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Skyrim Script Extender (365720) #170

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valeth opened this issue Aug 22, 2018 · 108 comments
Open

Skyrim Script Extender (365720) #170

valeth opened this issue Aug 22, 2018 · 108 comments
Labels
Game compatibility - Unofficial Games not expected to work without issues Regression Confirmed working on an older version of Proton

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@valeth
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valeth commented Aug 22, 2018

When trying to launch SKSE Steam just terminates the application immediately.

I'm unsure if this is because it created its own Wine prefix, and it cannot find the Skyrim executable, or something else.

Skyrim (regular 2011 edition without any DLC) is running fine by itself.

@kisak-valve kisak-valve added the Game compatibility - Unofficial Games not expected to work without issues label Aug 22, 2018
@9ParsonsB
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This Patch can be used to fix SKSE and F4SE

@kisak-valve kisak-valve changed the title Skyrim Script Extender mod does not launch Skyrim Script Extender mod does not launch (365720) Aug 23, 2018
@linkjay
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linkjay commented Aug 23, 2018

How do we use that patch, @9ParsonsB? If you'll excuse my ignorance...

@hdmap
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hdmap commented Aug 23, 2018

If this is about SKSE for original Skyrim and not SKSE64 for SkyrimSE, my patches shouldn't be necessary. To my knowledge SKSE works fine under normal wine.

@linkjay
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linkjay commented Aug 23, 2018

Yes. SKSE runs perfectly fine when you Wine Steam and such. However, if you try the installer, archive, or the Steam mod, under the native linux steam with proton, it simply will not start. You open up the SKSE loader and it immediately crashes.

@valeth
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valeth commented Aug 23, 2018

@hdmap this is indeed about original Skyrim with SKSE.
Like @linkjay said SKSE is running just fine with regular Wine.

@malahx
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malahx commented Aug 24, 2018

Hello, I have a work around which partially works...

  1. I manually installed SKSE
  2. I renamed SkyrimLauncher.exe to SkyrimLauncher.exe.backup
  3. I renamed skse_loader.exe to SkyrimLauncher.exe
    And it works, but mods which save data will have issue (I think the same issue with the workshops ... can't write to the directory).

@defron
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defron commented Aug 29, 2018

@malahx I've not had a chance to play around much with this yet, but based on my research there should be an executable called proton_run created in /tmp that could potentially be used to run skse without needing to rename files. Here's the info (found through Shenmue): https://www.shenmuedojo.com/forum/index.php?threads/request-shenmue-1-ii-for-linux-steam-install-guide-request-even-if-you-dont-use-linux-so-that-linux-users-can-play-the-game-as-well.399/

specifically the steps:

  1. Run the game it will probably fail but will create an important file named proton_run
  2. Open File explorer then Press CTRL + L write /temp
  3. Go to /tmp
  4. Locate file called proton_run inside tmp
  5. Copy the file proton_run, paste it in another location, I put mine inside a folder named proton in my desktop.

Looking forward to trying it out when I get a chance myself, just too much going on for me right now to start playing skyrim again.

@kisak-valve
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Skyrim (72850) Script Extender (SKSE) (365720) fail to load

Issue transferred from #1654.
@powerman posted on 2018-09-30T20:12:48:

Compatibility Report

  • Name of the game with compatibility issues: Skyrim with Skyrim Script Extender
  • Steam AppID of the game: 72850 + 365720

System Information

I confirm:

  • that I haven't found an existing compatibility report for this game.
  • that I have checked whether there are updates for my system available.

There are compatibility reports for both apps, but no one mention this specific issue.

steam-72850.log

Symptoms

At a glance symptoms looks very similar to https://bugs.winehq.org/show_bug.cgi?id=43844 - any chance this year-old change wasn't merged to Proton yet?

Reproduction

Install (using Steam) Skyrim, Skyrim Script Extender. Then manually install SkyUI mod from https://www.nexusmods.com/skyrim/mods/3863 by copying SkyUI.bsa and SkyUI.esp files into steamapps/common/Skyrim/Data/. Now start Skyrim, start new game, and you'll see error from SkyUI about absent Skyrim Script Externder (SKSE).

