WineHQ
Category: Main Games Fallout 4 Steam

Fallout 4

Application Details:

Version: Steam
License: Retail
URL: https://www.fallout4.com/
Votes: 28
Latest Rating: Bronze
Latest Wine Version Tested: 7.15-staging

Maintainers: About Maintainership

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Test Results

Old test results
The test results you have selected are very old and may not represent the current state of Wine.
Selected Test Results

What works

launcher

intro movie

main menu

set everything to low or disable in launcher make the  "application"  "run"

some part of mesh and texture work correctly

some sound effects work correctly

quit game via menu



What does not

broken texture

horrible mesh

broken music

broken speech voice

camera drift

Workarounds

What was not tested

everything except single player

Hardware tested

Graphics:

  • GPU:
  • Driver:

Additional Comments

wine2.7-staging mesa 17.0.5 nvidia geforce gtx 750ti nvidia 375.39 driver no dll override I tested 3 minutes before quit.

selected in Test Results table below
Operating systemTest dateWine versionInstalls?Runs?Used
Workaround?
RatingSubmitter
ShowGentoo Linux x86_64Aug 24 20227.15-stagingYes Yes NoBronzeRob 
ShowGentoo Linux x86_64Nov 20 20183.19-stagingYes Yes YesGarbageRob 
ShowFedora 28 x86_64Nov 02 20183.18-stagingYes No YesGarbageBen 
ShowGentoo Linux x86_64Jun 03 20183.9Yes Yes YesBronzeMicha? Dec 
ShowUbuntu 18.04 "Bionic" amd64 (+variants like Kubuntu)May 28 20183.9-stagingYes Yes YesBronzeCsmith 

Known Bugs

Bug # Description Status Resolution Other apps affected
38668 Wolfestein: The Old Blood crashes inside native XAudio2_7.dll REOPENED View
39402 Multiple applications are silent or crash with builtin xaudio2 due to missing audio conversion in IXAudio2Impl_CreateSourceVoice (Lost Planet 2 Benchmark, Skyrim, Skullgirls, Terraria, Stardew Valley) RESOLVED NOTOURBUG View
41271 Fallout 4 - Audio issues (no sounds, hangs when playing intro video) UNCONFIRMED View
42631 Mouse drift, jump or don't react to small slow movements in Unity-engine games and Fallout 4 (partly fixed in Unity games, have walkaround in Fallout4 ) STAGED View
45283 Fallout 4 in-game audio drop issues UNCONFIRMED View
45311 Skyrim Special Edition: ambient sounds do not attenuate with distance UNCONFIRMED View

Show all bugs

Comments

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

Wine patch not working
by Zootal on Friday September 21st 2018, 20:17
FYI the wine patch above did not work for me with Wine 3.16. What did work was the old patch that I've been using since wine 2.19:

diff --git a/dlls/dsound/dsound.c b/dlls/dsound/dsound.c
index 43b252d..bf63f91 100644
--- a/dlls/dsound/dsound.c
+++ b/dlls/dsound/dsound.c
@@ -196,7 +196,9 @@ static ULONG DirectSoundDevice_AddRef(DirectSoundDevice * device)
static ULONG DirectSoundDevice_Release(DirectSoundDevice * device)
{
HRESULT hr;
- ULONG ref = InterlockedDecrement(&(device->ref));
+ ULONG ref;
+ Sleep(100);
+ ref = InterlockedDecrement(&(device->ref));
TRACE("(%p) ref was %u\n", device, ref + 1);
if (!ref) {
int i;

by Dawei on Thursday June 21st 2018, 18:28
This is how audio walkaround work:
bugs.winehq.org/show_bug.cgi?id=38668#c72
"Yes, sometimes native 64-bit xaudio2 will happen to work by luck depending on how the xaudio2 data is allocated."
RE:
by Jerry on Friday June 22nd 2018, 12:23
hey! Great News I followed your rabbit hole, you opened and I think I mostly, but also introduced a new issue, which may? be solvable
ok so here is how it goes.

first I looked at that DXVk issue then from the one comment I looked at that bug 38668 comment #72 which then pointed me to bug 39402[bugs.winehq.org/show_bug.cgi?id=39402] which then pointed me to the patch "Rebase the old Xaudio2 patch for ffmpeg 3"[bugs.winehq.org/attachment.cgi?id=61570]
so I then applied that patch to wine 3.10 with the old standard fallout 4 start audio patch
and compiled.

my results, with that version of wine + DXVk 0.54
and NO xact I DID NOT get the audio loop or drop issues
I had full sound!!! the issue I did have though was that the music audio, for the in my case classical radio tended to 'skip' songs
and with radio turned off, the standard background music would 'skip' songs/tracks
this all so happened a bit for the main menu.

from my understanding with the ffmpeg wma conversion, perhaps is the games wma files were converted beforehand? it might not be an issue?? either that or improvements that patch would fix the skip issue.
RE:
by Jerry on Friday June 22nd 2018, 12:25
forgot to add, I also had staging patches..
RE:
by Jerry on Friday June 22nd 2018, 13:07
I'm not sure if this is proper form or not but, I thought I'd share my version of wine, and the source, so if someone wants to test it easier then they can.

wine 3.10 + staging + fallout4 patch + wma conversion with ffmpeg patch SOURCE drive.google.com/open?id=1ilY_zQmMczDFCKfZDWiB6PKJgLenycqP

wine 3.10 + staging + fallout4 patch + wma conversion with ffmpeg patch BINARIES drive.google.com/file/d/1ilY_zQmMczDFCKfZDWiB6PKJgLenycqP/view?usp=sharing

by Dawei on Thursday June 21st 2018, 17:50
github.com/doitsujin/dxvk/issues/434
"Native xaudio2 is broken in Wine, unfortunately. See winehq bug 38668, especially comment 72."
But my walkaround DO need xaudio.
Game crashes at start
by Nick Stefanov on Tuesday June 19th 2018, 14:15
For me the game crashes when I extract X3DAudio1_7.dll and XAudio2_7.dll and set them to "native" or "native, builtin" or when I install xact via winetricks. This is the error log:
pastebin.com/8aUqydG8
When I use non-staging wine it works with these libraries to native and the game has sound but it stutters and DXVK cannot start with DXVK_HUD=1 variable. When I try that variable the game crashes.

I tried it on Arch and Mint, and fight this problem three days already. I tried wine-ge, dsound patch, different versions wine-staging and even this build:
www.youtube.com/watch?v=XZqkYKlgRrA

In short - the game runs out-of-the box with DXVK but there aren't some sound effects and there aren't any voices. When I set the xaudio2_7 to native it has no effect. Then I install xact or extract X3DAudio1_7.dll and XAudio2_7.dll and the game crashes.

What am I missing? Thank you
RE: Game crashes at start
by Nick Stefanov on Tuesday June 19th 2018, 14:23
I forgot to mention - I tried the Lutris version of the script also with the same effect - the game crashes when I install xact and set the X3DAudio1_7.dll and XAudio2_7.dll to "native" or to "native, builtin". I use Nvidia GTX 1080Ti and all other games runs without problems...
RE: Game crashes at start
by Dawei on Tuesday June 19th 2018, 23:18
Copied form:
github.com/doitsujin/dxvk
github.com/doitsujin/dxvk/wiki/Driver-support

Requirements:
wine 3.10 or newer

Nvidia
396.24.0 and older: Not supported, please use at least 396.24.02.
Do not set __GL_NextGenCompiler=0 for regular use.
Some games may freeze at high frame rates. Workaround: Disable Allow Flipping in the Nvidia driver settings.

You tried plain wine 3.10 or wine-staging 3.10?

For gaming i suggest use wine-pba-3.7, not as fast as DXVK, but it is stable.
For testing wine 3.10 + DXVK 0.54 is very fast, but you may encounter sound loop or sound drop issue.
RE: Game crashes at start
by Nick Stefanov on Wednesday June 20th 2018, 3:29
Thank you for your reply, it's appreciated.

I'm familiar with all the requirements, see my YouTube channel:
www.youtube.com/channel/UCm21eK86ZmD0FQoNPGqvKlw
I got many games running already.

I tried all the wine versions from 3.5 to wine 3.10 both in vanilla and staging variants - pba, ge, with dsound patch, etc. No matter I do, when I install exact and set the required dlls to native or builtin, native, the game crashes immediately. If I remove dll overrides, the game runs even xact is installed but with missing voices and some effects. My problem is exactly this crash. I read all the users installs xact and set the dlls and nobody experience such a problem - just me...
RE: Game crashes at start
by Nick Stefanov on Wednesday June 20th 2018, 4:07
Actually it isn't crush only with vanilla wine. Sorry for this mistake.
RE: Game crashes at start
by Nick Stefanov on Wednesday June 20th 2018, 6:11
Now I tried it with pba-staging 3.10 and the game actually runs well. But why it crashes with staging with xact overrides set?
RE: Game crashes at start
by Dawei on Thursday June 21st 2018, 0:56
For myself i can not reproduce this issue. Tested with:
wine-staging 3.10
wine-pba 3.10
wine-staging 3.10 + dxvk 0.54, but i got "sound drop" quickly.

My suggestion:
Don't use any version winetricks or lutris script install xact, manually extract and install these dlls
Always override them to "native", not "native, builtin"
Disable winegstreamer
RE: Game crashes at start
by Nick Stefanov on Thursday June 21st 2018, 3:33
As I say earlier, I also tried to extract the libraries manually, without winetricks. As soon as I set them to native and wine-staging + DXVK are used, the game crashes. Winegstreamer is always disabled. It works fine if I don't install xact but there's no voices and setting libraries to native has no effect to this - the game then not crash, but there's no way to hear voices att all. This is the reason I extract them manually/installed them via winetricks but then the game crashes. It works fine with wine=pba but I wanted to use DXVK...
RE: Game crashes at start
by Dawei on Thursday June 21st 2018, 18:42
Sound loop, sound drop, crash, it seems they are all caused by Bug 38668.
RE: Game crashes at start
by Nick Stefanov on Friday June 22nd 2018, 3:43
Yes it seems so. Thanks for your time. Best regards!
Audio cutout further along in-game issue.
by Jarrard on Thursday May 24th 2018, 6:51
There appears to be a problem with the audio breaking 30-50mins into gameplay, before this it works just fine. I have tested with pulse and alsa audio without success.

Sometimes the ambient sound will continue playing, or a weapon firing sound will loop.

The game still works fine once this happens however I have had instances where the TAB and other keys didn't work but that could be unrelated.
RE: Audio cutout further along in-game issue.
by Jarrard on Thursday May 24th 2018, 22:38
Even after FO4 patches and the DLL fix (which I don't think is a issue any more).

The audio will still break some 20mins into the game, or during a gunfight.

You will get sometimes music and ambient sounds playing but the NPC and shooting FX will cease.

This is with Wine3.8Staging+PBA+FO4Fixes applied, with DXVK 0.52+ and a Nvidia 1080ti. If nobody else experiences this then its possibly related to my Sound Blaster 5.1 USB3 audio device, most people don't use USB sound cards so fault reports like this are rare.

It should be noted that to date no other game that I have tested/played has this issue, this is a exclusive Fallout4 (maybe SkyrimSE) related issue!
RE: Audio cutout further along in-game issue.
by Jarrard on Thursday May 24th 2018, 22:39
I will file a bug report eventually, going to let this bake for a bit, see who else has this issue.

