Wine Tips

Out of memory errors

This seems to affect multiple games. For example, in Resident Evil Remaster you might see “ERR08: memory overrun”. For non-DRM games, you can try using the 4gb patch or equivalent “Large Address Awareness” patches. For DRM games (like found on Steam), you’ll need a patch/mod with specific support (i.e, this is the case for Fallout).

If you are willing to compile Wine from source, use this patch by Gabriel Corona that will enable LAA across the board.

New Vegas

If you are using the GOG version, it already comes prepatched with 4GB support.

  • Use a 32-bit prefix
  • Change the following settings via winetricks:
    • Set renderer to OpenGL
    • Set video card memory to your video card’s memory, obviously
    • Disable multisampling
  • Enable CSMT via winecfg
  • You can set the Windows version to 7, but probably won’t matter
  • Install via winetricks:
    • mfc42
    • d3dx9_36.dll
    • Physx
    • quartz
    • l3codecx (mp3)
    • xinput (required for a mod)
    • .NET 4.6.2 (required for Mod Organizer to work properly)
    • Steam. New Vegas requires steam activation, and mods will assume you have the Steam version. You only need Steam to be running in the background, but you can launch the game via Mod Organizer.
    • d3dcompiler_43 (if you are using ENB)
  • Set the following overrides via winecfg:
    • d3dx9_36 (native). Already done for you
    • quartz (native). Already done for you
    • winegstreamer (disabled). To prevent crashing
    • nvcuda (native, built-in). To allow Physx to work
    • gameoverlayrenderer (disabled). To prevent crashing. Already done if you installed Steam

If you enable the nvcuda override, you must install nvidia-driver-cuda-libs.i686.

That’s all you need to run the game. Anything else is your discretion though I wouldn’t install or change anything else unless you’re certain it’s related to crashing or performance.

If you are using ENB, make sure to patch the following executables for 4GB support:


Then launch nvse_loader.exe with the environment variable WINEDLLOVERRIDES="d3d9.dll=n,b".


I recommend using Mod Organizer as opposed to NMM or FOMM. I cannot get NMM to work and FOMM seems to be quite glitchy. Either way, MO will support mods targeted towards NMM or FOMM, and if that doesn’t work has a intuitive interface for manual installation. It’s still through the interface, so you are not polluting your game directory.

You need NVSE. Extract the contents to the same level as your game’s executable.

Then either use the 4GB loader, of which there are plenty around, or use this 4GB patch. Patch the game executable. It’ll automatically create a backup. You will know this is working if you stop receiving “out of memory” crashes.

Some necessary mods are:

  • New Vegas Anti Crash. It will prevent many crashes, but not all. Always check nvac.log to see the cause of the crash. If it’s something like u or m, there’s basically nothing that can be done about it. In other words, if you only see crashes of this nature, NVAC is doing its job.
  • New Vegas Stutter Remover. Do not use the heap replacer.

Mod Organizer

While .NET is not required to run MO itself, it is required for the scripted installers. Mods will not install properly if their scripted installers don’t run, even if you don’t “require” them.

Mod Organizer seems to be broken at the moment. See this wine bug report.

As a workaround, you can use A.J. Venter’s movfs4l script. Modify the variables to point to the correct directories, then run it with WINEPREFIX=... python Since Mod Organizer will pick up the symlinks (and display them as redundant unmanaged mods), you should run python UNVFS prior to opening Mod Organizer, then rerun the script without arguments after closing Mod Organizer.


If none of the mod organizers work, then you can use the much simpler Load Order Optimization Tool. You will need to install and uninstall mods manually, but LOOT will help organize your plugins.txt file. Note that this file is located in users/your_username/Local Settings/Application Data/FalloutNV/.

Lutana NVSE

Lutana has been merged into JIP.

This is a prerequisite of CASM. Even if you don’t use a controller, one of its script functions depends on xinput.dll. You need to install that via winetricks to prevent crashing. The error would look like:

err:seh:raise_exception Unhandled exception code c0000005 flags 0 addr 0x14b01645

.ini modifications

In order to disable mouse acceleration, place this in Fallout.ini:


If you are using the Archive Invalidation mod, also place this in Fallout.ini:

SArchiveList=Fallout - Voices1.bsa, Fallout - Sound.bsa, Fallout - Misc.bsa, ArchiveInvalidationInvalidated!.bsa, Fallout - Textures.bsa, Fallout - Textures2.bsa, Fallout - Meshes.bsa

In order to reduce stuttering when using ENB, modify enblocal.ini like so:


These options either should not be set to true (except in rare or for debugging cases) or are designed to reduce memory footprint at a significant cost to performance. ReservedMemorySizeMb should be a small value in multiples of 128 and VideoMemorySizeMb should be set to whatever the ENB VRam size tool gives you minus 170~. While this may not necessarily improve FPS, it will get rid of stuttering, particularly when turning or opening the pipboy. Finally, if you are having transparency issues (i.e, in Camp Golf) set FixTransparencyBugs=false.


If you are using GMDX (Deus Ex mod), you may need to edit /home/user/Documents/Deus Ex/System/GMDX.ini in order for it to work properly. Under [Core.System] replace all of the Paths entries with:

Paths=..\New Vision\Textures\*.utx

DirectX11 games

If you are having rendering issues in D3D11 games (such as black screens/textures), then you may need to use DXVK, a Vulkan-based D3D11 implementation. There are three ways of obtaining it. You can either use Winetricks, download the latest binary release or attempt to compile it.

DXVK will fail to compile for F29 until the MinGW headers are updated.

In order to compile it, you need to install the following dependencies:

dnf install mingw64-gcc mingw64-gcc-c++ mingw32-winpthreads-static mingw64-winpthreads-static meson glslang

It’s important that you install the static packages for pthreads or the compilation will fail. Then run (from the README):

# 64-bit build. For 32-bit builds, replace
# build-win64.txt with build-win32.txt
meson --cross-file build-win64.txt --prefix /your/dxvk/directory build.w64
cd build.w64
meson configure
# for an optimized release build:
meson configure -Dbuildtype=release
ninja install

But add -Denable_tests=true in order to build the demo programs. Finally, you need a copy of d3dcompiler_47.dll which you can get from the redist of certain programs, such as this one (or use winetricks).

When launching the program, use the following overrides:



If you use Steam, you can play games using Steam Play, which uses Proton. Proton incorporates both Wine and DXVK to allow you to play Windows games without doing any tinkering out of the box. However, if you don’t plan on building it from source, you need to install a Steam Play game first to obtain it.

Once that’s done, locate the Proton directory. It will look something like steam/steamapps/common/Proton 3.7, where steam is located in one of your Steam download libraries. You can directly invoke the Proton binary to use it for non-steam games. For example:

env PROTON_DUMP_DEBUG_COMMANDS=1 STEAM_COMPAT_DATA_PATH=$PATH_TO_STEAM_LIBRARY/steam/steamapps/compatdata/$APP_ID $PATH_TO_STEAM_LIBRARY/steam/steamapps/common/Proton\ 3.7/proton run "some_game.exe"

$APP_ID will be the value of whatever game you installed with Steam Play. For a performance boost, you should not disable ESYNC. This will require that you change your ulimit. If you cannot get that working, then set the PROTON_NO_ESYNC=1 environment variable.

The latest version of systemd has upped the hard limit to 524288, but the soft limit remains at 1024. However, when you start a game with Proton, the process should automatically up the soft limit as required. So you do not need to change anything. You can verify the ulimit of any process with prlimit --pidof=....
Compatibility data for each game will be different, so there is no guarantee that it will work for whatever particular non-steam game you are trying to play.