modorganizer2-linux-installer
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Please add Starfield as an option
Understandably the mod manager version for Starfield is the beta one. I´m trying to figure out how to do this myself, but I can't seem to find where you put the download location for mod manager in your script. I know how to add it as an option, but I cannot figure out the installer option
Please...
@sbalani the file you’re looking for is step/download_external_resources.sh
Please note that only beta4 of MO2 2.5 will run with wine/proton. Betas 5 and 6 will crash. Currently the stance of the MO2 devs (on their Discord channel) seems to be that because they are not targeting linux directly, it's not their problem and should be solved in wine...
(This has been edited to incorporate suggestions/progress.)
Here's the steps I did to get MO2 installed for Starfield.
- make a
gamesinfo/starfield.sh
game_steam_subdirectory="Starfield"
game_nexusid="starfield"
game_appid=1716740
game_executable="Starfield.exe"
game_protontricks=("xaudio2_7=native")
game_scriptextender_url="https://sfse.silverlock.org/download/sfse_0_1_3.7z"
game_scriptextender_files="*"
- add starfield to
step/select_game.sh
"skyrim" "Skyrim" \
"skyrimspecialedition" "Skyrim Special Edition" \
"starfield" "Starfield" \ <--- Add this line here
)
if [ -z "$selected_game" ]; then
- install starfield mo2 plugin from here: https://www.nexusmods.com/starfield/mods/681
- make
StarfieldCustom.ini
in theMy Games\Starfield
folder.
[Archive]
bInvalidateOlderFiles=1
sResourceDataDirsFinal=
- install mo2 with
install.sh
. use proton experimental. proton 8 will crash. - rename/copy files
-
cd $HOME/.steam/steam/steamapps/common/Starfield/
-
mv Starfield.exe mo2.exe
-
mv _Starfield.exe Starfield.exe
-
cp sfse*/sfse*.dll .
-
cp sfse*/sfse_loader.exe .
-
- set the steam launch options to
bash -c 'exec "${@/Starfield.exe/mo2.exe}"' -- %command%
- Configure sfse_loader.exe as an executable in mo2.
@closms This is what i used in my steam to launch the Starfield Script Extender, I hope this offers some insight.
bash -c 'exec "${@/Starfield.exe/sfse_loader.exe}"' -- %command%
I set this under launch options but it replaces the Starfield exe with the script extender, it works like a dream!
@closms This is what i used in my steam to launch the Starfield Script Extender, I hope this offers some insight.
bash -c 'exec "${@/Starfield.exe/sfse_loader.exe}"' -- %command%
I set this under launch options but it replaces the Starfield exe with the script extender, it works like a dream!
This worked perfectly for me! I'm running it on Steamdeck and it turns out @closms is right and the original exe needs to remain untouched to actually load a game. After renaming _Starfield.exe back to Starfield.exe, the mo2 launcher from Starfield.exe to mo2.exe, and using
bash -c 'exec "${@/Starfield.exe/mo2.exe}"' -- %command%
I was able to launch the game with sfse_loader from within MO2, and StarUI is working!
(This has been edited to incorporate suggestions/progress.)
Here's the steps I did to get MO2 installed for Starfield.
- make a
gamesinfo/starfield.sh
- add starfield to
step/select_game.sh
- install starfield mo2 plugin from here: https://www.nexusmods.com/starfield/mods/681
- touch
StarfieldCustom.ini
in the My Games\Starfield folder.- rename
Starfield.exe
tomo2.exe
- rename
_Starfield.exe
toStarfield.exe
- set the steam launch options to
bash -c 'exec "${@/Starfield.exe/mo2.exe}"' -- %command%
- Use Bethini Pie. set recommended defaults. https://www.nexusmods.com/site/mods/631 Without this step, mods weren't working. YMMV
Just a few things on this, I did not have to do step 3, 4, or 8. The plugin could actually be why your mod wasn't working, and you can edit the .ini directly from within MO2. Another thing to try if your mod isn't working in game, try right clicking it and explicitly enabling instead of clicking the checkbox, I'm not sure if that's a bug in the beta4 but it is in a later version/s.