PS. This is not a NO AUDIO issue, this is, audio works great for 20mins or so then things start happening issue!
RE: Audio cutout further along in-game issue.
by Jarrard on Friday May 25th 2018, 21:17
Win10 + EAX Settings MIGHT prevent this from happening.
RE: Audio cutout further along in-game issue.
by darkskyabove on Tuesday May 29th 2018, 13:50
After trying everything I could find, I may have solved this issue. YMMV.

I am running a low-end system with a mid-level GPU:

FX-4300
8 GB 1600Mhz RAM
GTX 960 4 GB
ArchLinux: fully updated w/nVidia 396.24
DXVK 8cd9795

The problem seems to be CPU overload upon certain audio events. Might be tied to graphical events, but it's still a CPU issue.

My fix is to edit Fallout4.ini:

[General]
bMouseAcceleration=0
sLanguage=en
uGridsToLoad=5
uInterior Cell Buffer=12
uExterior Cell Buffer=144
bUseThreadedMorpher=1
bUseThreadedTempEffects=1
bUseThreadedParticleSystem=1
bUseThreadedAI=1
bUseMultiThreadedFaceGen=1
bUseMultiThreadedTrees=1
iNumHWThreads=4
iPreloadSizeLimit=262144000
bForceUpdateDiffuseOnly=0
bDisableAllGore=0
sIntroSequence=0
fChancesToPlayAlternateIntro=0
uMainMenuDelayBeforeAllowSkip=0
bPreloadIntroSequence=0

Bear with me because I'm not a high-quality debugger. (I just wanna play the game...!!!)

The key seems to be bForceUpdateDiffuseOnly. iNumHWThreads should equal cores (8 if ya got 'em). The other Threaded & MultiThreaded values have unknown impact.

I found some of these .ini settings at www.reddit.com/r/fo4/comments/3skr7o/ultimate_fallout_4_pc_tweak_guide/

So far, so good.

Just so you know: I am running wine-staging without adding any D3D via winetricks. I did manually extract XAudio2_7.dll & X3DAudio1_7.dll and copy into system32 due to winetricks not doing so.
RE: Audio cutout further along in-game issue.
by Jarrard on Tuesday May 29th 2018, 21:06
You could be right, the problem seems to be VERY random at times.
I can play for 2 hrs and nothing cuts out, and then another time I will loose partial then all sounds after 10-20mins.

There is a problem with FO4 under Windows which would sometimes have sounds repeat forever, possibly its related to that type of bug but is worse under Linux.

I'll give your settings a go next time.
RE: Audio cutout further along in-game issue.
by darkskyabove on Wednesday May 30th 2018, 4:57
Not a complete solution. Seemed to fix most of the cutout triggers (grab all from containers, dropping a lot of items at once, vertibird explosions, multiple energy weapons firing), but a robot exploding indoors caused a cutout.

Going to try adding bUseMultiThreadedAudio=1.

Thought I tried that before, but now with all the other threaded variables...
RE: Audio cutout further along in-game issue.
by A.J. Venter on Sunday September 16th 2018, 4:37
There is another possibility. Windows users report a similar bug when frame rates get 'too high'.

Could be worth using strangle to hard lock the game to say 30FPS ? I'll test that when I can (have the same issue). Would be really nice to stop this bug which randomly makes the game unplayable. Sometimes you get hours sometimes 5 minutes...
RE: Audio cutout further along in-game issue.
by Jarrard on Sunday September 16th 2018, 10:56
The game has function to limit the fps to 30 in its ini config files.

However who really likes playing at 30fps? Also Libstrangle now works with Vulkan and DXVK (you may need the TEST version)
RE: Audio cutout further along in-game issue.
by A.J. Venter on Sunday September 16th 2018, 10:59
I would obviously prefer to put it at 60 but if 30 means no more restarting the game randomly to fix the sound even that is worth it.

I have not found a frame limit config option. Is it in the link you shared above ?

Also no need for libstrangle, the new DXVK version from 3 days ago has built in support for forcing vsync or framecapping now
RE: Audio cutout further along in-game issue.
by Jarrard on Sunday September 16th 2018, 11:08
There is a option related to vsync 30 limit but I can't find it sorry. Check up on the ini wiki.

Anyway vsync is cost you fps and also cause input lag so that is why I prefer raw fps limiters over vsync these days.
RE: Audio cutout further along in-game issue.
by A.J. Venter on Sunday September 16th 2018, 11:11
I'll have a look for it. I was just thinking 30 to test it at a safe low level but the game engine is designed for 60 FPS so it should be safe at that point. That said i rarely get 60 FPS so seems unlikely that will help.

I can do a small test much later tonight, won't be enough to be conclusive though. Can do an extended test tomorrow, and will report the results.
RE: Audio cutout further along in-game issue.
by darkskyabove on Sunday September 16th 2018, 14:23
In Fallout4Prefs.ini is a config variable iPresentInterval. 0 = unlocked, 1 = 60 fps cap, 2 = 30 fps cap.

Tested with 30 fps --> cutout still occurs. Also tried unlocked and 60 fps with ultra graphics (w/god rays enabled) which resulted in 30/or less fps --> cutout still occurs.

I'm still on wine-staging 3.14 because 3.15 introduced some strange behavior (installed apps into wrong WINEPREFIX) and failed to launch Fallout4. 3.16 not avail on Arch Linux, yet. Though I didn't see anything on release notes for 3.15 or 3.16 that stood out as possible fixes.

My next step is try compiling from source an esynch build with the dsound patch. (Not sure when, or if, this will happen.)

I'm still leaning towards the situation where Fallout 4 makes excessive Initialize()...Release() calls as being the problem.
RE: Audio cutout further along in-game issue.
by Jarrard on Sunday September 16th 2018, 14:37
Wine 3.16 Staging is on the AUR.
RE: Audio cutout further along in-game issue.
by darkskyabove on Sunday September 16th 2018, 15:07
It just showed up in Arch main. Updated, ran Fallout 4, loaded save and sound cut out almost instantly. Odd.
RE: Audio cutout further along in-game issue.
by A.J. Venter on Sunday September 16th 2018, 16:24
The proposed fix on windows is to NOT use Fallout's own FPS control - but to disable it entirely and use a tool like Nvidia Inspector to do FPS locking.

To that end the approach I took is perhaps closer - and it SEEMS to be working. I've only done a brief test so far, but I can confirm that two things that used to be guaranteed triggers (Store-All in containers and explosions) didn't trigger it during that test. Will need more extensive testing to be sure.

Here are the steps:
1 - Upgrade DXVK to at least version 0.7.2 (the feature doesn't exist in prior versions)
2 - In your Fallout 4 game directory (the same one with Fallout4.exe) create a file called dxvk.conf (this is app specific, it wont' affect anything outside that directory)
3- In the file put: dxgi.syncInterval = 1
4 - In Fallout4.ini set iPresentInterval=0 to turn of in-game framelocking.

Numerous people report this makes the game perform better, reduces input lag AND solves the sound cut out. So over-all moving that to the render level is probably a good idea anyway.

You can think of dxgi.syncinterval as "Divide my screen's framerate by this number". So setting it to 2 would produce 30FPS, setting it to 1 - as above, gives the 60FPS - and in my brief testing seems like it may actually solve the problem.
I'll keep testing and see if it happens again - please assist me in trying this. More tests = more chances to get confirmation, which is important with such a random bug.
RE: Audio cutout further along in-game issue.
by darkskyabove on Sunday September 16th 2018, 17:27
Tried your plan. Failed. Downgraded wine-staging from 3.16 to 3.14. Failed. Tried a new game (my god-tier save has been through too many iterations). Failed.

The dxvk.conf did limit fps even when iPresentInterval=0.

New concern:

wine-staging 3.16 introduced lighting issues not present with 3.14. Standing still and rotating camera caused lighting to go on and off. Weird, never seen in my insane number of tests for this game. Weirder: downgrading to 3.14 and lighting issue remained.

I probably need to do a clean system wipe. I switched from dxvk-git to dxvk-wine64-git, which is a winelib build rather than a mingw-64 build. Though I switched before re-installing Fallout 4, there could be remnant files that are causing problems.

Luckily, I don't run a mission-critical system, so a system re-install is only an inconvenience.

Hold my beer. :)
RE: Audio cutout further along in-game issue.
by A.J. Venter on Sunday September 16th 2018, 17:37
Yep, the frame limiting works - so regardless of whether it fixes audio - it's probably a good idea as doing so outside of FO4 is widely reported to make the game run better.

That said - my tests have been inconclusive, I have been playing around with SimSettlements city plans feature (I'd never used that before) and it caused some bugs, I had one audio drop but I can't rule out the possibility that it was a side effect of the simsettlement bug, furthermore those issues (minor and I found work-arounds quickly) forced me to restart a couple of times - so I haven't had an extended play yet.


On another note: are you using HDMI sound ?

I am testing another possible theory - that the problem is specific to certain types of sound devices. I usually use HDMI output sound, but for testing I plugged a set of headphones into the onboard soundcard and switched the default sound output to that. I haven't had a drop since doing so - though not been playing long enough to say if it definitely made a difference. It would be nice if it did. I'm still not sure either if FPS lock to 60 or to 30 is better - since even at 60 I see moments where the DXVK FPS meter is at 61 - that may be enough to trigger the bug if any of the usual trigger sounds play while it's there.

I use Ubuntu and I just install the DXVK package from their releases page using winetricks. I'm using the wine DXVK build from Lutris for FO4 (not running through Lutris, just using their wine build)
RE: Audio cutout further along in-game issue.
by darkskyabove on Sunday September 16th 2018, 18:09
I use ALSA only and analog output (no HDMI sound). I also get the occasional over 60 FPS, even when, supposedly, locked at 60.

I'll try to recreate a sound drop with FPS > 60 versus similar activity at < 60.

I'm probably at a far end of use cases: I have a "low-end" system (w/mid-level GPU: GTX 960 4GB) running a bare minimum of processes. FX-4300, 8GB 1600MHz RAM, Arch Linux, Openbox, ALSA, 188 MB RAM usage on idle.
RE: Audio cutout further along in-game issue.
by A.J. Venter on Sunday September 16th 2018, 18:59
Sadly, I can now confirm that the FPS locking doesn't fix the issue.

I found a triggerpoint while playing in a 60FPS lock. Restarted with 30 FPS lock and it triggered the bug again.

So regardless of what you lock it at - the bug still happens.
RE: Audio cutout further along in-game issue.
by Jarrard on Sunday September 16th 2018, 22:18
If you can reproduce the sound cut out reliably then perhaps a APITRACE is needed. You can perform it under normal wine which doesn't work you say? or do it under Windows, the framerate can be quite bad with APITRACE, perhaps pushing it to the last core affinity would fix that a bit. But I don't think we can fix this without a more deeper analysis and having it looked at by someone with more experience.
RE: Audio cutout further along in-game issue.
by A.J. Venter on Monday September 17th 2018, 1:15
Now I can't anymore. In fact, I played about 2 hours just now without an issue - the problem may, in fact, be fixed. I can't be absolutely certain yet of course - but things are looking good.