@powerman
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I've fixed issue with SKSE by changing kernel from 4.9.74 with GrSecurity/PaX to 4.14.65 without GrSecurity/PaX (more details at #460 (comment)).

@FreeLikeGNU
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$ ./winedbg_run

WineDbg starting on pid 0028
0x000000007b462bab start_process+0xeb in kernel32: movl	0xffffff24(%ebp),%esi
Wine-dbg>        
Wine-dbg>next
Invalid address (0x000000007b462bc6 start_process+0x106) for breakpoint 0, disabling it
Process of pid=0028 has terminated

@Lyle-Tafoya
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Using these patches I was able to get SKSE working with Proton 3.16-5: https://github.com/hdmap/wine-hackery/tree/master/f4se. I built wine with the patches and then copied ntdll.dll.so into the existing proton directory. Now it works.

I don't know if this needs to be submitted as a request for the wine team or the proton team, but somehow these patches need to become more readily available to the end user.

@ThePreviousOne
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@Lyle-Tafoya what version of wine did you use?

@Lyle-Tafoya
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Lyle-Tafoya commented Dec 22, 2018

I did a git clone of proton and used whichever version of wine it uses. I ran the git submodule update --init and then I applied the patches to the wine directory before building. However, I found a post on reddit indicating that it is possible to perform a binary patch against ntdll.dll.so instead of having to build it from source. I have not tried that method, but it's probably faster and easier. You can read more about that here: https://www.reddit.com/r/wine_gaming/comments/9uk36c/fallout_4_how_to_get_fallout_4_script_extender/

I am able to run getskseversion from the console in skyrim and get a version string (which I was unable to do before) and the skse log seems to indicate normal behavior, although I'll admit I haven't yet found a mod which works correctly with skse under proton.

@Lyle-Tafoya
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I just realized that the above comments already discussed this. I didn't realize this was an issue specific to special edition. It looks like this doesn't apply here. My apologies.

kakra pushed a commit to kakra/wine-proton that referenced this issue Jan 11, 2019
These are patches to get Fallout 4 Script Extender working in wine. f4se
allocates memory for trampolines in the spaces before the Fallout4 exe
image and the f4se dll image. These patches:

1. Fix VirtualQuery rejecting any blocks before the image as already
   allocated (it looks like get_free_mem_state_callback sees blocks before
   the exe base address as overlapping the exe base from calculating the
   block end address as block start address + size, ie a 256 byte block
   starting at 0x100 would "end" at 0x200).

2. Switches dlls not loaded at their preferred address to be loaded at high
   addresses rather than low ones to work around code in f4se that gives up
   allocating the trampolines (it compares the address being queried to a
   lowest acceptable address computed by subtracting 0x78000000 from the
   module address, which will wrap around and fail with lower addresses
   even if there's free space).

Apparently these patches also get SkyrimSE script extender working, but I
don't own that so I can't test that.

Github-Link: https://github.com/hdmap/wine-hackery/tree/master/f4se
Github-Link: ValveSoftware#7
Github-Link: ValveSoftware/Proton#170
Signed-off-by: Kai Krakow <kai@kaishome.de>
@kisak-valve
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Feature Request + Modding Report: The Elder Scrolls V: Skyrim Special Edition (489830)

Issue transferred from #2216.
@8BitCerberus posted on 2019-01-14T09:10:13:

Feature Request

Integrate patch found here: https://github.com/hdmap/wine-hackery/tree/master/f4se They were originally done for Fallout 4/F4SE but also works for SKSE64.

I confirm:

  • that I haven't found another request for this feature.
  • that I have checked whether there are updates for my system available that
    contain this feature already.

Description

Non-SKSE64 mods are working. You can either manually drop them in the Data folder and edit your loadorder.txt and plugins.txt files, or you can install a mod manager (I'm using Nexus' Vortex currently) via Wine or Proton. I have played a few hours now with several mods, both plugins and loose files/texture and audio replacers.

SKSE64 however does not work. It silently fails and just goes on to load Skyrim without hooking in. I've been doing some digging and it's a difference in how it loads into memory compared to SKSE for Skyrim Legendary Edition (72850). There are patches for Wine that address the same issue with F4SE for Fallout 4, and because SKSE64 works in the same way this fixes the problem.