Hi. MO2 dev here. There are three distinct differences between Beta 4 and the other builds. We are using Qt 6.5, Python 3.11, and OpenSSL 3. No other changes exist that would break Wine compatibility, but we don't maintain any of those projects nor do we have an easy way to debug a collision within Wine. As core components of our application are built specifically for Windows and it would be a metric ton of work to create an alternative build path with a functioning VFS on Linux, we simply aren't going to go out of our way to solve these kinds of issues.
But if somebody can pinpoint an issue that we actually can patch in our own code which would resolve the compatibility problem, we would do so.
We aren't going to be moving backward on the dependencies at this point.
(This has been edited to incorporate suggestions/progress.)
Here's the steps I did to get MO2 installed for Starfield.
- make a
gamesinfo/starfield.sh
game_steam_subdirectory="Starfield" game_nexusid="starfield" game_appid=1716740 game_executable="Starfield.exe" game_protontricks=("xaudio2_7=native") game_scriptextender_url="https://sfse.silverlock.org/download/sfse_0_1_2.7z" game_scriptextender_files="*"
- add starfield to
step/select_game.sh
"skyrim" "Skyrim" \ "skyrimspecialedition" "Skyrim Special Edition" \ "starfield" "Starfield" \ <--- Add this line here ) if [ -z "$selected_game" ]; then
install starfield mo2 plugin from here: https://www.nexusmods.com/starfield/mods/681
touch
StarfieldCustom.ini
in the My Games\Starfield folder.install mo2 with
install.sh
. use proton experimental. proton 8 will crash.rename/copy files
cd $HOME/.steam/steam/steamapps/common/Starfield/
mv Starfield.exe mo2.exe
mv _Starfield.exe Starfield.exe
cp sfse_0_1_2/sfse_1_7_29.dll .
cp sfse_0_1_2/sfse_loader.exe .
set the steam launch options to
bash -c 'exec "${@/Starfield.exe/mo2.exe}"' -- %command%
Configure sfse_loader.exe as an executable in mo2.
(optional) Use Bethini Pie. set recommended defaults. https://www.nexusmods.com/site/mods/631
- After steps 1-8 above mods (starui) still were working for me. Step 9 got it working.
If anyone else is looking for help, I forked this repo and have a beta release which automates the bulk of the process mentioned here.
- You can just extract it, open a terminal inside the folder and run install.sh.
- Then just add the launch command
bash -c 'exec "${@/Starfield.exe/mo2.exe}"' -- %command%
to Starfield in Steam and you're good to launch into MO2 and start adding mods. - Finally if not already there, add the following to your StarfieldCustom.ini by opening the INI editor in MO2. (click the tools button in the toolbar, next to Settings -> INI Editor -> add the lines ->click save, and close.)
[Archive]
bInvalidateOlderFiles=1
sResourceDataDirsFinal=
- Launch SFSE from MO2.
This works well for me on Steamdeck with Proton Experimental as well as one of the newer GE Proton releases.
After working with one of the folks in our main Wine support GitHub issue, they believe they've identified the problem and created a pull request with Wine to patch it.
https://gitlab.winehq.org/wine/wine/-/merge_requests/3931
I guess you can keep your eye on that for an eventual Wine build that will work with the final 2.5.0 version.
(This has been edited to incorporate suggestions/progress.) Here's the steps I did to get MO2 installed for Starfield.
- make a
gamesinfo/starfield.sh
game_steam_subdirectory="Starfield" game_nexusid="starfield" game_appid=1716740 game_executable="Starfield.exe" game_protontricks=("xaudio2_7=native") game_scriptextender_url="https://sfse.silverlock.org/download/sfse_0_1_2.7z" game_scriptextender_files="*"
- add starfield to
step/select_game.sh
"skyrim" "Skyrim" \ "skyrimspecialedition" "Skyrim Special Edition" \ "starfield" "Starfield" \ <--- Add this line here ) if [ -z "$selected_game" ]; then
install starfield mo2 plugin from here: https://www.nexusmods.com/starfield/mods/681
touch
StarfieldCustom.ini
in the My Games\Starfield folder.install mo2 with
install.sh
. use proton experimental. proton 8 will crash.rename/copy files
cd $HOME/.steam/steam/steamapps/common/Starfield/
mv Starfield.exe mo2.exe
mv _Starfield.exe Starfield.exe
cp sfse_0_1_2/sfse_1_7_29.dll .
cp sfse_0_1_2/sfse_loader.exe .
set the steam launch options to
bash -c 'exec "${@/Starfield.exe/mo2.exe}"' -- %command%
Configure sfse_loader.exe as an executable in mo2.
