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

Installing via Wine

New Vegas works perfectly with Proton/Steam Play (except you may need to disable HDR/water reflections due to graphical glitches.) However, I’m preserving this section if for whatever reason you choose to use vanilla Wine.

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:


Alternatively, you can use the FNV 4GB Patcher. This should not only apply the 4gb patch, but allow you to launch the game through Steam. Note that since Steam runs the launcher, any changes you make to Fallout.ini can be overwritten. A workaround is to rename nvse_loader.exe to FalloutNVLauncher.exe.

Reportedly, making Fallout.ini read-only should work, but it doesn’t for me. YMMV.

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

When using ENB and Proton, you must install the DirectX9 DLL’s. Example:

env WINEPREFIX="/path/to/proton/pfx" winetricks d3dx9 d3dcompiler_43

Make sure to set d3d9.dll=n,b as above.


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.
  • New Vegas Tick Fix. A stripped down version of NVSR. Do not use the two together.

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.

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.

Another alternative is the FalloutNVLinuxLauncher. This script uses OverlayFS to merge mods and mount the result. The instructions are a little confusing, so these notes should be used in addition to the README.

Modify the script and set ROOTDIR to the parent directory of where you want the mounted directory and MERGERDIR to the name of the mounted directory. For example, if you’re using Steam:

MERGERDIR="$ROOTDIR/Fallout New Vegas"

All mods need to go into MODDATADIR instead of MODDIR. That is, the tree would look like:

├── data
│   ├── 0010 JIP LN NVSE
│   ├── 9999 Fallout New Vegas
│   └── 9999 Fallout New Vegas.order

This requires that you move and rename your game installation dir. The script will warn you about mixed-case files, but doesn’t rename them. As a result, things can break when mods do not get merged. Install prename, then run this from your mods folder:

find . -depth -execdir prename 'y/A-Z/a-z/' '{}' \;

Then launch the game with:

bash steam steam://rungameid/22380

The merged game files will be mounted in /path/to/steam/steamapps/common/Fallout New Vegas. After you close Steam, the merged directory will be unmounted. In order to test that it is actually working, install the JIP LN NVSE mod and type GetIsLAA in the console. You should get some output.

The script will also create a loadorder.txt file inside $MERGERDIR/data. However, FONV actually reads the esp and esm files to load from plugins.txt. Locate it, then create a symlink, i.e:

# The following path may be different on your system
cd /path/to/Local Settings/Application Data/FalloutNV
ln -s "/path/to/Fallout New Vegas/data/loadorder.txt" plugins.txt


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. The wine-dxvk package is also available.

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.

Proton can either be obtained by installing a Steam Play enabled game or standalone in the Tools section. In the library pane, select the Games dropdown and change it to Tools. Then scroll down until you find Proton.

Installing the standalone version of Proton.

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 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.

You can have Proton generate a prefix for you. Create a directory, touch the pfx.lock file then point STEAM_COMPAT_DATA_PATH to it. The prefix will be generated in pfx.

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=....
compatdata/$APP_ID/pfx is the Wine prefix for each game and you can interact with it just like any other Wine prefix:
env WINEPREFIX="/path/to/$APP_ID/pfx" winecfg

If you use Proton, omit the pfx suffix:

env STEAM_COMPAT_DATA_PATH="/path/to/$APP_ID" proton run # ...