Previously I'd been using only the sound patch from this page. But I wanted to try wine 3.16 - and I didn't feel like a big manual build (I ended up doing one anyway but that is another story). So I looked for a build script and accidentally clicked the link for the fedora one instead of the Ubuntu one.
github.com/tim110011/Simple-Wine-Building-Bot

In it's repo is TWO separate sound patches. One is the same as the one on this page, the other edits a completely different part of dsound.c - I applied both on this build and it looks like the problem may in fact be fixed. Despite me using True Storms and NAC together for serious weather effects (previously any rain would greatly increase the chances of the bug).

So my full build now is wine 3.16 + staging + pba + F4SE patches + both the fallout sound patches in that repo.
RE: Audio cutout further along in-game issue.
by Jarrard on Monday September 17th 2018, 15:55
winehq comments has glitched out into single digit lines (why can't they fix this?)

Anyway I cannot see what those patches do that could make any difference at all!!!!

Did you look at what their changing? seems like very little and I don't understand really what its trying to solve.
RE: Audio cutout further along in-game issue.
by Jarrard on Monday September 17th 2018, 15:56
Oh, seems having winehq comments on threaded mode is a BAD idea. LOL
RE: Audio cutout further along in-game issue.
by A.J. Venter on Monday September 17th 2018, 16:17
I did yes and that could actually make a difference. The first one is the same as the one here on this page - essential just to get the game to start. The second introduces a shorter delay in a different part of the code.

Delays here do not actually fix the underlying issue - which is why they are unlikely to be merged upstream, but it provides a means of working around the issue. The issue is most likely a race condition - anytime you have multiple threads that's always a risk. If the game engine has a race condition it could do things like try to play a new stream through the same channel before the current stream has completed, sending the thread playing that stream into a tizzy (and apparently in at least some cases into an endless loop).

I'm not saying that IS what's happening, just that it's one possible explanation for why a hard pause could alleviate a symptom.

I also did something else on my side which seems to improve things. One of the top pieces of advice for people getting this one windows is to give the game maximum priority - on linux you do that by running this command in another terminal after it starts: sudo renice -n -20 `ps aux | grep -v grep | grep Fallout4.exe | awk '{print $2}'`

It does appear to help and since games are, by their very nature, things you run when you don't want to be doing anything else - it's perfectly fine if it slows down other apps to keep Fallout processing fast enough.
RE: Audio cutout further along in-game issue.
by Jarrard on Monday September 17th 2018, 16:32
Well its a real shame all this nonsense work around is needed which only semi fixes the issue.
We need a fix that can be pushed upstream so this can be behind us once and for all.

I believe this same exact issue happens with SkyrimSE but I haven't done much testing with that lately.
RE: Audio cutout further along in-game issue.
by A.J. Venter on Tuesday September 18th 2018, 4:08
To be fair, the issue exists on windows as well - which raises questions as to whether it's something that is legitimately a wine bug ?
Out of the box - it's definitely WORSE on wine (much worse) but work-arounds do seem to reduce that.

Here's what I think is happening. The game wants to play sounds, and so it sends those into a queue to process. Ideally it uses multithreading to process this queue efficiently - it's possible this doesn't work well on wine and aggravates the issue (there are other comments in here that suggests as much).
Either way, the queue needs to be processed, I think the issue occurs if the processing of the queue is not quite as fast as the game is generating sounds - so eventually the queue just gets too big and causes an overflow error (or just refuses to accept new entries - it may be based on a fixed-length array rather than a dynamic variable system in the engine for all we know).

This would explain a few things. Notably why the bug is most common when weather effects or machineguns are present - these are all things that play a LOT of sounds very rapidly.
This is aggravated by Bethesda's engine still using xaudio and not having moved to mmdevapi which is the windows standard since VISTA - and much better supported in Wine.

So what we can do to reduce the ocurence ?
- Slow down the sound generation a little, I believe this is what the second patch does.
- Speed up the game's processing (this is what renice does)
- User a faster sound system. JACK may be an option here, unfortunately wine lost support for it some time ago. Perhaps someday somebody will recreate that support on the new wine sound system. Based on some googling - it's still possible to do by setting up ALSA as a JACK slave and setting wine to use the ALSA driver - this may be worth trying.
- Make the game generate sound slightly less terrible. The automatic gun sound loop fix seems to have helped a lot as it uses a non-looping sound for machineguns, unfortunately it doesn't do the heavy calibre ones like the minigun.


I don't think there is a complete fix since the issue still affects some users even on Windows - which is the platform the engine was developed for. I believe the most critical issue at stake here is Bethesda using xaudio instead of mmdevapi. If wine's built-in version of xaudio were ever to become truly functional again - if it merely translates xaudio calls into mmdevapi calls it may actually fix the issue.
RE: Audio cutout further along in-game issue.
by Jarrard on Tuesday September 18th 2018, 6:25
under windows the bug exists in the form of sound repetition such as a certain sound entity continuously playing etc.. sometimes this can be a sound in an environment or the weapon firing sound itself. It generally doesn't cut out all other sounds under windows but is quite annoying none the less.
RE: Audio cutout further along in-game issue.
by A.J. Venter on Tuesday September 18th 2018, 6:39
The repetition DOES sometimes cause cutouts in Windows as well - the web is full of reports of exactly that. The majority of people seem to have a less severe version on Windows where the game still functions, only without sound being audible (meaning the sound playing functions aren't causing errors so the engine doesn't KNOW the voices aren't playing), but the more severe version is definitely documented as happening on windows as well.

I'm also convinced that the bug on Linux is always involving a sound repetition - it's just that sometimes it's repeating on a silent or very quiet part of the sound clip. On more than one occasion I've had this, it would appear to be silent except for music- and then as I quit to restart, at the moment when the music stops I would hear a repeating sound that had been playing all along but was too quiet to be heard over the music (by my ears at least).

Now it's possible that a change on the wine xaudio level (if that's ever a priority again for the devs) could alter what the functions do if they error out, to allow the game to keep functioning, but I am not a C-coder and I don't know how to write a patch to do that and even if I did it wouldn't help since native xaudio is broken in wine at the moment anyway.

I will however try the following:
- Install JACK and Cadence
- Use Cadence to set up bridges for both pulseaudio and alsa into JACK - this way other applications will still work while JACK is running
- Use: winetricks to force wine to use the ALSA driver

I'm hoping that will produce a setup with Fallout playing through JACK's real-time super-low latency capabilities... if it does, it could be a fix.
RE: Audio cutout further along in-game issue.
by Jarrard on Monday September 17th 2018, 15:59
I can see its adding a delay of 100ms to the interlock call or something but what is that going to resolve?

Anyway if they really do help, then it should be suggested for pushing upstream, assuming it doesn't break anything else.
RE: Audio cutout further along in-game issue.
by Mork on Wednesday May 30th 2018, 5:09
The audio problems never occured for me when using vanilla wine or wine-staging (though the last version I've checked is 3.4 I think).
When using DXVK, I always had the audio problem, sooner or later. There seems to be a problem with a pulseaudio thread timing out, I can see an pulseaudio thread related error message when the audio breaks. I'll post the exact message later, when I'm at home.

As for the multithread configuration variables: most of them cannot be changed ingame when using wine, not sure if they do anything. Does not hurt to try it out, though. :)
But, when I recall that correctly, be careful with changing the cell buffer values - it's said that they can break your saves when changed. For me it did not cause problems, yet.
RE: Audio cutout further along in-game issue.
by darkskyabove on Wednesday May 30th 2018, 7:41
So far, so good. Adding bUseMultiThreadedAudio=1 seems to be working. Was able to cause multiple indoor & outdoor explosions by killing robots with no sound problems. Also grenade explosions.

I'm not using PulseAudio, just ALSA. I run a lean, mean Openbox that idles at about 188MB RAM usage. I don't think it affects games, but I do have myself added to the audio group w/high real-time priority for running Ardour/Guitarix over Jack.

Good call on the cell buffers. I think the Grids to Load has more impact so I left that default for my low graphics settings. And I, usually, back up saves before changing settings.
RE: Audio cutout further along in-game issue.
by A.J. Venter on Thursday September 27th 2018, 17:36
Some new information.

Tonight I tried a fresh prefix with no xact. I then installed FAudio which is a new, SDL2 based reimplementation of the entire Xaudio library stack, already being considered to be the new xact replacement for proton.

Went into the game, used the console to add the minigun and a bunch of ammo and started blasting. This is the most reliable way I've found to reproduce the error.

Problem occurred almost instantly.

So that means it's definitely NOT a problem with xact but with how windows handles calls FROM xact, even if those calls are actually going through xaudio - even if the libray being used is using SDL to make the actual sounds.

I am out of ideas here.

We'll just have to wait for a fix from upstream.
RE: Audio cutout further along in-game issue.
by darkskyabove on Friday September 28th 2018, 14:08
Were you running wine/-staging 3.15 or 3.16? If so, can you retest with 3.14? I had almost immediate sound loss on both 3.15 & 3.16. (I have not installed FAudio, yet.) I won't be testing for awhile; need to get some stuff done and then do a full clean install.

Thanks for the heads up on FAudio. Will track its progress.
RE: Audio cutout further along in-game issue.
by A.J. Venter on Friday September 28th 2018, 14:22
I can't check the exact version right now, but yes it would be 3.15 or 3.16 - it was git master from about 2 weeks ago.

What were your results on 3.14 ?

It's a bit hard to narrow down the cause. In the past I played with no sound issues using wine native d3d. But then I didn't play for a few months, when I next wanted to the game had a steam update and the updated version will not work with wined3d (main menu works but it crashes on loading in - even with a new game).
Which meant switching to DXVK - and then the sound issue started. At the same time I built a more recent wine. Is it DXVK causing it ? Is it the newer wine version ? I have no way of knowing, though the DXVK devs say they don't touch wine at all.
Is it multithreading related ? If so then proton should have less of this issue (I should test that) - since it has improved MT support, but it doesn't support the F4SE patch (I see there is an open pull request for it in the repo so perhaps it will in the future) and as yet I haven't been able to get it play nice with MO or any other third-party software - which is a big thing for modding.

If 3.14 doesn't have the sound issue, it's definitely worth trying it.

Yet another possibility is the new wine vulkan-based DX but that seems to be DX12 focussed so it's possible that it wouldn't even work with fallout. At this point in time it's not really practical to build that on an Ubuntu based distro anyway as the dependencies aren't natively available and there's a huge chain to build. But they do have native packages in the upcoming 18.10 release - so it may be worth a try after October when that's released.

So much to try, no idea which are likely to work and so many dissapointments. It's really getting hard to find the energy to keep trying, especially while the bug remains marked as "unconfirmed" despite three users all reporting it and extensive discussions on various things we've tried to resolve it
RE: Audio cutout further along in-game issue.
by darkskyabove on Friday September 28th 2018, 15:16
3.14 still has issue, but is not "immediate." That's why I would try 3.14 w/FAudio.

I'll probably sit this out for awhile and hope Proton and FAudio mature to a point where bug can be addressed.
RE: Audio cutout further along in-game issue.
by darkskyabove on Wednesday May 30th 2018, 14:49
Back to the start. All my successes were temporary. I am getting some longer play time without incident, but certain events still cut sound. Mostly explosions. Odd that it happens randomly now. Sometimes sound runs fine after explosion, sometimes not. Probably doesn't help that my character is using a combat rifle with explosive rounds.

