WineHQ
Category: Main Games Fallout 4 Steam

Fallout 4

Application Details:

Version: Steam
License: Retail
URL: https://www.fallout4.com/
Votes: 21
Latest Rating: Silver
Latest Wine Version Tested: 2.21-staging

Maintainers: About Maintainership

Free Download Steam Store

Test Results

Selected Test Results

What works

I think everything in wine64 prefix, and suprisingly enough the game has decent performance with my hardware cpu:fx 8300 gpu: r7 240

What does not

The game does not launch from the launcher (just launch it from fallout4.exe)

Exiting from in-game to desktop crashes wine (not serious)

Mouse bug and no audio, but there are workarounds.

Workarounds

I installed xact to make audio work. Enabled csmt from winecfg,installed d3d_43 compiler&dxfull setup and disabled godrays from the launcher options to make the game launch.

Now for the mousebug: 

Edit [Fallout4_Default.ini] (located in game folder) and [Fallout4.ini,Fallout4Custom.ini,Fallout4Prefs.ini] (located in --->my documents--->my games--->fallout4) and add bBackgroundMouse=1 so that the "controls section" in all of the .ini files looks like this:

[Controls]
bBackgroundMouse=1


What was not tested

Long-term gameplay.

Hardware tested

Graphics:

  • GPU: AMD
  • Driver: open source

Additional Comments

If you are using xfce4 disable the desktop compositor before launching the game, otherwise the game will run in slow motion, at least that's the case with my gpu and my setup.

selected in Test Results table below
Operating systemTest dateWine versionInstalls?Runs?Used
Workaround?
RatingSubmitter
CurrentArch Linux x86_64Dec 11 20172.21-stagingYes Yes YesSilversiyia 
ShowArch Linux x86_64Nov 23 20172.21-stagingYes Yes YesSilverNickolay 
ShowArch Linux x86_64Oct 24 20172.19-stagingYes Yes YesSilverClock 
ShowFedora 25 x86_64Oct 11 20172.18Yes Yes YesGarbageAlexander Richards 
ShowUbuntu 16.04 "Xenial" amd64 (+ variants like Kubuntu)Oct 02 20172.18-stagingYes Yes YesSilverMork 

Known Bugs

Bug # Description Status Resolution Other apps affected
38648 Multiple games and applications need support for Mesa OpenGL >= 3.2 core profiles, Shader Model 4, GLSL 1.50 (Microsoft Office 2013 installer, .NET/XNA games) NEW View
40976 Multiple games needs d3d11_device_CreateTexture1D implementation STAGED View
41271 Fallout 4 - Audio issues (no sounds, hangs when playing intro video) UNCONFIRMED View
42631 Mouse input cause camera drift or jump in Fallout 4 and Unity-engine games ( fixed in Unity-engine games, have walkaround in Fallout4 ) UNCONFIRMED View

Show all bugs

HowTo / Notes

Installation

To run the game at DirectX 9 level, you can use the dxcpl.exe tool to translate DX11 to DX9.

Comments

The following comments are owned by whoever posted them. WineHQ is not responsible for what they say.

AUR package with Thomas patch
by Nickolay on Thursday November 30th 2017, 1:37
To solve the LOD thing here is PKGBUILD fir WINED3D_SV_CLIP_DISTANCE patch by Thomas (bugs.winehq.org/show_bug.cgi?id=43932)
aur.archlinux.org/packages/wine-staging-fallout4-git/
RE: AUR package with Thomas patch
by Jack Gogvail on Saturday December 2nd 2017, 23:08
The link you posed is broken. Can you please update it. Cheers.
RE: AUR package with Thomas patch
by Nickolay on Sunday December 3rd 2017, 16:18
Link works for me.
Anyway you should be able to just installing wine-staging-fallout4-git with any AUR helper of your choice
RE: AUR package with Thomas patch
by Nickolay on Monday December 4th 2017, 1:55
Oh wait, you've meant the bug link
bugs.winehq.org/show_bug.cgi?id=43932
RE: AUR package with Thomas patch
by Jack Gogvail on Monday December 4th 2017, 19:33
Yeah, sorry I dident realise it was including the brackets as part of the link. The link itself was actually fine.

Unfortunately installing it via makepkg -i, with dx9-11 installed & xact on a 64 bit prefix doesnt fix the game for me. After the "launcher" I still only get a black screen.
RE: AUR package with Thomas patch
by Nickolay on Tuesday December 5th 2017, 0:25
You still have to apply all the other fixes, as this only fixes a bug with LOD rendering. So you also have to put "sStartingConsoleCommand=gr off" in Fallout.INI, set winegstreamer library to "disable" and fix potential mouse issues as suggested here appdb.winehq.org/objectManager.php?sClass=version&iId=32863&iTestingId=100125
RE: AUR package with Thomas patch
by Jack Gogvail on Wednesday December 6th 2017, 1:01
Nope, Still getting a black screen, Im dead in the water. I have disabled godrays and gstreamer.

by Dawei on Wednesday October 25th 2017, 21:45

by Dawei on Wednesday October 25th 2017, 21:41
Use winetricks install xact to walkaround audio issue.

Follow this guide to walkaround mouse issue:
appdb.winehq.org/objectManager.php?sClass=version&iId=32863

I have played 5 minutes, and i think the game is nearly perfect besides "Low Detail Exterior LOD Meshes are Rendered Inside Interior Cell" bug. (wine2.19-staging)
RE:
by Clock on Thursday October 26th 2017, 1:13
xact doesn't work for everybody, some people could play fallout 4 without recompiling wine, but for me it never worked without audio patch.
RE:
by Dawei on Thursday October 26th 2017, 19:56
I use winehq built binary package, it works for me (fedora) since wine2.7-staging.
Is intro movie causing trouble like previous beth games?
Is this relate to missing codecs?
Maybe install gstreamer{,1}-plugins-{base,good,ugly}.{x86_64,i686} can solve this problem?
Maybe install K-Lite Codec Pack into wineprefix can solve this problem?
RE:
by Clock on Friday October 27th 2017, 3:32
I've tried any combinations of codecs, enabled/disabled libraries, 32 and 64 bit libraries (mpg123, gstreamer with all plugins, etc), nothing worked. Also tried changing intro videos (like removing files at all). I think the problem is not codec-related. In bug report (from audio hack link) it appears to be explained why that happens.
RE:
by Dawei on Sunday October 29th 2017, 23:44
The problem i encounter relate to sound are:
1. Skip intro movie or not, get stuck at character creation time, seems sound system is not loaded or stucked
2. While playing, sound stopped playing, like sound system sudden get offline, i suspect this may relate to f4se
3. In settings menu, game will take some time to "detect" audio device
Restart game will fix problem 1 and 2.
RE: Black Screen
by Booman on Saturday November 4th 2017, 19:32
I've been testing Fallout 4 with Wine 2.19-staging and experience the same as everyone above.

I tried everything mentioned and nothing works... just a black screen.

disabling gstreamer, god rays, and audio doesn't work for me.
Maybe I'm doing it in the wrong order or something, but can't seem to make it work.

