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Steamdeck / path fixes #7
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Huge thanks for the PR! 🌟 Your ideas are great, but I cannot merge it in current state. I'm looking to keep things lean and maintainable. To be more specific:
I'm happy to adapt your ideas to fit my taste more closely, please confirm that's okay with you. Your contributions will be credited. Thanks for being patient, and I hope my feedback doesn't discourage you. Your work is incredibly valuable. That being said, this patcher may no longer be needed in the future. There is work happening in Mono to support reparse points. I also saw developers mention that they're planning to simplify the mod installation specifically for Proton. |
Hi! Absolutely! Not my forte so please feel free to re-write any of the ideas/fixes proposed! I did struggle to find a suitable way of detecting linux paths without it running on every call without restructuring from the ground up, so not as clean as I would of liked.. I have personally moved to using some 3rd party launchers (DayZ Py Launcher & dzgui) as performance of the vanilla launcher with the amount of mods I have subscribed was quite bad. Hopefully they’ll rewrite it soon! If there is anything I can assist with please do let me know! |
Hi Valters!
I have made some changes to make your patcher compatible with my steamdeck. I encountered 2 issues:
I added a method to automatically detect the absolute linux path at the beginning of the Utils.dll, as this is the only way I could think of making this completely universal.
The method runs the following:
That way if the game is installed in Z:$HOME.steam etc. the function remains the same but if game is installed in E:\steamapps... we can still translate it to a Z: (root) path.
Tested on my steamdeck with over 1300 mods and works a treat.
I'm not great with C# so there's probably a way more efficient way of doing this! Any help would be appreciated!
Thanks,
Ed