![]() ![]() You won't have Steam's shader caches but that's the only issue with doing that (it should build them over time, but my experience has been that without the preinstalled shadercache from steam, games take a slight performance hit whether they've built up shadercaches or not). The ".bak" part is just a good way to turn the original file into a "backup file," which is useful if you need to quickly change settings.Īs for non-steam versions, the process is largely the same, except instead of renaming the script extender file, you'll just add the script extender as a non-steam game, force compatibility, tick the proton version you want, and run that through steam. This allows you to run the script extender version of the game through steam's launch option, which also seems to be the best way to ensure it's using the proper proton support. Lastly, and this is steamdeck specific, to enable the script extender properly (or just to make sure steam knows it's that game), rename the Launcher.exe to Launcher.bak, and rename the se_loader.exe to Launcher.exe. My guess is this caused bInvalidateOlderArchives to malfunction, causing the game not to have access to any of the subfolders within "data." In my case, it was things like "Textures" and "Meshes" folders being moved into the data folder, where all my texture and meshes were in "textures" and "meshes" folders. Since linux architecture is case sensitive mismatched folder names result in the script extender not working properly, so any mods requiring it won't have access to the game's sub folders. If installing manually, and this is linux specific (the os steam deck uses), make sure all relevant folders between the game and mods match. Install games one or two at a time to make diagnosing problematic mods or load order conflicts easier (most recommend using loot, but again, I prefer doing things manually so I can't really speak on what that experience is like, though I think MO2 has it built in). One of it's features is the fact it doesn't place mods in that folder, it instead creates a separate location for them and creates links to the files (or something like that), which makes removing mods easier and breaking the game harder. If you are just starting out, I've heard MO2 is the best option for learning. Most mods go into the data folder within that directory. Install any mods you might want, making sure to check requirements and read any posted instructions first.įew mods for bethesda games require running an exe, and only script extender and enb need to be put in the steam/steamapps/common/ folder. Google ini enable mods and follow instructions (some bethesda games require using bInvalidateOlderArchives= to be changed in one or two ini files, usually found in MyDocuments/Games// or something like that). Install unofficial patch (available on nexus and one for each game) Install script extender (there is one for each game) My experience with bodyslide may not even be relevant to someone using MO2, which works on the deck. I've installed all my mods manually since I first played Skyrim in 2013. I should add I don't like using mod organizers. Transferring files would be the same process and nothing would change. One could also just also install the game and have it on both systems. It only gets complicated when a mod requires use of an exe like cbbe (bodyslide is the application used to edit the body and armors for skyrim and fallout 4, and requires access to read and write in the directory, which is restricted on the steam deck), but for those few occasions, it's fine to just install the exe with the correct directories on a windows device and edit the meshes there before transferring them over. This is the response I attempted to post before being reminded I'm banned from commenting on posts there (it's stupid, don't ask): ![]() I saw someone on the other sub comment they were avoiding modding Bethesda games because it seemed complicated and added that their copy of Fallout New Vegas was on Epic, which they felt may complicate things further. ![]()
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