I hope someone can do a step-by-step cause I'm out of options.
RE: Black Screen
by Zootal on Saturday November 4th 2017, 20:19
I decided to revisit this today, and I'm stuck at the exact same spot. No matter what I do, I get a black screen at startup, and there it sits. Dead.

Slackware 14.2 64 bit
Wine 2.19-staging also tried 2.20, with dsound patch.
Godrays off
Graphics on lowest setting

I had this working a while ago, but I have no idea what I did to make it work. Today, it is black screen city, dead in the water.
RE: Black Screen
by Thomas on Sunday November 5th 2017, 18:41
maybe add delay to the dsound patch. It's still a hack so maybe timing isn't right for your system.
RE: Black Screen
by Zootal on Monday November 6th 2017, 9:21
That was the first thing I did. I might increase the delay, it looks like it's only a tenth of a second, maybe that isn't enough on some systems?
RE: Black Screen
by Zootal on Thursday November 9th 2017, 19:09
I increased the delay to two seconds. Tried non-staging wine. Tried wine-staging. Tried bEnableAudio=0. Tried 64 bit prefix. Tried 32 bit prefix. No matter what I do, it loads to black screen. I get this in console:

wine: Unhandled exception 0x80000003 in thread 93 at address 0x106979ab (thread 0093), starting debugger...

And it just sits there. I'm kinda stumped....
RE: Black Screen
by Zootal on Thursday November 9th 2017, 20:28
TAADAAA!!! The patch wasn't applied correctly. DOH! I did the patch right and now it works. What an amazing thing LOL...
RE: Black Screen
by Booman on Friday November 10th 2017, 6:20
I have never patched Wine before, so I'm not exactly sure how to this in order to make Fallout 4 work?
RE: Black Screen
by Zootal on Friday November 10th 2017, 12:21
You have to compile wine from source, which is super easy if you are familiar with the process of compiling programs from source on Linux. Try this script if you are brave, this is how I do it. This assumes you have a working multilib installed, and that your 32 bit libs are kept in /usr/lib. I run this on Slackware 14.2 with Alien Bob's multilib, and it works perfectly. Note that this does NOT install wine, nor is it intended to. It builds it only, and you have to run wine from the build directory. This is how this is designed to work, you can not do make-install (well you can if you know what you are doing, but I'm not going to go into that). I've been doing it this way for a long time, and it works great. Sorry for the lack of comments. Each line is pretty self explanatory, so you should be able to figure out what it is doing.

WARNING - the two make commands, "make -j16" assume you actually have 16 cores (I do). If you have fewer cores, replace the number 16 with the number of cores you actually have available.

#!/bin/sh
# This is a quick and dirty script that will download wine 2.20, wine-staging 2.20, and a dsound patch for wine
# It will extract files, apply the patches, and build wine 64 bit
# You MUST have a working multilib or this will NOT work

mkdir /usr/local/src/wine
cd /usr/local/src/wine
wget dl.winehq.org/wine/source/2.x/wine-2.20.tar.xz
wget github.com/wine-compholio/wine-staging/archive/v2.20.tar.gz
tar -xf wine-2.20.tar.xz
tar -xf v2.20.tar.gz
mkdir wine32-build
mkdir wine64-build
cd wine-staging-2.20/patches
sh ./patchinstall.sh DESTDIR=/usr/local/src/wine/wine-2.20 --all

cd /usr/local/src/wine
wget bugs.winehq.org/attachment.cgi?id=56250 -O /usr/local/src/wine/winepatch
patch /usr/local/src/wine/wine-2.20/dlls/dsound/dsound.c < winepatch

cd /usr/local/src/wine/wine64-build/
../wine-2.20/configure --enable-win64
make -j16

cd /usr/local/src/wine/wine32-build/
PKG_CONFIG_PATH=/usr/lib ../wine-2.20/configure --with-wine64=../wine64-build
make -j16

At this point you should have a working 64 bit wine-staging 2.20.

To run wine: The following assumes that your user prefix is .wine64, and you keep steam in /home/steam/steam.exe. Adjust accordingly. First run winecfg:

env WINEPREFIX="/home//.wine64" /usr/local/src/wine/wine64-build/wine winecfg

I go into the staging tag and select "Enable CSMT...". I think someone said you need set it to run in a Virtual Desktop, so I go to the Graphics tab and select "Automatically capture the mouser..." and also "Emulate a virtual desktop". Set your desktop size, I use 1912 x 1032.

I have Steam set to run from f:\steam, so I also go into the drives tab and set the drive f:\ to point to the directory above where my steam is installed. You don't need to do this unless you have steam installed gosh-knows-where...when I was using windows, I kept steam in f:\steam, and now that I'm on Linux, I still keep it there. Old habits die hard...

Now run Steam:
env WINEPREFIX="/home//.wine64" /usr/local/src/wine/wine64-build/wine /home/steam/steam.exe &

If anyone does this, please comment on whether it worked or not, and what did or did not work. YMMV: This is what I do, it works for me.

Fallout 4 seems to default to a small window. I had to modify the ini file to force it to full screen. If you are really brave, modify these lines in Fallout4Prefs.ini, found in your My Games/Fallout4/ directory:

bFull Screen=1
iSize H=1032
iSize W=1912
RE: Black Screen
by Zootal on Friday November 10th 2017, 12:24
it seems the path to the user directory was stripped out when I made this post. So, assume your user name is joe, and your wine prefix is .wine64. This is how you would run steam with wine:

env WINEPREFIX="/home/joe/.wine64" /usr/local/src/wine/wine64-build/wine /home/steam/steam.exe
Low Detail Exterior LOD Meshes are Rendered Inside Interior Cell
by Thomas on Tuesday October 24th 2017, 15:25
Hi,

I experienced a problem while playing FO4 with wine (2.18 dsound-sleep-patched). Outside low detail meshes are rendered inside. So they are not properly clipped and also show an offset (if you compare wall locations). For example following two screenshots show the Lexington Super Duper Mart low detail mesh getting rendered (unclipped) inside the thing itself.
i.imgur.com/XekBbnF.jpg
i.imgur.com/rF4GOeA.jpg
I have found some evidence of the engine screwing up when it should unload mesh meant for far distant LOD while in close proximity. Strangly these few reports where speaking problems while being in "exterior" cell, which I've not yet encoutered, and I couldn't find a single report for interior cell yet.

Maybe this bug is about clipping the mesh, rendering transparency on the mesh, proper positioning of the mesh or something totally different. I dunno, but it's a real show stopper for me.

Did anyone of you also see this problem? Please also leave a comment if the Lexington Super Duper Mart interior cell doesn't show this bugged behavior for you!

Thanks,
Thomas (using AMD R9 280X with Mesa 17.2)
RE: Low Detail Exterior LOD Meshes are Rendered Inside Interior Cell
by me. on Wednesday October 25th 2017, 8:53
I get a similar looking dotted texture in the museum at the (almost) very beginning. There, it's cutting off the bottom half of the screen most of the time and is all over the place the rest of the time (GTX 970, nvidia 387, mesa 17.2.2).