Justification [optional]

This would open up Skyrim SE and Fallout 4 modding without needing to jump through hoops or compile their own versions of Proton and/or Wine. They still would need to get a mod manager working on their own if they want to use one, but having SKSE64 or F4SE working without hassle would eliminate a major roadblock.

Combined with the FAudio patches which seem to be already being worked on, this could help make both Skyrim Special Edition and Fallout 4 candidates for whitelisting.

Risks [optional]

None known.

References [optional]

#308

kakra pushed a commit to kakra/wine-proton that referenced this issue Jan 19, 2019
These are patches to get Fallout 4 Script Extender working in wine. f4se
allocates memory for trampolines in the spaces before the Fallout4 exe
image and the f4se dll image. These patches:

1. Fix VirtualQuery rejecting any blocks before the image as already
   allocated (it looks like get_free_mem_state_callback sees blocks before
   the exe base address as overlapping the exe base from calculating the
   block end address as block start address + size, ie a 256 byte block
   starting at 0x100 would "end" at 0x200).

2. Switches dlls not loaded at their preferred address to be loaded at high
   addresses rather than low ones to work around code in f4se that gives up
   allocating the trampolines (it compares the address being queried to a
   lowest acceptable address computed by subtracting 0x78000000 from the
   module address, which will wrap around and fail with lower addresses
   even if there's free space).

Apparently these patches also get SkyrimSE script extender working, but I
don't own that so I can't test that.

Github-Link: https://github.com/hdmap/wine-hackery/tree/master/f4se
Github-Link: ValveSoftware#7
Github-Link: ValveSoftware/Proton#170
Signed-off-by: Kai Krakow <kai@kaishome.de>
kakra pushed a commit to kakra/wine-proton that referenced this issue Jan 23, 2019
These are patches to get Fallout 4 Script Extender working in wine. f4se
allocates memory for trampolines in the spaces before the Fallout4 exe
image and the f4se dll image. These patches:

1. Fix VirtualQuery rejecting any blocks before the image as already
   allocated (it looks like get_free_mem_state_callback sees blocks before
   the exe base address as overlapping the exe base from calculating the
   block end address as block start address + size, ie a 256 byte block
   starting at 0x100 would "end" at 0x200).

2. Switches dlls not loaded at their preferred address to be loaded at high
   addresses rather than low ones to work around code in f4se that gives up
   allocating the trampolines (it compares the address being queried to a
   lowest acceptable address computed by subtracting 0x78000000 from the
   module address, which will wrap around and fail with lower addresses
   even if there's free space).

Apparently these patches also get SkyrimSE script extender working, but I
don't own that so I can't test that.

Github-Link: https://github.com/hdmap/wine-hackery/tree/master/f4se
Github-Link: ValveSoftware#7
Github-Link: ValveSoftware/Proton#170
Signed-off-by: Kai Krakow <kai@kaishome.de>
kakra pushed a commit to kakra/wine-proton that referenced this issue Feb 5, 2019
These are patches to get Fallout 4 Script Extender working in wine. f4se
allocates memory for trampolines in the spaces before the Fallout4 exe
image and the f4se dll image. These patches:

1. Fix VirtualQuery rejecting any blocks before the image as already
   allocated (it looks like get_free_mem_state_callback sees blocks before
   the exe base address as overlapping the exe base from calculating the
   block end address as block start address + size, ie a 256 byte block
   starting at 0x100 would "end" at 0x200).

2. Switches dlls not loaded at their preferred address to be loaded at high
   addresses rather than low ones to work around code in f4se that gives up
   allocating the trampolines (it compares the address being queried to a
   lowest acceptable address computed by subtracting 0x78000000 from the
   module address, which will wrap around and fail with lower addresses
   even if there's free space).

Apparently these patches also get SkyrimSE script extender working, but I
don't own that so I can't test that.

