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278 lines
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HTML
278 lines
12 KiB
HTML
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<h2 id="wabbajackanautomatedmodlistinstallerfortesfalloutgames">Wabbajack - An automated modlist installer for TES/Fallout games</h2>
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<p><a href="https://dev.azure.com/tbaldridge/tbaldridge/_build/latest?definitionId=1&branchName=master"><img src="https://dev.azure.com/tbaldridge/tbaldridge/_apis/build/status/halgari.wabbajack?branchName=master" alt="Build Status" /></a></p>
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<p>
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The general idea behind this program is fairly simple. Given a Mod Organizer 2 folder and profile, generate list of instructions that will allow
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a program to automatically recreate the contents of the folder on another machine. Think of it as replication, but without ever distributing copyrighted
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files or syncing data between the source and destination machine. The end result is a program that recreate a modlist on a computer while respecting the
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rights of the game publisher and the mod authors.
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</p>
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<h3 id="installingamodlist">Installing a Modlist</h3>
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<p>Please visit our Discord link below for information on how to obtain and install a modlist. </p>
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<h3 id="sociallinks">Social Links</h3>
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<ul>
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<li><a href="https://discord.gg/zgbrkmA">Discord</a></li>
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<li><a href="https://www.patreon.com/user?u=11907933">Patreon</a> Check this page for updates and to vote on features</li>
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</ul>
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<h3 id="whatwabbajackcando">What Wabbajack can do</h3>
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<p>
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At this point you may be wondering how much of a complex modlist Wabbajack can handle. At this point it's more about what Wabbajack <em>can't</em> handle, but
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let's do a rundown of all the supported features:
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</p>
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<ul>
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<li>
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Support for the following games is tested on a regular basis
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<ul>
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<li>Fallout 4</li>
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<li>Fallout New Vegas</li>
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<li>Skyrim SE</li>
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<li>Skyrim LE</li>
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</ul>
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</li>
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<li>
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Support for automatic downloads from the following sources
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<ul>
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<li>Nexus Mods (Premium accounts only)</li>
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<li>Dropbox</li>
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<li>Google Drive</li>
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<li>Mega</li>
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<li>ModDB</li>
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<li>Direct URLs (with custom header support)</li>
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</ul>
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</li>
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<li>
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Support the following archive types
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<ul>
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<li><code>.zip</code></li>
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<li><code>.7z</code></li>
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<li><code>.rar</code></li>
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<li><code>.fomod</code> (FNV archives)</li>
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</ul>
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</li>
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<li>
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The following mod installation types are supported
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<ul>
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<li>Files installed with our without fomod installers</li>
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<li>Files from <code>.omod</code> mods like <code>DarNified UI</code> or <code>DarkUId Darn</code></li>
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<li>Manually installed mods</li>
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<li>Renamed/deleted/moved files are detected and handled</li>
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<li>Multiple mods installed into the same mod folder</li>
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<li>A mod split across multiple mod folders</li>
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<li>Any tools installed in the MO2 folder. Want your users to have BethIni or xEdit? Just put them in a folder inside the MO2 install folder</li>
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<li>ENBseries files that exist in the game folder</li>
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<li>SKSE install</li>
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</ul>
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</li>
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<li>
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The following situations are automatically detected and handled by the automated binary patcher (not an exhaustive list)
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<ul>
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<li>ESP cleaning</li>
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<li>form 44 conversion</li>
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<li>ESP to ESL conversion</li>
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<li>Adding masters</li>
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<li>Dummy ESPs created by CAO</li>
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<li>(really any ESP modifications are handled)</li>
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<li>Mesh fixing</li>
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<li>
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Texture compression / fixing
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The following BSA operations are detected by extracting or creating BSAs via Wabbajack's custom BSA routines
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</li>
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<li>BSA Unpacking</li>
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<li>BSA Creation (packing loose files)</li>
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<li>BSA repacking (unpacking, fixing files and repacking)</li>
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</ul>
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</li>
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</ul>
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<p>That being said, there are some cases where we would need to do a bit more work to develop:</p>
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<ul>
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<li>Manually downloaded files</li>
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<li>LL Files (currently no plans to implement)</li>
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<li>esp to esm conversion (there are hacks for this)</li>
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<li>binary patching of non-bsa huge files. 256MB is the largest size Wabbajack can currently handle with the binary patcher</li>
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</ul>
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<h3 id="thewabbajackpermissionssystem">The Wabbajack Permissions System</h3>
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<p>
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While Wabbajack can perform a large variety of operations on mod files, we recognize that some authors don't want to deal with
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the support requests that come from some users performing operations on these files. Therefore we worked together with several
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authors to create a permissions system Wabbajack will follow during installation and creation of a modlist. This permissions file
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can be found on <a href="https://github.com/wabbajack-tools/opt-out-lists/blob/master/NexusModPermissions.yml">Github</a>. Feel free to contact
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us via discord about any questions you may have.
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</p>
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<h3 id="creatingamodlistinstaller">Creating a ModList Installer</h3>
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<p>Overview video <a href="https://www.youtube.com/watch?v=5Fwr0Chtcuc"><code>https://www.youtube.com/watch?v=5Fwr0Chtcuc</code></a></p>
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<p>
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1) Download Wabbajack and install it somewhere outside of your normal Mod Organizer 2 folder
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(otherwise Wabbajack will try to figure out how to install itself and that might cause a collapse in the time-space
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continuum).
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2) Make sure every archive you used in your MO2 profile has some sort of download information attached.