In addition to that, there are phantom walls in that place that look like they could be lowres / distorted / scaled up versions of that very museums outside facade + windows. Didn't see any other houses nearby with a similar colour scheme... Since the museums own facade can't really be visible from inside, I don't see how it would make sense that those textures should get loaded in that scene at all. But they are there even if I restart the game while already inside the museum. Also, all of those glitch-meshes seem to be consistently in the same places.

imgur.com/a/v91oI

Didn't play any further, so no idea about that "Lexington" place.
RE: Low Detail Exterior LOD Meshes are Rendered Inside Interior Cell
by Thomas on Wednesday October 25th 2017, 13:44
Yeah, looked the same way for me at the museum place. Should have mentioned that first instead of the far away place ;)
RE: Low Detail Exterior LOD Meshes are Rendered Inside Interior Cell
by Thomas on Thursday October 26th 2017, 6:50
As a workaround you might use the console to disable low detail LOD meshes inside buildings with the "tll" or "ToggleLODLand" command.
RE: Low Detail Exterior LOD Meshes are Rendered Inside Interior Cell
by Thomas on Sunday November 5th 2017, 18:44
I've posted a proof of concept patch to fix this bug here: bugs.winehq.org/show_bug.cgi?id=43932#c9
Mouse issues
by Quimby on Saturday October 7th 2017, 11:22
I haven't tried this yet - I plan to when I find the time - but I did come across this youtube video that doesn't have the mouse issue. It seems the fix for this is simply moving the game to another virtual desktop. Wanted to put a quick comment in here in case this helps anyone else who sees that as the only problem with the game being playable currently.

www.youtube.com/watch?v=Mmd_LKquk2A

by Zootal on Friday October 6th 2017, 18:06
I have the same problem with the mouse. Sadly, it renders the game unplayable. It jumps and is erratic, and is a game breaker at this time.
Mouse bug
by Mork on Wednesday October 4th 2017, 7:59
After the rendering works pretty good (still have an issue inside the museum, where it renders a building within the building), the new problem for me is the mouse.
It's jumping around like crazy, also, when you use the mouse wheel, it will shift the camera view for unknown reasons.
This video show what the issue looks like: www.youtube.com/watch?v=3zAkEMoh5BI

So far I've tried to play with
* Registry value for warping
* hacked the mouse.c to read the raw mouse data
* recompile with --ignore-xinput2
* tried every possible combination within winecfg regarding the window manager and capturing mouse in fullscreen
* lowered gfx settings
* Alt-tabbing out of game and back to game
* Windowed, windowed+borderless, fullscreen

The linked bug #42631 seems not to relate to this game, a new one is appropriate, I think.
It's possible that this bug does not appear in every distribution of linux and/or window manager - I'm using Xubuntu, not sure about the window manager unfortunately.

I'll try to modify the mouse.c file to dump the mouse coordinates and try to find a pattern, will follow up on this.

Any idea is very welcome. :)
RE: Mouse bug
by Mork on Wednesday October 4th 2017, 15:37
Not sure if this is relevant, but when tracing the cursor (WINEDEBUG=-all,+dinput,+cursor) I find this part strange:

trace:cursor:X11DRV_RawMotion pos 43,7 (event 43.000000,7.000000)
trace:cursor:X11DRV_MotionNotify hwnd (nil)/6400003 pos 1002,546 is_hint 0 serial 3425
trace:cursor:X11DRV_MotionNotify pos 1002,546 old serial 3425, ignoring
trace:cursor:X11DRV_RawMotion pos 43,7 (event 43.000000,7.000000)
trace:cursor:X11DRV_MotionNotify hwnd (nil)/6400003 pos 1045,553 is_hint 0 serial 3425
trace:cursor:X11DRV_MotionNotify pos 1045,553 old serial 3425, ignoring
trace:cursor:X11DRV_RawMotion pos 41,7 (event 41.000000,7.000000)
trace:cursor:X11DRV_MotionNotify hwnd (nil)/6400003 pos 1086,560 is_hint 0 serial 3425
trace:cursor:X11DRV_MotionNotify pos 1086,560 old serial 3425, ignoring
trace:cursor:X11DRV_MotionNotify hwnd (nil)/6400003 pos 639,359 is_hint 0 serial 3426
trace:cursor:X11DRV_MotionNotify pos 639,359 old serial 3426, ignoring

trace:cursor:ClipCursor Clipping to (0,0)-(1280,720)
trace:cursor:clip_fullscreen_window win 0x400e2 clipping fullscreen
trace:cursor:grab_clipping_window clipping to (0,0)-(1280,720) win 6400003 | clip_rect: (320,180)-(960,540)
trace:cursor:clip_cursor_notify clip hwnd changed from 0x10974 to 0x10976
trace:cursor:ClipCursor Clipping to (320,180)-(960,540)
trace:cursor:grab_clipping_window clipping to (320,180)-(960,540) win 6400003 | clip_rect: (0,0)-(1280,720)
trace:cursor:grab_clipping_window Clip window shrinked
trace:cursor:clip_cursor_notify clip hwnd changed from 0x10976 to 0x10978

trace:cursor:X11DRV_RawMotion pos 43,7 (event 43.000000,7.000000)
trace:cursor:X11DRV_MotionNotify hwnd (nil)/6400003 pos 1002,546 is_hint 0 serial 3431
trace:cursor:X11DRV_MotionNotify pos 1002,546 old serial 3431, ignoring
trace:cursor:X11DRV_RawMotion pos 41,5 (event 41.000000,5.000000)
trace:cursor:X11DRV_MotionNotify hwnd (nil)/6400003 pos 1043,551 is_hint 0 serial 3431
trace:cursor:X11DRV_MotionNotify pos 1043,551 old serial 3431, ignoring
trace:cursor:X11DRV_RawMotion pos 39,5 (event 39.000000,5.000000)
trace:cursor:X11DRV_MotionNotify hwnd (nil)/6400003 pos 1082,556 is_hint 0 serial 3431
trace:cursor:X11DRV_MotionNotify pos 1082,556 old serial 3431, ignoring
trace:cursor:X11DRV_MotionNotify hwnd (nil)/6400003 pos 639,359 is_hint 0 serial 3432
trace:cursor:X11DRV_MotionNotify pos 639,359 old serial 3432, ignoring

It first clips with the correct window size, then it does another clipping, but with a different window size.
"trace:cursor:grab_clipping_window Clip window shrinked" is an added debug output by me, as well as " | clip_rect: (X,Y)-(X2,Y2)".
Also, not sure why the clip window changes all the time.
RE: Mouse bug
by Mork on Wednesday October 4th 2017, 16:55
As a follow-up, in the last lines I think you can see the jump:

trace:cursor:X11DRV_MotionNotify hwnd (nil)/6400003 pos 1082,556 is_hint 0 serial 3431
trace:cursor:X11DRV_MotionNotify pos 1082,556 old serial 3431, ignoring
trace:cursor:X11DRV_MotionNotify hwnd (nil)/6400003 pos 639,359 is_hint 0 serial 3432
trace:cursor:X11DRV_MotionNotify pos 639,359 old serial 3432, ignoring

It does a _big_ jump from pos 1082 to 639 on the x-axis (was turning left). The prior position changes were rather minor.
I see this pattern all over my logs.

