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Merge pull request #34 from erri120/patch-2
Changed all modpack references to modlist
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commit
41e2efe810
@ -78,7 +78,7 @@ continuum).
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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 `SHA-256` 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 modpack install and begin running them through the compilation stack.
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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 `<your profile name>.exe` file next to `Wabbajack.exe` that you just ran. This new `.exe` is the one
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you want to hand out as a auto modlist installer.
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@ -152,7 +152,7 @@ copyrighted material. Instead we copy instructions on how to modify the copyrigh
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Look at the [`RECIPES.md`] file, we keep a knowledgebase of how to deal with given types of mods in that file.
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**Why does each modpack install another copy of Mod Organizer 2?**
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**Why does each modlist install another copy of Mod Organizer 2?**
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Self-contained folders are a cleaner abstraction than dumping tons of modlists into the same set of folders. It's easy to uninstall a modlist (simply delete the folder),
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and MO2 really isn't designed to support lots of disparate modlists. For example if two modlists both wanted a given texture mod, but different options they would
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@ -9,7 +9,7 @@ namespace Wabbajack.Common
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{
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public static string GameFolderFilesDir = "Game Folder Files";
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public static string LOOTFolderFilesDir = "LOOT Config Files";
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public static string ModPackMagic = "Celebration!, Cheese for Everyone!";
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public static string ModListMagic = "Celebration!, Cheese for Everyone!";
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public static string BSACreationDir = "TEMP_BSA_FILES";
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public static string MegaPrefix = "https://mega.nz/#!";
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@ -462,7 +462,7 @@ namespace Wabbajack
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}
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else
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{
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Error("No way to handle archive {0} but it's required by the modpack", found.Name);
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Error("No way to handle archive {0} but it's required by the modlist", found.Name);
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return null;
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}
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@ -1127,7 +1127,7 @@ namespace Wabbajack
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}
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bw.Write(orig_pos);
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bw.Write(Encoding.ASCII.GetBytes(Consts.ModPackMagic));
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bw.Write(Encoding.ASCII.GetBytes(Consts.ModListMagic));
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}
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}
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@ -620,19 +620,20 @@ namespace Wabbajack
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return HashArchive(e);
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}
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public static ModList CheckForModPack()
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public static ModList CheckForModList()
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{
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Utils.Log("Looking for attached modlist");
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using (var s = File.OpenRead(Assembly.GetExecutingAssembly().Location))
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{
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var magic_bytes = Encoding.ASCII.GetBytes(Consts.ModPackMagic);
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var magic_bytes = Encoding.ASCII.GetBytes(Consts.ModListMagic);
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s.Position = s.Length - magic_bytes.Length;
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using (var br = new BinaryReader(s))
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{
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var bytes = br.ReadBytes(magic_bytes.Length);
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var magic = Encoding.ASCII.GetString(bytes);
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if (magic != Consts.ModPackMagic) return null;
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if (magic != Consts.ModListMagic) return null;
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s.Position = s.Length - magic_bytes.Length - 8;
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var start_pos = br.ReadInt64();
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s.Position = start_pos;
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@ -59,7 +59,7 @@ namespace Wabbajack
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else
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new Thread(() =>
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{
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var modlist = Installer.CheckForModPack();
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var modlist = Installer.CheckForModList();
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if (modlist == null)
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Utils.Log("No Modlist found, running in Compiler mode.");
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else
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