Basically the forced shift to the enshittified Windows 11 in october has me eyeing the fence a lot. But all I know about Linux is 1: it’s a cantankerous beast that can smell your fear and lack of computer skills and 2: that’s apparently not true any more? Making the change has slowly become a more real possibility for me, though I’m pretty much a fairly casual PC-user, I don’t do much more than play games. So I wrote down some questions I had about Linux.

Will my ability to play games be significantly affected compared to Windows?

Can I mod games as freely and as easily as I do on Windows?

If a program has no Linux version, is it unusable, or are there workarounds?

Can Linux run programs that rely on frameworks like .NET or other Windows-specific libraries?

How do OS updates work in Linux? Is there a “Linux Update” program like what Windows has?

How does digital security work on Linux? Is it more vulnerable due to being open source? Is there integrated antivirus software, or will I have to source that myself?

Are GPU drivers reliable on Linux?

Can Linux (in the case of a misconfiguration or serious failure) potentially damage hardware?

And also, what distro might be best for me?

  • sp3ctr4l@lemmy.dbzer0.com
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    2 hours ago

    To add in about game modding on Linux:

    https://github.com/limo-app/limo

    https://flathub.org/apps/io.github.limo_app.limo

    Limo is a universal mod manager that is linux native.

    And I do mean universal. It’ll work with literally any game, you just have to take a bit of extra time to configure things for games that do not yet have a supported preset configuration out of the box… but at this point, that includes most games that are generally reliant on some kind of mod manager type program on Windows, to keep track of 10s or 100s of simultaneous mods.

    It works very much along the same lines as something like Mod Organizer 2, though there are some differences, read the wiki.

    It sets up a virtual file system that allows mods to be set up outside of the main game directory itself, and will override them such that the mods actually load, but they can be ‘undeployed’ to revert back to vanilla, you can set up different profiles of different mod configurations and deploy/undeploy what you like.

    It can also manage load orders, supports formats such as fomod and similar for games like Fallout New Vegas and Skyrim, you can set up tags and category groupings, and it also shows you conflicts between mods down to the specific files, showing you a chain of overwrites to the final file from the final loaded mod.

    It doesn’t support things like LOOT, which purport to autogenerate correct load orders… but frankly, thats fine, because shit like that doesn’t even work properly in situations you’d use it in on Windows 90% of the time.

    EDIT: Wow, apparently it does support LOOT now, it did not a few updates ago.

    I have successfully gotten FONV working using Limo to set up uh… there’s a variant of the Viva New Vegas mod setup guide aimed at Steam Deck users, but it tells you to set up Mod Organizer 2 on the Deck… which you can do, but its rather input laggy and there are other inconveniences…

    Here it is, Mirelurked Viva New Vegas:

    https://ashtonqlb.github.io/mirelurked-vnv/intro.html

    I had to alter a few steps from this to get it working with Limo, but they were basically just… set up Limo instead of MO2, and you have to handle NVSE a bit differently, because it literally replaces/overrides the entire main game exe.

    I have also used Limo to mod Cyberpunk 2077, works with more in depth frameworks like CET, RedExt, etc, as well as using the Decky Framegen plugin to insert FSR 3.1 Upscaling and Framegen into CP77, which gives better quality and fps than the official FSR 2 and 3 implementations that come with the vanilla game and are vanilla supported on a Deck.

    You basically just have to launch the vanilla game via the normal launcher first, check the ‘enable mods’ switch, fully load the game…

    Then you can set up the Framegen mod, which adds a custom command in steam to the launch parameters… and then you can also setup the ‘skip intro’ mod, which is reliant on both the mod being present, as well as additional command line parameters…

    There are a bunch of reddit posts complaining that the FrameGen mod doesn’t allow other additional launch arguments, but they are wrong.

    All you have to do is append those additional launch args … at the end of the FrameGen mod’s launch arg. This just doesn’t seem to be explicitly documented anywhere, by anyone… I may have been the first person to figure this out?

    Anyway, after that bit of silliness, setting up other mods for CP 77 using Limo is fairly straightforward.

    … I am doing all this on Bazzite on a Deck, but you could do it on… presumably any linux distro that supports flatpaks and proton (the translation layer that allows Windows games to run on Linux).

    There will always be a few ‘weird’ mods that are just totally reliant on a whole bunch of Windows specific things to work, or just cannot be made to work without actually overwriting some core game files in the main, real directory itself…

    And, some of these mods will require a windows component dependency, like vc_2017 or vc_2022, you set those up with something like ProtonTricks or SteamTinkerLaunch to modify the proton config per game, instead of trying to install the exe system wide as 99% of the windows oriented mods will tell you to do…

    But so far, I have found either my own solutions for these cases, or someone else already has, or someone has just made basically a linux compatible equivalent for such a windows reliant mod.

    … You can also just choose to run MO2 on Linux, it will work, its just… buggy, and overlycomplicated, imo, you’ve got to set up a custom wineprefix for the MO2 UI to not do dumbshit, give it thr dependencies it needs, and then you’ve got to do this for each different game you want to mod with MO2.

    I found that Limo is sufficiently capable and much less hassle to use once you take the time to understand its differences from MO2.

    EDIT:

    Also, for anti virus, ClamAV exists. I… think it is literally the only AV for linux?

    • AlligatorBlizzard@sh.itjust.works
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      2 hours ago

      Ooh, Limo has a Flatpak? Nice. I’m running Bazzite on my laptop and have been wanting to play FNV for the first time but I’ve got it on Epic through Heroic Launcher. I’m guessing the file paths will be different but it should otherwise mod more or less the same as you said, I’ll have to try it. What kind of weird stuff did you have to do to get NVSE working?

      • sp3ctr4l@lemmy.dbzer0.com
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        2 hours ago

        My FNV is through Steam… but… i think Limo does support GOG… I… would think you would, yes, have to set up your own filepaths, point it properly to where the game dir is, and it… should work?

        You can launch a game from Limo, like, I do test runs of that in desktop mode on my Deck…

        But the way the deployer system works is that you click deploy… and the even if you launch the game from some other way, like via Steam, in game mode on the deck, or… presumably via Heroic… it just now is the modded game. To revert, undeploy in Limo, and then either play vanilla, or swap to another modset profile and deploy that.

        For NVSE, I just literally did the old school method of go into the real game dir, rename the main exe to .exe.old, and then rename the NVSE exe to the proper FONV game exe’s name.

        That and manually install the dlls and other files that come with NVSE into the real dir.

        This isn’t much of a problem with older games, but with newer games, that method would potentially be undone by ongoing update patches.

        This is the kind of ‘some mods you just have to manually install’ thing… but in fairness… most of the time those mods are the same way on Windoes as well, unless some kind of mod manager goes far out of their way to specifically support that exact mod.