Here is another bit from a different log, this time with event logging enabled (WINEDEBUG=-all,+event,+cursor):

trace:event:call_event_handler 4449 GenericEvent for hwnd/window (nil)/100000083
trace:event:call_event_handler 4449 GenericEvent for hwnd/window (nil)/1100000083
trace:cursor:X11DRV_RawMotion pos -29,0 (event -29.000000,0.000000)
trace:event:call_event_handler 4449 MotionNotify for hwnd/window (nil)/6e00003
trace:cursor:X11DRV_MotionNotify hwnd (nil)/6e00003 pos 291,208 is_hint 0 serial 4449
trace:cursor:X11DRV_MotionNotify pos 291,208 old serial 4449, ignoring
trace:event:call_event_handler 4449 GenericEvent for hwnd/window (nil)/1100000083
trace:cursor:X11DRV_RawMotion pos -29,-3 (event -29.000000,-3.000000)
trace:event:call_event_handler 4449 MotionNotify for hwnd/window (nil)/6e00003
trace:cursor:X11DRV_MotionNotify hwnd (nil)/6e00003 pos 262,205 is_hint 0 serial 4449
trace:cursor:X11DRV_MotionNotify pos 262,205 old serial 4449, ignoring
trace:event:call_event_handler 4449 GenericEvent for hwnd/window (nil)/1100000083
trace:cursor:X11DRV_RawMotion pos -29,0 (event -29.000000,0.000000)
trace:event:call_event_handler 4449 MotionNotify for hwnd/window (nil)/6e00003
trace:cursor:X11DRV_MotionNotify hwnd (nil)/6e00003 pos 233,205 is_hint 0 serial 4449
trace:cursor:X11DRV_MotionNotify pos 233,205 old serial 4449, ignoring
trace:event:call_event_handler 4449 GenericEvent for hwnd/window (nil)/1100000083
trace:cursor:X11DRV_RawMotion pos -25,0 (event -25.000000,0.000000)
trace:event:call_event_handler 4449 MotionNotify for hwnd/window (nil)/6e00003
trace:cursor:X11DRV_MotionNotify hwnd (nil)/6e00003 pos 208,205 is_hint 0 serial 4449
trace:cursor:X11DRV_MotionNotify pos 208,205 old serial 4449, ignoring
trace:event:call_event_handler 4449 GenericEvent for hwnd/window (nil)/1100000083
trace:cursor:X11DRV_RawMotion pos -25,0 (event -25.000000,0.000000)
trace:event:call_event_handler 4449 MotionNotify for hwnd/window (nil)/6e00003
trace:cursor:X11DRV_MotionNotify hwnd (nil)/6e00003 pos 183,205 is_hint 0 serial 4449
trace:cursor:X11DRV_MotionNotify pos 183,205 old serial 4449, ignoring
trace:event:call_event_handler 4450 ConfigureNotify for hwnd/window (nil)/6e00003
trace:event:call_event_handler 4450 MotionNotify for hwnd/window (nil)/6e00003
trace:cursor:X11DRV_MotionNotify hwnd (nil)/6e00003 pos 0,25 is_hint 0 serial 4450
trace:cursor:X11DRV_MotionNotify pos 0,25 old serial 4450, ignoring
trace:event:process_events processed 13 events, returning 1
[...clipping follows...]

In the last 4 lines there is again a rather big jump on the x-axis: from 183 to 0.
Prior to the jump there is a ConfigureNotify, which isn't there in the previous lines. Also the event id changed from 4449 to 4450.
If that does mean something, I unfortunately don't know. But maybe with some more knowledge can dig into this and use it as a starting point?
RE: Mouse bug
by Munk on Wednesday October 4th 2017, 18:01
These logs would probably be more useful in a bug report, perhaps 42631
RE: Mouse bug
by Munk on Wednesday October 4th 2017, 16:24
Judging from the video, I'm having exactly the same issue.

I'm using Mint 18.2 with Cinnamon 3.4.6 on x86_64 Linux 4.11.8-041108-generic.
I'm running a GeForce GTX 970 with driver 381.22.
I'm running 2x monitors, both 1920x1080 configured horizontally to each other.
RE: Mouse bug
by Thomas on Monday October 23rd 2017, 7:27
Hi, I found a workaround for the mouse issue by setting "bBackgroundMouse=1" in the controls section of "Fallout4.ini". I was inspired by the this link: wiki.step-project.com/Guide:Skyrim_INI/Controls#bBackgroundMouse
I also have "Automatically capture the mouse in full-screen windows" (and "Emulate virtual desktop", if that matters) enabled in wine configuration. No jumping camera anymore. Good luck with this tip.
RE: Mouse bug
by Thomas on Monday October 23rd 2017, 7:57
youtu.be/7ePwWBtVtAM
Movement without the camera jumping around.
RE: Mouse bug
by Clock on Tuesday October 24th 2017, 21:50
I can confirm that this works (after trying everything and giving up). Huge thanks to you, sir. I think this tip along with information about audio patch should be filled as a new test result for fallout 4, so people would have instructions how to run it.

by Zootal on Sunday June 4th 2017, 13:17
Same here. No matter what I do, all I get is a black screen.

by bobmarlex on Friday May 5th 2017, 13:14
thx a lot for monitoring.
A very good example how hard it is getting the particle streams to work right now.
Please lshw or hwinfo your rig.
RE:
by Munk on Sunday May 7th 2017, 3:22
I'm not sure if this was directed at me, but my specs can be found in the description of the video.

I'll link most of the lshw info here: hastebin.com/equwupegap.txt
Fallout 4 + Wine2.7-Staging Test Video
by Munk on Tuesday May 2nd 2017, 11:19
Here's the current state of this game in Wine2.7-Staging (at least for me): www.youtube.com/watch?v=uR9J3hbHZt0

This is not meant as instructional, just informational. I can't offer much help getting to this point other than showing the settings I'm using and the results I'm getting
RE: Fallout 4 + Wine2.7-Staging Test Video
by Phobeus on Saturday May 13th 2017, 16:21
Any additional stuff you might have setup? Whatever I am doing, I am not able to get it running under 2.7 as it just goes into black screen and nothing anymore happens. Any DLLs set native?
RE: Fallout 4 + Wine2.7-Staging Test Video
by Munk on Sunday May 14th 2017, 10:18
I have no DLL overrides set. If I were you I'd try deleting the ~/Documents/My Games folder and starting fresh
RE: Fallout 4 + Wine2.7-Staging Test Video
by Munk on Sunday May 14th 2017, 10:20
Er, meant the ~/Documents/My Games/Fallout4 folder
RE: Fallout 4 + Wine2.7-Staging Test Video
by Zootal on Sunday June 4th 2017, 13:18
Same here. No matter what I do, all I get is a black screen. I've tried different version of wine staging, all do the same.
screenshot fixed
by Pedro Paulo Farias Veras on Wednesday April 19th 2017, 9:55
fallout 4 wine
by Pedro Paulo Farias Veras on Wednesday April 19th 2017, 9:13
The game's now working on wine, but for now you will play like this:
i.imgur.com/undefined.png
RE: fallout 4 wine
by Mork on Wednesday April 19th 2017, 11:39
"Is now working" is not very helpful, sorry. :) It was kind-of working for some in the past already, but others, amongst them me, we're unable to reproduce it.

