Thank you everyone for your support, updates may be slow but I am working on Fomod support! It'll be rough around the edges when experimental support hits.
The launcher will not allow me to start without setting a launch command. I am not currently using any in steam to launch the base game as it is. Linux mint
This sounds awesome. I have been using Vortex, which has been glitchy af on my computer, and MO2 straight up won't work for me. This is worth a try, and I applaud you for creating a new mod manager that is native to Linux.
This really is awesome to see. I personally have had minimal issues with MO2 on Linux, but it's always good to see a native solution. I do want to give yours a try, but I think I'm going to wait a bit longer for you to get closer to feature parity. Correct me if I'm wrong, but it sounds like you're installing mods directly rather than using a VFS like MO2. I can see the performance benefits, but I still have to admit to preferring a VFS. That and the ability to move various directories to different volumes are the two reasons I've never even tried Vortex, so I'm curious to see how your system works out.
Yes mine automates manual processes of installing mods, definitely not as fancy but easy to understand. Plus helps with debugging as I don't have to maintain a unique documentation set since the mods are where they "belong" MO2 is quite a mature program compared to mine and I'm only a single person with 2 jobs so parity is a far goal. Right now I'm working on a plugin system so users can extend the modder and FOMOD support!
I am using MO2 for linux currently. Is there any known problem with switching to this mid-playthrough? I am curious and I am tracking this mod for when I either make my current playthrough unstable or I get bored and want to start again.
The idea of this is great and I am glad people are starting to do "Linux" type things. With the spyware that is windows currently I think we will see a slight bump in linux users.
So the way I have my manager working is using the default facilities of the game to mod. So as long as your FO4 plugins files and game data folder are used to track mods my manager will work. Also if you don't hit the "Apply" button my manager makes no game related changes to your system, do feel free to just open it up and see. (It does make a config folder and a settings text file after setup in your ~/.config directory). (Oh it'll also make backups of said plugins files in that directory if something were to not translate well)
Thank you. I've tried to get MO2 and Vortex running, but have failed because I'm stupid. This will help me, I'm sure. My installation is a mess because I've just been dumping mod files in /Data. I hope I can get Place Everywhere working now.
I don't care that it's alpha, I don't care if it breaks my game, none of this is precious to me, it's just a game.
I will say the alpha is more lack of features than it is stability. This is adapted from my Skyrim manager so hopefully has a lot of bugs figured out. If it does mess anything up let me know and I'll patch it!
I wanted to start from a new install, so I deleted Fallout 4 and redownloaded/reinstalled through Steam. I started the game to make sure it ran, and quit when I saw the character creation steamy mirror interface.
I ran your appimage.
I got: Something went wrong! (Probably the dev's fault) Then again: Something went wrong! (Probably the dev's fault)
Then I got the setup dialog. I found the path to the Data directory, and just picked Documents for the plugins directory, because I didn't know what else to choose. Is that supposed to point to where I download my mod files from Nexus to? I didn't put anything in the Launch Comm field.
Then I clicked Save, and got: An exception of class NilObjectException was not handled. The application must shut down.
So the plugins directory will be where Fallout 4 itself stores the mod load order, also known as the plugins file. When in that setup screen the text input hint (ghost text) will give you an idea of the location of the Steam plugins file.
Side note: will look into those 2 exceptions and add something to help users who don't know where to go. I don't want it crashing for any reason if I can help it!
I also ran into that NilObjectException when attempting to save my setup values.
So I downloaded Xojo and debugged the failure. I found the problem and created a GitHub issue describing it in detail. https://github.com/AlwaysOfflineSoftware/fallout4LinuxModManager/issues/1
37 comments
Linux mint
MO2 is quite a mature program compared to mine and I'm only a single person with 2 jobs so parity is a far goal. Right now I'm working on a plugin system so users can extend the modder and FOMOD support!
The idea of this is great and I am glad people are starting to do "Linux" type things. With the spyware that is windows currently I think we will see a slight bump in linux users.
(It does make a config folder and a settings text file after setup in your ~/.config directory).
(Oh it'll also make backups of said plugins files in that directory if something were to not translate well)
I don't care that it's alpha, I don't care if it breaks my game, none of this is precious to me, it's just a game.
I ran your appimage.
I got: Something went wrong! (Probably the dev's fault)
Then again: Something went wrong! (Probably the dev's fault)
Then I got the setup dialog. I found the path to the Data directory, and just picked Documents for the plugins directory, because I didn't know what else to choose. Is that supposed to point to where I download my mod files from Nexus to? I didn't put anything in the Launch Comm field.
Then I clicked Save, and got: An exception of class NilObjectException was not handled. The application must shut down.
Side note: will look into those 2 exceptions and add something to help users who don't know where to go. I don't want it crashing for any reason if I can help it!
So I downloaded Xojo and debugged the failure. I found the problem and created a GitHub issue describing it in detail. https://github.com/AlwaysOfflineSoftware/fallout4LinuxModManager/issues/1
Fixed in 0.3.1.1 Hopefully!