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  1. I'm running the Steam version of Skyrim SE on Manjaro Linux -- and have Mod Organizer 2 set up to launch in the game's Wine prefix. Out of curiosity, I tried running Skyrim Performance Monitor SE from inside MO2, hoping to hit Unlock in MO2 and launch the game while it was running. But SPM errors out soon after launching, because it doesn't see Winmgmt running... ...and then quits back to MO2. The same thing happens if I launch SPM via protontricks outside MO2: I get the same errors before SPM quits. Have any Linux players had luck in getting this running? Or know any substitute utilities that can monitor a single program's resource usage in a similar way? I mean, I can just have btop running in the background and tab over to it when I want to see a graph of overall CPU and GPU usage -- but it'd be nice to have something more specific, too. Hopes and thanks!
  2. So, I've got a fresh install of Cyberpunk 2077 using Heroic launcher (bought the game via GoG), and I'm running Linux Mint 22.2. When I try to add Cyberpunk to the Nexus Mods App, I get the following: Now, I presume those 4834 files are related to WINE, what Heroic installed alongside Cyberpunk to get it to play. Am I wrong about that? I don't have any mods installed yet, so those files certainly aren't mods. Since I suspect they're related to the WINE stuff, I don't want to clean the folder, and I don't want them moved from where they are, either, (which is what it sounds like "Keep existing files" would do), as I worry that might break the game as much as clicking "Clean folder" would. And clicking Cancel just unloads the game from NMA. Anyone have any thoughts on this?
  3. First off, I am using Linux Mint. I used a tool known as Steam Tinker Launch to install Vortex Mod Manager, and this was so far the only way I was able to get it working on Linux. I'm also using the GOG version of Fallout 4 for context which was installed through Lutris. I did have some issues with Vortex claiming it couldn't find the ini files needed for mods, but it seems to have sorted itself out. The version of Fallout 4 I'm using is 1.10.163.0.0. Some of the mods work perfectly fine, such as the Padded Vault Suit, Get out of My Face, and Wasteland Imports. However, the Russian Assault Pack Mod doesn't appear to be detected, as it says you can create the weapons at a chemical station, but I saw no option for them when I tried. I wonder if the other weapon mods I installed also aren't detected. I've checked Vortex and it said the Russian Assault pack was installed and enabled in both the mods and plugin section, I even reinstalled it, but it still isn't in the game. Vortex was installed on a different drive than where I installed Fallout 4, but the mods are kept on the same drive as Fallout 4. Also, due to Lutris installation, it created a "faux" windows section for Fallout 4 which includes the User folder where the documents for the ini files are normally kept, but Vortex didn't seem to detect them, so I copied them into the same folder as the Fallout 4 exe file. I'm now not sure which set vortex pulls from. I've uploaded some images of Vortex. Also, does the Script Extender usually appear in Plugins? Because it doesn't.
  4. Hello everyone. I’m developing an open-source, Linux-native mod manager similar in concept to Mod Organizer 2. I’ve run into an issue where Skyrim Special Edition does not detect any ESP/ESM/ESL/BSA files in-game when launched through Proton, even though they appear correctly in my virtual Data folder. What my tool does (short summary) Each mod (including SKSE) is unpacked into: mods/<modName>/ While the manager is running, I generate a VirtualData directory that merges: Base game Data Enabled mod Data folders SKSE files Other necessary runtime files (exe/dll/vdf/ini/log) This VFS is functionally similar to MO2’s virtual overlay, but implemented with normal filesystem copies for now. LOOT integration I wrote a small LOOT-compatible layer that lets LOOT operate on the virtual Data directory. LOOT sees all plugins correctly, sorts them, and writes valid plugins.txt and loadorder.txt into the Proton prefix. The problem When launching Skyrim SE via Proton + SKSE: The game completely ignores the virtual Data folder. No ESP/ESM/ESL or BSA files are recognized. SKSE loads correctly, but the game behaves as if it is unmodded. Externally everything looks correct: The merged VFS contains all mod files LOOT reports the correct plugin list plugins.txt is in the right Proton path SKSE DLLs load correctly But in-game, nothing from the virtual Data folder is recognized. What I suspect It seems like Proton is resolving Skyrim’s Data directory somewhere other than where I’m placing my VirtualData/Data folder, or I’m not mapping the directory in the way Skyrim expects inside the prefix. What I’m hoping to learn If anyone familiar with MO2, Limo, Wine/Proton path mapping, or SKSE on Linux has insight into: How Skyrim SE determines its Data directory under Proton Whether Proton requires a specific mount point or prefix override for modded Data If the game ignores Data when certain paths don’t match expected Windows layouts Whether the virtual Data folder must be placed directly inside the prefix’s /drive_c/.../Skyrim Special Edition/Data Any other behaviors that could cause Skyrim to miss ESP/BSA files even though they are present externally I would appreciate any guidance or ideas. If needed, I can provide the launcher script, VFS path layout, or any details about how I’m building the directory structure. I also think I have set up the commit stuff to github correctly, I have never used it before for serious things. Thank you for your time.