One thing I haven't tried is installing Steam and patching Fallout 4 (I'm running 1.7 and I think latest is 1.10). Really, really don't want to install Steam.
RE: Audio cutout further along in-game issue.
by Jarrard on Wednesday May 30th 2018, 22:55
I have the latest fallout4, and use f4se thought have tested without. The issue is still present. Like I said it can be very random occurrence but is definitely related to sound fx playing but not specific ones. Best thing to do I guess is run some light weight debug on the side and submit the error outputs when the sound cuts out.

I'm not really sure if its related to DXVK either, probably not. Can't test standard wine because of how bad it performs.
RE: Audio cutout further along in-game issue.
by darkskyabove on Thursday May 31st 2018, 9:48
Ran with WINEDEBUG=+alsa,+coreaudio,+sound. Massive amounts of what appears to be checking sound card settings, including all the HDMI sound from my nVidia card (which I don't use and have muted in alsamixer, in fact, s/pdif cable isn't even plugged in). After sound cuts out massive spam of "write data ####".

Checked audio tab in winecfg. Output device set to "system default". Hmm. Changed to ALC892 - Analog (I only use analog headphones). Consumed large slice of humble pie for having never set this.

Set WINEDEBUG=-all. Tried for a few hours to recreate sound cut out. Tried all the usual suspects: triggering explosions while a lot of gunfire was playing, take all from a container with many items. Even had a moment in Sanctuary when it seemed like all my companions were talking at once (and I have a lot of companions in Sanctuary) in the rain. Couldn't recreate.

Set WINEDEBUG=+alsa,+coreaudio,+sound. All the sound card checks appear to still be there, but no "write data" spam as there was no audio loss.

My guess is that wine was getting confused about what "system default" meant and would bug out when trying to process too much audio at once.

Not gonna call this a fix. Could just be temporary luck again.
RE: Audio cutout further along in-game issue.
by Jarrard on Thursday May 31st 2018, 12:32
Could be, I'll be sure to take it off system default for next time and see how things go.

Funny thing is, sometimes I can play for long duration (2hrs+) and it doesn't happen at all but next time I play it will cut out after 10-20mins or something. So continued testing is always needed to check if anything might work because of how random the issue is.
RE: Audio cutout further along in-game issue.
by Jarrard on Friday June 1st 2018, 9:53
Still occured for me, was very random as always, 1 game it took over 2hrs for the issue to appear, another it took less then 5mins.
RE: Audio cutout further along in-game issue.
by Dawei on Friday June 1st 2018, 18:21
I found some interesting comment here:
steamcommunity.com/app/377160/discussions/0/135511655653167079/
"...Cap your fps at 60. "
"...But the behavior you describe happens over your fps being too high. "
DXVK is very fast, and i use some performance mods like "PhyOp - Overhauled Optimized Textures" and "Boston FPS Fix - aka BostonDT PreVis-PreCombine"
Is audio cutout relate to fps too high and it break screen-sound sync (game engine)?
I wish i have some time test this with WINEDEBUG=+fps
Is this also relate to "weapon sound loop" issue? (I equip my robot companion with dual gatlin laser and i always encounter sound loop problem at fight, using DXVK)
RE: Audio cutout further along in-game issue.
by Jarrard on Friday June 1st 2018, 18:47
I have my FPS capped at 60.

Anyway it seems perhaps setting audio threading to 1 might help a little bit. I can often play for long duration without a issue, its just sometimes I load up and the sound dies soon afterwards.

We'll probably figure it out someday. I do use PulseAudio and have tried ALSA and that does not appear to make a difference as the issue did occur on ALSA when I first tested for this problem.

At least its less frequent now.
RE: Audio cutout further along in-game issue.
by Jarrard on Friday June 1st 2018, 18:49
"weapon sound loop" issue.

I suspect it could be related. Then again I have had my sound half cut out (and eventually it all cuts out) when not in combat also.
RE: Audio cutout further along in-game issue.
by A.J. Venter on Sunday September 16th 2018, 4:40
DXVK is definitely related. I never get the issue using wine native. Unfortunately that doesn't play well with the latest Fallout anymore (random black textures and permanent black everything in first person or pipboy views).

This may actually mean its related to frame rates going too high - since DXVK has higher FPS than native.
RE: Audio cutout further along in-game issue.
by A.J. Venter on Monday September 17th 2018, 15:46
I'm calling it - the two patches at github.com/tim110011/Simple-Wine-Building-Bot basically fixes it.
I've been playing with them all night. The problem isn't absolutely solved - but it's greatly reduced, at this point it only occasionally occurs if a large machinegun is firing and just once on a container. More-over, on the container, after a restart, the container worked. That's at least as good as one windows, at this point the bug is reduced from "makes the game frustrating to the point of basically unplayable" to merely "an occasional and minor annoyance"

So while it doesn't fix it perfectly, it is probably the best we'll get until such time as wine's native Xaudio is fully capable.
RE: Audio cutout further along in-game issue.
by A.J. Venter on Wednesday October 10th 2018, 2:27
I may have a possible fix. I've only tested it briefly but the usual guaranteed trigger (minigun firing) didn't trigger it - despite firing and releasing multiple times.

- You need to use wine 3.17 with it's staging patches - this is important to get the ffmpeg patch.
- You need to have the ffmpeg headers installed when building - specifically libavcodec's headers.

Build with fmmpeg based native xaudio.

Use a fresh prefix. Do NOT install xact. If you use the script from above insert an "exit" at line 146 to prevent any of the xact related steps from running.

With the ffmpeg patch the native wine xaudio can handle all fallout sounds and we can exclude xaudio entirely from the setup - which is most likely where the issue originates.

Tested:
- Sound effects work, most common trigger did not trigger the bug
- Speech works
- Music works.

I'll do a much more extensive test tonight but wanted to let you guys know so more people can test and see if removing xact from the equation really does fix it.

Other notes (these things may or may not be relevant):
- I am using the current dev build of Ubuntu cosmic - so many of my libraries are newer than what is in the release build, but not as new as what you'll find in a rolling-release cutting edge distro like arch
- I built using the chroot-based script linked above, it needed some editing to work (notably aptitude is not available on cosmic-32bit and the patch method doesn't seem to work at all for user patches to I completely rewrote that. I manually chrooted into the chroots to install additional libs like libavcodec-dev (I had to copy my full /etc/apt into the chroots to get a complete package list)
- I had vkd3d available and built into this wine
- vkd3d cannot run FO4, still had to use dxvk, which is version 0.81
RE: Audio cutout further along in-game issue.
by Jarrard on Wednesday October 10th 2018, 2:33
I've give it a test next time I mess around with wine and fallout4, hopefully some other people can confirm this works.
RE: Audio cutout further along in-game issue.
by A.J. Venter on Wednesday October 10th 2018, 16:50
What I can tell you - is that I played the entire night and didn't have a sound failure once.

There is one possibly important thing I should mention - I had an extra patch which is not in staging, it's actually a patch for the staging patch which I found in the bug report from which the staging patch comes. What it does is modify the xaudio/ffmpeg converter to NOT fail on errors. Its possible that this is what allows the game to recover even when xaudio has a glitch.

I include a copy of the patch below:

--- a/dlls/xaudio2_7/xaudio_dll.c
+++ b/dlls/xaudio2_7/xaudio_dll.c
@@ -2527,7 +2527,7 @@ static BOOL xa2buffer_queue_period(XA2SourceImpl *src, XA2Buffer *buf, ALuint al
averr = avcodec_send_packet(src->conv_ctx, &avpkt);
if(averr){
WARN("avcodec_send_packet failed: %s\n", av_err2str(averr));
- break;
+// break;
}

buf->offs_bytes += avpkt.size;
RE: Audio cutout further along in-game issue.
by Jarrard on Sunday October 14th 2018, 3:39
this is not compatible with staging 3.18

have not had time to look into it further.
RE: Audio cutout further along in-game issue.
by A.J. Venter on Sunday October 14th 2018, 8:47
Weird, it's such a basic patch. Are you sure the issue isn't just that the patch has been merged into the staging patch and is already applied?
RE: Audio cutout further along in-game issue.
by Jarrard on Sunday October 14th 2018, 10:14
I do not know, I'll take another look sometime.
RE: Audio cutout further along in-game issue.
by A.J. Venter on Monday October 15th 2018, 1:00
If it is, the error from the patch command will tell you.
RE: Audio cutout further along in-game issue.
by Jarrard on Sunday October 14th 2018, 2:21
Sadly these comment sections cannot be tracked, they are a nightmare to follow so if your referencing a patch or link you need to include it with ref links in the post and not just say 'from above'. Because nobody will find it and there are 100 links above to patches.
RE: Audio cutout further along in-game issue.
by A.J. Venter on Sunday October 14th 2018, 2:27
I meant above as in - the one in the Howto section of the page.
RE: Audio cutout further along in-game issue.
by Jarrard on Sunday October 14th 2018, 2:30
Yeah I won't be using their install script.

Is there a link to the github that holds this xaudio2_7 patch?

Just if we can confirm this patch is the magic ticket then perhaps we can get it added to wine sometime?
RE: Audio cutout further along in-game issue.
by A.J. Venter on Sunday October 14th 2018, 2:35
The script is actually useful as it tweaks some game settings and such for working well, but it's obviously not essential.

The primary ffmpeg patch is already part of 3.17-staging - no need for anything other than to have that.

The secondary "ignore errors" patch is hidden deep in the comments on the bug report (see the bugs section on this page) - which is why I put the patch itself in my comment above. There is no github page I know about, just wine bugtracker attachment.
RE: Audio cutout further along in-game issue.
by A.J. Venter on Monday October 15th 2018, 1:05
That all said - it's now several days later, I've been playing for several hours each day since - and I haven't had a single audio issue.
RE: Audio cutout further along in-game issue.
by Rob on Sunday October 14th 2018, 9:30
If you've got any suggestions for the Ubuntu build script - please create an issue on the Github tracker... See: github.com/bobwya/build-multilib-wine/issues

Adding in the libavcodec-dev dependency is necessary for the Wine Staging ffmpeg patchset - that's true.
But the script has a line for installing additional Wine Staging dependencies, in each chroot, so any extra dependencies should just be added in the script - if necessary (rather than manually adding them to the chroots).
I can add in a workaround for aptitude not being available - although I find that distribution packaging decision a bit puzzling...
If you've any concerns with the user patching support - then please raise an issue about this. Fixing your issues, may fix a bug for another person as well after all.. :-)

Like I stated in the README... The script doesn't get much of my attention - but I'd at least like to keep it on life support!
RE: Audio cutout further along in-game issue.
by A.J. Venter on Monday October 15th 2018, 1:04
I missed the line for adding dependencies, I'll use it next time. Call that one user-error.
I wouldn't act on the aptitude issue just yet. Cosmic isn't actually released yet and the package does exist in 64-bit, so it's entirely possible that it just wasn't available for 32-bit yet - I would wait until after release day and see if it's still a problem before spending time on it. I just ran a sed on the script and replaced all references to aptitude with apt.

