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Last edited by Mohandevir on 13 Apr 2021 at 7:01 pm UTC
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https://www.gamingonlinux.com/wiki/Using_Renderdoc_capture
Last edited by Shmerl on 13 Apr 2021 at 11:58 pm UTC
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Poor me, I guess I'll have to start a 5th run, then... The world is so unfair!
Last edited by Mohandevir on 14 Apr 2021 at 12:37 pm UTC
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Excellent game in any case. Shame it seems like they dropped the ball a bit on CP2077.
Also, since you've played through it 4 times already, I can recommend to try out the Ghost Mode mod. It changes especially the combat a lot, and for the better I'd say. It makes it more challenging, and I had a lot of fun with it. Really well-done mod.
Last edited by Pangaea on 14 Apr 2021 at 1:58 pm UTC
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The last run I did was a couple of months ago... I paid special attention to that shadow... When Udalryk raises his arms, while speaking to you, you should see the Hym doing the same, on the wall behind him, but no, it wasn't there. Anyway, it might be a problem depending on the Proton version used... I think I'll create a save point at this special spot and test different versions of Proton. Who knows, it might be solved with the latest builds?
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!link
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Cleaned out the entire install from a couple years ago, and reinstalled anew with Adam's excellent script from the GOG forums. It has a script menu, and I choose to run the mod manager exe through it, so the same wine prefix will be used and such. Struggled a lot to install mods, but looks like it finally worked (while posting this message). Woot. Currently the mods (zips) are placed in prefix/C drive.
That's one big step forward. However, path to user settings must be adapted somehow, and the script merger (for resolving conflicts) must work as well. Any idea how to do that, for those of you who are playing around with mods?
Having played the game to completion about 3-4 times, I wanted a fresh experience. Therefore want to try out the Ghost Mode mod (it changes a lot of things, mostly for the better, and makes the game more difficult, fixes skills that didn't work, etc etc). Have played through almost the whole main game once before with it, so now I also wanted to try out mods called Preparation and FriendlyHUD + FriendlyStash. Think it means you need to use meditation for any skill upgrades and suchlike, and that we need to make potions to use them, more in line of Witcher 1 (instead of always access to e.g. Cat potion if you've made it once). Should give more reason to interact with herbalists for parts. Maybe I want to try out No quick travel too, just to get a feel for it. Roach can be dumb as a brick at times, but it could be worth a try.
So.... any advice to a fellow penguin for how to get all this stuff working correctly? Have any of you done playthroughs like this, and what was your experience with it?
Last edited by Pangaea on 12 Jun 2021 at 9:52 pm UTC
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(That ending kinda sucks anyway, or so I would imagine. I've only ended up with what people refer to as the 'good' ending).
Did you play Blood and Wine too? My first time, I played the main game first to completion, and then did the DLC. I suppose some do BaW before completing the full story of the main game. It just never felt right to me to simply.. leave
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The Mod Manager runs and is able to install mods successfully when the mod zips are located outside the game folder, right in the virtual C:/ in my case.
Script Merger doesn't run from within TW3MM, at least on my end. But I did manage to get it running. Had to install it in a separate wineprefix. It requires .NET 4.5. When I tried to install that in the game prefix, it complained about not working on Wine 6.0 (which was used by the installation script), but required Wine 6.6. I've got Wine 6.10 in the default wine prefix (~/.wine), so I put it there. Loads of messages about 64-bit not being ideal, but I wanted to see what happened. Seems to work :)
Therefore I've now been able to install a handful of mods, and also resolve hundreds if not thousands of conflicts. Mostly not real conflicts, but if two mods use the same file, they must be merged, even if they don't really touch the same part of the file. However, that means the conflicts auto-resolve, so no need to deal with the pain of manually sorting things out with KDiff.
I did have some errors when loading the game (it then does some magic to the scripts). Think the issue was that merged files folder (mod0000_MergedFiles) got a lower priority than some of the others, due to having set GhostMode to priority 1 (as advised somewhere in a readme). Once I set the merged file to priority 0, TW3.exe was able to launch without spitting out errors.
VERY IMPORTANT!
If you do fiddle with mods, it's extremely important to start the game, so it does that thing with all the scripts, and then CLOSE IT DOWN. Otherwise you can get a strange and impossible-to-solve bug with "-1" potions. Simply close down the game, and then re-launch it.
From Ghost Mode instructions
Spoiler, click me
Anyway.... now I'm quite excited to try out the game again with some fresh mods, and I especially look forward to try out the Preparations + Friendly Meditation mods, to see how much it changes potions making + usage, and if it increases immersion, or simply becomes annoying. Gotta say that these mods are really professionally done, with in-game menus for customisation.
Since it's much easier to install them with the mod manager than doing it all manually, I would recommend other fans to try it out too. The vanilla game becomes pretty easy, even on Death March, so it was nice to shake things up a bit.
Good luck on the Path
Last edited by Pangaea on 13 Jun 2021 at 1:03 am UTC
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Not started playing yet, but this is the lot I set up in the dark hours of yesterday.
!link
Here is an example of FriendlyHUD options.