Github-Link: https://github.com/hdmap/wine-hackery/tree/master/f4se
Github-Link: ValveSoftware#7
Github-Link: ValveSoftware/Proton#170
Signed-off-by: Kai Krakow <kai@kaishome.de>
kakra pushed a commit to kakra/wine-proton that referenced this issue Feb 23, 2019
These are patches to get Fallout 4 Script Extender working in wine. f4se
allocates memory for trampolines in the spaces before the Fallout4 exe
image and the f4se dll image. These patches:

1. Fix VirtualQuery rejecting any blocks before the image as already
   allocated (it looks like get_free_mem_state_callback sees blocks before
   the exe base address as overlapping the exe base from calculating the
   block end address as block start address + size, ie a 256 byte block
   starting at 0x100 would "end" at 0x200).

2. Switches dlls not loaded at their preferred address to be loaded at high
   addresses rather than low ones to work around code in f4se that gives up
   allocating the trampolines (it compares the address being queried to a
   lowest acceptable address computed by subtracting 0x78000000 from the
   module address, which will wrap around and fail with lower addresses
   even if there's free space).

Apparently these patches also get SkyrimSE script extender working, but I
don't own that so I can't test that.

Github-Link: https://github.com/hdmap/wine-hackery/tree/master/f4se
Github-Link: ValveSoftware#7
Github-Link: ValveSoftware/Proton#170
Signed-off-by: Kai Krakow <kai@kaishome.de>
kakra pushed a commit to kakra/wine-proton that referenced this issue Mar 9, 2019
These are patches to get Fallout 4 Script Extender working in wine. f4se
allocates memory for trampolines in the spaces before the Fallout4 exe
image and the f4se dll image. These patches:

1. Fix VirtualQuery rejecting any blocks before the image as already
   allocated (it looks like get_free_mem_state_callback sees blocks before
   the exe base address as overlapping the exe base from calculating the
   block end address as block start address + size, ie a 256 byte block
   starting at 0x100 would "end" at 0x200).

2. Switches dlls not loaded at their preferred address to be loaded at high
   addresses rather than low ones to work around code in f4se that gives up
   allocating the trampolines (it compares the address being queried to a
   lowest acceptable address computed by subtracting 0x78000000 from the
   module address, which will wrap around and fail with lower addresses
   even if there's free space).

Apparently these patches also get SkyrimSE script extender working, but I
don't own that so I can't test that.

Github-Link: https://github.com/hdmap/wine-hackery/tree/master/f4se
Github-Link: ValveSoftware#7
Github-Link: ValveSoftware/Proton#170
Signed-off-by: Kai Krakow <kai@kaishome.de>
kakra pushed a commit to kakra/wine-proton that referenced this issue Mar 17, 2019
These are patches to get Fallout 4 Script Extender working in wine. f4se
allocates memory for trampolines in the spaces before the Fallout4 exe
image and the f4se dll image. These patches:

1. Fix VirtualQuery rejecting any blocks before the image as already
   allocated (it looks like get_free_mem_state_callback sees blocks before
   the exe base address as overlapping the exe base from calculating the
   block end address as block start address + size, ie a 256 byte block
   starting at 0x100 would "end" at 0x200).

2. Switches dlls not loaded at their preferred address to be loaded at high
   addresses rather than low ones to work around code in f4se that gives up
   allocating the trampolines (it compares the address being queried to a
   lowest acceptable address computed by subtracting 0x78000000 from the
   module address, which will wrap around and fail with lower addresses
   even if there's free space).

Apparently these patches also get SkyrimSE script extender working, but I
don't own that so I can't test that.

Github-Link: https://github.com/hdmap/wine-hackery/tree/master/f4se
Github-Link: ValveSoftware#7
Github-Link: ValveSoftware/Proton#170
Signed-off-by: Kai Krakow <kai@kaishome.de>
@zaidalikhan9
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At times it happens that Skyrim doesn’t launch. It gets caught in a small loading screen or nothing occurs when you try to open the executable. This problem has been there since the nemesis of the game and irritates users often. We will let you know that how can you fix it without wasting your time.

1- Refreshing Steam Entirely: Let it confirm that you backup your data and have the credentials. You have to change the essential Steam installation files and try not to get your downloaded game data removed. You are supposed to fix the Steam library files and if that doesn’t work then refresh the app on your own.

