Open wjoe opened 1 year ago
I was thinking to compile on my laptop that runs linux too and patch from there the savegames.
So on debian sid is not possible to compile because require rust 1.65
There is already a compiled version on https://www.nexusmods.com/masseffectlegendaryedition/mods/1605?tab=description
I've recently gotten a Steam Deck, which playes Mass Effect Legendary Edition perfectly, and was wondering about running Trilogy Save Editor on it.
I came across this thread https://github.com/KarlitosVII/trilogy-save-editor/issues/7 and was able to build the project without any issues on a regular Arch Linux setup, using these commands:
So I thought it would be easy enough to copy across or follow the same steps on the Deck, being as it's Arch Linux based too.
However, the Deck's root filesystem is locked down, so regular system packages can't be installed through the package manager (at least, not out of the box - I assume there's a workaround somewhere). So I can't install the dependencies required to build the project, or the libraries required to run it. Copying the built Linux executable across to the Deck resulted in an error of not having libwebkit2gtk installed, but I wasn't able to install it.
Perhaps I could get it working by copying libraries from another machine into the directory, or by finding a way around the file system lockdown, but it's all getting a bit manual. Since I was trying to help someone less Linux-savvy with it, I didn't want the steps to be complex or risky.
The recommended way of installing and running software on the Steam Deck is Flatpaks. I don't know a whole lot about these, but I assume that it'd be possible to set up a Flatpak manifest to build Trilogy Save Editor into a container that includes all the dependencies and libraries.
I'm probably going to look into this myself next week. But I was wondering if you or anyone else had any insight, or had tried this before at all? If not, I'll give it a go myself, would a pull request be welcome to include Flatpak build files?
Failing all of that, hopefully this may serve as a guide for anyone else in the future that's trying to get it working on the Steam Deck!