(optional) Use Bethini Pie. set recommended defaults. https://www.nexusmods.com/site/mods/631
- After steps 1-8 above mods (starui) still were working for me. Step 9 got it working.
If anyone else is looking for help, I forked this repo and have a beta release which automates the bulk of the process mentioned here.
* You can just extract it, open a terminal inside the folder and run install.sh. * Then just add the launch command `bash -c 'exec "${@/Starfield.exe/mo2.exe}"' -- %command%` to Starfield in Steam and you're good to launch into MO2 and start adding mods. * Finally if not already there, add the following to your StarfieldCustom.ini by opening the INI editor in MO2. (click the tools button in the toolbar, next to Settings -> INI Editor -> add the lines ->click save, and close.)
[Archive] bInvalidateOlderFiles=1 sResourceDataDirsFinal=
* Launch SFSE from MO2.
This works well for me on Steamdeck with Proton Experimental as well as one of the newer GE Proton releases.
Thank you! I tried your repo and it really did work just fine.
(This has been edited to incorporate suggestions/progress.) Here's the steps I did to get MO2 installed for Starfield.
- make a
gamesinfo/starfield.sh
game_steam_subdirectory="Starfield" game_nexusid="starfield" game_appid=1716740 game_executable="Starfield.exe" game_protontricks=("xaudio2_7=native") game_scriptextender_url="https://sfse.silverlock.org/download/sfse_0_1_2.7z" game_scriptextender_files="*"
- add starfield to
step/select_game.sh
"skyrim" "Skyrim" \ "skyrimspecialedition" "Skyrim Special Edition" \ "starfield" "Starfield" \ <--- Add this line here ) if [ -z "$selected_game" ]; then
install starfield mo2 plugin from here: https://www.nexusmods.com/starfield/mods/681
touch
StarfieldCustom.ini
in the My Games\Starfield folder.install mo2 with
install.sh
. use proton experimental. proton 8 will crash.rename/copy files
cd $HOME/.steam/steam/steamapps/common/Starfield/
mv Starfield.exe mo2.exe
mv _Starfield.exe Starfield.exe
cp sfse_0_1_2/sfse_1_7_29.dll .
cp sfse_0_1_2/sfse_loader.exe .
set the steam launch options to
bash -c 'exec "${@/Starfield.exe/mo2.exe}"' -- %command%
Configure sfse_loader.exe as an executable in mo2.
(optional) Use Bethini Pie. set recommended defaults. https://www.nexusmods.com/site/mods/631
- After steps 1-8 above mods (starui) still were working for me. Step 9 got it working.
If anyone else is looking for help, I forked this repo and have a beta release which automates the bulk of the process mentioned here.
* You can just extract it, open a terminal inside the folder and run install.sh. * Then just add the launch command `bash -c 'exec "${@/Starfield.exe/mo2.exe}"' -- %command%` to Starfield in Steam and you're good to launch into MO2 and start adding mods. * Finally if not already there, add the following to your StarfieldCustom.ini by opening the INI editor in MO2. (click the tools button in the toolbar, next to Settings -> INI Editor -> add the lines ->click save, and close.)
[Archive] bInvalidateOlderFiles=1 sResourceDataDirsFinal=
* Launch SFSE from MO2.
This works well for me on Steamdeck with Proton Experimental as well as one of the newer GE Proton releases.
I've tried your repo and while the script worked, Mod Organizer won't launch. I've taken a look at the proton logs and only this part sticks out to me compared to default game launch (without the launch command):
Setting breakpad minidump AppID = 1716740
Steam_SetMinidumpSteamID: Caching Steam ID: 76561198001314977 [API loaded no]
98419.419:0020:0024:fixme:steam:setup_steam_registry Game language "english", defaulting LC_CTYPE / LC_MESSAGES to en_US.UTF-8.
98419.512:0108:0118:fixme:uiautomation:uia_get_providers_for_hwnd Override provider callback currently unimplemented.