2- Checking Installed Mods: In case you are utilizing numerous mods to alter the game play or add some features, then you should disable these mods and start the game. Mods alter the main files of the game and twist the behavior. In case there is some mod which is conflicting with the settings, it is better to delete that mod and try to start the game. For more methods open https://appuals.com/fix-skyrim-not-launching/

3- Checking SKSE: Skyrim Script Extender is utilized for broad mod programs and for handling them. It has been observed that although SKSE has a huge follower base, it is still under development and encounter periodic updates. This mod manager deal all the mods that are working at the moment on your system, there are higher possibilities that it might cause issue to the game.

@lucifertdark
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Just tried it with Proton 4.2-2 & no response from SKSE, shame as a lot of mods need it to work.

@ManuLinares
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For the moment, how about just:

diff --git a/dlls/ntdll/loader.c b/dlls/ntdll/loader.c
index 6a90770b3b4..b85e7497e04 100644
--- a/dlls/ntdll/loader.c
+++ b/dlls/ntdll/loader.c
@@ -2321,8 +2321,9 @@ static NTSTATUS load_native_dll( LPCWSTR load_path, const UNICODE_STRING *nt_nam
 {
     void *module = NULL;
     SIZE_T len = 0;
+    ULONG alloc_type = (image_info->DllCharacteristics & IMAGE_DLLCHARACTERISTICS_DYNAMIC_BASE) ? MEM_TOP_DOWN : 0;
     NTSTATUS status = NtMapViewOfSection( mapping, NtCurrentProcess(), &module, 0, 0, NULL, &len,
-                                          ViewShare, 0, PAGE_EXECUTE_READ );
+                                          ViewShare, alloc_type, PAGE_EXECUTE_READ );
 
     if (status == STATUS_IMAGE_NOT_AT_BASE) status = STATUS_SUCCESS;
 #ifdef _WIN64

I really doubt the unix portion is relevant for skse. I think the reason I added it originally was just for completeness for the wine patch.

It compiles, and works. Trying with latest "skse64_2_00_19.7z"
all working well.

Maybe somebody should push this to community_patches, I created an issue here Frogging-Family/community-patches#38

@GloriousEggroll
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Contributor

GloriousEggroll commented Jan 29, 2021

I don't know if anyone's recently read the bug report comment here:

https://bugs.winehq.org/show_bug.cgi?id=44893#c17

But the author of SKSE admitted a bug in skse and and fixed it upstream in skse:

--- quote ---
I reached out to the SKSE team about this and Ian Patterson confirmed that there
had been a bug with calculating the minimum safe address and corrected it in
F4SE, but somehow it was not corrected for SKSE.
--- quote ---

This has since been fixed here:

ianpatt/skse64@4a1e121

However a new version of SKSE has not been released yet so the fix is not in it. The fix was added Dec 28 but the current SKSE build available at https://skse.silverlock.org/ is from August.

I've recompiled it and supplied it here (with sources) until the Author releases a new version:

https://drive.google.com/file/d/1I6tgvZDaSs2JPXkHdWJwuZVwzF0OSpzz/view?usp=sharing

Seems to work for me. Game launches and my mods work. If a specific mod doesn't work but others do it's likely an issue with that mod specifically more so than SKSE. Please note I'm providing this to get mods working for the majority of people without needing patching, and -not- responsible if any specific single mod does not work. The latest version of SkyUI seems to work here for me.

@ManuLinares
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Much obliged, (I had already read the bug report, and I couldn't wait for it to be compiled. Didn't know "ianpatts github", and that it had had such easy steps)

Will try to recompile that (or maybe use your binary)

thanks

@GloriousEggroll
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Contributor

Much obliged, (I had already read the bug report, and I couldn't wait for it to be compiled. Didn't know "ianpatts github", and that it had had such easy steps)

Will try to recompile that (or maybe use your binary)

thanks

fwiw i had to compile it on windows, install visual studio community edition, and had install the 2015 files/mfc140 files. after that his readme instructions worked

@Patola
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Patola commented Jan 29, 2021

I don't know if anyone's recently read the bug report comment here:

https://bugs.winehq.org/show_bug.cgi?id=44893#c17

But the author of SKSE admitted a bug in skse and and fixed it upstream in skse:

--- quote ---
I reached out to the SKSE team about this and Ian Patterson confirmed that there
had been a bug with calculating the minimum safe address and corrected it in
F4SE, but somehow it was not corrected for SKSE.
--- quote ---

This has since been fixed here:

ianpatt/skse64@4a1e121

However a new version of SKSE has not been released yet so the fix is not in it. The fix was added Dec 28 but the current SKSE build available at https://skse.silverlock.org/ is from August.

