Skip to content
Project-ColonyPublic

About

A native Linux virtual filesystem for game mods: a from-scratch MO2/usvfs alternative built on FUSE + namespaces, no Wine-shoehorning.

Topics

Resources

Contributing

Security policy

Stars

4 stars

Watchers

0 watching

Forks

Repository files navigation

Eidos

The native Linux mod manager that never touches your game.

License: GPL-3.0-or-later Colony app Platforms

Eidos gives Bethesda games on Linux what Mod Organizer 2 gives them on Windows - a virtual, per-launch merged view of your mods - built from Linux primitives instead of Windows API hooking. No Wine for the manager. No files copied into the game directory. No cleanup path, because there is nothing to clean up.

Steam ──> eidos-gui %command% ──> [ private namespace ]
                                  │  mods ⊕ game  ──> what the game sees
                                  └─ dies with the game; the install stays pristine

Status: Skyrim SE is played through Eidos daily - SKSE, script-extender preloaders, Creation Club, LOOT-sorted load orders, per-profile saves, the lot. One game family proven in real play so far; ten more are wired and waiting for testers.

Why Eidos

  • 🔒 A mount only your game can see. The merged view lives in a private mount namespace: your file manager, your backup job, a second game - none of them see it, none of them need permission for it. Kill the game, pull the power: the namespace dies with the process tree and your install is exactly as it was. There is no residue by construction.
  • 🧾 One copy of the truth. Your profile owns its mod list, plugin order, INIs and saves. The plugin files and the save directory are bind-mounted over the game's own paths at launch, so even the game's own writes land in your profile. Switching profiles switches everything.
  • 🐧 Fully rootless. No setuid helper, no daemon, no sudo setcap, no /etc/fuse.conf edits. One binary, one Steam launch option.
  • 🛡️ Guards with receipts. A crash that wrecks your plugin list is flagged against a pre-session snapshot, with a one-click restore. A capture that would wipe your load order is refused and says why.

How it compares

Eidos MO2 via Wine Fluorine-Manager Limo / link deployers
Manager runs natively ✅ ❌ Windows app in Wine ✅ (Qt port) ✅
Game dir untouched ✅ always ✅ ✅ ❌ links written into it
Mount visible to the game only the game only the whole system n/a
Crash cleanup needed none, by design none stale-mount recovery manual un-deploy
Root mods (ENB, preloaders) ✅ native plugin required plugin required partial
Privileges required none none /etc/fuse.conf edit none

How fast it is

before now
loading a save ~20 seconds 6-7 seconds
directory reads in one session 5.6 million 465 thousand

Cell changes are immediate. The gain came from asking your mods fewer questions: finding one file used to interrogate all fifty of them in turn, and listing one folder used to do it fifty times over. Neither does any more. Measured on a real instance played normally, not on a benchmark.

Prior art and thanks

  • ModOrganizer2 and usvfs - the semantics Eidos reproduces, and the codebase its parity was studied against
  • LOOT - the sorting engine, via libloot
  • Fluorine-Manager, Limo and the other Linux managers - proof there is a community that wants this solved

What it does

Mods. Simple archives, FOMOD wizards, Wrye Bash BAIN packages, a manual picker for the rest - and root mods natively (script extender preloaders, ENB, Engine Fixes), with no Root Builder plugin and nothing copied into your install. Hide single files, group with separators, targeted moves, per-mod notes and categories, and an MO2 profile importer.

The list is MO2's, with its habits: eight optional columns and a sort on any of them, grouping by category or by source, double-click gestures, type-to-jump, per-mod backups that are inert until you restore them, and advisory flags for a mod whose layout this game will not load or that was downloaded for another one. Its file tree does the ordinary operations - new folder, rename, delete, open - and previews images and text without launching anything.

Plugins. The load order with LOOT sorting built in, mod indexes like the game computes them, missing-master warnings, and your DLC and Creation Club content shown as the unmanaged rows they are.

