Anything to make gaming easier, especially non-Steam. I’ll list what I know of so far:
Bottles.
Faugus Launcher. UMU-Launcher GUI, which is kinda like Bottles but for proton specifically instead of WINE. It’s early dev and lacks functional GameScope for now, but Bottles I noticed really doesn’t like me using proton so this was an alternative I found.
This is a unified launcher for Windows games on Linux. It is essentially a copy of the Steam Runtime Tools and Steam Linux Runtime that Valve uses for Proton, with some modifications made so that it can be used outside of Steam.
MangoHUD of course.
Heroic Games Launcher.
Lutris.
I have Itch.io’s launcher too.
ProtonUp Qt - grab various versions of WINE or proton for all these applications.
Winboat - Trying some experimental fuckery to use Vortex but I’ve not got that far yet, just got Winboat itself set up so far. edit: It worked surprisingly, modded Skyrim Special Edition, see my other comments here.
Is there a good alternative to CheatEngine? Game Conqueror fails to find the correct addresses most of the time and its speedhack almost never works
I believe there’s something called Pince, that you could use.
I looked into it and apparently if you run chat engineer in the same proton instance (?) As the game it’ll work fine. So far game conquerer has worked for me but I miss the speedhacks
butt plug when I play chess
What about non-gaming software? I do some video editing for work occasionally and am often handed projects started in Premiere. They want it back in Premiere, so I can’t switch my main desktop over because of this.
I’ve never done this mind you, but some quick searching yields this.
And if that link doesn’t work (it’s a redlib fork), here is the original reddit link.
Either way, read through the comments as well as there’s some good insights there.
Ultimately the post points to a guide.
Hopefully this helps.
Awesome thanks!
I’ll play around with this idea on my tester laptop :)
Glad to help. If you’re able, post your findings.
I’d still consider myself new to Linux keep in mind, but from what I understand Premiere won’t work (well enough) with WINE. Adobe does a lot of undocumented Windows GUI fuckery was the tl;dr that I recall.
Winboat with GPU passthrough (it’s QEMU under the hood) I guess but at that point it’s so much effort to get working under a virtual machine that you’d have to consider dual booting instead. I mean either way, you’re still using Windows :(
Hmmm interesting.
What about the Mac version? And Mac software in general? I’m also new to Linux (and not a programmer), but wouldn’t that be easier to get running considering Mac OS is Unix based?
Sorry I kind of feel like I’m high-jacking your post, but it got me thinking and I’m probably too lazy to ever post about it myself.
+1 for Lutris! It’s not only good for games, but also for regular Windows software like FL Studio. Another “tool” I use a lot is ssh. I use Gamescope on my PC with Steam Big Picture mode. Gamescope gains a few more fps, than a regular de. Also HDR works just fine with it. See: https://wiki.archlinux.org/title/Gamescope However. Sometimes I need an desktop environment. So I created a Home Assistant automation, that allows me to switch to desktop. Now I have 2 buttons on my smartwatch. One to boot the PC and turn on the tv, avr, etc. The other for the desktop mode. I also have some nfc cards for my favorite games. Same thing here: When scanned they trigger a ha automation, which starts the games over ssh 😎
The ssh wizardry is impressive lol, I’m still learning the basics for now but I’ll keep this in mind.
Do you know of any tricks / command line entries for stubborn games that won’t use HDR correctly like Lego Star Wars - The Skywalker Saga? Gets wrong colors with HDR toggled on in Heroic and in-game. I’m stumped as to why.
Oh, one more thing regarding the ssh wizardry (lol!): It’s not that complicated. You can pass your command as last parameter. For example if you want to launch Dorfromantik (which you should btw), you could do it like this:
ssh me@mymachine "steam steam://rungameid/1455840"That’s the whole magic. Like this it won’t start an interactive shell, but run the command and closes the connection once the command finishes.
If I remember correctly I had to give gamescope a flag to enable hdr at all. However there was an env too, to tell the windows games through proton, that the machine supports hdr. I’ll check my scripts later for you
Thanks for the follow-ups, very useful. The only feature of my displays I’ve not looked into yet is getting VRR working now.