I've recompiled it and supplied it here (with sources) until the Author releases a new version:

https://drive.google.com/file/d/1I6tgvZDaSs2JPXkHdWJwuZVwzF0OSpzz/view?usp=sharing

Seems to work for me. Game launches and my mods work. If a specific mod doesn't work but others do it's likely an issue with that mod specifically more so than SKSE. Please note I'm providing this to get mods working for the majority of people without needing patching, and -not- responsible if any specific single mod does not work. The latest version of SkyUI seems to work here for me.

Hi,

Since I don't have a Windows installation to do it, would you mind also compiling sksevr with this fixed patch?

Tk-Glitch added a commit to Frogging-Family/community-patches that referenced this issue Jan 29, 2021
@GloriousEggroll
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Contributor

I don't know if anyone's recently read the bug report comment here:
https://bugs.winehq.org/show_bug.cgi?id=44893#c17
But the author of SKSE admitted a bug in skse and and fixed it upstream in skse:
--- quote ---
I reached out to the SKSE team about this and Ian Patterson confirmed that there
had been a bug with calculating the minimum safe address and corrected it in
F4SE, but somehow it was not corrected for SKSE.
--- quote ---
This has since been fixed here:
ianpatt/skse64@4a1e121
However a new version of SKSE has not been released yet so the fix is not in it. The fix was added Dec 28 but the current SKSE build available at https://skse.silverlock.org/ is from August.
I've recompiled it and supplied it here (with sources) until the Author releases a new version:
https://drive.google.com/file/d/1I6tgvZDaSs2JPXkHdWJwuZVwzF0OSpzz/view?usp=sharing
Seems to work for me. Game launches and my mods work. If a specific mod doesn't work but others do it's likely an issue with that mod specifically more so than SKSE. Please note I'm providing this to get mods working for the majority of people without needing patching, and -not- responsible if any specific single mod does not work. The latest version of SkyUI seems to work here for me.

Hi,

Since I don't have a Windows installation to do it, would you mind also compiling sksevr with this fixed patch?

The source for sksevr does not have cmake files and is not hosted anywhere unfortunately. I'm not sure how to compile it with VS.

