New Post: Oblivion
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_posts/2021-11-20-oblivion-linux.md
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tabtitle: "Oblivion on Linux"
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title: "Oblivion on Linux, with Mods!"
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topics: [gaming]
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pub: "2021-11-20"
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short_desc: ""
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---
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Oblivion holds a special place in my heart. I remember spending a summer in the
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town I went to college in, and playing Oblivion almost every day while listening
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to Dream Theater's _Systematic Chaos_. Back then, I wasn't aware of modding, so
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it was literally just vanilla Oblivion for hours upon hours. I also used
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Windows, so the game would run fine. Now, things have changed. The easier issue
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to deal with is playing Oblivion on Linux. Thanks to Valve, Oblivion runs
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excellent with Proton out of the box. The more challenging issue is mods, and
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that's what this write-up is all about!
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# Vanilla Oblivion
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Starting from the beginning, Oblivion is available on many platforms, but my
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experiences here will assume the Steam installation. The primary difference will
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be with respect to the how the tools used to mod Oblivion are run. I've got the
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Game of the Year edition, which is Steam ID `22330`.
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# Modding Tools
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Much of modding Oblivion is done with the help of additional tools. A mod
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manager is used for installing and configuring the mods. There are several
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options for Oblivion, and the one I've been suggested and use is called `Wrye
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Bash`. Mod load order is also important, and the tool I'm using to help with
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that is `LOOT`. Finally, `TES4Edit`, `TES4LODGen` and `BethINI` each helps with
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performance and configuration.
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I have the following directory structure setup for my mods:
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```
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OblivionMods
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|- Archives
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|- Backups
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|- Tools
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|- WryeBash
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```
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_Archives_ is where I store the actual archives of the mods I use. _Backups_ is
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where I store any relevant backups for my Oblivion game, such as saves or
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configuration files for the mods. _Tools_ is where I put the executables for all
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the tools I mentioned above. _WryeBash_ is used to store the unarchived mods
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(which are called "projects") and mod data that `Wrye Bash` uses.
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Because each of these tools is run using Proton (or Wine for non-Steam
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installs), I also have a set of aliases configured.
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## Wrye Bash
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[Project Link](https://github.com/wrye-bash/wrye-bash) || [Homepage](https://wrye-bash.github.io/) || [Nexus Link](https://www.nexusmods.com/oblivion/mods/22368)
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`Wrye Bash` is involved. I don't know how to use it fully. There are a few
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guides that helped me learn how to use it enough to get mods installed and
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configured though. The first, and very relevant, is at [Shrine of
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Kynareth](https://www.shrine-of-kynareth.de/wrye-bash-on-linux). I referenced
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this guide, and the
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[other](https://www.shrine-of-kynareth.de/wrye-bash-for-beginners-part-1-installation-and-installers-tab)
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[written](https://www.shrine-of-kynareth.de/wrye-bash-for-beginners-part-2-load-order-bashed-patch-and-savegame-profiles)
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[guides](https://www.shrine-of-kynareth.de/wrye-bash-for-beginners-part-3-ini-edits-tools-and-tricks)
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to learn how Wrye Bash works and what to setup. I also learned some tricks from
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the [Oblivion Comprehensive Modding Guide by
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Dispensation](https://www.nexusmods.com/oblivion/mods/49898).
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### Setup
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The easiest option is to use the stand-alone executable from the GitHub releases
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page. Extract the archive, and then use Proton to run the executable in the
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_Mopy_ directory. This is the alias I use; replace directories accordingly:
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```
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alias oblivion-wyre='STEAM_COMPAT_DATA_PATH=/path/to/steam/directory/steamapps/compatdata/22330/ \
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STEAM_COMPAT_CLIENT_INSTALL_PATH=/path/to/steam/directory/ \
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/path/to/proton/proton run /path/to/OblivionMods/Tools/Mopy/Wrye\ Bash.exe'
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```
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Additionally, I copy the _Mopy/bash_default.ini_ file to _Mopy/bash.ini_ and set
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the `sOblivionMods` to "Z:\path\to\OblivionMods\WryeBash", `sBashModData` to
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"Z:\path\to\OblivionMods\WryeBash\Bash Mod Data", `sInstallersData` to
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"Z:\path\to\OblivionMods\WryeBash\Bash Installers", and `sOblivionPath` to
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"Z:\path\to\steam\steamapps\common\Oblivion". In Wine, `Z:` references your
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local file system. Theoretically, because Wine is awesome, you may be able to
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use Linux file system paths in the configuration, but I went with this.
