHz × 8 Thanks in advance
  13. Hey there, I'm having trouble virtually getting any mods to work. I use Linux Mint, and apart from some random crashes, the game works just fine for me, i.e. it's playable if you make sure to save often enough. But so far, any mod I've downloaded came down with an RGL-error, saying they couldn't locate a file. The mods in particular are Europe 1805 V.2.2, Native Expansion, and Sword of Damocles Gold V.4.57 beta. These errors occur always when loading textures. I'm really at a loss here and can't figure out what the heck is causing this bloody problem; the resources that are claimed to be missing are (apart from Native Expansion, which appears to be incomplete) always there. I'd be really glad if someone could help me solve this; I really love this game, but without mods it's a little, well, meh^^ So, thanks in advance to anyone willing to help figure this piece of rubbish out :tongue: BTW., we're talking about Mount&Blade, NOT Warband.
  14. So, XCOM for Linux is out and all Linux users are happy, including me. :smile: First impression: the game is lagging. Especially video. Minimal system requirements are doubled for Linux. Bad optimization, Feral, very-very bad. Civ5 by Aspyr works way-way better. So far I made just one very simple mod: removed intro movies. Works like a charm. :smile: Linux file structure for XCOM: Game itself is installed under steam library. Default path: ~/.local/share/Steam/SteamApps/common/XCom-Enemy-Unknown Saved games and configs are stored in: ~/.local/share/feral-interactive/XCOM EW files are stored under ~/.local/share/Steam/SteamApps/common/XCom-Enemy-Unknown/xew and ~/.local/share/feral-interactive/XCOM/XEW Profile and saved games are stored in savedata sub-folder and merged configs are stored in WritableFiles sub-folder. For EU there is hashes.sha file located in steam game install folder under binaries/win32, but the game completely ignores it. There is just one version.txt file under main game install folder, which contains Version - 1.0 Beta 2 Built from revision - 51336 Great! We're beta testers! :smile: EW doesn't have separate version file, so prepare for more patch mix-ups. Packages under cookedpcconsole are identical to windows version. Linux doesn't have "Program Files" problem, so default install path will do. Phoning home can be disabled via /etc/hosts.deny (su or sudo needed): # Prevent Steam from Phoning Home (XCOM 2012) ALL: prod.xcom.firaxis.com ALL: 65.118.245.165 # Prevent Steam from Phoning Home (XCOM EW 2012) ALL: prod.xcom-ew.firaxis.com ALL: 65.118.245.139 And, of course, disable Steam auto-updates. My next step will be to compile XCOMLZO and PatchUPK under 64 bit system (which I installed for XCOM and XCOM only :smile: ) and try to do some actual linux XCOM modding. :smile: But, since I'm still having some real life issues, I can't say anything about terms. So, any linux user is welcomed to use github repo https://github.com/wghost/UPKUtils and compile all the utils for your system. I used wxWidgets3.0 and CodeBlocks for development, so you'll need those too. Edit: updated paths to be more readable and changed "phoning home" info.
  15. Could MLOX ever be setup as an online web form utility where you could paste/load a mod list and have it run a load order and then output for download/copy to be used for manual ordering for non-Windows/OpenMW users? This would resolve issues that Linux and non-Windows users face and also users of OpenMW as well. :thumbsup:
  16. Hi so i am modding Fallout 4 GOTY from linux and it is working well enough. However my whole plan is to mod the game on my pc and then play with contoller via steam link on TV. But for that to work i need to run the game through steam. The problem is that when i mod the game using Mod Organizer 2 on linux, the game thinks it is running on steam. It will even say on the steam library that Fallout 4 is running at the moment. And when i start up the game through the mod manager, it works like it should. However, if i try to run the game through steam itself, so this means i have to close the mod manager and then run the game itself, it will not show any of the mods. The load order is totally empty when i do that through steam. Anyone has any ideas? I really wanne play this game modded on my big screen TV with controller. And i need steam link for that.
  17. Hello all, I am considering switching my OS over to Linux, the Pop! version specifically. I will be getting a PC soon for the sole purpose of running Skyrim. I am thinking that being the case I would be better off sticking with Windows and avoiding all the pitfalls of Skyrim compatability especially wanting to Mod as well. Any Linux users out there care to share thier experience with Skyrim, Modding, Linux in general? I would appreciate any insight anyone has. I don't really want to continue being dependant on Microsofts OS anymore, but for a cheap machine, soley for modded Skyrim... not sure its worth building a Linux machine with learning curves, only to end up having potential and severe compatability issues with Skyrim. I have already done plenty of Youtube and web search research, I find the best advice often comes from forums like these though. Thanks to any who have advice to offer!