98419.512:0108:0118:fixme:uiautomation:msaa_provider_GetPropertyValue Unimplemented propertyId 30024
98419.514:0108:0118:fixme:uiautomation:msaa_fragment_get_FragmentRoot 00000000008E0998, 0000000001B2FAB0: stub!
sh: 1: lsusb: not found
98419.556:0108:0118:fixme:uiautomation:uia_get_providers_for_hwnd Override provider callback currently unimplemented.
98419.556:0108:0118:fixme:uiautomation:msaa_provider_GetPropertyValue Unimplemented propertyId 30024
98419.559:0108:0118:fixme:uiautomation:msaa_fragment_get_FragmentRoot 00000000008A2F18, 0000000001B2FAB0: stub!
sh: 1: lsusb: not found
98419.615:0130:0134:trace:seh:sigsys_handler SIGSYS, rax 0xffff, rip 0x600000000005.
98419.615:0130:0134:trace:seh:install_bpf Seccomp filters already installed.
98419.616:0130:0134:trace:loaddll:build_module Loaded L"Z:\\media\\<user>\\Games\\SteamLibrary\\steamapps\\common\\Starfield\\mo2.exe" at 0000000140000000: native
98419.617:0130:0134:trace:loaddll:build_module Loaded L"C:\\windows\\system32\\kernelbase.dll" at 000000007B000000: builtin
98419.617:0130:0134:trace:loaddll:build_module Loaded L"C:\\windows\\system32\\kernel32.dll" at 000000007B600000: builtin
98419.618:0130:0134:trace:loaddll:build_module Loaded L"C:\\windows\\system32\\msvcrt.dll" at 0000000228280000: builtin
sh: 1: lsusb: not found
INFO: read executable location 'Z'
ERROR: cannot execute 'Z' - No such file or directory
sh: 1: lsusb: not found
98419.651:0030:013c:warn:threadname:NtSetInformationThread Thread renamed to L"wine_threadpool_worker"
sh: 1: lsusb: not found
pid 116407 != 116406, skipping destruction (fork without exec?)
I haven't really tinkered that much with proton in the past but it seems to suddenly be unable to find the Z drive? Any clue what could be causing this?
So my issue was a variation of https://github.com/rockerbacon/modorganizer2-linux-installer/issues/285. Turns out the not so helpful error "ERROR: cannot execute 'Z' - No such file or directory" doesn't actually mean that the Z: drive cannot be accessed, rather that a file on the Z: drive cannot be accessed.
I originally installed Mod Organizer in the default suggested location /home/user/Games/mod-organizer-2-starfield, but from within the prefix i could only get as far as /home/user/ where the only visible folder was Downloads. I had to re-do the entire process but this time install Mod Organizer in an accessible location, afterwards everything worked.
(This has been edited to incorporate suggestions/progress.)
Here's the steps I did to get MO2 installed for Starfield.
1. make a `gamesinfo/starfield.sh`
game_steam_subdirectory="Starfield" game_nexusid="starfield" game_appid=1716740 game_executable="Starfield.exe" game_protontricks=("xaudio2_7=native") game_scriptextender_url="https://sfse.silverlock.org/download/sfse_0_1_2.7z" game_scriptextender_files="*"
2. add starfield to `step/select_game.sh`
"skyrim" "Skyrim" \ "skyrimspecialedition" "Skyrim Special Edition" \ "starfield" "Starfield" \ <--- Add this line here ) if [ -z "$selected_game" ]; then
3. install starfield mo2 plugin from here: https://www.nexusmods.com/starfield/mods/681 4. touch `StarfieldCustom.ini` in the My Games\Starfield folder. 5. install mo2 with `install.sh`. use proton experimental. proton 8 will crash. 6. rename/copy files * `cd $HOME/.steam/steam/steamapps/common/Starfield/` * `mv Starfield.exe mo2.exe` * `mv _Starfield.exe Starfield.exe` * `cp sfse_0_1_2/sfse_1_7_29.dll .` * `cp sfse_0_1_2/sfse_loader.exe .` 7. set the steam launch options to `bash -c 'exec "${@/Starfield.exe/mo2.exe}"' -- %command%` 8. Configure sfse_loader.exe as an executable in mo2. 9. (optional) Use Bethini Pie. set recommended defaults. https://www.nexusmods.com/site/mods/631 * After steps 1-8 above mods (starui) still weren't working for me. Step 9 got it working.