I really would rather not share my changes to the user-patching as they were a quick 5-second fix. I didn't bother to understand the mechanism you use and figure out where it was going wrong (for some reason - it just wasn't applying anything at all so it could mean the array wasn't being populated correctly or something was wrong with the function operating on that array). I just replaced that entire section with a for-loop glob as a quick and dirty and guaranteed-to-work way to pull in my patch directories at the right place. But the actual fix should be done properly.
Screen size issue bug
by Jarrard on Thursday May 10th 2018, 0:33
Seems there is a screen size issue bug which is a wine in general problem where the mouse can be locked to the game screen (sometimes hard to do but it does work) however WINE is setting the screen as -20 or so offset so your mouse will never reach the full extend of horizontal right hand side off screen, this causes a looking panning lock.

This happens for certain games, unknown reason. Likely linked to dual monitor configurations as it does not happen when display 2 is disabled.

I would open a bug report but it seems I'm incapable of doing such a thing since the last 10 bug reports I have attempted to make have all been rejected and deleted. So we'll just live with this until someone super professional can report it.
RE: Screen size issue bug
by Jarrard on Thursday May 10th 2018, 0:53
This could be a nvidia viewport issue. I have yet to resolve it without disabling second screen so if someone has this issue then please tell. The more people that can confirm it the better.

I am using DXVK but I do not believe that would cause this incorrect mouse movement offset screen panning lock (still not sure what to call the issue)
RE: Screen size issue bug
by Jarrard on Thursday May 24th 2018, 6:48
Fixable by running game in virtual desktop mode, you will also need to enable auto capture mouse in full-screen mode.
F4SE
by Mork on Wednesday April 18th 2018, 13:57
Did anyone succeed in starting Fallout4 using F4SE yet?
I tried to start it using wine64 and wineconsole, but all I get is:

F4SE runtime: initialize (version = 0.6.7 010A0520 01D3D746522F1BF2, os = 6.1 (7601))
imagebase = 0000000140000000
reloc mgr imagebase = 0000000140000000
couldn't allocate trampoline, no free space before image
couldn't create branch trampoline. this is fatal. skipping remainder of init process.

I wonder what can be done about this. :|
RE: F4SE
by Dawei on Saturday April 21st 2018, 20:27
Maybe also work for fallout 4:
Ryan's comment about SKSE: "......I was able to get SKSE working by 'downgrading' from wine-staging to wine. It seems this is fixed in 2.22."
appdb.winehq.org/objectManager.php?sClass=version&iId=24749
RE: F4SE
by Mork on Monday April 23rd 2018, 15:56
Thank you but that won't work for me, Skyrim is 32-bit and such an old wine version is no good for Fallout 4 I think. There are also big differences in the loader when you compare older loaders and newer ones.
The newer have that "BranchTrampoline.cpp", the olders use a different approach.

When I start the game with Windows7, the base address is something like "imagebase = 000000013F4D0000", whereas on wine it is "0000000140000000", which seems to be a default value.
I also disabled "/proc/sys/kernel/yama/ptrace_scope", but it still does not work. :(
RE: F4SE
by Dawei on Saturday May 19th 2018, 2:18
RE: F4SE
by Mork on Friday June 1st 2018, 8:46
That works like a charm, thank you for this information! :)
RE: F4SE
by Jarrard on Thursday May 10th 2018, 0:30
Yes
Audio Issue Walkaround for wine-3.6
by Dawei on Monday April 16th 2018, 8:37
This game (probably most Beth games) plays two kinds of sound: 2D and 3D.
2D sound: background music, player speech, player's weapon sound effect
3D sound: NPC speech, NPC weapon sound effect from distance.
64bit native XAudio2_7.dll is needed for 2D sound and 64bit native X3DAudio1_7.dll is needed for 3D sound.

Tested with wine-3.6-fo4soundpatch-staging-pba

Tip: New version of winetricks will NOT install 64bit xact files.
RE: Audio Issue Walkaround for wine-3.6
by Jerry on Friday April 20th 2018, 19:33
Where did you get the 64bit dlls from? and where do they go in the wineprefix?
RE: Audio Issue Walkaround for wine-3.6
by Dawei on Saturday April 21st 2018, 20:11
Use OLD version winetricks install xact:
OLD version still works. (Check your winetricks script and search 'xact' to see if it will install 64bit)

Override dll files manually:
1. run cabextract to extract MS directx package "directx_Jun2010_redist.exe"
2. then cabextract "Feb2010_X3DAudio_x64.cab" and "Jun2010_XAudio_x64.cab"
3. copy X3DAudio1_7.dll and XAudio2_7.dll to "YOUR_WINE_PREFIX/drive_c/windows/system32/"
4. run winecfg, in Libraries tab set them to "native"
RE: Audio Issue Walkaround for wine-3.6
by Rob on Thursday May 17th 2018, 9:25
Dawei,

I've been doing some work on the WineHQ AppDB page for Fallout 4.
So I'm interested in including your comments about 64-bit 3D audio.

I was just wondering - is there a good place in the game, to detect this issue?
Otherwise it will be hard to tell the difference I suspect!

Thanks for the info btw... :-)

Bob
RE: Audio Issue Walkaround for wine-3.6
by Jerry on Thursday May 17th 2018, 10:28
Yes there is a place which at least for me it happens EVERY TIME, the attached link is to the quicksave of that location:
drive.google.com/open?id=1wy15SqvN0Nt7Ulu2BN0pxtB7IUzNprZS

to describe the area, its close to fort hagen, but to trigger it, turn 180, then go forward, over the next building, and the far building, has 3 gunners and an assault robot, and close by there is a super mutant behemoth, and 3 dogs to the house nearby.

for me the bug always occurs before I'm done taking out the gunners and the assault robot.

last tested before posting with:
ubuntu 18.04
wine 3.8 with fallout 4 patch
dxvk 0.51
nvidia gtx 970 + 396 drivers.
RE: Audio Issue Walkaround for wine-3.6
by Dawei on Friday May 18th 2018, 7:35
For me, Hangman's Alley have strange engine noise, when you leave there for some distance, noise stopped.
Since native X3DAudio1_7.dll and XAudio2_7.dll override can walkaround this issue for me, I suspect builtin X3DAudio1_7.dll or XAudio2_7.dll have some problem.
However, i'd better test the TWO sound hacks.
Kimmo's patch don't work for me.
I need some time to test Charles's hack. Or maybe i need both two?
RE: Audio Issue Walkaround for wine-3.6
by Dawei on Friday May 18th 2018, 23:45
Tested with plain wine-3.8 + Bob's + Kimmo's + Charles' hack, still no audio, no music, strange engine noise.
I do not have the loading issue.
A correction to my previous comment: NPCs have correct gun firing sound.
RE: Audio Issue Walkaround for wine-3.6
by Jarrard on Thursday May 24th 2018, 7:11
create new prefix. try again. you'll figure it out, just fiddle around.
RE: Audio Issue Walkaround for wine-3.6
by Jarrard on Thursday May 24th 2018, 22:32
Unfortunately I still get partial sound breakage, naming the shooting/NPC sounds break 20minutes or so into playing.
RE: Audio Issue Walkaround for wine-3.6
by Dawei on Friday May 25th 2018, 21:12
Use old version winetricks install xact or manually override 64bit dlls is not THE fix for partial sound break , it is walkaround for no speech or music IF you do not have.
There is no known walkaround for partial sound break.
RE: Audio Issue Walkaround for wine-3.6
by Jarrard on Friday May 25th 2018, 21:17
Tested last night with win10 and eax/vap2 switched on. Didn't get any sound breakage, could have been a fluke chance, might break again sometime in future.

Either way it was a game specific issue rather a overall wine problem since sound issues can happen in Windows, and no other games have such a issue that I have tested so far.
RE: Audio Issue Walkaround for wine-3.6
by Jarrard on Thursday May 24th 2018, 6:52
My sound works until about 20-50minutes into gameplay, at which point it gives up by either cutting out or loosing most sounds, or a sound loop occurs.
RE: Audio Issue Walkaround for wine-3.6
by Jarrard on Thursday May 24th 2018, 8:15
Ok applied Dawei's fix about the 64bit dlls, I already had some in the directory but maybe they were 32bit ones.

I copied the 64bit ones over and lowered case them (deleting the originals) and then went and played for a hour, and the audio did not drop out like it did before.

So hopefully this fix continues to work and the audio issues don't reappear down the line.
RE: Audio Issue Walkaround for wine-3.6
by Jarrard on Thursday May 24th 2018, 22:31
Nope, was a false positive.
Audio breaks partially, FX Sounds stop (NPC/Shooting), music and ambiance continues to work.
Vulkan *experimental*
by Mork on Thursday April 5th 2018, 16:22
I managed to make Fallout 4 to run using vulkan rendering. Framerate is a little bit better than my last try using staging+PBA patches (see my comment below) and is more stable in general, the GPU usage is much higher. Some stuttering can be experienced, but overall it works better for me than using wined3d11.

High settings, Full HD, standing at bridge in sanctuary, looking at the cooking pot:
Plain wine 3.5: ~9fps
Vulkan: 25fps

FYI: I'm on Ubuntu 17.10, using Mesa padoka unstable (18.1), AMD R290X (Sea Island, GCN 1.1).

If you want to give it a try, be warned that it can be a real PITA to get it to work. This is for AMD only and you need a Southern Island card at a minimum.
I try to point you in the right directions "quickly":


!!!! IMPORTANT !!!!
This is not for beginners, PLEASE don't try this if you don't know how to fix things in case they get broken.
Especially when fiddling with X11 and GRUB you can end up with a broken desktop, e.g. black screen only. Once you're past this and are on amdgpu driver, you should be save.
I also recommend to create a copy of your current Fallout 4 wineprefix for this, so you can compare performance and don't break your existing wineprefix.
!!!! IMPORTANT !!!!

Steps required:
1. get amdgpu driver to work
2. get vulkan to work within linux
3. get vulkan to work within wine

These links helped me to get it to work:
[1] github.com/roderickc/wine-vulkan
[2] github.com/doitsujin/dxvk
[3] varunpriolkar.com/2016/12/how-to-use-amdgpu-driver-for-southern-islands-and-sea-islands-card-on-ubuntu-linux/
[4] vulkan.lunarg.com/doc/sdk/1.1.70.1/linux/getting_started.html
[5] vulkan.lunarg.com/doc/sdk/1.1.70.1/windows/getting_started.html

=================================
1. get amdgpu driver to work (see [3])
=================================
I'm on Ubuntu 17.10, which comes with kernel 4.13 at this time.
I think it does come with Southern Island (SI) and Sea Island (CIK) amdgpu support compiled into the kernel already, so you probably don't need to compile a new kernel, but I did so nonetheless.
The important parts are the blacklisting of the radeon module and options to enable SI or SIK in the boot params:
CIK: GRUB_CMDLINE_LINUX_DEFAULT="quiet splash modprobe.blacklist=radeon amdgpu.cik_support=1 radeon.cik_support=0"
SI: GRUB_CMDLINE_LINUX_DEFAULT="quiet splash modprobe.blacklist=radeon amdgpu.si_support=1 radeon.si_support=0"

Also make sure you have installed the mesa and X11 amdgpu / vulkan drivers. That should be also described on [3].

Check "/var/log/Xorg.0" if it indeed uses amdgpu driver. You cannot proceed until it does.

=================================
2. get vulkan to work within linux
=================================
Install lunarg vulkan sdk for linux and fiddle with it until vulkaninfo does work and does not give you an error.