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### Usage
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The guides above provide a very thorough explanation of use. Of note: `Wrye
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Bash` in Wine does not like drag-and-drop actions, so don't do them. I don't do
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anything special with my usage of `Wrye Bash`: run the alias, install mods from
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the Installers tab, enable or disable mods from the Mods tab. I generally don't
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do anything else.
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## LOOT
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[Project Link](https://github.com/loot/loot) || [Homepage](https://loot.github.io/)
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`LOOT` sets the proper load order for mods. There is a native Linux client, but
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I ran into [this issue](https://github.com/loot/loot/issues/1615) and decided to
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just use the Windows version. The GitHub releases page includes a 7z archive
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with a stand-alone executable, and that's what I used.
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### Setup
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Download the stand-alone executable, and extract it to _OblivionMods/Tools_.
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This is the alias I use; replace directories accordingly:
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```
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alias oblivion-wyre='STEAM_COMPAT_DATA_PATH=/path/to/steam/directory/steamapps/compatdata/22330/ \
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STEAM_COMPAT_CLIENT_INSTALL_PATH=/path/to/steam/directory/ \
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/path/to/proton/proton run /path/to/OblivionMods/Tools/LOOT/LOOT.exe'
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```
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On first run, it should auto-detect the Oblivion installation and configure
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everything accordingly. If it doesn't, there are instructions on the Homepage
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for configuration.
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### Usage
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`LOOT` is pretty straight forward. It references a master list of mods to
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determine the optimal load order for all installed mods. I ran into an issue
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where `LOOT` couldn't properly download the master list, and so as a work-around
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I manually downloaded the master list, and then configured `LOOT` to use that
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local file instead of the remote Git repository. If everything works, and the
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list of mods is there, then you can run a sort, and apply the changes. `LOOT`
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will inform you of any "dirty" mods, which you can use the next tool the clear
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up. I ended up keeping `LOOT` open, while stepping through the cleaning
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procedure for each mod, until everything looked happy.
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## TES4Edit
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[Project Link](https://github.com/TES5Edit/TES5Edit) || [Homepage](https://tes5edit.github.io/) || [Nexus Link](https://www.nexusmods.com/oblivion/mods/11536)
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`TES4Edit` is the Oblivion version of `xEdit`, which is an incredible tool. All
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I use it for is to clean dirty mods. `LOOT` provides a link to the [quick
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cleaning guide](https://tes5edit.github.io/docs/7-mod-cleaning-and-error-checking.html#ThreeEasyStepstocleanMods), which gives us exactly the steps required.
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### Setup
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Download the latest build from GitHub, and extract it to _OblivionMods/Tools_.
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This is the alias I use, which runs the "Quick Auto Clean" function; replace
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directories accordingly:
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```
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alias oblivion-wyre='STEAM_COMPAT_DATA_PATH=/path/to/steam/directory/steamapps/compatdata/22330/ \
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STEAM_COMPAT_CLIENT_INSTALL_PATH=/path/to/steam/directory/ \
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/path/to/proton/proton run /path/to/OblivionMods/Tools/TES4Edit/TES4EditQuickAutoClean.exe'
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```
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### Usage
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Run the alias, select the problematic file, and click "OK". Only one file can be
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cleaned at a time.
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## TES4LODGen
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[Project Link](https://github.com/TES5Edit/xLODGen) || [Homepage](https://tes5edit.github.io/docs/16-xLODGen.html) || [Nexus Link](https://www.nexusmods.com/oblivion/mods/15781?tab=description)
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`TES4LODGen` will generate the relevant LOD file ahead of time. Apparently it
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helps with performance in-game, but may result in slower initial load times when
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starting the game.
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### Setup
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I downloaded the files from Nexus, and extracted the archive to
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_OblivionMods/Tools/TES4LODGen_.