How am I supposed to install the Starfield MO2 plugin? As far as I know the MO2 folder doesn't exist until MO2 is installed, and when I try installing the MO2 under starfield, MO2 says that Starfield is an unrecognized game when I try to choose the Starfield directory.
@Gary8thomas I don't believe the plugin is necessary. If you check my fork of the repo I think it makes installation a lot easier, and someone above confirmed it worked for them
Nevermind... i'm an idiot. I thought the MO2 was in the drive_c folder then like AppData then local, I just learned that the actual MO2 folder is in the .config folder. But also, I did try creating a starfield instance in MO2 without the plugin beforehand and it just didn't let me, it said the game was unrecognized. However, installing the plugin seemed to make MO2 work with Starfield
Edit: I am also doing this on a steam deck, I'm not sure if that changes things.
Nevermind... i'm an idiot. I thought the MO2 was in the drive_c folder then like AppData then local, I just learned that the actual MO2 folder is in the .config folder. But also, I did try creating a starfield instance in MO2 without the plugin beforehand and it just didn't let me, it said the game was unrecognized. However, installing the plugin seemed to make MO2 work with Starfield
Edit: I am also doing this on a steam deck, I'm not sure if that changes things.
Steamdeck runs(Or used to) a modified version of Debian for as far as i am concerned its almost the same as any other debian or debian based distro
Sep 25, 2023 02:45:44 JeroenMathon @.***>:
Nevermind... i'm an idiot. I thought the MO2 was in the drive_c folder then like AppData then local, I just learned that the actual MO2 folder is in the .config folder. But also, I did try creating a starfield instance in MO2 without the plugin beforehand and it just didn't let me, it said the game was unrecognized. However, installing the plugin seemed to make MO2 work with Starfield
Edit: I am also doing this on a steam deck, I'm not sure if that changes things.
Steamdeck runs a modified version of Debian for as far as i am concerned its almost the same as any other debian or debian based distro
— Reply to this email directly, view it on GitHub[https://github.com/rockerbacon/modorganizer2-linux-installer/issues/528#issuecomment-1733017757], or unsubscribe[https://github.com/notifications/unsubscribe-auth/AB4OXMEFZ4TJBJV34DB4YKTX4ESBLANCNFSM6AAAAAA4TPWM4A]. You are receiving this because you are subscribed to this thread. [Tracking image][https://github.com/notifications/beacon/AB4OXMHHTXAALLMB7BNENA3X4ESBLA5CNFSM6AAAAAA4TPWM4CWGG33NNVSW45C7OR4XAZNMJFZXG5LFINXW23LFNZ2KUY3PNVWWK3TUL5UWJTTHJPAJ2.gif] Message ID: @.***>
That's incorrect. The prior SteamOS versions intended for the now defunct Steam Machines project were based on Debian 8, however, as stated in Valve's APT repository readme for those versions: https://repo.steampowered.com/steamos/README.txt The Steam Deck's version of Steam OS is Arch-based.
Nevermind... i'm an idiot. I thought the MO2 was in the drive_c folder then like AppData then local, I just learned that the actual MO2 folder is in the .config folder. But also, I did try creating a starfield instance in MO2 without the plugin beforehand and it just didn't let me, it said the game was unrecognized. However, installing the plugin seemed to make MO2 work with Starfield Edit: I am also doing this on a steam deck, I'm not sure if that changes things.
Steamdeck runs(Or used to) a modified version of Debian for as far as i am concerned its almost the same as any other debian or debian based distro
You seem to confuse the Steam Deck with the Steam Machines from 2015. The Deck runs SteamOS 3, which is based on Arch.
Nevermind... i'm an idiot. I thought the MO2 was in the drive_c folder then like AppData then local, I just learned that the actual MO2 folder is in the .config folder. But also, I did try creating a starfield instance in MO2 without the plugin beforehand and it just didn't let me, it said the game was unrecognized. However, installing the plugin seemed to make MO2 work with Starfield Edit: I am also doing this on a steam deck, I'm not sure if that changes things.