I _once_ made it to run in the smallest, windowed resolution after trying over and over again, trying everything I could think of (got the same black graphics than you do). It never worked again after that.

I managed to get to the menu screen for some time, bypassing the audio problem with the intro, but the patch I've used for that seized work, so right now I can't even bypass the intro video - black screen.

It would be very helpful to know what your setup is for Fallout 4. Which additional libraries installed, if any? Which overrides? Which windows version set? CMST enabled? Which Wine version anyway? Patched? And which kind of linux? Things... :)

Thank you!
mork
RE: fallout 4 wine
by heimdal on Saturday April 22nd 2017, 13:33
I can tell how I made it work for me.

System:
OS: openSUSE Tumbleweed
WINE: wine-2.6 (Staging)
GRAPHICS: Gallium 0.4 on AMD TONGA (DRM 3.9.0 / 4.10.9-1-default, LLVM 5.0.0) / OpenGL 4.5 (Core Profile) Mesa 17.2.0-devel (git-d1608d6982)

Since I'm using the open source driver stack I had to fix the black screen issue by forcing wine to use the Mesa OpenGL core profile. To do that you have to add a registry key entry -> HKEY_CURRENT_USER/Software/Wine/Direct3D/MaxVersionGL (dword value =30002)
I also added the key for video memory size (not sure if really required)
(see also: wiki.winehq.org/Useful_Registry_Keys)

Video playback for intro/main menu/etc has worked with that since wine 2.2-staging. Gameplay works since 2.6 staging and Mesa 17.2. I assume that it was the wine progress that was essential.

I'm still seeing the black faces and other graphical glitches, though. Also the controls are jumpy (sporadically flicking around on the smallest movement of the mouse) so that I wouldn'd really consider the game playable yet. Maybe somebody has a tip how to fix that?

Hope it helps :-)
RE: fallout 4 wine
by bobmarlex on Sunday April 30th 2017, 17:52
thx for description.
Using 2.7 staging and don t even get the installer to work right now.
played too much with the origin ~/.wine ...
Managed to get into a clean 32bit env using

WINEARCH=win32 WINEPREFIX=~/prefix32 winecfg

..now prefix32 is my directory!
RE: fallout 4 wine
by Mork on Wednesday May 24th 2017, 11:28
Note that you need a 64bit prefix, it won't work in a 32bit prefix. At least it should not.

What I do for all of my applications: Go to a folder where I want the prefix to be (as a subfolder).
WINEARCH=win64 WINEPREFIX=/media/volume/my_prefix_collection/fallout4_64 winecfg

It will create the new prefix "fallout_64" in "/media/volume/my_prefix_collection"

When I need to start the app:
WINEARCH=win64 WINEPREFIX=/media/volume/my_prefix_collection/fallout4_64 wine64 /media/volume/my_prefix_collection/fallout4_64/drive_c/Program[...]/Fallout 4/Fallout4.exe

Obviously I create shortcuts for these, when I need the app regularly.

I stopped messing with my default prefix, because its so easy to mess it up when trying to make stuff work. Better have one for each app, than to kill a working app by trying to make another one work in the same prefix.


As for the black screen, I think Kimmo Myllyvirta was spot on (see bug 41271), but his patch seized to work. There seems to be a racing condition between two different audio drivers, one used in the intro, one used in the menu and game. It looks like not an easy task to solve this, not sure if the team at wine is aware of that problem and if there is much priority into fixing this. Skyrim Special Edition should (and does) have the same problem, since same tech - I hoped for a quick fix due the popularity of this game, but it pretty much is abandoned here on winehq, so don't hold your breath. :(
Fallout on wine
by Pedro Paulo Farias Veras on Monday April 17th 2017, 18:40
We're trying to solve this, we are waiting wine-2.6 be available for 64 bits and try it.
RE: Fallout on wine
by bobmarlex on Tuesday April 18th 2017, 17:12
thx4 reply
will try it with mint and wine staging. setup with proprietrary nvidia drivers. any hints..?

cheers
bob

edit
will use a "patched" version of setup, no steam. the launcher is personalized. dx may still fail..
fallout 4 try to get it running
by bobmarlex on Monday April 17th 2017, 13:10
hi folks,
is it running in a flawless manner by anyone of you ghoul slayers out there?

any advice will be greatly appreciated cause i´m willing to try to get the game running on an older system (amd 6300fx, gtx750ti 16gb ram, 250gb ssd).
at this time im playing this fabulous game on a windows7 64bit machine (the one mentioned above) and the gameplay is really beautiful. but micro$oft sucks....:)

cheers
bob
wine 2.2
by Pedro Paulo Farias Veras on Saturday February 25th 2017, 12:53
I'm playing in ultra low, and continues with the black graphics and some bugs, i've uploaded a screenshot
i.imgur.com/undefined.png
Hi
by David Eriksson on Friday February 24th 2017, 10:11
Try change audio to pulse
RE: Hi
by Pedro Paulo Farias Veras on Sunday February 26th 2017, 9:59
I already did it, but nothing.
Wine 2.2
by Pedro Paulo Farias Veras on Thursday February 23rd 2017, 9:29
i've installed Wine 2.2 staging and i opened the game.
The game seems to be running well, but i'm having black textures and this things, but i'm installing the directx components and vcredist 2012 and if i got great results i'll post on winehq.
RE: Wine 2.2
by Mork on Thursday February 23rd 2017, 11:14
What did you do to make it work? Can you really create a new game and then it loads and plays the intro sequence and then you're ingame?

I'm wondering what's wrong with my PC/prefix, because I can't start a new game, all I get are a lot of buffer errors, which should be pretty fatal. Maybe it's because I'm using amdgpu-pro gfx driver, not sure...

Just trying to understand why there are people who say "Game starts" and I cannot get it do to so, despite the many many hours I put into it. :(
Can you, or someone else, give a quick overview on what you did / installed to make it work, please? :)
Thank you!
RE: Wine 2.2
by David Eriksson on Saturday February 25th 2017, 11:39
If you run it at low grafic and lowest resolution the game grafics are less bad .
RE: Wine 2.2
by Pedro Paulo Farias Veras on Saturday February 25th 2017, 12:57
Graphic
by Pedro Paulo Farias Veras on Wednesday February 22nd 2017, 7:51
When i put "New Game" , skip the cutscene and start on the bathroom, the game is lagging as hell and doesn't have graphics, like, all are white and we can see nothing. Have a solution for this graphical issue?
And yes, my graphic card have directx 11 (11.1).
Hi
by David Eriksson on Saturday February 18th 2017, 13:01
I use wine 2.1 staging . Disable nvcuda.dll and the game runs . But grafic is bad .
RE: Hi
by David Eriksson on Saturday February 18th 2017, 13:02
with cmst enabled
RE: Hi
by Pedro Paulo Farias Veras on Monday February 20th 2017, 8:27
How to disable the nvcuda.dll?
RE: Hi
by Nichlas Severinsen on Tuesday February 21st 2017, 13:40
dxcpl, no reliable way to get or install it
by BloodyIron on Friday February 17th 2017, 0:18
Since we have no reliable way to get dxcpl.exe going in Linux (trust me, I've tried, tried, tried), can we please either remove it as an installation instruction, or provide 100% reproducible, clear, instructions for getting and using it? As it stands now, this isn't even close to enough information to get Fallout 4 up and running.
RE: dxcpl, no reliable way to get or install it
by Mork on Friday February 17th 2017, 8:41
I second this request.

