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