!link
Not played around with it yet, so many options. Generally I kinda like having a HUD up, but it does perhaps impact immersion. Though if the minimap is removed entirely, I'll probably have no idea how to get anywhere :D
I only have a Nvidia 770 card, so it's possible performance takes a hit from some of these mods, but we'll see. I want to try it out.
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* Friendly Meditation
* Han Fiber fix
* More quickslots
* No Talk icon
* Sensible Map borders (I contributed a fix for this mod for the author)
* Thaler fix
I just merged what's needed manually. But yeah, if you get a lot of mods its starts getting tedious.
Last edited by Shmerl on 13 Jun 2021 at 8:05 pm UTC
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Blood and Wine is very good, so give it a try.
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After starting anew with these new mods, I suddenly get a video of Yennefer and the skull we find early in the game dropping to the ground. Never seen it before.
During the Ciri at Kaer Morhen section, there is also a video of her going over a wall to fetch something, Geralt checking out a dummy, and then the Wild Hunt showing up. Never seen that one either.
It always did feel like something was missing, based on conversations in that early stage of the game, but I'm dumbfounded as to why I've never seen those bits before.
I've seen all the other bits. The game always opened with Geralt in the tub and so forth. But these two sections... nope, never
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Anyway, I've seen most of the video that is probably shown there, but apparently not everything. I was rather shocked by it, and now I wonder if there can be more I haven't seen. I started playing the game quite late, but probably around when you did (or after tbh) so I would think Wine versions at that point had everything working well, but hard to know for sure. That section with Yennefer, the flaming arrows and such I hadn't seen before, nor the part where the Wild Hunt shows up in Kaer Morhen. Geralt refers to it in the coversation with Vesemir, but I hadn't seen it. That's why that conversation always felt a little odd to me, like something was missing.
Quite excited to start up another playthrough. I'm using a mod that prevents most of the quick travel, which I hope will increase immersion. It's allowed when crossing regions, but probably only from a few select signposts.
Finally managed to set up this HUD business too. It was a little complex, but I got it now. For example, when hitting M you get the overview map, but if you HOLD in M for half a second or so, the minimap shows up. Release the button again, and the minimap disappears. And the mod have these crafty 3D markers when using Witcher senses, to help with orientation without the minimap (which can ofc be on all the time, but I've turned it off here). Should mean I can play most of the time with just about all HUD elements off. The health bar should show up when combat initiates, but I've not gotten to combat yet to check.
It doesn't show in these pictures because I don't have any bombs or potions yet, but it is also possible to get easier access to move potions and suchlike with this mod. Which looks fairly similar to what the "More slots" (or some such name) mod does. Picture 3 through 5 shows it in the mod's page. I'm really impressed so far, and can't wait to get into the thick of it.
!link
!link
!link
As an aside, a few of the fixes that you put in your game, shmerl, are also part of the Besserwisser patch. I noticed Han fix is there, and also the Thaler monocle. I haven't played with that one before, so it should be interesting when I find Thaler :) Tons of other small fixes in that mod too, like graphical clippings, see-through clothes and so on.
Last edited by Pangaea on 14 Jun 2021 at 5:47 pm UTC
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I also highly recommend trying out Preparations + Friendly Meditation mods. The game now is much more similar to the first Witcher, where you made all the potions and oils you used (instead of refilling everything with a single piece of alcohol, which the game throws at you). Combined with the new loot tables and better itemisation of Ghost Mode (it has nothing to do with ghosts, but the author's nickname is Wasteland_Ghost, or wghost81), the economy is much tighter. I've been hovering on 0 crowns, and frequently buying Dwarven spirits or the ingredients to make it (yes, we can make alcohol now, and some food types). That is required to make more potions, and especially Swallow is going down more often than I'd like. It's been a hoot, and I'm loving it.
Now I'm off to talk to the twat, and then into the giant area of Novigrad and so forth. Will be very interesting to see how it pans out there, without any quick travel. I did adjust the weight limits, because with swords and armour weighing considerably more, 60 kgs is nothing. And I'm honestly not interested in playing Inventory Management: The Game. 50% weight and a little more carry capacity on Geralt + Roach, and it has been reasonable so far. Probably won't be in Wandering in the Dark, because Roach won't be available and Geralt can barely pick up a drowner tongue without overloading :-/
I heartily recommend trying out these mods, especially if you have played through the game once or twice, and found the difficulty too easy (at least once you get 5-7 levels under your belt). The short of it is that I feel much more immersion to the world, as if I'm truly in it, and not just controlling some guy that is going from mark to mark while mostly looking at the mini-map. It has been a considerably more fun experience
The main annoyance so far has been that Roach is a complete and utter idiot. Both when I'm trying to navigate the world, and when I'm waiting for Roach to show up, and he (she?) constantly get stuck behind a fence, or half-way through a building.
Last edited by Pangaea on 16 Jun 2021 at 3:55 pm UTC
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!link
The Crones. Some details and foreshadowing here that I hadn't noticed before. Good to spend a bit more time wandering around :)
!link
(but please don't ignite Geralt's butt)
Last edited by Pangaea on 22 Jun 2021 at 8:31 pm UTC
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https://www.witchercon.com/en
But sadly...
Spoiler, click me