Basically download the SDK [4], install it somewhere and set your environment settings in ~/.bashrc to point to the SDK. Something like:

export VULKAN_SDK="/home/Software/VulkanSDK/1.1.70.1/x86_64"
export PATH=$VULKAN_SDK/bin:$PATH
export LD_LIBRARY_PATH=$VULKAN_SDK/lib:$LD_LIBRARY_PATH
export VK_LAYER_PATH=$VULKAN_SDK/etc/explicit_layer.d

Make sure you have the vulkan/amdgpu drivers installed. For Ubuntu with Mesa these _should_ be:
libdrm-amdgpu1
xserver-xorg-video-amdgpu
libvulkan1
mesa-vulkan-drivers

=================================
3. get vulkan to work within wine
=================================
This requires quite some steps:

a) compile dxvk (see [2])
--------------------------------------
a1) get a newer version of meson
Only required if your meson version is older than 0.43
I got it using "pip3 install meson", which installs it to "~/.local/bin/meson"
a2)
get and compile glslang
a3)
install MinGW - for me I think it is the package "mingw-w64-common"
a4)
do the steps in the section "Troubleshooting" of [2].
a5) compile dxvk
don't forget to use "~./local/bin/meson" instead of plain "meson" if you have installed it with pip3
a6) setup your wineprefix to use dxvk as described in [2] "How to use"
If you can afford it, I'd recommend to copy your existing Fallout prefix, before you do this.
Install the 64bit dlls.

b) Install the Vulkan SDK within wine (see [5])
--------------------------------------
Should work without problems, just click your way through the installer.

c) setup registry (see [1])
--------------------------------------
You don't need to install anything from [1], but follow their steps 1-3

d) Compile wine with vulkan support
--------------------------------------
I'm not sure if this is required, but I did that nonetheless. Add the option --with-vulkan when configuring.
Don't forget the dsound.patch, if you needed it before to not black-screen upon starting the game.

e) Test if vulkan works in general using wine
--------------------------------------
The Vulkan SDK installed to wine comes with a test program (drive_c/VulkanSDK/1.0.68.0/Bin/cube.exe).
It fails for me saying "Failed to locate textures", thats okay, but it should not say something like "layers not found" - if it does, you missed step c)

f) Try to start Fallout 4
--------------------------------------
I recommend to enable some debug layers, e.g. with:
DXVK_HUD=devinfo,fps,drawcalls,memory
Also you likely need to enable "Emulate virtual desktop" with winecfg - I had troubles where I could not turn around fully within the game otherwise.
If you experience audio problems, that seems to be new for wine 3.5 - I have that problem with both plain wine as well.

I probably forgot something, but I hope it still is of help for someone who wants to give it a try. Good luck! ;-)
RE: Vulkan *experimental*
by Mork on Thursday April 5th 2018, 17:11
I got the audio fixed by installing xact with winetricks. Never needed it before, but now it looks like I do. :)

Played for a little while, it's running pretty good. Framerate is very stable around 24-40fps, no dips, no peaks.
This is the first time I consider Fallout 4 playable on linux. Will try to install "some" mods next.
I guess ENB is out, when using Vulkan, as dxvk also needs the d3d11.dll override. But besides that...
RE: Vulkan *experimental*
by Jerry on Sunday April 8th 2018, 14:30
Does your audio cut out after a short time? my situation is that I can start the game, (with Vulkan and dxvk, if that makes any difference)
and then after entering combat, the effects, and voices stops, and the radio on the pipboy plays for a bit, then everything except generic background noise stops. or the auto gun noise just keeps being repeated.
ubuntu 16.04 Nvidia User fyi

I've also tried 3.4 and 3.5 both compiled with that dsound patch
RE: Vulkan *experimental*
by Mork on Monday April 9th 2018, 2:10
Yes, the same happened to me. After installing xact with winetricks this problem suddenly went away.
RE: Vulkan *experimental*
by Jerry on Monday April 9th 2018, 9:23
for me on wine 3.4 & 3.5 no sound without xact at all, and with it only some sound, then either stops or repeats.
is xact the only winetricks you had to install?
RE: Vulkan *experimental*
by Mork on Monday April 9th 2018, 12:05
Pretty much, yes. This is what I've installed with winetricks:

d3dx11_42
d3dx11_43
d3dx9
steam
vulkansdk
xact

My overrides in winecfg:

Native, Builtin:
x3daudio1_0
x3daudio1_1
x3daudio1_2
x3daudio1_3
x3daudio1_4
x3daudio1_5
x3daudio1_6
x3daudio1_7
xapofx1_1
xapofx1_2
xapofx1_3
xapofx1_4
xapofx1_5
xaudio2_1
xaudio2_2
xaudio2_3
xaudio2_4
xaudio2_5
xaudio2_6
xaudio2_7

Native:
d3d11
dxgi

I think xact installs the audio overrides, the last two are for vulkan and set by dxvk, to say you don't them if you don't use dxvk.
I also removed the gstreamer override (to "disabled"), which I had there before I installed xact.

As for the audio driver, I use winepulse.drv / Pulseaudio.
Windows version seems to be Windows XP.
RE: Vulkan *experimental*
by Mork on Monday April 9th 2018, 14:02
I have to correct myself. Now I have the same issue again after having a loading screen. On the weekend, when I played quite a while, I did not have that problem. Strange... :|
In the console it says:
"00d9:err:ntdll:RtlpWaitForCriticalSection section 0x37a90528 "?" wait timed out in thread 00d9, blocked by 00d5, retrying (60 sec)"
RE: Vulkan *experimental*
by Jerry on Monday April 9th 2018, 14:07
so I reinstalled it, using a wine 3.5 staging from the repo, I installed xact, and a bunch of other directx dlls, the extra directx dlls had no impact, but the sound didn't stop, or do repeat. what I did have though was that the sound was only for things like weapon sounds, footsteps, jetpack sound, and water sounds, NO radio, music, general effects, music on main menu, or npc voices.
RE: Vulkan *experimental*
by krotax on Monday May 14th 2018, 5:23
Hi, Jerry, have exactly the same issue with any wine version: sounds starts correctly, but after some minutes, or when I enter the first combat, first voices and shoots are gone (or repear forever) and the all the rest of sounds also disappear. Have the same libraries overrides. Did you manage to solve it?
RE: Vulkan *experimental*
by Jerry on Tuesday May 15th 2018, 18:36
No I haven't found a solution yet, in the meantime I upgraded from ubuntu 16.04 to 18.04 and haven't got the game to run after, but it hasn't been in my thoughts much either of late, once I compile wine I'll give it a go again.
RE: Vulkan *experimental*
by Rob on Thursday May 17th 2018, 9:40
I've been testing pre-built DXVK 0.51, with an Nvidia Geforce 960 + Nvidia 396.24 drivers. After extensive testing - I didn't encounter any sound loops.
In fact Fallout 4 is running amazing well now.
Obviously different graphics drivers, may have more Vulkan-related support issues.

I believe that DXVK sound issues can be caused by graphical effects not loading - which breaks audio script triggers and causes annoying sound-loops in the game.
These would not be present - if you were using Wine Staging+PBA - indicating that it's a DXVK problem.
I've seen this effect with Deus Ex: Human Revolution... Wine-Staging+PBA - audio is fine, Wine-Staging+DXVK - audio loops constantly.

See: github.com/doitsujin/dxvk/issues/351

Bob
RE: Vulkan *experimental*
by krotax on Tuesday May 22nd 2018, 7:00
Tested with wine-pba 3.3 (precomplied version available as Lutris runner) without DXVK, and sound works fine, some graphical issues in open field and missing body parts of foes.

With wine-staging 3.8 + DXVK 0.51 I get fine graphics and stable 60 fps, but audio crashes at first gunfight. Tested with nvidia 390 and Geforce 970 and 1050. When this happens, no dialogue is available, as thue are triggered by audio, as you said.

I'll try today with nvidia 396 and latest DXVK and see.
RE: Vulkan *experimental*
by Jarrard on Thursday May 24th 2018, 7:17
I had this audio issue also, but its not always at gunfights, can just randomly happen after a while (well its the wasteland, gunfights are everywhere I guess).
For people who don't want to use GUI wrapper, you can try my command-line script
by Dawei on Wednesday March 21st 2018, 20:42
Simple Wine Helper:
made of pure shell script, the only dependency is bash
simple and short, work with winetricks
forum.winehq.org/viewtopic.php?f=2&t=29536
RE: For people who don't want to use GUI wrapper, you can try my command-line script
by Rob on Thursday May 17th 2018, 9:30
Dawei,

I've linked to your Wine build script - as a method for building a custom version of Wine, on Fedora, in the Fallout 4 AppDB "How To" guides...
Hope this is OK!

Thanks
Bob
RE: For people who don't want to use GUI wrapper, you can try my command-line script
by Micha? Dec on Wednesday September 19th 2018, 20:09
The script has but 2 faults. Firstly, I found it very hard to read, so I put a main function. Secondly, the find_file function is broken. In a scenario where you copy $home_dir/My\ Games/Fallout4 to another catalog within $home_dir, $target will end up being a list of strings instead a single string. There's a handy grep at the end of the find command.

gist.github.com/grepwood/ddc9e41779fa5414b9946fe4b212c84d
Im not concerned just confused?
by Jack on Tuesday March 20th 2018, 23:53
My test report got deleted because:
"This test report should never have been accepted, as it used POL and reported an incorrect Wine version."

I'm guessing they mean POL, although I never used Play On Linux for the process? and used the custom compiled version of wine?? More details would be appreciated.
RE: Im not concerned just confused?
by Dawei on Wednesday March 21st 2018, 19:55
My guess:
1. No warpper allowed: playonlinux, lutris. (One fault dependency pack of POL runied my falloutnv, and i suspect it was a bug of wine-1.7.x)
2. No custom patch allowed: wine-pba
RE: Im not concerned just confused?
by Dawei on Wednesday March 21st 2018, 20:26
typo: wrapper (English is not my native language)
RE: Im not concerned just confused?
by Jack on Friday March 23rd 2018, 19:42
If that's the case then it makes a lot of sense. cheers
RE: Im not concerned just confused?
by Mork on Wednesday April 4th 2018, 13:05
Makes sense? Yes and No.

I kind of understand the idea behind it, but if you are not allowed to apply patches to get it to run, you can delete a whole lot of reports on whinehq.
PBA patches are optional patches to improve performance - the latest gold rating as of 23. February 2018 also uses a patch, to make it run at all, but that report does not get deleted - just for an example.