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### Usage
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Run the alias. The program should auto-find everything, do some magic, and will
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eventually report that it has finished. At this point, you can close the
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application. Here's the alias; replace directories accordingly:
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```
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alias oblivion-wyre='STEAM_COMPAT_DATA_PATH=/path/to/steam/directory/steamapps/compatdata/22330/ \
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STEAM_COMPAT_CLIENT_INSTALL_PATH=/path/to/steam/directory/ \
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/path/to/proton/proton run /path/to/OblivionMods/Tools/TES4LODGen/TES4LODGen.exe'
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```
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## BethINI
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# Mod List
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Every player's mod list is different. Some will focus on visuals, making the
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game as graphically impressive and pretty as possible. Others care primarily
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about additional content. I tend towards the later, with a preference for
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additional survival or realism mods. I recommend starting with the "Core Mods"
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section in the [Oblivion Comprehensive Modding Guide by
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Dispensation](https://www.nexusmods.com/oblivion/mods/49898) which will cover
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some essential performance and enhancement mods.
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Below are some specific mods I would like to highlight, and which I enjoy.
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## Survival Related
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### Basic Primary Needs & Personal Hygiene
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[Nexus Link - Basic Primary
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Needs](https://www.nexusmods.com/oblivion/mods/37088)
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[Nexus Link - Basic Personal
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Hygiene](https://www.nexusmods.com/oblivion/mods/42038_)
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These two mods cover most of the survival aspects of my mod pack. "Basic Primary
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Needs" adds hunger, thirst, and fatigue, while "Basic Personal Hygiene" adds
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cleanliness. Managing these will feel tedious to some, but I really like having
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to eat and drink, and visiting a bath house after a long time adventuring.
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Each mod can make use of [additional HUD Status
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Bars](https://www.nexusmods.com/oblivion/mods/34905), which makes tracking the
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new needs much easier.
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### Traveler's Tent
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[Nexus Link](https://www.nexusmods.com/oblivion/mods/49654)
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This mod adds a portable player home, and is supremely comfy.
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## World Enhancement
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These I would consider my graphical improvements. I'm generally not too
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concerned with making the game look good, but I love making the game feel more
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realistic. These mods make Cyrodiil feel more alive.
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### Better Cities
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[Nexus Link](https://www.nexusmods.com/oblivion/mods/16513/)
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This is a massive collection of city overhaul and enhancement mods. I was
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awe-struck when I walked around the Imperial City for the first time with this
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mod enabled. Bravil felt like a dangerous, crowded harbor town. Leyawin looks
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like an actual place people live. Though the improvements do come with FPS hits.
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Doubly-so if enabling the Open Cities option, which moves cities into the
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overworld space, instead of their own individual instances. It's a balancing
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act: the immersion of walking directly into a city sometimes isn't worth
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crashing to desktop when adventuring around cities.
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### COBL
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[Nexus Link](https://www.nexusmods.com/oblivion/mods/21104)
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"Common Oblivion" enriches the world of Oblivion by adding lots of little
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things, and helping different mods "talk" to each other. I like to think of it
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as filling in a lot of the details that couldn't be included initially.
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### Enhanced Economy
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[Nexus Link](https://www.nexusmods.com/oblivion/mods/25078) and [Lubrons
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Patch](https://www.nexusmods.com/oblivion/mods/47184)
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This mod and the corresponding patch make the economy of the world more dynamic.
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What I really like are the merchant quests that are added. Several merchants in
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each town will ask you to find an item in one of the nearby dungeons. It adds
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flavor to the game in just the right way.
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### Lights of Oblivion - Road Lanterns
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[Nexus Link](https://www.nexusmods.com/oblivion/mods/46131)
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A very simple mod that I feel really enhances my travel around Cyrodiil. I avoid
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fast-traveling whenever possible, and walking lit roads at night feels comfy.
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### Natural Environments
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[Nexus Link](https://www.nexusmods.com/oblivion/mods/2536)
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### Cyrodiil Travel Services
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[AFK Mods
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Link](https://www.afkmods.com/index.php?/files/file/263-cyrodiil-travel-services/)
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I really enjoyed that in Skyrim there was a dude with a wagon you could pay to
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travel to the various cities. This mod adds similar functionality, and then
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some. Useful when playing the game without fast-travel enabled.
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## Overhauls
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Arguably, these are the heavy hitters. These mods will alter the mechanics of
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the game, often making things more challenging but also more rewarding.
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### Maskar's Oblivion Overhaul
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### Vanilla Combat Enhanced
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### Supreme Magicka
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