All I managed was to install the SDK to a 32bit prefix and copy the dxcpl binary over to the 64bit prefix, but it then will not show the "Warp" option, which is required to emulate DX9. Searching the web for any info on how to get this to work on WINE gave me no results whatsoever. I tried for hours and hours to get this to work, because of the gold rating, but to no avail. :(
Fallout4Launcher.exe crashes
by kaazoo on Tuesday December 29th 2015, 9:23
WINEPREFIX=~/fallout4-winedir wine Fallout4Launcher.exe
wine: Unhandled page fault on read access to 0x00000008 at address 0x14001c675 (thread 0024), starting debugger...
Unhandled exception: page fault on read access to 0x00000008 in 64-bit code (0x000000014001c675).
Register dump:
rip:000000014001c675 rsp:000000000023fe40 rbp:000000000023ff80 eflags:00010202 ( R- -- I - - - )
rax:000000000000000a rbx:000000000023ff90 rcx:0000000000000000 rdx:000000000023ff90
rsi:000000000000000a rdi:0000000000000102 r8:00000000ffffffff r9:0000000000000000 r10:0000000000001012
r11:0000000000000206 r12:0000000081f7f000 r13:00000000000105e0 r14:0000000081f7f000 r15:000000007b85cdd0
Stack dump:
0x000000000023fe40: 000000000023ff80 000000014001c645
0x000000000023fe50: 0000000000000102 0000000000000000
0x000000000023fe60: 0000000000000000 000000000023ff90
0x000000000023fe70: 0000000000000102 000000007bc7a700
0x000000000023fe80: 000000000023ff90 0000000000000000
0x000000000023fe90: 0000000000000000 0000000000000000
0x000000000023fea0: 0000000000000000 ffffffffffffffff
0x000000000023feb0: 000000007bc9b2b0 000000007b833df0
0x000000000023fec0: 000000000023ff90 000000000023ff80
0x000000000023fed0: 000000000023fe80 0000000081f7f000
0x000000000023fee0: 00000000000105e0 0000000081f7f000
0x000000000023fef0: 000000007b85cdd0 000000007bc7a6d6
Backtrace:
=>0 0x000000014001c675 in fallout4launcher (+0x1c675) (0x000000000023ff80)
1 0x000000007bc7a700 _call_thread_func+0x7f() in ntdll (0x000000000023ff80)
0x000000014001c675: movq 0x0000000000000008(%rcx),%rdx
Modules:
Module Address Debug info Name (223 modules)
PE 3b400000- 3b437000 Deferred steam_api64
PE 40001000- 401ae000 Deferred libwine.1.0.dylib
ELF 40519000- 405bc000 Deferred advapi32
\-PE 40520000- 40592000 \ advapi32
ELF 405bc000- 405d7000 Deferred version
\-PE 405c0000- 405d4000 \ version
ELF 43300000- 43568000 Deferred shell32
\-PE 43310000- 434f8000 \ shell32
ELF 43568000- 43623000 Deferred shlwapi
\-PE 43570000- 435e2000 \ shlwapi
ELF 43623000- 437d0000 Deferred user32
\-PE 43630000- 43747000 \ user32
PE 437d0000- 437fb000 Deferred libpng16.16.dylib
ELF 45800000- 45975000 Deferred gdi32
\-PE 45810000- 458bd000 \ gdi32
ELF 45975000- 45b3f000 Deferred ole32
\-PE 45980000- 45aaf000 \ ole32
ELF 45b3f000- 45bfd000 Deferred rpcrt4
\-PE 45b40000- 45bbd000 \ rpcrt4
ELF 45bfd000- 45d96000 Deferred msvcp110
\-PE 45c00000- 45d15000 \ msvcp110
ELF 45d96000- 45eb8000 Deferred comctl32
\-PE 45da0000- 45e78000 \ comctl32
ELF 45eb8000- 45f39000 Deferred dsound
\-PE 45ec0000- 45f03000 \ dsound
PE 45f39000- 45fbf000 Deferred libfreetype.6.dylib
ELF 45fbf000- 45fea000 Deferred imm32
\-PE 45fc0000- 45fe2000 \ imm32
ELF 45fea000- 460c7000 Deferred winemac
\-PE 45ff0000- 46075000 \ winemac
ELF 46637000- 4667a000 Deferred uxtheme
\-PE 46640000- 4666e000 \ uxtheme
ELF 7b800000- 7b96d000 Deferred kernel32
\-PE 7b810000- 7b914000 \ kernel32
ELF 7bc00000- 7bd29000 Stabs ntdll
\-PE 7bc10000- 7bcd1000 \ ntdll
ELF 7bf00000- 7bf04000 Deferred
PE 140000000- 140456000 Export fallout4launcher
PE 180000000- 1800d4000 Deferred msvcr110
PE 7fff8833d000- 7fff883c6000 Deferred coresymbolication
PE 7fff883c6000- 7fff883e4000 Deferred applevpa
PE 7fff88474000- 7fff884d3000 Deferred systemconfiguration
PE 7fff88664000- 7fff886dc000 Deferred libcorecrypto.dylib
PE 7fff88946000- 7fff88949000 Deferred libcvmspluginsupport.dylib
PE 7fff889dd000- 7fff88a03000 Deferred libpng.dylib
PE 7fff89160000- 7fff8919b000 Deferred qd
PE 7fff89343000- 7fff8954f000 Deferred libfosl_dynamic.dylib
PE 7fff895e7000- 7fff897f5000 Deferred libicucore.a.dylib
PE 7fff89b92000- 7fff89bd5000 Deferred metal
PE 7fff89d64000- 7fff8a1db000 Deferred corefoundation
PE 7fff8a260000- 7fff8a265000 Deferred libcache.dylib
PE 7fff8a26a000- 7fff8a324000 Deferred libvmisc.dylib
PE 7fff8a326000- 7fff8a338000 Deferred libcmph.dylib
PE 7fff8a3b6000- 7fff8a42b000 Deferred securityfoundation
PE 7fff8a958000- 7fff8a959000 Deferred libunc.dylib
PE 7fff8a959000- 7fff8a9c9000 Deferred searchkit
PE 7fff8ad58000- 7fff8ad73000 Deferred liblzma.5.dylib
PE 7fff8ad73000- 7fff8ad98000 Deferred libjpeg.dylib
PE 7fff8b341000- 7fff8b388000 Deferred libauto.dylib
PE 7fff8bcf5000- 7fff8bd15000 Deferred apple80211
PE 7fff8bd92000- 7fff8bd93000 Deferred liblaunch.dylib