Tk-Glitch added a commit to Tk-Glitch/PKGBUILDS that referenced this issue Feb 3, 2021
  > amdgpu-pro-vulkan-only: 20.45-1188099
  > amdvlk-opt: 2021.Q1.2
  > community-patches: linux511-tkg: Update bluetooth-next (#43)
  > community-patches: futex2: Simplify a futex2 check and make style more consistent with surrounding lines. (#42)
  > community-patches: wine-tkg-git: fix missing fclose() (#41)
  > community-patches: wine-tkg-git: when using futex2, let the user know (#40)
  > community-patches: linux511-tkg: Fix futex2_interface so it actually compiles, by updating it again apparently (#39)
  > community-patches: linux510/511-tkg: Update readme
  > community-patches: Update fsync_futex2 patchset from proton 5.13 experimental - https://github.com/ValveSoftware/wine/commits/experimental_5.13
  > community-patches: linux510/511-tkg: Update futex2_interface patchsets - https://gitlab.collabora.com/tonyk/linux/-/tree/futex2-dev
  > community-patches: wine-tkg-git: Update ntdll_Map_top-down_if_dll_characteristics_include_DYNAMIC_BASE patchset from qsniyg - ValveSoftware/Proton#170 (comment)
  > dxvk-tools: Detect patches with extension substring instead of full extension. This is a followup to Frogging-Family/wine-tkg-git@c1b235b
  > linux-tkg: install.sh: unified linux git folder across kernel versions (#127)
  > linux-tkg: linux510-tkg: Revert upstream patch "cpufreq: Avoid configuring old governors as default with intel_pstate"
  > linux-tkg: linux511-rc-tkg: RC6
  > linux-tkg: 5.4.94, 5.10.12
  > linux-tkg: Simplify cpu opts code path and enable them for LLVM (#169)
  > nvidia-all: 455.50.05
  > nvidia-all: 5.11 patch not needed on 460.39 anymore (#28)
  > nvidia-all: 455.50.04
  > wine-tkg-git: Proton-tkg: Fix disabling futex2. We need to explicitly have WINEFSYNC_FUTEX2=0 in env to disable futex2.
  > wine-tkg-git: Update proton-cpu-topology-overrides patch for 44699c3 and move previous version to legacy
  > wine-tkg-git: Update esync/fsync -unix patchsets for 44699c3 and move previous versions to legacy
  > wine-tkg-git: Squash wmpdecoder support using jxrlib patches from Proton 5.13
  > wine-tkg-git: PRoton-tkg: Add explicit support for futex2 fsync, disabled by default.
  > wine-tkg-git: Update proton-cpu-topology-overrides patchset for 7999af8 and move previous version to legacy
  > wine-tkg-git: Update proton-tkg meta patchsets for d4bb0c4 and move previous versions to legacy
  > wine-tkg-git: Update esync/fsync -unix patchsets for 2b6426d and move previous versions to legacy
  > wine-tkg-git: Hotfixer: Revert 1fceb121 and use Derek's implementation instead to fix a regression leading to crashes in some mfplat games.
  > wine-tkg-git: Add a fix for legacy trees when using autoconf 2.70+
  > wine-tkg-git: Cover more cases regarding ntdll-NtAlertThreadByThreadId staging patchset skip
  > wine-tkg-git: Fix wrong legacy proton-vr-bff6bc6 name
  > wine-tkg-git: Proton-tkg: Update lsteamclient_disable_SteamController007_if_no_controller. Thanks @GloriousEggroll
  > wine-tkg-git: Update proton-sdl-joy patchset for e4fbae8 and move previous version to legacy. (#279)
  > wine-tkg-git: Move `ntdll: Use clock_gettime64 if supported.` to the use_clock_monotonic patchset
  > wine-tkg-git: Small cherry picks from Proton 5.13 experimental
  > wine-tkg-git: Import ValveSoftware/wine@1777861 to proton-tkg meta patchsets
  > wine-tkg-git: Update/Fix esync and fsync -unix-mainline patchsets for c1a042ce and move previous versions to legacy.
  > wine-tkg-git: Proton-tkg: Fix the dvxk userpatch extension to respect our readme
  > wine-tkg-git: Fix conhost.exe taking 100% cpu with fsync. (#276)
  > wine-tkg-git: Skip disabling ntdll-NtAlertThreadByThreadId staging patchset on trees older than b8ca0eae (staging).
  > wine-tkg-git: Fix wrong target commit for latest fsync-unix-staging patchset
  > wine-tkg-git: Update fsync-unix-staging patchset for c1a042c and move previous version to legacy.
@jarrard
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jarrard commented Feb 14, 2021

Possibly you could rob the cmake files from the normal SKSE version and hope for the best? :) (with minor edits)

@aligator
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I compiled it with the current sksevr source. It was easy to do. I just opened the project as it is in the 7z with visual studio and it just compiled. No need for the cmake scripts:
https://drive.google.com/file/d/1SBzd-yIGHA0dnQEWqkSt-sbzNyGJna_R/view?usp=sharing

My first test with skyuiVR was sucessful 👍

@Patola
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Patola commented Mar 16, 2021

This is GREAT. Thank you very much. More people need to know that!

@frostworx
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Thank you very much from me as well. I can confirm that all my mods work fine using latest Proton experimental and @Aligators build.

@Patola
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Patola commented Mar 16, 2021

I was able to test it using the same setup as @frostworx, works flawlessly!

@jarrard
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jarrard commented Mar 16, 2021

I wonder if Mod Organzier 2 works with proton experimental, will have to give it a go. There has been common issues with its file system virtualisation.