  18. Heya folks! So, after doing a quick search I didn't find anything here about installing mods on various Linux distros, so I thought I'd make a post providing some information just in case anyone else comes to these forums looking for some answers. Now, I'm confident anyone already playing on Linux knows about ProtonDB and how to consult it. At this point, running and playing the game should be pretty simple. Modding proved a little more challenging at first. I attempted a few different methods, each with varying levels of success. I thought I had succeeded when I was able to get Vortex to install and run via a Bottles prefix, but for some reason every time I tried to install mods, the application would delete all my .pak files-- I don't know why, didn't bother attempting to figure it out. Frustrated, I decided to try and get BG3MM working one last time before just giving up and playing without mods. Thankfully, another Linux user already has us covered! To get BG3MM working, I followed the instructions located here: https://github.com/Kuuchuu/BG3ModManager-LinuxLauncher And it works! Very well actually, all things considered. The UI can flicker a little bit, but everything else functions (aside from installation and detection of BG3SE). That's alright though, as BG3SE can be installed manually, and despite the warning in BG3MM (shown in screenshot 1), BG3SE mods will function properly so long as you remember to follow its instructions for Proton and Linux. Additionally, if you are on a laptop with a dedicated GPU like I am, you'll want to put your "prime-run" parameter after BG3SE's (shown in screenshot 2). Importantly, you will need to change where BG3MM is looking for specific folders and files. Screenshot 3 shows how I have my paths set up. And that's that! Have fun with all the mods! Addendum: Native Mod Loader mods work out of the box without need of BG3MM or anything else, so if you're installing those mods just follow their instructions.
  19. Does anyone know of a Linux-native tool for extracting and maybe even manipulating BA2 (and/or BSA) archives? At the very least view the list of files contained in it? (I reckon I can probably get B.A.E. to work under Wine, but I'd rather use a native solution if possible.)
  20. Does anyone have experience developing F4SE plugins from/in/under Linux? I'm thinking it should be possible to crosscompile using MinGW, but has anyone actually made such a setup and as such have any pointers or notes?
  21. I wanted to know if it is possible to get Vortex to work on Linux? I am understand that it is mostly just hardlinks which should work in linux as well, just wanted to know if this can be installed on linux? Thanks a lot for the work guys!
  22. Hello everyone! I am having issues with setting loot up for my linux machine. Problem is it cannot automatically configure itself and when I show the path to game directory it still doesn't work. Problem seems to be that although I can manually show directory for the game it still requires "Install Path Registry Key". I have tried to find registry key using wine regedit but I could find nothing. It seems maybe I have to manually configure it but I do not know how. Any help would be most apprciated. Edit : I would also like to mention that my OS is Fedora 30 Thank you for your time!
  23. I got Fallout working beautifully with PlayOnLinux, but FOSE doesn't seem to recognize it's in Wine. It acts like it isn't placed in the Fallout 3 folder. Anyone run into something like this before? edit: Based on the lack of response here and elsewhere, this seems to be an obscure problem that no one really knows how to solve or cares to find out. I guess I'll just get used to the idea of not using mods that require FOSE
  24. TL;DR – I just realized something stupidly obvious about modding Skyrim via Linux/Wine & solved several mod loading issues. If you’ve had trouble loading loose files in Linux/Wine installs, this post may help you. Otherwise, please ignore this post. Seriously, it's very long...with examples. Last weekend, I stumbled onto a solution to most of my long-standing mod loading issues. The issue is painfully obvious in retrospect. This post is so that other Wine/Linux Skyrim modders could more quickly solve similar problems in the future. The main thing to remember is that in Windows, folder or directory names are NOT case-sensitive. However, on a Linux system, folder or directory names ARE case-sensitive even inside Wine directories. Textures, textures, Meshes, meshes – Double directories have big consequences for getting mods to work. The first instinct when seeing this is to manually merge the directories, to make things tidy. But this is a bad idea because, it is a total crapshoot which textures/meshes work where. Examples: ApachiiSkyHair – Works with loose files in /Data/Meshes & /Data/textures HQ Winterhold College – Works with loose files in /Data/textures (which is interesting because most of my other major city re-textures work with files in /Data/Textures) I believe that this “randomness” is due to the game itself or the mod esm/esp files searching for & accessing