I really don’t want to use tools or mod managers. How do I know a mod installer tool isn’t going to mess things up even more? I’ll try it anyway just due to lack of options though, thanks.
wrye bash is the closest to a working solution that I’ve found so far.
I can run the exe via wine. It runs and displays some Skyrim folder stuff but it also runs into file path errors. Some of the file paths contain 2 “/” characters which causes errors and the “Open Folder…” dialog is missing an “OK” button and can’t be used to open or select anything.
I managed to solve the dependency issues of the python version but then it runs into other errors.
Both seem like dead ends to me. How did you get yours to work?
There shouldn’t have been a dependency error with wrye bash it has all in one installer. I’ve not seen path problems, for the larger mod I let wrye bash unpackage/extract the mod before installing.
You need a tool to edit mod load order you can easily manually mod but once you get a list the needs ordering. a sorting tool will save you a huge headache and MO2 and vortex do work on linux there’s many guides on how to set it up. But yeah its not easy to mod on linux still. Check out steam tinker launch it will set up MO2 or vortex for you read the instructions though
Does there exist a file on the filesystem that stores the load orders? Where is the thing that replaced Plugin.txt? (since it doesn’t work anymore)
When manually installing mods, what do I have to do besides putting all the respective files and folders in the correct locations? I think that’s the million dollar question here.
If you're using steam, it's probably steamapps/compatdata/489830/pfx/drive_c/users/steamuser/AppData/Local/Skyrim Special Edition/Plugins.txt. All the various tools will just try to modify that file for you.
I have ~500 mods working well on linux just by manually installing them one at a time over a couple of years.
Plugins.txt gets overwritten each time the game starts. In Starfield you have to download this thing called plugins enabler and then you can add mods to the Plugins.txt file like that.
What did you do/what mods did you download in order to get the game to load mods based off of Plugins.txt instead of clearing the contents of Plugins.txt on each launch?
Also, I tried making the file not have write permissions and then I tried making it readonly by everyone except superuser. The game still somehow erased the contents of the file. The game is installed on an ext4 volume.
Yeah there is no "plugins enabler" required, that's just a starfield thing.
If something is overwriting your plugins.txt it probably isn't Skyrim. Maybe you're launching something other than the actual game? Such as a mod organizer type of thing which isn't working correctly. Skyrim itself definitely should not do that, nor should skse64_loader.exe which is what you'd want to run instead if you have skse (a very widely-used mod).
This is an incredibly wrong way to do it and absolutely terrible advice.
The point of a modding tool is that it keeps your actual game directory clean, and that mods don’t end up physically overwriting either the game’s files or each other’s files.
It’s not as easy as dragging and dropping some files due to how the game works, whether its linux or windows. You kind of need mod tools to properly make everything work well together, at least if you have more than just texture packs, anyways.
It’s definitely annoying and tedious to mod this game past using a couple mods. I personally keep my dual boot almost just to play modded Skyrim becuase I dont want to have to think about whether or not my game won’t run becuase of a molding error, or becuase I’m using non-native Linux molding tools on Linux. That way I can also just use the Wabbajack program as well to just auto mod the game for me since I’m tired of doing it myself at this point.
I don’t have a Linux PC, but I have Skyrim heavily modded on my Steam Deck. It has been quite a while since I set it up and I know very little about Linux, but if you search for tutorials for Steam Deck instead of Linux, you might find what you need.
I’m definitely using SKSE and this may or may not be the guide I used to add it: retroresolve.com/…/install-skse-on-steam-deck/ (I don’t remember the details, but I spent several evenings getting all my mods set up when I first got my deck).
LOOT is definitely not anything new. I’m decently confident it’s been a thing for over a decade. To clarify: load order is important to make sure no incorrect files or assets are accidentally overwritten in the course of loading the mods onto the base game, as an incorrect load order can cause a lot of issues.
Regardless, it looks like there is a Linux compatible flatpak version on flathub. Here’s the GitHub page. I personally can’t say I’ve used LOOT on Linux, though, only on Windows, as my Skyrim modding days came before I made the switch, so your mileage may vary.
I haven’t played this one, but I did the one from KanoOS several years ago, and it was really helpful for learning some of the common CLI tools, like cat, cd, and grep.
More of these kinds of games is a good thing, IMO!
I know this is not a good way to get community approval around here, but: Chatgpt can write that for you. My bash-fu increased tremendously since it exists and I script everything now. In the past, it would end up with having an idea and also fear of failure. Now every scripting idea gets to be implemented and executed.
Maybe a little late to reply but I use steamtinkerlaunch. You can set it as a compatibility tool and it’ll open a menu whenever you use it that’ll have an option to install/open Mod Organizer 2. Manually modding does work but I can’t remember exactly how I used to do it since it was a few years ago and I’m sure things have changed since.
More than one year after the merge request was opened for adding a Direct3D 8 front-end to DXVK via the D8VK code, the merge request landed today by Valve’s Joshua Ashton.
front-end
I don’t think that’s the proper terminology to use? I’m actually a front-end developer… I think they mean adapter layer? Compatibility layer? Something like that.
Sadly front end, like “High Level” is a very relative term. For example, in compiler design, the bit that parses code is called the “front end” since the “back end” is what emits machine code. I think that’s what they mean here, the “front end” that understands D3D8 code has been added, presumably there is also a “back end” that converts the parsed/analyzed D3D8 code into valid opcodes for consumption by GPU/CPUs.
In the other direction, a UI/UX is sometimes called a “back end” when it is part of a more complex embedded project where physical controls are the “front end”.
You’re right. They’re terms far older than web development. In general the front is the abstraction while the back is the logic/processing. It started as a term for old, large (room-sized) systems where there were front-end machines such as plugboards or terminals, with back-end machines being the CPUs, memory, etc.
No, the terminology sounds right to me. The term front-end and back-end are used in other contexts than building websites.
For example, the term is used in compilers, where the front-end takes code in a programming language and translates it to an intermediate representation (IR), and the back-end takes the IR and translates that into machine code for a specific architecture. A compiler like LLVM has many front-ends and back-ends to support different languages and architectures.
The term applies to many things where there is a multi-layered architecture.
Wasn’t the Glorious Eggroll guy supposed to stop developing GE Proton in favor of a different, better way of doing it? I forget the specifics but I remember seeing that posted several months ago.
EDIT: found it, it’s ULGWL, since renamed to “umu”. Anybody know if that’s still happening? I was under the impression that the guy was going to eventually drop Proton GE completely for umu. But maybe I misunderstood.
yea and no. Proton GE will continue umu was to be able to run proton outsidr of steam so wine ge wouldn’t have to be devoloped further. UMU is out and integrated to lutris for example which means you can run proton and proton ge on lutris
DirectX 8.0 as a reminder was introduced in late 2000 and went on to power games like Serious Sam: The FIrst Encounter, Max Payne, Star Wars: Starfighter, Grand Theft Auto III, Tom Clancy’s Splinter Cell, and many other titles now hitting around the 20+ year mark
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