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Do not forget to restart your PC before installing, though
Do you have an issue with a mod or toolkit? Those are different things.
Issues with mods usually are easily resolved by manually deleting them.
Toolkit issues might be more difficult.
Either should have a PC restart .
Might be best if you share a DxDiag report. Then you could look into it. Though if you have trouble starting it might be an installation issue from the very start. There is however an unlikely issue with exporting mods due to Windows user letters. But only a DxDiag report can tell for sure.
The Toolkit doesn't work on Linux by default, but there's a thread supposedly explaining how you can get it to work. I say "supposedly" because I only skimmed it, since I don't use Linux for gaming, but I think I remember some people reporting success.
Here: https://steamcommunity.com/app/1086940/discussions/0/4758704179140536338/
Awesome, Thank you. I just wrote this on that thread:
"Okay, so theoretically if you're running all of your core anchor files or even the complete tasks through a loader would work and I have done this with bg3 and vortex in the past. Now dropping a symlink is interesting and please keep us updated with that!
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This thread is someone who "Supposedly" got it to work on their Deck.. but then when they put the paths and threads for others, they didn't work at all and the last update was "Ohh did I put the wrong paths?" -- So do what thout wilt,
here's the thread: https://www.reddit.com/r/linux_gaming/comments/1fedxha/trying_to_get_the_bg3_toolkit_working_on_my_steam/
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Now I, am close to getting it, (fingers crossed lol). I personally have gotten it to open in game mode on the deck, as an expirement. But then it crashed. I do feel like I have the fix for that though.** - However, on my pc, I am running Fedora 40 KDE. Allready that's not the best time when trying to run games. BUUT, lol I completely updated it, (with no crash this time--woo way to go KDE!, lmao) Along with starting from updating all my steam packages and runtimes and a complete scratch, brand new version of wine with updated configs. I am going to try a few different things here. I will keep ya'll updated and posted on what FOR SURE, works and the simplest way preferably lol.
**(I have Boiler, Lutris, wine/tricks/fixes, in game mode along with windows runtime so that's easy if I have that stop being overwritten by wine and get wine uninstalled off there using boiler and import the newest versions and packages for q4wine/tricks/fixes.)"
at Grim.GrimWrapperCPPPINVOKE.SWIGExceptionHelper.SWIGRegisterExceptionCallbacks_GrimWrapperCPP(ExceptionDelegate applicationDelegate, ExceptionDelegate arithmeticDelegate, ExceptionDelegate divideByZeroDelegate, ExceptionDelegate indexOutOfRangeDelegate, ExceptionDelegate invalidCastDelegate, ExceptionDelegate invalidOperationDelegate, ExceptionDelegate ioDelegate, ExceptionDelegate nullReferenceDelegate, ExceptionDelegate outOfMemoryDelegate, ExceptionDelegate overflowDelegate, ExceptionDelegate systemExceptionDelegate)
at Grim.GrimWrapperCPPPINVOKE.SWIGExceptionHelper..cctor()
--- End of inner exception stack trace ---
at Grim.GrimWrapperCPPPINVOKE.SWIGExceptionHelper..ctor()
at Grim.GrimWrapperCPPPINVOKE..cctor()
--- End of inner exception stack trace ---
at Grim.GrimWrapperCPPPINVOKE.ImageFactory_Create(IntPtr& jarg1)
at Grim.ImageFactory.Create(IImage& image)
at GrBuildLib.Tools.NixelTools.CheckDlls()
--- End of inner exception stack trace ---
at GrBuildLib.GrBuildLibInterface.InitializeGrBuild()
at GrBuildLib.ProjectBuilder.Initialize()
at LSVirtualTextureImport.Models.PlatformVirtualTextureSerializer.Save(IConvertedVirtualTexture data, Path path, String filename)
at LSImport.Base.PlatformFileUtility.Save[T](T processedData, IPlatformSerializer`1 platformSerializer, IVersionControlWrapper versionControl, Path platformSpecificFilePath)
at LSFrameworkUI.Importer.VirtualTexture.VirtualTextureConverter.<>c__DisplayClass29_3.<ConvertAsync>b__11()
at System.Threading.Tasks.Task`1.InnerInvoke()
at System.Threading.Tasks.Task.Execute()
--- End of stack trace from previous location where exception was thrown ---
at System.Runtime.ExceptionServices.ExceptionDispatchInfo.Throw()
at LSFrameworkUI.Importer.VirtualTexture.VirtualTextureConverter.<ConvertAsync>d__29.MoveNext()