PE 7fff8bdbe000- 7fff8bdc4000 Deferred libunwind.dylib
PE 7fff8bdc6000- 7fff8bdd2000 Deferred libchinesetokenizer.dylib
PE 7fff8bffe000- 7fff8bfff000 Deferred libkeymgr.dylib
PE 7fff8c1bc000- 7fff8c1bd000 Deferred libmetal_timestamp.dylib
PE 7fff8c1bd000- 7fff8c1e2000 Deferred multitouchsupport
PE 7fff8c36f000- 7fff8c495000 Deferred launchservices
PE 7fff8c495000- 7fff8c614000 Deferred uifoundation
PE 7fff8c7eb000- 7fff8ca72000 Deferred cfnetwork
PE 7fff8ca72000- 7fff8cac6000 Deferred libc++.1.dylib
PE 7fff8cafc000- 7fff8cb19000 Deferred generationalstorage
PE 7fff8cb19000- 7fff8cb1f000 Deferred libheimdal-asn1.dylib
PE 7fff8cbe9000- 7fff8cbea000 Deferred carbon
PE 7fff8cc07000- 7fff8cc16000 Deferred libbz2.1.0.dylib
PE 7fff8cc16000- 7fff8cc2e000 Deferred libsystem_asl.dylib
PE 7fff8cdd5000- 7fff8cec5000 Deferred libxml2.2.dylib
PE 7fff8cec5000- 7fff8cedd000 Deferred libmarisa.dylib
PE 7fff8cedd000- 7fff8d00a000 Deferred coretext
PE 7fff8d00a000- 7fff8d00b000 Deferred libenergytrace.dylib
PE 7fff8d00f000- 7fff8d2b6000 Deferred coredata
PE 7fff8d2f6000- 7fff8d2ff000 Deferred libgfxshared.dylib
PE 7fff8d37a000- 7fff8d381000 Deferred speechrecognition
PE 7fff8d3a0000- 7fff8d3a3000 Deferred libradiance.dylib
PE 7fff8d3a3000- 7fff8d3ac000 Deferred fsevents
PE 7fff8d40d000- 7fff8d410000 Deferred libsystem_configuration.dylib
PE 7fff8d422000- 7fff8d457000 Deferred corevideo
PE 7fff8d58b000- 7fff8d5c4000 Deferred remoteviewservices
PE 7fff8d5da000- 7fff8d664000 Deferred performanceanalysis
PE 7fff8d6a6000- 7fff8d71b000 Deferred heimdal
PE 7fff8d73f000- 7fff8d74c000 Deferred speechsynthesis
PE 7fff8d8a5000- 7fff8d8cf000 Deferred libxslt.1.dylib
PE 7fff8d91e000- 7fff8d927000 Deferred libsystem_networkextension.dylib
PE 7fff8d927000- 7fff8d93e000 Deferred libsystem_coretls.dylib
PE 7fff8d93e000- 7fff8db0d000 Deferred quartzcore
PE 7fff8db73000- 7fff8dba5000 Deferred libncurses.5.4.dylib
PE 7fff8dc9f000- 7fff8de69000 Deferred imageio
PE 7fff8de6e000- 7fff8de7f000 Deferred libsparseblas.dylib
PE 7fff8e18e000- 7fff8e19b000 Deferred opendirectory
PE 7fff8e19e000- 7fff8e2b1000 Deferred libvdsp.dylib
PE 7fff8e2b1000- 7fff8e597000 Deferred carboncore
PE 7fff8e597000- 7fff8e59e000 Deferred ioaccelerator
PE 7fff8e59e000- 7fff8e5ca000 Deferred libarchive.2.dylib
PE 7fff8e5ca000- 7fff8e5cc000 Deferred libremovefile.dylib
PE 7fff8e6b3000- 7fff8e715000 Deferred libsystem_network.dylib
PE 7fff8e715000- 7fff8e71f000 Deferred libsystem_notify.dylib
PE 7fff8e9a8000- 7fff8edd7000 Deferred facecore
PE 7fff8eddd000- 7fff8ee0d000 Deferred libsystem_m.dylib
PE 7fff8f885000- 7fff8f88d000 Deferred libcompiler_rt.dylib
PE 7fff8f88d000- 7fff8f891000 Deferred libdyld.dylib
PE 7fff8f891000- 7fff8fb87000 Deferred hitoolbox
PE 7fff8fbf4000- 7fff8fc45000 Deferred symbolication
PE 7fff8fc45000- 7fff8fc47000 Deferred liblangid.dylib
PE 7fff8fd64000- 7fff8fe82000 Deferred libsqlite3.dylib
PE 7fff907ef000- 7fff90819000 Deferred libc++abi.dylib
PE 7fff908bd000- 7fff9096e000 Deferred backup
PE 7fff90c29000- 7fff90d1c000 Deferred libiconv.2.dylib
PE 7fff90d28000- 7fff90d2e000 Deferred libmacho.dylib
PE 7fff91404000- 7fff9144a000 Deferred sharedfilelist
PE 7fff91485000- 7fff9149f000 Deferred openscripting
PE 7fff914b2000- 7fff914be000 Deferred libcommoncrypto.dylib
PE 7fff914be000- 7fff914c1000 Deferred servicemanagement
PE 7fff914c1000- 7fff914c5000 Deferred libcorefscache.dylib
PE 7fff914c5000- 7fff914c9000 Deferred libscreenreader.dylib
PE 7fff9155c000- 7fff9155f000 Deferred securityhi
PE 7fff9155f000- 7fff91568000 Deferred netfs
PE 7fff91568000- 7fff915aa000 Deferred libglu.dylib
PE 7fff91ba2000- 7fff91ef7000 Deferred foundation
PE 7fff91f3b000- 7fff91f58000 Deferred libresolv.9.dylib
PE 7fff91f5d000- 7fff91feb000 Deferred libsystem_c.dylib
PE 7fff920d0000- 7fff92122000 Deferred coreaudio
PE 7fff92122000- 7fff92215000 Deferred libjp2.dylib
PE 7fff92b3a000- 7fff92baa000 Deferred datadetectorscore
PE 7fff92baa000- 7fff92c12000 Deferred corewifi
PE 7fff92dde000- 7fff92ded000 Deferred libxar.1.dylib
PE 7fff92e9e000- 7fff92f3f000 Deferred metadata
PE 7fff92fd9000- 7fff92ff3000 Deferred cfopendirectory
PE 7fff93046000- 7fff93048000 Deferred libsystem_secinit.dylib
PE 7fff9324f000- 7fff9326e000 Deferred libsystem_kernel.dylib
PE 7fff93509000- 7fff9351b000 Deferred libsystem_trace.dylib
PE 7fff935ec000- 7fff936fb000 Deferred desktopservicespriv
PE 7fff947bb000- 7fff947bc000 Deferred audiounit
PE 7fff94816000- 7fff94818000 Deferred libsystem.b.dylib
PE 7fff94818000- 7fff94833000 Deferred kerberos
PE 7fff94833000- 7fff94880000 Deferred printcore
PE 7fff94880000- 7fff94897000 Deferred liblinearalgebra.dylib
PE 7fff9489c000- 7fff948b8000 Deferred libcrfsuite.dylib
PE 7fff948b8000- 7fff948ba000 Deferred libdiagnosticmessagesclient.dyli