the files in a case-variable manner. Sometimes, the mod does not load the loose files but otherwise appears to function. Examples include (1) Extra hairstyles show up in racemenu slider but the player-character is bald (2) Craftable armor is craftable at tanning-rack/forge but invisible or purple when equipped. (3) Retextures do not load or load in an inconsistent manner (some do / some do not). Basically, Skyrim can load the mod but not (all of) the loose files. If we change the location of the loose files, then Skyrim can “see” them. Example: Cloaks of Skyrim always loaded with purple cloaks. Cloaks were still craftable but everything was purple. I moved the Clothes/cloaksofskyrim sub-folder from Data/Textures to Data/textures. I left the Cloaks sub-folder in Data/Meshes untouched. Cloaks of Skyrim now works perfectly. For the above mod, I had extracted the files directly from the downloaded archive so the directory structure matched the provided file exactly. Usually, you want to keep the structure in the downloaded archive. For Linux/Wine users, because of case-sensitivity, changing directories can help Skyrim find loose files. If you have similar issues, you can apply the following general guidelines: New Items (hairstyles, clothes, armor, etc) – If it shows up as invisible, change files between M/meshes directories. If it then shows up purple, change files between T/textures directories also. Confirm meshes first before moving textures! Some mods only require moving one group (ex – Triss Armor Retextured, I moved meshes to Data/Meshes but left textures in /Data/textures). New Items are purple – Change files between T/textures directories. Leave M/meshes directories untouched. Retextured Items don’t show retexture – Change files between T/textures directories. Retextured items are purple. Changing T/texture folder location disables the purple without applying your new texture – You have a texture conflict somewhere. This is a different problem. You should check both Data/Textures & Data/textures for files with the same name. If the mod works, stop reading this post & go play Skyrim. Notes: 1) Most mods can be fixed with just moving the “top” level sub-directory (within T/textures, M/meshes). All files from that mod move together. If you have many mods with loose files, you should only move the files for the mods that have aren't working (exception - see note 2). 2) Some retextures sets will load partially (only one of several in a sub-directory or only one sub-directory among many transferred). Some textures will correct by moving only the non-loading files. Some were fixed only by moving the entire sub-folder resulting in the previously working texture still working in the new folder location. Clutter & furniture textures appear to have this issue most often. Building, environment, clothing, armor textures tend to work or not as a whole set. Changing the directory locations, per the above guidelines, got the following mods to work when previously they did not: ApachiiSkyHair Cloaks of Skyrim aMidianBorn Fur Armor * Triss Armor Retextured ** Marbled Dwemer Ruins (only tested Green version) Tobes Highres Textures (only some items needed to be moved) Skyrim Redesigned (only Alchemy bench retexture needed moving) *I have installed all but one of CaBal120’s series of “aMidian...” armor re-textures. Only the Fur Armor required moving directories. All the others worked straight “out of the box”. **Triss Armor Retextured is a special case. In the instructions, the mod author does state directory switching is required to accommodate different body meshes. However, to get the mod working in Wine, I had to shift another directory besides the one pointed out in the instructions. When I looked, only one post in the Nexus forums previously discussed this issue. Apparently, most other Nexus Linux/Wine users either find this obvious to start, figure it out on their own or don't and get very, very frustrated. I'm just sharing this in case anyone else is in the 3rd category…To be honest, I missed this because I was googling “Skyrim modding issues” or “(Insert-mod-name) won’t work”. Once I searched for the correct thing ("wine case-sensitive mod loose files"), I got tons of information & references of use.
  25. Hello, So recently I decided to install FO:NV Ultimate Edition onto my Ubuntu 12.04 system. (Plays Flawlessly, no problem there) But I've noticed a lack of love for Linux. Does anyone know any Mod Managers that run on WINE or something? (If WINE or other Emulators, please post a tut on how to install it...) Oh, and Mod Organizer when opening either does the following - Just shows the "Mod Organizer" Logo - Ditto but closes - "Error: Failed to create Default" - "The program ModOrganizer.exe has encountered a serious problem and needs to close" Details in spoiler...(Prepare for long list...) EDIT: I've just reinstalled ModOrganizer and if its my first time on said program it will run. But if I make a wrong move (Close the Open Mod Window, it'll crash and give me "Failed to Create Default" Thanks in advance!
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