Edit: I wishlist Dorfromantik too :p
A man, a word. This is my gamescope-session.sh
#!/bin/sh export DXVK_HDR=1 /usr/bin/gamescope --hdr-enabled -e -- /usr/bin/steam-native -tenfootI’ve created a /usr/share/wayland-sessions/gamescope-session.desktop for it, so I can launch it from login screen (or auto start it in my case)
[Desktop Entry] Name=Steam Big Picture Mode Comment=Start Steam in Big Picture Mode Exec=/home/chaser/bin/gamescope-session.sh Type=ApplicationIn theory this should run all games, that support hdr in hdr. At least Cyberpunk does.
I mostly use SuperTuxKart
what’s the point in having bottles, lutris, faugus, unu gui, and heroic all at the same time? i just use heroic and steam for every game other than minecraft
Depends on the situation, but I’ve had a game work on bottles where it didn’t quite on steam. It’s slightly closer to running a full vm than proton alone is, and can help with dependencies in rare cases.
IMO, the best and quickest way to determine what I actually want to use and to learn rapidly is by using everything I can find and then tossing the redundants.
Faugus is just a GUI front end of umu launcher which is only CLI.
I pirate games and also own a lot of old games on disc so I can’t only use Heroic/Steam.
Steam and Protontricks and that’s it.
Perhaps I should explore some alternatives, just to make sure my bases are covered, but I can play all I want to play with those tools.
Sorry if that’s not the response you were seeking. Do you not use Steam?
Batocera has been pretty great for organizing and playing retro emulators on cheap consumer hardware like a raspberry pi, works with my preferred controllers like leverless for fighting and something like this for everything else

rofi-games for launching games since I made it!
Most other things have been suggested already, but I will mention Prism Launcher as my preferred modded Minecraft instance manager. Oh, and vkbasalt was essential for making Kenshi look good but I haven’t used it for any other games.
Oh, nice! And there’s even a nixpg!
Thanks to the community 🙏
and vkbasalt was essential for making Kenshi look good
Do you have a preset there?
If that’s the
vkBasalt.conffile, sure, here it is, though I probably stole this from somewhere else online and most of it seems to be commented out:vkBasalt.conf
#effects is a colon separated list of effect to use #e.g.: effects = fxaa:cas #effects will be run in order from left to right #one effect can be run multiple times e.g. smaa:smaa:cas #cas - Contrast Adaptive Sharpening #dls - Denoised Luma Sharpening #fxaa - Fast Approximate Anti-Aliasing #smaa - Enhanced Subpixel Morphological Antialiasing #lut - Color LookUp Table effects = cas:clarity:curves:multilut:dls:smaa:fxaa clarity = "/opt/reshade/shaders/Clarity.fx" curves = "/opt/reshade/shaders/Curves.fx" multilut = "/opt/reshade/shaders/MultiLUT.fx" bloom = "/opt/reshade/shaders/Bloom.fx" reshadeTexturePath = "/opt/reshade/textures" reshadeIncludePath = "/opt/reshade/shaders/" depthCapture = off #toggleKey toggles the effects on/off toggleKey = Home #Clarity.fx ClarityBlendIfDark=50 ClarityBlendIfLight=205 ClarityBlendMode=2 ClarityDarkIntensity=0.400000 ClarityLightIntensity=0.000000 ClarityOffset=2.000000 ClarityRadius=3 ClarityStrength=0.600000 ClarityViewBlendIfMask=0 ClarityViewMask=0 #Curves.fx Contrast=0.100000 Formula=4 Mode=0 #MultiLUT fLUT_AmountChroma=0.750000 fLUT_AmountLuma=0.750000 fLUT_LutSelector=1 #casSharpness specifies the amount of sharpning in the CAS shader. #0.0 less sharp, less artefacts, but not off #1.0 maximum sharp more artefacts #Everything in between is possible #negative values sharpen even less, up to -1.0 make a visible difference casSharpness = 0.8 #dlsSharpness specifies the amount of sharpening in the Denoised Luma Sharpening shader. #Increase to sharpen details within the image. #0.0 less sharp, less artefacts, but not off #1.0 maximum sharp more artefacts dlsSharpness = 1.0 #dlsDenoise specifies the amount of denoising in the Denoised Luma Sharpening shader. #Increase to limit how intensely film grain within the image gets sharpened. #0.0 min #1.0 max dlsDenoise = 0.17 #fxaaQualitySubpix can effect sharpness. #1.00 - upper limit (softer) #0.75 - default amount of filtering #0.50 - lower limit (sharper, less sub-pixel aliasing removal) #0.25 - almost off #0.00 - completely off fxaaQualitySubpix = 0.75 #fxaaQualityEdgeThreshold is the minimum amount of local contrast required to apply algorithm. #0.333 - too little (faster) #0.250 - low quality #0.166 - default #0.125 - high quality #0.063 - overkill (slower) #fxaaQualityEdgeThreshold = 0.125 #fxaaQualityEdgeThresholdMin trims the algorithm from processing darks. #0.0833 - upper limit (default, the start of visible unfiltered edges) #0.0625 - high quality (faster) #0.0312 - visible limit (slower) #Special notes: due to the current implementation you #Likely want to set this to zero. #As colors that are mostly not-green #will appear very dark in the green channel! #Tune by looking at mostly non-green content, #then start at zero and increase until aliasing is a problem. #fxaaQualityEdgeThresholdMin = 0.0312 #smaaEdgeDetection changes the edge detection shader #luma - default #color - might catch more edges, but is more expensive #smaaEdgeDetection = luma #smaaThreshold specifies the threshold or sensitivity to edges #Lowering this value you will be able to detect more edges at the expense of performance. #Range: [0, 0.5] #0.1 is a reasonable value, and allows to catch most visible edges. #0.05 is a rather overkill value, that allows to catch 'em all. #smaaThreshold = 0.1 #smaaMaxSearchSteps specifies the maximum steps performed in the horizontal/vertical pattern searches #Range: [0, 112] #4 - low #8 - medium #16 - high #32 - ultra #smaaMaxSearchSteps = 32 #smaaMaxSearchStepsDiag specifies the maximum steps performed in the diagonal pattern searches #Range: [0, 20] #0 - low, medium #8 - high #16 - ultra #smaaMaxSearchStepsDiag = 16 #smaaCornerRounding specifies how much sharp corners will be rounded #Range: [0, 100] #25 is a reasonable value #smaaCornerRounding = 25Thanks!
- MangoHUD
- Optiscaler with INT8 FSR4
- LACT
- ProtonGE
Nice, I was just reading about using Optiscaler 's fakenvapi for spoofing DLSS support to inject FSR4 for Expedition 33 on my Radeon card. Extremely useful.
I’ve just done it yesterday for the Expedition 33 as well :D But I’ve used it for other games previously, it works surprisingly well on RDNA2.
Any tips for modding skyrim and mass effect on Steam?
Specifically for running skyrim with modlists, Jackify is a great mod dowloader/wine prefix setup tool. If vram ends up being an issue, sky-tex-opti is a cross platform alternative to vramr.
Theoretically you could use LIMO:
https://github.com/limo-app/limo
I have no idea how to use it yet.
It can be done with Winboat. I just finished my first experiment and tried Skyrim Special Edition with the Unofficial Patch and SkyUI. It worked, but I had to set up all the file paths manually since the game isn’t installed on the virtual machine. Winboat lets you access your Linux home directory on the Desktop so long as you enable that option while setting up Winboat.
That and at least with Skyrim, you need to run the game once on Linux first to generate the initial INI config files. Since it’s not installed on Windows you need to copy them out of the Steam prefix folder and then paste them where they’re expected to be on Windows. In Documents/My Games.
Once done modding, copy those INI files if any mods touched them and overwrite the INI files on Linux.
In Steam, set Skyrim’s launch arguments to:
bash -c ‘exec “${@/SkyrimLauncher.exe/skse_loader.exe}”’ – %command%
Then you’ll have Steam Overlay with Script Extender loaded.
Messy screenshot gallery: https://postimg.cc/gallery/6WGPD4h
Sorry bed time here and I’m learning how to do this on the fly. I didn’t organize this very much.
Given this success I expect Mod Organizer 2 and METweaks Mod Manager for Mass Effect would work too with some annoying babysitting.
edit: One thing that really annoying is Steam using the Title ID numbers for compatdata instead of the fucking game NAME. It’s not human friendly to navigate. Have to look up the TitleID on steamdb or sort compatdata folder by Modified most recently in Dolphin or whatever.
LIMO would absolutely work to mod Skyrim from Linux.
