diff --git a/README.md b/README.md index 50cf4730..4aab392f 100644 --- a/README.md +++ b/README.md @@ -116,6 +116,14 @@ You will likely make use of SKSE/F4SE/OBSE or other Script Extender if you are m The user then only has to copy the files from the `Game Folder Files` directory to their game folder after installation. This also works for other files that need to be installed directly to the game folder like ENB or ReShade. +#### Stock Game + +As an alternative to Game Folder Files, you may instead utilize the [Stock Game](https://github.com/wabbajack-tools/wabbajack/wiki/Keeping-The-Game-Folder-Clean-(via-local-game-installs)) feature. Stock Game is a folder within the MO2 instance folder that contains the base game files necessary to run a list, including any files you need to add to it such as `skse64_loader.exe`. Stock Game eliminates the need for the user to copy `Game Folder Files` into their game's installation directory and keeps the final installed list separate from the game's installation directory. Additionally, this allows a list author fine control over what files are included by default in the game's installation, such as SKSE, ENB, and so on. + +Note that Stock Game has one downside: When using Stock Game, Wabbajack will expect the game to come from a single source and *only* a single source (Steam, GOG, etc.). As an example: Morrowind is available on GOG, Steam, and Beth.net. When utilizing Stock Game with a copy of Morrowind from Steam, Wabbajack will expect all users who install the list to have the game through Steam, effectively excluding users who have purchased the game from GOG or Beth.net. Because of this, it is recommended that Stock Game only be utilized with games that have a single source, such as Skyrim SE which is only available through Steam. + +Detailed setup information for Stock Game on Skyrim SE can be found [here.](https://github.com/LivelyDismay/Learn-To-Mod/blob/main/lessons/Setting%20up%20Stock%20Game%20for%20Skyrim%20SE.md) + #### Special Flags There are some special cases where you want to change the default Wabbajack behavior for a specific mod. You can place the following flags in the notes or comments section of a mod to change how Wabbajack handles that mod. @@ -152,7 +160,11 @@ You don't even have to tell Wabbajack that a specific file was modified, that wo #### BSA Decomposition -Wabbajack is able to analyse `.bsa` and `.ba2` files and can also create those. This means that you can compress files into a BSA and Wabbajack will index that BSA, match the files against the downloads and re-create the BSA during installation for the user. +Wabbajack is able to analyse `.bsa` and `.ba2` files and can also create those. This means that any changes made to a BSA/BA2 are copied on the end-user's installation, including the creation of new BSAs or the modification of existing ones. Unpacking, modifying, and then repacking a BSA is possible and those modifications will carry over to the final install. Similarly, creation of new BSAs will be replicated. Wabbajack does not analyze the BSA as a whole - instead it will look inside the BSA, hash the files within, and compare those to their original sources. It will then construct the BSA if new or reconstruct it if modified as necessary. Note that with particularly large BSAs this building and rebuilding process can take a significant amount of time on the user's machine depending on the user's hardware specifications. + +#### Merges + +Similar to BSAs, Wabbajack is able to analyze and create merged mods. Wabbajack will source the necessary files to create the merge from aforementioned sources of mods and then rebuild the merge on the user's end. Generally it is recommended to tag merges with the `WABBAJACK_NOMATCH_INCLUDE` flag to ensure that any files generated by the merging process are also carried over to the user. Wabbajack does not by default include the files and information necessary to build or rebuild the merge in the program used to build the merge originally, only the merge itself will be installed. #### Multiple MO2 Profiles @@ -174,7 +186,9 @@ We already talked about how Wabbajack will _match_ files to determine where they ### Compilation -Compilation itself is very straight forward and similar to Installation: you let Wabbajack run and hope it finishes successfully. The key for making it run successfully is having a "Wabbajack-compliant" MO2 setup which you can get by following the advices from the previous sections. +Compilation itself is very straight forward and similar to Installation: you let Wabbajack run and hope it finishes successfully. The key for making it run successfully is having a "Wabbajack-compliant" MO2 setup which you can get by following the advice from the previous sections. + +For a more detailed guide on executing the compilation process, refer to [this document.](https://github.com/LivelyDismay/Learn-To-Mod/blob/main/lessons/Compiling%20a%20Modlist%20for%20Wabbajack.md) #### Wabbajack Compilation Configuration @@ -250,7 +264,7 @@ modID=3863 fileID=1000172397 ``` -This is the basic configuration for an archive that game from Nexus Mods. You can get these types of `.meta` files through MO2 by using the _Query Info_ option in the Downloads tab. +This is the basic configuration for an archive that came from Nexus Mods. You can get these types of `.meta` files through MO2 by using the _Query Info_ option in the Downloads tab. Mods can also be hosted somewhere else, eg on other modding sites like LoversLab, ModDB or normal file hosting services like GDrive and MEGA. Below is a table for all supported sites that Wabbajack can download from.