As said, I understand that ratings should reflect how good an application runs under plain wine or maybe wine+staging, but when applied, the game basically runs like garbage or not at all. And there are probably a whole lot more applications where it is the same?
So, as this game does not run without the dsound patch for me, I understand that l have to rate this game garbage until it runs out of the box without any patches? That could take quite a couple of years. ;-p

Also, I don't think that you have used any of the helpers like PlayOnLinux, so the reason given for the deletion was kind of invalid - if you ask me. I'm confused as well...
Unhandled exception: page fault on read access to 0x00000000 in 64-bit code (0x00000001400119aa)
by Mordekay on Thursday March 8th 2018, 13:26
I get this error when starting FO4. I followed the guide and i think it was ok, at least i noticed no errors. A pastebin of the complete message is here:
pastebin.com/rYuCmmvD
Every time i start it a windows pops up about "First start bla bla bla..."
Then the start picture of FO4 comes up, but without the "start game" "load game" and so on and after a few seconds it gets dark and is stalled, then the error windows pops up.
RE: Unhandled exception: page fault on read access to 0x00000000 in 64-bit code (0x00000001400119aa)
by Jack on Friday March 9th 2018, 19:47
This is really odd, as it seems to happen after the game starts, usually once you get to the main menu your fine.
RE: Unhandled exception: page fault on read access to 0x00000000 in 64-bit code (0x00000001400119aa)
by Mordekay on Saturday March 10th 2018, 1:58
Erm, maybe my description was a bit wrong.
The game doesn't really start. All i see is the background of the options window. The one where you can set and change the settings. Not the intro with the house in the background.
RE: Unhandled exception: page fault on read access to 0x00000000 in 64-bit code (0x00000001400119aa)
by Mordekay on Monday March 12th 2018, 12:12
I'm sorry, but i will give up on this.
All i get is a black screen and i have to kill the process in order to close it.
May if there is a complete script that does the installation and needed settings i will give it another try.
Thanks for your time and help.
RE: Unhandled exception: page fault on read access to 0x00000000 in 64-bit code (0x00000001400119aa)
by Jack on Monday March 12th 2018, 15:46
Im sorry, im a bit new to wine myself, I really wish I could help you out.
The issue you are having is very similar to the dsound issue.

Did you check /media/volume/wine_build/wine/dlls/dsound/dsound.c
and searched for a "Sleep(100) call at line 200?

Thats about the only advice I can give you sorry.
Wish I could help more.
RE: Unhandled exception: page fault on read access to 0x00000000 in 64-bit code (0x00000001400119aa)
by Mordekay on Tuesday March 13th 2018, 14:09
Sorry for the late reply.
Yes, i did that check and everything was as it should.
RE: Unhandled exception: page fault on read access to 0x00000000 in 64-bit code (0x00000001400119aa)
by Mordekay on Tuesday March 13th 2018, 14:55
What i also noticed, after the ..configure command i noticed a warning: warning, no sound system was found windows applications will be silent. Maybe that is the cause of the crash?
RE: Unhandled exception: page fault on read access to 0x00000000 in 64-bit code (0x00000001400119aa)
by Jack on Saturday March 17th 2018, 4:39
Yeah something is wrong with dsound in your build. That makes lines up with when your game crashes.
RE: Unhandled exception: page fault on read access to 0x00000000 in 64-bit code (0x00000001400119aa)
by Mordekay on Saturday March 17th 2018, 12:02
Any advise/tip how to fix this?
RE: Unhandled exception: page fault on read access to 0x00000000 in 64-bit code (0x00000001400119aa)
by Jack on Saturday March 17th 2018, 16:24
No not yet, I will see if I can modify/create a easy installer for lutris that should just be a two click run. Personally I would recommend waiting on that.
lutris.net/
There is already a fallout 4 one but it doesn't work for everyone like myself and the performance is hit or miss.
RE: Unhandled exception: page fault on read access to 0x00000000 in 64-bit code (0x00000001400119aa)
by Dawei on Wednesday March 21st 2018, 21:22
my experience, hours of stable gaming
1. use WINETRICKS install xact, which also install XAUDIO files (are you using playonlinux or lutris?)
2. unlike previous versions: wine-staging-1.7.x, wine-staging-2.x. For wine-3.3 , winegstreamer must be disabled.
3. always use wine-staging when avaiable, not plain wine.
4. wine-pba-3.3 is fast and for me it is stable.
5. for myself, i do not use the sound patch.
6. [rare] sound problem for me is it sudden get silence but game will not crash: make a save, quit game, kill zombie [Fallout4.exe] and restart game
7. I use my own command-line wrapper made of pure shell script forum.winehq.org/viewtopic.php?f=2&t=29536
RE: Unhandled exception: page fault on read access to 0x00000000 in 64-bit code (0x00000001400119aa)
by Jack on Sunday March 25th 2018, 3:39
Im sure your already aware, but Dawei made a bash script
forum.winehq.org/viewtopic.php?f=2&t=29536

hopefully that is all you need
Improve performance
by Mork on Wednesday March 7th 2018, 16:00
While the rendering is pretty close to perfect, I'm still struggling with the performance - it's pretty much unplayable for me.
Performance considerably improved by using the PBA patches as suggested in bug 44315 (bugs.winehq.org/show_bug.cgi?id=44315).

First pulled a clean wine 3.3 from git
Then applied the staging patches for 3.3 (github.com/wine-staging/wine-staging)
Then applied the PBA patches (github.com/acomminos/wine-pba)

In my test scenario (sanctuary, standing at end of bridge and looking towards the town, pointing at the cooking station), my framerate improved from 9fps (3.3 staging only) to 23fps (staging + pba).
Vanilla 3.3 is at about 7fps for me.

My specs:
AMD R290X
AMD FX(tm)-8350 Eight-Core Processor
Mesa 18.1.0-devel - padoka PPA
Ubuntu 17.10
Fallout4: 1080p at lowest settings possible.


Applying staging is pretty straight forward. This is my directory layout:

wine_build
|- wine-source
|- wine-staging
|- wine-pba-patches

Clone the staging git to a e.g. folder next to your wine source (wine-staging for me):
> git clone github.com/wine-staging/wine-staging.git wine-staging

Change to the new folder, do a "git checkout v3.3"
Change to the patches subfolder
Apply the patches using ./patchinstall.sh DESTDIR=../../wine --all
- DESTDIR needs to point to your wine source directory.

Go back two paths, for me it's "wine_build".
Clone the pba patches to a new folder (wine-pba-patches for me)
> git clone github.com/acomminos/wine-pba.git wine-pba-patches

Change to the wine-source directory
Apply the patches:
git apply ../wine-pba-patches/0001-wined3d-Initial-implementation-of-a-persistent-mappe.patch
git apply ../wine-pba-patches/0002-wined3d-Add-support-for-backing-dynamic-wined3d_buff.patch
git apply ../wine-pba-patches/0003-wined3d-Use-ARB_multi_bind-to-speed-up-UBO-updates.patch
git apply ../wine-pba-patches/0004-wined3d-Use-GL_CLIENT_STORAGE_BIT-for-persistent-map.patch
git apply ../wine-pba-patches/0005-wined3d-Experimental-support-for-persistent-buffer-t.patch

Compile wine, starting at 4) in the installation guide above.
RE: Improve performance
by Mordekay on Wednesday March 14th 2018, 14:28
mordekay@mordekays:~$ git clone github.com/wine-staging/wine-staging.git wine-staging
fatal: Repository 'github.com/wine-staging/wine-staging.git' existiert nicht.
mordekay@mordekays:~$ git clone github.com/acomminos/wine-pba.git wine-pba-patches
fatal: Repository 'github.com/acomminos/wine-pba.git' existiert nicht.
"existiert nicht." --> Doesn't exist. Any new links?
RE: Improve performance
by Mork on Wednesday March 14th 2018, 15:39
Oh okay, you need to prepend "" before github.com. My fault sorry.

What I should have mentioned is, that the PBA patches are considered experimental. Give them a try, but if does not work for you, compile wine without these patches.
For me they do wonders.
RE: Improve performance
by Mork on Wednesday March 14th 2018, 15:40
Meh, sorry, it removed what you need to add :D

Add H T T P S : / /, but without the spaces.
Maybe I should clarify right here on top of the comments ...
by Thomas on Thursday March 1st 2018, 17:33
I'm the Thomas around here and there is some confusion about whom to credit for what patch. The patch wrongfully accounted to me, the "dsound sleep patch" I call it, was developed by "Kimmo Myllyvirta". I posted a comment on that patch never going upstream without finding the proper cause-interaction to create a real fix. Maybe that was misleading to some guys. I found the bBackgroundMouse workaround though and created a proof of concept (PoC) SV CLIPDISTANCE implemention out of the patch supplied by "Józef Kucia" to fix a rendering issues in interior cells. So that's how you should distribute credits in future reports.
Fixed compiling but...
by Jack on Saturday February 24th 2018, 18:31
I managed to get wine 3.1 to compile with the patch successfully, so the dsound.c thing shouldent be an issue, however even with the black screen fix mentioned before, and completing all the steps before (and enabiling direct3d and setting video memory so I could enable csmt) I just get a black screen with this error message spamming:

00e5:fixme:d3d_shader:shader_sm4_read_instruction_modifier Unhandled modifier 0x00199983.
00e5:fixme:d3d_shader:shader_sm4_read_instruction_modifier Unhandled modifier 0x800002c2.

Winearch is 64 bit
version is 3.1 (with Thomas's patch)
Fully updated fresh and checked steam version of fallout4
On amd hardware, which I believe is probably the issue, since nividia seems to work perfectly now.
RE: Fixed compiling but...
by Mork on Monday February 26th 2018, 11:45
Are you 100% sure you have applied the patch correctly?
To make sure, open up the file that is mentioned in the patch file and check if it matches the changes (e.g. check if you can find the delay the patch inserts).

The messages you get are the same when I don't have the dsound patch applied, that's why I assume there's something wrong with patching.

Also, not sure what this "Thomas patch" is, you want this one (of Kimmo Myllyvirta):
bugs.winehq.org/attachment.cgi?id=56250
which you can find here:
bugs.winehq.org/show_bug.cgi?id=41271
RE: Fixed compiling but...
by Jack on Monday February 26th 2018, 14:57
Checked the dsound file, and im using wine 3.1 and it also has the sleep(100) call at line 200. Which was the source I built from and used to attempt to run fallout 4.

I used the patch command to add it though but im guessing that shouldent be a issue. Maybe increasing the length of the sleep would help?
RE: Fixed compiling but...
by Mork on Monday February 26th 2018, 15:29
Sounds good to me. Increasing the sleep does not help I think.

Can you verify that you are actually using the patched wine to start the game?
E.g. does a "which wine64" show you the compiled binary in your wine source directory?
Something like
/media/volume/wine_build/wine/wine64-build/wine64
or does it show something like
/usr/bin/wine64

That is if you have not installed the patched wine version (make install), which you don't need to (and probably should not) do.

What I do is to open up a terminal, go to my Fallout 4 folder, set the PATH environment to point to my patched wine and start up Fallout4Launcher.exe.
The PATH needs to both point to "wine64" binary and the "server" binary. For me it looks like this:

PATH="/media/volume/wine_build/wine/wine64-build:/media/volume/wine_build/wine/wine64-build/server:$PATH"

When I then do a "which wine64" it will show me "/media/volume/wine_build/wine/wine64-build/wine64".
Then, while already in the steam Fallout4 folder in my terminal (where I also changed the PATH), I start the game using
WINEPREFIX=/media/volume/wineprefixes/fo4/ wine64 Fallout4Launcher.exe

Hope this helps
RE: Fixed compiling but...
by Jack on Monday February 26th 2018, 15:33
I use this command to start the game

cd /home/codedcosmos/Programs/fallout4wine/wine-3.1/winebuild/ && WINEARCH=win64 WINEPREFIX=/tank/Games/wine/fo4test4 ./wine64 '/tank/Games/wine/fo4test4/drive_c/Program Files (x86)/Steam/Steam.exe'

Where the first path is where wine was compiled, and the latter path is where I installed steam that has fallout 4 installed.
Steam runs succesfully, and starts the launcher fine, but when the game actually opens, I just get black and the fallout process uses no cpu/disk
RE: Fixed compiling but...
by Mork on Monday February 26th 2018, 15:51
Hmmm. I tried to start my installation using your way, and it works. :|
I'm out of suggestions, unfortunately. :(

The only thing I noticed it that you seem to have a 64bit only build, whereas I have compiled wine for both 64bit and 32bit, that might be the problem as I think Fallout 4 is not pure 64bit. But if that is the issue, that's just a guess.