Instances. Global - managed centrally under ~/.local/share/Colony/Eidos/instances/ - or portable: a self-contained folder anywhere you want (a second drive, a games partition), movable and isolated, like MO2's. Portable instances are remembered across sessions; the GUI, the Steam launch and every CLI command follow the one you last used, and any command takes the folder wherever it takes a game id. Details in usage.md.

Profiles. Per-profile mod order, plugin state, INIs and saves. Saves are parsed, diffed against your current plugins - with a button that enables what a save needs - and synced back for Steam Cloud after every session.

Nexus. Connect an account to receive Mod Manager Download links, check updates and see authors and their profiles. Collections install from their recipes with resumable progress and explicit reports for unsupported steps. Matching checks exact source files; incomplete older metadata remains unverified. The Downloads tab filters, sorts, hides and removes archives. An offline switch stops Nexus access.

Tools. xEdit, BodySlide, DynDOLOD and friends run through the merged view inside the game's Proton prefix - they see your mods, their output lands in Overwrite, and one click turns it into a real mod. Whatever runtime each one needs is fetched on request, so a missing DLL is a button rather than an afternoon. xEdit and its QuickAutoClean twin are found for you - in the game folder, inside a mod, or in the tools directory you keep beside your games - with the right runtimes already chosen. Pin the ones you use, hide the ones you do not, give a tool its own Steam AppID when it is its own Steam app, and write a .desktop shortcut that launches it through the merged view without opening Eidos at all.

Diagnostics. Missing masters, orphaned archives, mod-list drift, damaged plugin sets - and, after a run, what the script extender's own log says actually loaded.

Where it keeps its own files. The layout every program in the Colony family uses: ~/.config/Colony/Eidos/ for what you chose - preferences, your Nexus session, your instance list, the game and add-on definitions you wrote - ~/.local/share/Colony/Eidos/ for global instances, downloaded runtimes and session logs, and ~/.cache/Colony/Eidos/ for LOOT masterlists. An older Eidos kept these in ~/.config/eidos/, ~/.local/share/eidos/ and ~/.local/state/; the first launch after upgrading carries them across, says so in the log, and leaves the old directories exactly as they were. Until a move has completed, Eidos keeps using the old files. Details in internals/paths.md.

See Integrity checks and generated output for replacement protection, BSA/BA2 member conflicts, static SKSE diagnostics and generator receipts, including their limits.

Supported games

Skyrim SE/AE - proven in real play. Fallout 4 is wired end to end too (F4SE swapped in automatically, archive invalidation, asterisk load order, LOOT, .fos saves) - see guide/fallout4.md. Wired per the shared game descriptor and looking for testers: Skyrim LE, Skyrim VR, Enderal SE, Fallout 3, Fallout NV, Fallout 4 (+ VR), Starfield, Oblivion and Morrowind (the last two mount and manage mods; their timestamp-ordered plugin lists are not managed yet).

Adding a family is one descriptor row: internals/adding-games.md.

Installation

Via Colony (recommended)

Search for Eidos in Colony and install it. Updates arrive through the launcher. Colony installs one file, eidos-linux: the window, and also the eidos command line when it is called through a link named eidos. The NIF model preview needs a helper that only the bundle below carries; without it the preview says so and everything else works. What to do after installing, and how to point Steam at it: docs/guide/install.md.

Direct binary download

Grab an asset from the latest release:

Asset What it is
eidos-linux the whole program in one file, as Colony installs it
eidos-linux-bundle.tar.gz eidos, eidos-gui, the NIF preview helper, icons and an installer that registers the desktop entry and the Nexus download handler

Check the download first, as Code signing policy shows, then:

tar xzf eidos-linux-bundle.tar.gz
cd eidos-linux-bundle
./install.sh

The installer puts everything in ~/.local/bin without sudo; --system and --bindir DIR choose elsewhere. Both assets need x86_64 Linux with glibc 2.39 or newer, FUSE (fusermount3) and 7-Zip for mod archives.