  5. No issue here -- just posting my own experience in case others are curious. (I also posted this in the Skyrim LE forum.) In early 2020, I built a new desktop PC, and with it I went from Windows 7 to Manjaro Linux. But while I was able to get most of my Windows games running fine in Steam Proton or Wine, I had one big stumbling block: Skyrim and my 230+ mods in Mod Organizer. Skyrim itself would run just fine in Steam Proton. But try as I might, I could not get Mod Organizer 2 to install. I'd tried Lutris and an installer script that claimed to do the job, but it kept failing, and I didn't know my tools well enough to understand why, or what could fix it. But in Jan 2024, I finally got an MO2 install script to work! Rockerbacon's Mod Organizer 2 Installer script was no longer using Lutris. And I'd belatedly updated some Linux programs, including one oddball in my setup that took an hours-long compile. (Practically everything else in my Linux install updates much quicker than that!) I followed the installer script's instructions. And once MO2 was working and loading my game properly, I copied my old MO profiles and mod folders into MO2. So, since last month, I have Skyrim LE running again, in a Mod Organizer 2 install with my old mod setups, on Linux -- with seemingly no more issues than it had in MO1 on my old Windows 7 PC! I also have Skyrim SE in another MO2 install, and have been building a mod setup for it too. Oblivion is ready to go in yet another, with only a few mods, once I get around to playing it. And I might set up Fallout 3 and New Vegas in their own MO2 installs later, if I get the urge to play either again. Oh, and as of Feb 2024, MO 2.4.4 will show an update to MO 2.5 available. Don't take it if you installed via this route -- at least not from within MO itself! When I tried, the update botched something (likely from running in Steam Proton on Linux, while Steam thinks Skyrim is running), and I had to run Rockerbacon's installer script again to roll it back. I probably won't update MO until the installer script itself starts using MO 2.5 in a new version.
  6. I'm trying to get mods for Stardew Valley (so a supported game) on Linux Mint (21.3) via Steam. The game is installed, it launches just fine, but after a few restarts the Mods App still can't see it. I have logged a report, but y'know, I'd like a solution now. Is there some way I can manually tell it to check again or that the game is installed?
  7. Everything works just fine and there are no problems with mo2 or skse (which is for now the only mod i have, as i haven't resolved other problems yet and i don't want to install more mods). Very often, sometimes once in 5 minutes, sometimes in 30 seconds, game completely freezes and i have to stop it from steam. the problem appeared even before i started using mo2, so it's not the cause of the problem, neither is skse, but i just want to know, how to add different launch parameters for skyrim, as steam ones will only apply to mo2 itself as far as i'm aware. for example, how to launch skyrim with gamescope from mo2? or maybe somebody over there just knows what's the problem. i really have no idea, i searched for the answer for a very long time, saw something about memory, but seems to only apply to classic skyrim, not se. Thanks in advance
  8. No issue here -- just posting my own experience in case others are curious. (EDIT: I also posted this in the Skyrim SE forum.) In early 2020, I built a new desktop PC, and made the leap from Windows 7 to Manjaro Linux. But while I was able to get most of my Windows games running fine in Steam Proton or Wine, I had one big stumbling block: Skyrim and my 230+ mods in Mod Organizer. Skyrim itself would run just fine in Steam Proton. But try as I might, I could not get Mod Organizer 2 to install. I'd tried Lutris and an installer script that claimed to do the job, but it kept failing, and I didn't know my tools well enough to understand why. But in Jan 2024, I finally got an MO2 install script to work! Rockerbacon's Mod Organizer 2 Installer script had abandoned Lutris, in favor of setting things up itself. And I'd belatedly updated some Linux programs, including one oddball in my setup that took an hours-long compile. (Practically everything else in my Linux install updates much quicker than that!) I followed the installer script's instructions. And once MO2 was working and loading my game properly, I copied my old MO profiles and mod folders into MO2. So now, since last month, I have Skyrim LE running again, in a Mod Organizer 2 install with my old mod setups, on Linux -- with seemingly no more issues than it had in MO1 on my old Windows 7 PC! I also have Skyrim SE set up much the same in another MO2 install, and have been building a mod setup for it too. Oblivion is ready to go too in another, with only a few mods, once I get around to playing it. And I might set up Fallout 3 and New Vegas in their own MO2 installs later, if I get the urge to play either again. Oh, and as of Feb 2024, MO 2.4.4 will show an update to MO 2.5 available. Don't take it if you installed via this route -- at least not from within MO itself! When I tried, the update screwed something up (likely from running in Steam Proton on Linux, while Steam thinks Skyrim is running), and I had to run Rockerbacon's installer script again to roll it back. I probably won't update until the installer script itself starts using MO 2.5 in a new version.