It is universal, it will work with anything, you just may have to do a teensy bit more manualy configuration than some game specific mod tool.
It’s basically MO2, but linux native.
I’ve been using it for almost 2 years now, because I got tired of waiting for NexusMods to figure out how to make their own linux compatible modnmanager, and got very tired of having to do a custom MO2 install/container/whatever for every different game.
I’ve got my own 100+ mod sets working for Fallout New Vegas and CyberPunk 2077, via LIMO… on a Deck, on Bazzite.
LIMO supports FOMOD bundled mods, as well as more standard archives of files.
All you really have to do is construct a deployer, which is basically a pathway to the actual game directory, and then also set aside a directory for LIMO managed mods to live in.
It then does a virtual file structure that can be deployed/undeployed to/from the actual game directory, at whim.
You can manage load orders, it has mod/file conflict indicators, you can tag and group various kinds of mods by doing regex filters, you can have different mod profiles, one very neat thing it does is an automatic attempt at directory matching, ie, if somebody made a mod that didn’t properly replicate the game’s dir structure, it’ll indicate that and allow you to tweak it a bit… don’t think there is a super simple UI way to export and then share a modlist/profile yet, but presumably they just live in the var/apps/flatpak/whatever dir, somewhere.
… the only problems you may run into are things that:
Fully overwrite the actual game exe, like NVSE, but this can be worked around by maybe setting up a new profile for however you are launching the game, to point at that exe, or just manually going in and renaming the old exe to .exe.OLD or something like that, and then naming your mod exe to the same name as the original game exe, and turning off any auto updates.
You’ve well described a decent solution for handling SKSE, so good work!
Also problematic are things like… massive archive rectifiers, that are actually just exes or batch files or whatever, that go through and make a ton of edits to core game archive files.
Because these archive type files are basically compressed in their own way, you can’t just point by point overwrite them with minor loose files, you have to make the corrections and then basically recompress them, thats what these rectifier exes and batch files do.
Generally speaking, you can just run these rectifiers through the same proton config that you use successfully for the game itself, though you may have to use ProtonTricks to add in extra dependencies like vcrun20xx or whatever, also it can be worth it to throw in some stuff to help render fonts properly with the right antialiasing.
Just make sure you’ve put them in the equivalently correct dir in the game as you would for following windows based instructions for using them.
Any mod that ends up, in the course of being run with the game, actually creates/writes new files beyond what is just directly installed by LIMO.
When you undeploy mods via LIMO… well, LIMO doesn’t know that some advanced scripting mod writes its own config and ini files on the game executing with the mod for the first time, it doesn’t know those exist, so it doesn’t remove them.
For that, you again just kinda have to manually either just go in and remove them from the game dir, or, you could run those kinds of mods initially, then go into that directory where LIMO stores uncompressed mods, and add those files manually in there.
That way LIMO knows they exist, and deploys them with the mod, so your mod sees that those files already exist and thus isn’t trying to do what it thinks is an initial setup every time, potentially causing lots of silly shenanigans.
I’ve not heard of WinBoat… What I do is just use ProtonTricks to manage the Steam compat data/prefix data for the game I am modding, and if any mod needs some kind of Windows dependency to work properly, ProtonTricks can handle installing and managing that, albeit through a somewhat clumsy UI, it is at least less tedious than manually looking up Steam’s compat data/prefix locations that are all done by game id.
Just add in your dependency for that mod, to that game’s compat/Proton prefix.
Hah, if you think that’s bad, try fucking figuring out which steam workshop mod is which, they’re also all done by workshop mod ids for the folder names, so its fucking opaque… i think there are some websites that have searchable ways of solving that problem tho.
Extremely useful comment thank you!
try fucking figuring out which steam workshop mod is which
You can’t make me!
Happy to help!
But yeah, I think I might actually prefer having a toothpick jammed under my fingernail over trying to manually find which steam workshop mod is which.
Discord
I avoid discord like the plague, but how does it help with gaming?
Steam’s native proton for warframe and steam natively without proton for CS2
- Lutris
- winetricks/protontricks
- Scripts
Most of my games are on GoG.
- MangoHUD
- Heroic Game Launcher
- Ludusavi
- rdmodman
- Bottles
- Proton Plus and ProtonUp Qt
- GPU Screen Recorder