PE 7fff948ba000- 7fff94918000 Deferred osservices
PE 7fff94ab0000- 7fff94d47000 Deferred libmecabra.dylib
PE 7fff955ca000- 7fff955d7000 Deferred speechrecognitioncore
PE 7fff95644000- 7fff95656000 Deferred libz.1.dylib
PE 7fff95656000- 7fff95657000 Deferred accelerate
PE 7fff95657000- 7fff9565d000 Deferred tcc
PE 7fff9566d000- 7fff956c3000 Deferred ae
PE 7fff95735000- 7fff95739000 Deferred iosurface
PE 7fff95a0a000- 7fff95a13000 Deferred libcopyfile.dylib
PE 7fff95a26000- 7fff95a50000 Deferred libxpc.dylib
PE 7fff95a50000- 7fff95b9b000 Deferred coreui
PE 7fff95b9b000- 7fff95b9e000 Deferred libquarantine.dylib
PE 7fff95ba1000- 7fff95f0d000 Deferred libobjc.a.dylib
PE 7fff95f4f000- 7fff95f54000 Deferred libpam.2.dylib
PE 7fff95f75000- 7fff96136000 Deferred libblas.dylib
PE 7fff96136000- 7fff96137000 Deferred libopenscriptingutil.dylib
PE 7fff96137000- 7fff9613c000 Deferred commonpanels
PE 7fff9613c000- 7fff9613f000 Deferred loginsupport
PE 7fff9613f000- 7fff96140000 Deferred applicationservices
PE 7fff9620a000- 7fff96216000 Deferred libkxld.dylib
PE 7fff9625c000- 7fff96262000 Deferred imagecapture
PE 7fff96262000- 7fff9627f000 Deferred libsystem_malloc.dylib
PE 7fff9627f000- 7fff96283000 Deferred help
PE 7fff967a6000- 7fff967d8000 Deferred gss
PE 7fff9692c000- 7fff9699b000 Deferred ats
PE 7fff9699b000- 7fff969a0000 Deferred libgif.dylib
PE 7fff96bab000- 7fff96bb7000 Deferred libgl.dylib
PE 7fff96bb7000- 7fff97e23000 Deferred coregraphics
PE 7fff97e23000- 7fff97eb9000 Deferred ink
PE 7fff9819c000- 7fff9859f000 Deferred liblapack.dylib
PE 7fff9867c000- 7fff98713000 Deferred colorsync
PE 7fff98717000- 7fff98723000 Deferred crashreportersupport
PE 7fff98723000- 7fff98798000 Deferred iokit
PE 7fff98798000- 7fff987d7000 Deferred libglimage.dylib
PE 7fff9910c000- 7fff99159000 Deferred hiservices
PE 7fff99159000- 7fff99176000 Deferred libextension.dylib
PE 7fff99176000- 7fff99198000 Deferred sharing
PE 7fff995a7000- 7fff995b6000 Deferred opengl
PE 7fff995b6000- 7fff99a75000 Deferred vimage
PE 7fff99a75000- 7fff99cf6000 Deferred security
PE 7fff99d34000- 7fff99dd9000 Deferred iobluetooth
PE 7fff9a12b000- 7fff9a12f000 Deferred libcorevmclient.dylib
PE 7fff9a12f000- 7fff9a13f000 Deferred langanalysis
PE 7fff9a13f000- 7fff9a1aa000 Deferred corewlan
PE 7fff9a490000- 7fff9b0b4000 Deferred appkit
PE 7fff9b218000- 7fff9b253000 Deferred debugsymbols
PE 7fff9b253000- 7fff9b256000 Deferred libsystem_coreservices.dylib
PE 7fff9b664000- 7fff9b692000 Deferred libdispatch.dylib
PE 7fff9b95b000- 7fff9b95d000 Deferred print
PE 7fff9ba14000- 7fff9bc22000 Deferred coreimage
PE 7fff9be69000- 7fff9bf11000 Deferred languagemodeling
PE 7fff9bf11000- 7fff9c0b8000 Deferred audiotoolbox
PE 7fff9c0bf000- 7fff9c11b000 Deferred libtiff.dylib
PE 7fff9c463000- 7fff9c464000 Deferred veclib
PE 7fff9c46f000- 7fff9c489000 Deferred libcompression.dylib
PE 7fff9c84d000- 7fff9c893000 Deferred libfontregistry.dylib
PE 7fff9c8ae000- 7fff9c8dd000 Deferred dictionaryservices
PE 7fff9c96a000- 7fff9c994000 Deferred libsystem_info.dylib
PE 7fff9c994000- 7fff9c99d000 Deferred libsystem_dnssd.dylib
PE 7fff9c99d000- 7fff9c9c5000 Deferred chunkinglibrary
PE 7fff9ca2f000- 7fff9ca38000 Deferred libsystem_platform.dylib
PE 7fff9caeb000- 7fff9cb3c000 Deferred libcups.2.dylib
PE 7fff9cb74000- 7fff9cb7e000 Deferred libsystem_pthread.dylib
PE 7fff9cb7e000- 7fff9cc0c000 Deferred applejpeg
PE 7fff9cc33000- 7fff9cc47000 Deferred corebluetooth
PE 7fff9cc4c000- 7fff9cd49000 Deferred libfontparser.dylib
PE 7fff9cd49000- 7fff9cd4a000 Deferred coreservices
PE 7fff9ce8b000- 7fff9ceba000 Deferred coreservicesinternal
PE 7fff9cec6000- 7fff9cf16000 Deferred opencl
PE 7fff9cf99000- 7fff9cf9f000 Deferred diskarbitration
PE 7fff9cf9f000- 7fff9cfa1000 Deferred libsystem_blocks.dylib
PE 7fff9cfa1000- 7fff9cfac000 Deferred netauth
PE 7fff9d548000- 7fff9d56b000 Deferred iconservices
PE 7fff9d572000- 7fff9d57c000 Deferred commonauth
PE 7fff9d927000- 7fff9d938000 Deferred libbsm.0.dylib
PE 7fff9d957000- 7fff9d95b000 Deferred libsystem_sandbox.dylib
RE: Fallout4Launcher.exe crashes
by Jarkko Korpi on Saturday December 31st 2016, 21:38
The launcher should work now but there are some other issues. You need to have up to date wine.
GFSDK_GodraysLib.x64.dll fails to initialize
by kaazoo on Tuesday December 29th 2015, 9:19
WINEPREFIX=~/fallout4-winedir wine Fallout4.exe
fixme:heap:RtlSetHeapInformation 0x830000 0 0x23fcf0 4 stub
err:module:attach_process_dlls "GFSDK_GodraysLib.x64.dll" failed to initialize, aborting
err:module:LdrInitializeThunk Main exe initialization for L"C:\\Program Files (x86)\\Steam\\steamapps\\common\\Fallout 4\\Fallout4.exe" failed, status c0000005
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