VRAMr on Linux - Omni-guides/Wabbajack-Modlist-Linux GitHub Wiki

The following is a copy and paste of instructions posted in the Wabbajack Discord (#unofficial-linux-help) by user @Little, following work with @marthofdoom and the vRAMr original dev, gavwhittaker.

It will be fleshed out and expanded upon as time goes and more progress is made.

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(From @Little) If you want to run VRAMr v14 on Linux (MO2 only)

TLDR : Download and install VRAMr v14 archive with MO2 : https://www.nexusmods.com/skyrimspecialedition/mods/90557 Replace modlist/mods/VRAMR/VRAMr/VRAMr.bat with this modified version : https://pastebin.com/bfFzJ88U Open VRAMr.bat to edit it Edit lines 115, 116 and 117 (variables GameDir, VRAMrTEMP, MO2Profile) Edit line 138 to select the VRAMr profile you want (default to performance) Run the VRAMr.bat with Lutris using a wine prefix with dotnet8 installed and toggle CLI Mode in the System options tab

The cmd window will look wonky but this should work. Don't mind the colors. (edited)

Caveats :

Since the script is ran from outside MO2, it does not have access to its VFS. It means 2 things : VRAMr will process every single mods there is inside the mods folder even if they are not enabled in MO2 The copy of loose files will be far slower

Notes :

This is a hack and could be vastly improved but for now that's good enough for me. I just wan't to play Skyrim with 8GB of VRAM goddammit. Feel free to pick it up from there.

You can't run the .bat script from MO2 directly. I have no idea why and this is the source of all the issues. I don't think it's this script in particular since I was not even able to start a dummy .bat script with a single echo Hello World from MO2 either. Not even powershell. If the Lutris CLI Mode checkbox is unchecked, the script will run but without any window displayed. So this is probably something related to some wine configuration. Maybe even proton ? Switching MO2 log level to "Debug" gives a tiny bit more of info.

Since we don't have access to MO2's VFS, the script can't find files where they should be. For example, the LooseCopy.exe tool is looking for textures only inside the Stock Game folder ("%ScriptDir%\tools\LooseCopy.exe" --source .\textures), which is empty when the VFS is not mounted. It implies 2 modifications : The call to ExtractBSA.exe is done twice instead of once. The first one will handle the "vanilla" BSAs with --source .*.bsa and the second call will handle all the BSAs from the mods with --source "%GameDir%....\mods**.bsa" Instead of calling LooseCopy.exe once for the whole modlist, it will call it once for each mod in your mods folder. That's why it takes so long. The dev confirmed the source argument for this tool is a filter so we can't use a wildcard there like we did for the ExtractBSA.exe call. Right now there is no other way to do it unless the dev makes change to this.

The original batch script uses powershell to invoke dialogs to let users pick their folders. I removed them all and hardcoded the paths you have to edit. It also uses the choice command to prompt the user for some choices but I could not be bothered with them and hardcoded them too.