Build from source

git clone https://github.com/Project-Colony/Eidos && cd Eidos
just build
just install

Requires Rust 1.94.1 or newer, the toolchain CI and releases build with, plus just, CMake 3.20+ and a C++17 compiler for the NIF preview helper. An Arch package builds from packaging/PKGBUILD. Prerequisites and the commands without just: docs/guide/install.md.

Steam launch options

Eidos runs as the game's launch command, which is how it mounts before the game starts. The base line is all most setups need, with the absolute path of your install (Steam does not read your PATH):

~/.local/bin/eidos-gui %command%

From Colony that path is ~/.local/share/Colony/apps/Eidos/eidos-linux. Then press Play: Eidos opens on that game's instance, and Run starts the game through the merged view.

Everything else is environment variables stacked in front of it, and they combine freely:

You want... Put in front
DLSS with Community Shaders PROTON_ENABLE_NVAPI=1 - without it DLSS silently never initialises; the full checklist is guide/graphics.md
an FPS counter on screen DXVK_HUD=fps
driver-level frame interpolation, zero mods (RTX 40/50) NVPRESENT_ENABLE_SMOOTH_MOTION=1 - never together with Community Shaders' own frame generation
verbose logs for a bug report EIDOS_LOG=debug (session logs land in ~/.local/share/Colony/Eidos/logs/)
a per-session I/O report from the mount EIDOS_FUSE_STATS=1
a different FUSE worker count EIDOS_FUSE_THREADS=8 (default 4; 1 is the first thing to try when chasing a concurrency bug)
this launch pinned to one portable instance EIDOS_INSTANCE=/path/to/folder - without it Eidos opens the instance you last used, which is usually what you want

The line to keep for a modern modded setup (Community Shaders, DLSS, frame generation) - this is the final command, not an example:

PROTON_ENABLE_NVAPI=1 ~/.local/bin/eidos-gui %command%

Add DXVK_HUD=fps in front while verifying the setup works, drop it once it does.

The deeper diagnostic switches (EIDOS_FUSE_TRACE, the cache and index bisection toggles, why EIDOS_FUSE_PASSTHROUGH is off by default) live in guide/troubleshooting.md.

Documentation

Everything is in docs/, indexed by who is reading at docs/README.md: the user guide (installation, the CLI and the GUI, tools such as xEdit and DynDOLOD, graphics, troubleshooting), how Eidos works inside, and why it exists. Security policy and how to report a vulnerability: SECURITY.md.

Code signing policy

Every release asset is signed by the Project Colony organisation in CI, never on a developer machine. Next to each asset on the release page:

File What it is
<asset>.sig an ed25519 signature over the asset, made with the organisation's release key
<asset>.meta three lines binding the asset to its file name, its sha256 and the release version
<asset>.meta.sig an ed25519 signature over the .meta

The private key is an organisation secret, used only by the shared sign-and-publish workflow in a job that builds nothing; the jobs that compile Eidos never see it. Colony checks all three files before it installs or updates Eidos, and refuses a release older than the one installed. To check a download yourself with OpenSSL 3 (the same commands work for every asset):

cat > colony-release.pub <<'EOF'
-----BEGIN PUBLIC KEY-----
MCowBQYDK2VwAyEARNjg3Nn8H6/aBg1unwGjkUTcrdTxERNefVaqU8cFu0s=
-----END PUBLIC KEY-----
EOF
a=eidos-linux
openssl pkeyutl -verify -pubin -inkey colony-release.pub -rawin -in "$a" -sigfile "$a.sig"
openssl pkeyutl -verify -pubin -inkey colony-release.pub -rawin -in "$a.meta" -sigfile "$a.meta.sig"
cat "$a.meta"     # version=<tag>, asset=<file name>, sha256=<digest>
sha256sum "$a"    # the digest must equal the sha256 line

How releases are built, signed and published: design/releases.md.