  9. 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!
  10. I've tried to install the SSE Engine bug fixes that require Microsoft Visual Runtime for Visual Studio 2019. While the game runs fine without vcrun2019 installed, I've discovered that it needs to be installed on the specific winefix installed for the game by proton. So, I use protontricks to install vcrun2019 for the skyrim special edition wineprefix. However, as soon as I launch the game, the SKSE terminal immediately closes after opening. After I uninstall vcrun2019, I still get the same result? Am I using a version of proton that is messing up the installation of vcrun2019, or is this a linux/wine problem with installing vcrun2019 with specific proton games? I feel like I'm stuck with windows for the best modded skyrim experience. OS: Arch Linux (5.15-lts) CPU: Ryzen 5 3600 GPU: RX 6700xt RAM: 16gb 3200mhz Proton: GE-7.20 Game: Skyrim Special Edition (1.6+)
  11. Updated at 17 November 2024 This is a simple guide on how to set up The Witcher 3 Mod Manager and Script Merger on your Steam Deck running SteamOS. Enter desktop mode and let's get started. Protontricks Install Protontricks from Discover store. It is a wrapper script that allows you to easily run Windows executables and Winetricks commands for Steam Play/Proton games. We will use it to run Mod Manager and Script Merger. Mod Manager and Script Merger will ask for you to locate your game installation folder. Based on your installation, your game directory should appear in; Internal storage: "Z:/home/deck/.steam/steam/steamapps/common" SD card: "E:/steamapps/common" If your game is installed in internal storage, you need to enable hidden files using Protontricks. Open "Protontricks > Select the default wineprefix > Run winecfg > Drives" and check "Show dot files" box. Script Merger I suggest using the New Script Merger by Phaz42 as it has bunch of useful features that makes the process much easier if you're dealing with large number of mods. But you can also use the Original Script Merger. Original script merger should work right away when you run it with protontricks. But the new one requires some extra steps, which are explained in 'Steam Deck' section of the mod's description. Mod Manager Download Mod Manager, extract to folder, run the executable with Protontricks app and select The Witcher 3 from the game list. This will make it run on TW3's wineprefix. It should ask for "witcher3.exe" location, select "bin/x64/witcher3.exe" or "bin/x64_dx12/witcher3.exe" inside your game installation. Also locate your Script Merger executable from top menu: "Settings > Configure Settings > Change Script Merger Path". You're ready to go, start installing your mods! Here's a mod I recommend to replace 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.
  12. 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:
  13. 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.
  14. I need to know the Install path, the Install Path Registry Key, and the Local Data Path for how it is on loot to SkyrimSE so I can correct it. If you tell me how it is on the Windows path, I can find it easier on Linux please.
  15. I need to know the Install path, the Install Path Registry Key, and the Local Data Path for loot to SkyrimSE. If you tell me how it is on the Windows path, I can find it easier on Linux please.
  16. So, any of you running modded (to any degree) Oblivion on linux distros? If so, what's the performance like compared to windows?
  17. 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.
  18. 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...
  19. 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?
  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. 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.
  22. 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!
  23. 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!
  24. hello nexus! i am holding a brand new Skyrim Legendary for MS ($25 amazing deal!) my computer currently boots to Sabayon but will have other installs later. i have already joined Sabayon and Skyrim forums and asked a ton of questions, and the general consensus seems to be that i am unique in wanting to try this. is Wine or virtualBox better for playing Skyrim and learning to use creation kit? can Wine and Skyrim be on a seperate partition from the OS that is using them? i will likely have four different installs of linux on their own separate partitions, i hope i don't need 4 identical copies of Wine, Skyrim, and Steam for each of them. Sabayon comes with Steam Big Picture Mode, so i already have it installed, can i register for MS Skyrim using linux Steam, or do i need Steam for MS? if i have to have a MS version of Steam, does it make sense to keep linux Steam, and can i put MS Steam and Wine on a separate partition from the OS using them?
  25. 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
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