@frostworx
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frostworx commented Mar 16, 2021

Wasn't MO2 discontinued in favor of Vortex?
(edit: yes it was - sorry wasn't sure)

@jarrard
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jarrard commented Mar 16, 2021

No its in full development still and picked up by a different team. I didn't like vortex as there is too much section switching and such, plus different way of displaying info and handling mods.

Latest: https://github.com/ModOrganizer2/modorganizer/releases

@frostworx
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frostworx commented Mar 17, 2021

Oh, good to know. Thanks for heads up and the url!
Edit: Just gave MO2 a (very quick) try using both the latest proton and wine-6.5, and it doesn't seem to work at all (probably this wine bug being the main reason)
Edit2: Looks like the issue was this regression. MO2 seems to work and lists my Wabbajack modlist.
For general modding I'll stick with Vortex which works better for me.

@wjyrf8aqz
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Does someone have a link to the recompiled version, maybe a git repo, not hosted on Google. Trying to avoid relentless hardware fingerprinting and tracking a bit more these days.

@rathel
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rathel commented Aug 27, 2021

Hello, I am still getting this:

SKSE64 runtime: initialize (version = 2.0.19 01050610 01D79AF8DE425EF9, os = 6.2 (9200)) imagebase = 0000000140000000 reloc mgr imagebase = 0000000140000000 couldn't allocate trampoline, no free space before image couldn't create codegen buffer. this is fatal. skipping remainder of init process.

Regardless of what proton version I select to use. Is this still a common problem or did I just screw things up somewhere?

@jarrard
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jarrard commented Aug 27, 2021

Hello, I am still getting this:

And your using this one?: https://drive.google.com/file/d/1I6tgvZDaSs2JPXkHdWJwuZVwzF0OSpzz/view

@lucifertdark
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The most recent version of Script extender 2.0.19 isn't working in Proton at all, make sure you're using 2.0.17, the one jarrad listed above my comment is the one that 100% works, SkyUI & every other mod that need skse will run just fine for now with that version, SkyUI complained about the version the first time I ran the game but after that it purrs along like a contented Tiger.

@rathel
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rathel commented Aug 27, 2021

Hello, I am still getting this:

And your using this one?: https://drive.google.com/file/d/1I6tgvZDaSs2JPXkHdWJwuZVwzF0OSpzz/view

Thanks, SKSE seems to load, It says (SKSE) now in the settings menu. Although I'm still unable to get SkyUI to load.

@jarrard
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jarrard commented Aug 28, 2021

You may need a specific version of SkyUI, there is also a older version that is sometimes recommended.

I remember having issues with it in the day even on windows; but as with all things, I forgot what I did to resolve the issue. I'm waiting for Decagear to arrive to use skyrimvr which I don't think uses SkyUI at all.

Also keep in mind there are other UI mods for skyrimSE now that may be better and more up to date.

I'd test a more obvious SKSE requiring mod to ensure it works correctly.

@lucifertdark
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Ah I knew there was something I'd forgotten, you'll need SkyUI 5.1 it's the previous version as well, apologies for my terrible memory.

@lucifertdark
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Good news, SKSE was recently updated to v2.00.20 & everything now works as it should, including SkyUI 5.2.

@chriku
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chriku commented Feb 15, 2024

#170 (comment) is recompiled and thus does not work with the new ESL plugin. I have solved this (for me) by hexediting the (proton offset) fix into the original dll, but this is not a good solution.

@qsniyg
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qsniyg commented Feb 15, 2024

@Kierek
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Kierek commented Sep 14, 2024

#170 (comment) is recompiled and thus does not work with the new ESL plugin. I have solved this (for me) by hexediting the (proton offset) fix into the original dll, but this is not a good solution.

Could you share how to apply this fix? I’m losing my mind trying to figure out why some mod lists work for me and others don’t. I saw your post, checked it out, and it just so happens that the ones that don’t work are those that use ESL.

@chriku
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chriku commented Sep 14, 2024

@Kierek I literally replaced the relevant branch in the script extender binary with the other path in the hex editor. unless you want me to share a skse binary which works in exactly the opposite cases (it will break horrible on normal windows and probably on new wine versions), it would be much easier to get @ianpatt to simply merge in the shared code from sse-skse and push the release button for the vr script extender.

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