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</p>
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<ul>
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<li>If the file was downloaded via MO2 you're good, no extra work is needed</li>
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<li>If the file was downloaded manually from the Nexus, copy it into the MO2 downloads folder, go back to MO2</li>
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<li>
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and go to the <code>downloads</code> tab. Find the file and click <code>Query Info</code> from the right-click menu. MO2 should find
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the download info for you
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</li>
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<li>For other files (ENBSeries, SKSE, SRO, etc.) Look at the [<code>RECIPES.md</code>] file</li>
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<li>
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for instructions specific to your file source.
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3) Now load Wabbajack, and point it to the <code>\<MO2 Folder>\mods\<your profile>\modlist.txt</code> file.
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4) Click <code>Begin</code>.
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5) Wabbajack will start by indexing all your downloaded archives. This will take some time on most machines as the application
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has to performa <code>SHA-256</code> hash on every file in every archive. However the results of this operation are cached, so you'll only need
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to do this once for every downloaded file.
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6) Once completed, Wabbajack will collect the files required for the modlist install and begin running them through the compilation stack.
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7) If all goes well, you should see a new <code><your profile name>.exe</code> file next to <code>Wabbajack.exe</code> that you just ran. This new <code>.exe</code> is the one
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you want to hand out as a auto modlist installer.
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</li>
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</ul>
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<h3 id="installingamodlist-1">Installing a ModList</h3>
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<p>
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1) Get a modlist installer, it's a <code>.exe</code> file that was created by Wabbajack
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2) Run the <code>.exe</code>, the install folder defaults to the same folder as the executable, change it if you want.
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3) Click <code>Begin</code> to start installation. At some point you will be prompted for SSO authorization on the Nexus, files
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will be auto installed and downloaded
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4) After installation has completed, run <code>Mod Organizer 2.exe</code>, select <code>Portable</code> and your game type.
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</p>
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<h3 id="howitworks">How it works</h3>
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<p>At a technical level the process is as follows.</p>
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<p>
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1) Hash and cache the contents of every archive in the <code>\downloads</code> folder. This lets Wabbajack know of all the possible locations where you could have installed mods
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2) Apply the <code>resolution stack</code> to every file in both the game's root folder and in the MO2 folder.
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3) Take the install directives and required archives and write their metadata to a JSON file.
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4) Attach the JSON file to Wabbajack itself, creating a new Auto-installer for the profile
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</p>
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<h3 id="theresolutionstack">The Resolution Stack</h3>
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<p>Every file analyzed by Wabbajack is passed through a stack of rules. The first rule to match the file creates a <code>Install Directive</code> or a instruction on how to install that specific file.</p>
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<p>Currently the Resolution stack looks like this:</p>
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<p>
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1) Ignore the contents of <code>logs\</code>
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2) Directly include .meta files int the <code>downloads\</code> folder
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3) Ignore the contents of <code>downloads\</code>
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4) Ignore the contents of <code>webcache\</code>
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5) Ignore the contents of <code>overwrite\</code>
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6) Ignore any files with <code>temporary_logs</code> as a folder in the path
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7) Ignore <code>.pyc</code> files
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8) Ignore <code>.log</code> files
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9) Ignore any files in <code>profiles</code> that are not for the selected MO2 profile
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10) Ignore any disabled mods
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11) Include any profile settings for the selected profile by including them directly in the modlist
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12) Ignore "ModOrganizer.ini", it will be re-created when MO2 starts on the new machine
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13) Ignore "Data" in the Game directly (in your Steam folder)
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14) Ignore "Papyrus Compiler" in the game folder
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15) Ignore the "Skyrim" folder in the game folder
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16) Ignore any BSAs in the game folder
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17) Include all meta.ini files from all (selected) mods
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18) Include archive and file meta information for any file that matches a file in an archive directly via a SHA256 comparison
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19) Rip apart any <code>.bsa</code> files and run a mini resolution stack on the contents to figure out how to build the .bsa from the input files
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20) Generate patches for files that may have been modified after being installed from an archive (see section on Patching for more info)
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21) Include dummy ESPs directly into the modlist
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22) Ignore files in the game directory
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23) Ignore .ini files
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24) Ignore .html files (normally these are logs)
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25) Ignore .txt files
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26) Ignore <code>HavockBehaviourPostProcess.exe</code> this seems to get copied around by tools for some reason
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27) Ignore <code>splash.png</code> it's created for some games (like FO4) by MO2
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28) Error for any file that survives to this point.
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</p>
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<p>So as you can see we handle a lot of possible install situations. See the section on <a href="README.md#Creating_a_ModList_Installer"><code>Creating a Modpack</code></a> for information on working with the installer</p>
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<h3 id="wabbajackflags">Wabbajack Flags</h3>
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<p>The if the following words are found in a mod's notes or comments they trigger special behavior in Wabbajack.</p>
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<ul>
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<li><code>WABBAJACK_INCLUDE</code> - All the files int he mod will be inlined into the installer</li>
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<li><code>WABBAJAC_ALWAYS_ENABLE</code> - The mod's files will be considered by the compiler even if the mod is disabled in the profile</li>
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</ul>
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<h3 id="patches">Patches</h3>
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<p>
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Wabbajack can create binary patches for files that have been modified after installation. This could be <code>.esp</code> files that have been cleaned or patched. Or
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it could be meshes and textures that have been optimized to work better in a given game. In any case a BSDiff file is generated. The output of this process
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is copied directly into the modlist instructions. However! It is important to note that the patch file is 100% useless without the source file. So <code>original + patch = final_file</code>. Without the original file, the final file cannot be recrated. This allows us to distribute arbitrary changes without violating copyrights as we do not copy
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copyrighted material. Instead we copy instructions on how to modify the copyrighted material.
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</p>
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<h3 id="faq">FAQ</h3>
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<p><strong>How do I get Wabbjack to handle mods from <code>X</code></strong></p>
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