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Releases: Bugiboop/LinuxNMModManager

1.2.0

11 Jun 20:31

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1.2.0

Bethesda Engine Support (Fallout 4)

The mod manager now supports Bethesda Creation Engine games in addition to Unreal Engine titles. Fallout 4 ships as a built-in profile.

  • FOMOD installer — mods with a fomod/ModuleConfig.xml open a multi-page wizard with option descriptions and preview images; selections are saved and pre-populated on re-enable
  • Plugin load order — new Plugins tab lists all active .esp/.esm/.esl plugins in load order with the owning mod shown beside each entry; enabling/disabling a mod automatically registers or deactivates its plugins in Plugins.txt
  • External tool launcher — BodySlide, Outfit Studio, Nemesis, and LOOT are detected automatically and launched via Wine/Proton from a button bar in the app
  • F4SE launcher — the Launch button switches to "Launch via F4SE" automatically when f4se_loader.exe is found in the game root
  • Game Settings (INI editor) — new Game Settings tab exposes common INI options (resolution, fullscreen/borderless, VSync, shadow quality, FOV, mouse acceleration) as form controls; settings written directly to INI files on save

New Features

  • Download manager — NXM protocol handler receives "Mod Manager Download" clicks from Nexus and tracks downloads in a new Downloads tab
  • Conflict detection panel — new Conflicts tab lists conflicting mod pairs with options to set priority or mark pairs as intentionally coexisting
  • Files tab — the mod info panel now has a Files tab listing every installed file with per-plugin toggle switches
  • Asset search — search inside mod files for any internal asset path without opening a file manager
  • Mod list filter — filter the mod list by name in real time

Bug Fixes

  • Fixed mods containing a Tools/ subfolder (e.g. BodySlide conversions) incorrectly deploying to Data/Bodyslide/ instead of Data/Tools/BodySlide/

Supported Games

Stellar Blade · Fallout 4 · Palworld

LinuxNMModManager v1.1.0 Large UI change

15 Mar 00:11

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What's New in v1.1.0

New Features

  • Palworld support — A full game profile for Palworld is included, with routing rules for PAK mods (~mods), LogicMods, UE4SS lua mods (Binaries/Win64/Mods/), DLLs, and bare lua mod layouts.
  • Automatic game profile updates — Profiles are downloaded from GitHub at startup and can be refreshed manually via Settings → Update Game Profiles.
  • Per-mod action bar — Each mod now has its own Enable / Disable / Extract button (context-aware) and an Uninstall button that disables the mod, deletes its folder, and clears all saved state in one click.
  • Smarter conflict handling — Conflicts are now resolved at the file level. Only the conflicting files are skipped; the rest of the mod installs normally. A prompt lets you optionally disable one of the conflicting mods entirely if you prefer.
  • Hover tooltips — All buttons throughout the interface now show a description when you mouse over them.
  • Check includes conflict scan — Running Check now also reports any target-path collisions among enabled mods.

Improvements

  • Application-wide Nexus API key — The API key is now a single global setting instead of being duplicated per game profile.
  • Nexus ID detection fix — The mod ID regex now handles short IDs (1–2 digits) and version strings with consecutive dashes (e.g. --02), fixing broken Nexus links for some Palworld mods.
  • UE4SS bare lua mod routing — Mods that ship only a Scripts/ folder (no wrapping ModName/ directory) are now correctly routed to Pal/Binaries/Win64/Mods/<ModName>/ via the new anchor_offset resolver feature.
  • --extract and --uninstall accept a mod name — Both CLI flags now take an optional mod name argument to operate on a single mod rather than all mods.
  • Check button moved to the sidebar header — It's now always accessible without selecting a mod.

Bug Fixes

  • Fixed the packaged executable (ModManager) spawning a new GUI window instead of running CLI operations when action buttons were clicked.

v1.0.0

14 Mar 14:36

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Mod Manager v1.0.0 — Linux

A graphical mod manager for Stellar Blade (and future games) on Linux, built around a virtual filesystem approach using symlinks.

Features

  • GUI mod list with enable/disable toggles, batch selection, and virtual scrolling for large mod collections
  • Nexus Mods integration — fetches mod names, cover images, and descriptions automatically using your API key; results are cached locally
  • Archive support — drop .zip, .rar, or .7z archives into the archives folder and extract them directly from the UI
  • Conflict detection — warns when two enabled mods claim the same target file, and identifies which mod is currently active
  • Game profiles — downloaded automatically from GitHub on first launch; defines install rules, file extensions, and Nexus slug per game
  • Multi-game support — switch between games from the sidebar; each game keeps its own mod list, state, and cache
  • Settings window — configure game root, API key, appearance theme, and manually refresh game profiles
  • Standalone executable — no Python installation required

Requirements

  • Linux x86_64
  • p7zip-full for .rar / .7z archive extraction (sudo apt install p7zip-full)
  • .zip archives work out of the box

Setup

  1. Extract the zip
  2. Edit config.json and set game_root to your Stellar Blade installation path
  3. Optionally add your Nexus Mods API key to config.json or via Settings
  4. Run ./ModManager