Privacy

Eidos sends no telemetry, no analytics and no crash reports. It connects to no server except the ones in this table, and only for the action named there. Offline mode (Settings) stops every connection to Nexus.

Data Stored or sent Where, and why
Settings, instance list, game and add-on definitions stored ~/.config/Colony/Eidos/
Instances, downloaded runtimes, session logs stored ~/.local/share/Colony/Eidos/, or the folder you chose for a portable instance
LOOT masterlists stored ~/.cache/Colony/Eidos/loot/
Nexus sign-in sent Signing in opens users.nexusmods.com in your browser, which hands the result back to a listener Eidos opens on 127.0.0.1 for that sign-in only. Eidos then trades it for tokens at users.nexusmods.com/oauth/token and fetches the public keys Nexus signs them with. Nexus Mods privacy policy
Nexus credentials stored The access and refresh tokens, in ~/.config/Colony/Eidos/nexus.ini with mode 0600. An api_key= line written there by an older Eidos is kept but never read; delete it if you like.
Nexus requests sent api.nexusmods.com, when you use a Nexus feature: your account name and premium status, mod and file details, update checks, collections and download links. Every request carries your access token and names Eidos and its version.
Nexus downloads sent The files you ask for, from the Nexus CDN host the download link names, saved in the instance's downloads folder with an MO2-format .meta beside each one.
nxm:// links stored eidos nxm --register, which install.sh runs for you, writes ~/.local/share/applications/eidos-nxm.desktop and makes it the nxm:// handler through xdg-mime, so the site's Mod Manager Download button hands its link to Eidos. The Arch package installs the same entry system-wide.
LOOT masterlists sent raw.githubusercontent.com/loot/..., on a game's first LOOT sort and whenever you ask for an update. Nothing of yours is sent. GitHub privacy statement
Tool runtimes sent Only when you install a tool prerequisite or a mod needs one: the .NET runtime from builds.dotnet.microsoft.com, refused unless it matches the SHA-256 built into Eidos, and winetricks, which downloads what it installs into the game's Proton prefix (Visual C++ and .NET redistributables, and DirectX DLLs such as d3dcompiler_47) from Microsoft and the other hosts winetricks uses. Microsoft privacy statement
Session logs stored ~/.local/share/Colony/Eidos/logs/, mode 0600: ten sessions per instance, swept after 30 days. Your home folder is written as ~ and your user name as <user>, so a log can be pasted into an issue as it is. They never leave your machine unless you send them.
Shortcuts stored install.sh writes eidos.desktop and its icons under ~/.local/share; a tool shortcut you create goes to ~/.local/share/applications.
Links you open neither Mod pages and other links open in your own browser through xdg-open.
Add-ons neither Extensions you install run as their own programs on your machine; what they do is theirs.

License

Eidos's original code is GPL-3.0-or-later; see LICENSE. These parts are GPL-3.0 without the "or later" option:

  • the OMOD script translations in eidos-install; see their upstream credits;
  • the eidos-nif-preview helper, built on the vendored nifly library; see its component licenses and credits;
  • the esplugin and libloadorder crates the load-order code links, which declare GPL-3.0.

The other Rust crates in the binaries keep their own licenses (MIT, Apache-2.0, BSD and similar). The release bundle carries their notices in licenses/crates/, with an index of every crate and its license.

Eidos ships no Microsoft binary. The DirectX DLLs some mods and tools need are installed into the game's prefix by winetricks, when you ask for them.

Mod management belongs to everyone.

About

A native Linux virtual filesystem for game mods: a from-scratch MO2/usvfs alternative built on FUSE + namespaces, no Wine-shoehorning.

Topics

Resources

Contributing

Security policy

Stars

4 stars

Watchers

0 watching

Forks

Releases

Packages

Used by

Contributors

Languages