Just in case you are indeed on a 64bit only build and want to try out a dual-build, this is how I do it:
1. Create a folder for the 64bit build and one for the 32bit build.
2. Change to the 64bit build folder.
3. Build 64 bit:
make clean
/path/to/wine/source/configure --enable-win64
make -j9 (your CPU cores + 1)

4. Create a folder for the 32bit build.
5. Change to 32bit build folder
6. Build 32 bit:
make clean
PKG_CONFIG_PATH=/usr/lib /path/to/wine/source/configure --with-wine64=/path/to/64bitbuild
make -j9 (your CPU cores + 1)

7. Done

Since you already have the 64bit build, you could start with #4 and skip the recompilation of the 64bit build.
RE: Fixed compiling but...
by Jack on Monday February 26th 2018, 22:19
How do you run winetricks, through a custom build of wine. I just realised im using the default version of winetricks to install xact, change gstreamer, etc.
RE: Fixed compiling but...
by Jack on Tuesday February 27th 2018, 0:39
THANK YOU!

Thank you very much Mork, and Thomas and the wine team, I actually managed to get fallout 4 working. Im not sure if I typed in the build wrong or I needed 32 bit stuff, or it was wine 3.2 that was needed. But I managed to successfully run the game!

Cheers
RE: Fixed compiling but...
by Thomas on Thursday March 1st 2018, 17:13
I guess I'm the Thomas and there is some confusion about whom to credit for what patch. The patch wrongfully accounted to me, the "dsound sleep patch" I call it, was developed by "Kimmo Myllyvirta". I posted a comment on that patch never going upstream without finding the proper cause-interaction to create a real fix. Maybe that was misleading to some guys. I found the bBackgroundMouse workaround though and created a proof of concept (PoC) SV CLIPDISTANCE implemention out of the patch supplied by "Józef Kucia" to fix a rendering issues in interior cells. So that's how credits should be distributed.
RE: Fixed compiling but...
by Mordekay on Wednesday February 28th 2018, 5:36
Hi there!
It would be nice and surely much appreciated if someone would write all needed steps to get F4 running in one thread/reply.
There is too much informations separated into many comments/replies to be really helpful (especially like in my case where English is not your first language)
TIA
Jürgen
RE: Fixed compiling but...
by Jack on Wednesday February 28th 2018, 16:39
Sure

Here are the steps I followed to get it to work.
Note: I did this on a arch system, but theoretically any wine supported distro should work

--- Preparation ---
1) Download wine 3.2 from dl.winehq.org/wine/source/3.x/wine-3.2.tar.xz
2) Extract it to a install location
3) cd /your/install/location/
4) Copy the text from this website: bugs.winehq.org/attachment.cgi?id=56250 and save it as fo4.patch in the current directory

--- Patch dsound ---
5) cd wine-3.2
6) git apply ../fo4.patch
It shouldent give you a error, but if it did, your proabably not in the right directory

Useful tip from mork: "If you want to make 100% sure everything went well, open up this file (using my example folder structure):
/media/volume/wine_build/wine/dlls/dsound/dsound.c
and search for a "Sleep(100)" call. As of wine 3.2 it should be at line 200. "

--- Build 64 bit ---
7) mkdir 64build && cd 64build
8) make clean #(not entirely necessary, unless you already built)
9) ../configure --enable-win64
10) make -j9 #(your CPU cores + 1)

--- Build 32 bit ---
11) cd ..
12) mkdir 32build && cd 32build
13) make clean #(not entirely necessary, unless you already built)
14) PKG_CONFIG_PATH=/usr/lib ../configure --with-wine64=../64build
15) make -j9 #(your CPU cores + 1)

Now you should have a working wine installation you just need to start it and configure it for fo4. The following steps are not needed if you already have a wine prefix with steam/fallout 4 installed in it.

--- Create wineprefix ---
16) WINEPREFIX=/the/location/you/want/to/install WINEARCH=win64 ./wine
17) Download steam installer for windows
18) WINEPREFIX=/the/location/you/want/to/install WINEARCH=win64 ./wine /path/to/steam/installer/SteamSetup.exe #(or install via winetricks)
19) Install steam and login
20) Next you will want to download and install fallout 4, you can start steam via:
WINEPREFIX=/the/location/you/want/to/install WINEARCH=win64 ./wine /the/location/you/want/to/install/drive_c/Program Files (x86)/Steam/Steam.exe

--- Setting up / configuring wine ---
21) Close steam and run:
WINEPREFIX=/the/location/you/want/to/install WINEARCH=win64 winetricks
note: you will always want to select the default wineprefix
22) Install a Windows DLL or component ---> xact ---> Ok
23) Change Settings ---> csmt=on & videomemorysize=x (choose something other than default, but it depends on gpu) ---> Ok
24) Run winecfg ---> Graphics ---> Check "Automatically capture the mouse in full-screen windows"
25) Still in winecfg ---> Libraries ---> New override for library: ---> winegstreamer ---> Add ---> Edit ---> Disable
26) Ok

--- Editing fallout4's ini ---
27) You need to locate the ini file, Personally I found it in ~/Documents/My Games/Fallout4/Fallout4.ini.
28) Add bBackgroundMouse=1 under [Controls]

--- Running fallout4 ---
29) WINEPREFIX=/where/you/installed/fallout4 WINEARCH=win64 /where/you/installed/wine32/32build/wine '/where/your/wine/prefix/is/drive_c/Program Files (x86)/Steam/Steam.exe'

If all goes well you should be able to explore the wastland.
RE: Fixed compiling but...
by Mordekay on Thursday March 1st 2018, 21:11
Thanks a lot for that list! Wow, a hell lot to do. I guess i will need some time to do that all and test it.
RE: Fixed compiling but...
by Jonas Jelten on Friday March 2nd 2018, 18:03
I added this as installation guide, if people encounter errors, please write comments so I can update the guide.
RE: Fixed compiling but...
by Mordekay on Thursday March 8th 2018, 11:22
~/Platte1/wine-3.2/64build$ ../configure --enable-win64
checking build system type... x86_64-pc-linux-gnu
......
checking for flex... no
configure: error: no suitable flex found. Please install the 'flex' package.

Using dr google only redirects me to the regular install guide for wine, but i doubt this would help me, so how to fix this?
Is there a point missing between extracting wine and the configure command?
RE: Fixed compiling but...
by Mordekay on Thursday March 8th 2018, 11:37
Fixed it myself, continuing setup :D
How do you compile wine 3.1 with Thomas's patch for arch
by Jack on Friday February 23rd 2018, 4:14
Noob question sorry, but I can't figure how to patch wine after downloading the source
RE: How do you compile wine 3.1 with Thomas's patch for arch
by Mork on Monday February 26th 2018, 12:57
Open up a terminal and go to the folder where you've downloaded the source (or cloned the git) to.
e.g. /media/volume/wine_build/wine/

Download the patch file and place it wherever you want, in my example it is here:
/media/volume/wine_build/dsound.patch

Then apply the patch like this:
git apply ../dsound.patch

It should not give you any error (but will, if the patch cannot be applied or already has been applied), nor output.

If you want to make 100% sure everything went well, open up this file (using my example folder structure):
/media/volume/wine_build/wine/dlls/dsound/dsound.c
and search for a "Sleep(100)" call. As of wine 3.2 it should be at line 200.

Then rebuild the source and it should pick up your changes.
Black screen solution
by peter lustig on Monday February 19th 2018, 5:09
I followed (allmost) all of the advices.
The game started properly using Wine version 3.1 and 3.2 about each second time when using Debug flags "warn-all" or similar, but wouldn't when starting without debug flags.
I assume this i s because the problem is some race condition as mentioned somewhere above.

Anyhow, after adding "SIntroSequence=1" to the General section of Fallout4.ini (and Fallout4Prefs.ini just in case) the game now reliable starts up.
Hope this helps.

by Thomas on Tuesday January 23rd 2018, 20:49
Maybe try downgrading nvidia drivers. You most likely also need to downgrade mesa or install aur/mesa-noglvnd, because of the nvidia drivers (alongside mesa) switched to some better approach to handle multiple libGLs by having libglvnd. Don't forget the lib32 packages ;)
RE:
by Thomas on Tuesday January 23rd 2018, 20:51
Pressed the wrong button. It was meant as a reply to "Strange shaders since early of december".
RE:
by Mork on Thursday January 25th 2018, 16:33
Thank you, but I neither do have Arch Linux nor do I have NVidia. But I appreciate your comment nonetheless. I found a solution, see my reply to my previous post.
Strange shaders since early of december
by Mork on Saturday January 20th 2018, 8:58
For a couple of weeks I have a new problem, where everything that is 3D - objects in loading screen and ingame 3D - but not the HUD objects, look very very strange.
See: imgur.com/a/hlJ57

This occurs with all versions of Wine, I went back several versions from the most recent RC of 3.0 back to 2.x version, where it used to work before. No dice.
I upgraded my Mesa from stable (pedoka ppa) to the dev branch, but no change.
I also upgraded my Xubuntu from 16.04 LTS to the latest 17.10 - it did not change anything.

I assume it has something to do with a Mesa update that came out in early december, but that's just a guess.
Anyone here who does experience the same problem, or even has found a solution to it?

My specs:

Xubuntu 17.10
Mesa padoka dev repo
AMD R290X
AMD FX(tm)-8350 Eight-Core Processor

OpenGL:
AMD HAWAII (DRM 2.50.0 / 4.13.0-25-generic, LLVM 6.0.0)
4.5 (Core Profile) Mesa 17.4.0-devel - padoka PPA

lshw -C display
Hawaii XT / Grenada XT [Radeon R9 290X/390X]

Xorg:
7.7

Kernel:
4.13.0-25

Any idea? :(
RE: Strange shaders since early of december
by Mork on Thursday January 25th 2018, 16:32
I found the solution: CSMT.
Simply enable it by using regedit: wiki.winehq.org/Useful_Registry_Keys

In Wine 3.x CSMT is not enabled by default.
Previously I was using 2.x-staging and enabled CSMT using winecfg.
When rendering failed with 3.x and I went back to earlier 2.x versions, I forgot to apply the staging patches, hence CSMT was disabled on these versions as well.
Adding the appropriate registry key (see link above) did solve the render issues.
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.
RE: AUR package with Thomas patch
by Thomas on Tuesday January 23rd 2018, 20:59
It's missing the ugly dsound patch. That's also what keeps me from using this package. I have my own outdated modified wine-staging-nine-2.18 PKGBUILD though. More info: bugs.winehq.org/show_bug.cgi?id=41271

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.
RE:
by Thomas on Tuesday January 23rd 2018, 21:13
See bugs.winehq.org/show_bug.cgi?id=41271
RE:
by Thomas on Tuesday January 23rd 2018, 21:14
Wrong button again. Sorry, ignore.
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.
RE:
by Thomas on Tuesday January 23rd 2018, 21:15
See bugs.winehq.org/show_bug.cgi?id=41271

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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