Steamdeck runs(Or used to) a modified version of Debian for as far as i am concerned its almost the same as any other debian or debian based distro
You seem to confuse the Steam Deck with the Steam Machines from 2015. The Deck runs SteamOS 3, which is based on Arch.
Thanks, I am aware of this but lets stay on track :)
Does anyone here is having a issue on this latest update + SFSE 1.7.36? When I launch SFSE the console shows up (sfse_loader) loading all scripts (afaik it didn't happen before) but at the end it show this error:
ImageCreator::LoadProtocolImage loading image "img://C:\users\steamuser\Documents\My Games\Starfield\Data/Textures/Motd_Media/MOTD_700x300.jpg" is taking several seconds, thread starvation ng.
I did try disabling MOTD on the .ini file, with another mod/script but this error still shows up.
What issue? Because of this the console won't close and somehow both mouse and keyboard are prioritized there and not the game, so I can't control it.
@Gary8thomas I don't believe the plugin is necessary. If you check my fork of the repo I think it makes installation a lot easier, and someone above confirmed it worked for them
I'm attempting to replicate your fork locally with updated sfse and mo2 betas from the discord, have you tried it with the newer ones like beta 13? Also why did you specify sfse files instead of using "*"?
The Wine patch has been merged. Hopefully there will be Wine builds soon with the fix included.
If you are able to test and verify the fix, please let us know here: https://github.com/ModOrganizer2/modorganizer/issues/372
I don't know why it's happening now but I'm getting the error:
INFO: read executable location 'Z'
ERROR: cannot execute 'Z' - No such file or directory
I tried putting the proper environment variable in ~/.profile, I tried putting it as a steam launch option.
Games launch normally on their own but after installing cab4444's fork, it just does not launch. Turns green for a moment then nothing.
This problem is also proton version agnostic, TGK, GE, Experimental, Experimental bleeding-edge, same result.
I'm on Arch, is it a dependency I might be missing? Baffled.
Funnily enough, and I mean funny as in odd as it's not fun not having Starfield available for modding, 4.4.0 works just fine.
AHA! I may have found the issue of it not launching - because there is no MO2 that installs! The URL to get MO2 2.5 Beta 4 (as linked to on the MO2 discord to a google drive) leads to a 404, they took down Beta 4. Important info for getting this to work since manually setting things up works awfully for me, all due respect to the attempt here by @closms ( https://github.com/rockerbacon/modorganizer2-linux-installer/issues/528#issuecomment-1722953310 ). Does anyone have a copy of 2.5 Beta 4 they'd like to host so we can point the installer made by @cab4444 to it instead of the broken google drive link?
Currently blocked by #543
Contributors should start submitting patches in anticipation of #582. I'd like to get an experimental release out that we can move to stable as soon as Proton 9.0 is out of beta.
@Gary8thomas I don't believe the plugin is necessary. If you check my fork of the repo I think it makes installation a lot easier, and someone above confirmed it worked for them
I was able to get starfield working by using @cab4444 s fork, with these additional steps:
I edited gamesinfo/starfield.sh and edited the new sfse url to make it look like the following:
game_steam_subdirectory="Starfield"
game_nexusid="starfield"
game_appid=1716740
game_executable="Starfield.exe"
game_protontricks=()
game_scriptextender_url="https://sfse.silverlock.org/download/sfse_0_2_6.7z"
game_scriptextender_files=( \
"sfse_0_1_2/sfse_1_7_29.dll" \
"sfse_0_1_2/sfse_loader.exe" \
)
I then edited step/download_external_resources.sh and added the link to the most recent stable Mod Organizer 2 download:
mo2_url='https://github.com/ModOrganizer2/modorganizer/releases/download/v2.5.0/Mod.Organizer-2.5.0.7z'
After this I ran install.sh and installed as normal
I then launched Starfield in steam with GE-Proton9-2 With Launch options:
bash -c 'exec "${@/Starfield.exe/mo2.exe}"' -- %command%
Mo2 was unable to find the Starfield install, so when it prompts for the path, I gave it the following:
Z:\home\<username>\.local\share\Steam\steamapps\common\Starfield
make sure to replace