update readmes and modlist ver number

This commit is contained in:
Timothy Baldridge 2019-10-12 21:15:14 -06:00
parent 3defad9590
commit 7cb39695bf
4 changed files with 125 additions and 3 deletions

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@ -15,6 +15,7 @@
* Add BA2 support
* Fix Downloads folder being incorrectly detected in some cases
* Fix validation error on selecting an installation directory in Install mode
* Reworked download code to be more extensible and stable
#### Version 0.9.4 - 10/2/2019
* Point github icon to https://github.com/wabbajack-tools/wabbajack

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<h3 id="faq">FAQ</h3>
<p><strong>How do I get Wabbjack to handle mods from <code>X</code></strong></p>
<p><strong>How do I get Wabbjack to handle mods from <code>X</code></strong></p>
<p>Look at the [<code>RECIPES.md</code>] file, we keep a knowledgebase of how to deal with given types of mods in that file.</p>
<p><strong>How do I contribute to Wabbajack?</strong></p>
<p>Look at the <a href="https://github.com/halgari/wabbajack/blob/master/CONTRIBUTING.md"><code>CONTRIBUTING.md</code></a> file for detailed guidelines.</p>
<p><strong>Why does each modlist install another copy of Mod Organizer 2?</strong></p>
<p>
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),
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
somehow have to keep the names of their mods separate. MO2 isn't that big of an app, so there's really no reason not to install a new copy for each modlist.
</p>
<p><strong>Why don't I see any mods when I open Mod Organizer 2 after install?</strong></p>
<p>
Make sure you selected the "Portable" mode when starting MO2 for the first time. In addition, make sure you haven't installed MO2 in a non-portable way on the same box.
Really, always use "Portable Mode" it's cleaner and there really isn't a reason not too do so. Make the data self-contained. It's cleaner that way.
</p>
<p><strong>Will Wabbajack ever support Vortex/other mod managers?</strong></p>
<p>
I'll be honest, I don't use anything but MO2, so I probably won't write the code. If someone were to write a patch for the functionality
I wouldn't throw away the code, but it would have to be done in a way that was relatively seamless for users. Since Wabbajack treats all files in the same way
it doesn't know what mod manager a user is using. This means that if the modlist creator used Vortex all users of the modlist would have to use Vortex. This doesn't seem
optimal. It's possible perhaps, but it's at the bottom of the priority list.
</p>
<p><strong>How does Wabbajack differ from Automaton?</strong></p>
<p>
I (halgari) used to be a developer working on Automaton. Sadly development was moving a bit too slowly for my liking, and I realized that a complete rewrite would allow the
implementation of some really nice features (like BSA packing). As such I made the decision to strike out on my own and make an app that worked first, and then make it pretty.
The end result is an app with a ton of features, and a less than professional UI. But that's my motto when coding "make it work, then make it pretty".
</p>
<h2 id="thanksto">Thanks to</h2>
<p>Our tester and Discord members who encourage development and help test the builds.</p>
<h3 id="patreonsupporters">Patreon Supporters</h3>
<h4 id="daedralevelpatreonsupporters">Daedra level Patreon Supporters</h4>
<ul>
<li>Ancalgon</li>
<li>Theo</li>
<li>Dascede</li>
<li>Kristina Poňuchálková</li>
<li>metherul</li>
<li>Decopauge123</li>
</ul>
<h4 id="patreonsupporters-1">Patreon Supporters</h4>
<ul>
<li>Druwski</li>
<li>Soothsayre</li>
<li>krageon</li>
<li>Scumbag</li>
<li>Burt Wheeler</li>
<li>Jesse Earl Rockwell</li>
<li>Mike Gray</li>
<li>Theryl</li>
<li>Daniel Gardner</li>
<li>Dapper</li>
<li>Corapol</li>
<li>HQM</li>
<li>Argos</li>
<li>sorrydaijin</li>
<li>William Chudziak</li>
<li>N Kalim</li>
</ul>
<h3 id="licensecopyright">License &amp; Copyright</h3>
<p>
All original code in Wabbajack is given freely via the GPL3 license. Parts of Wabbajack use libraries that carry their own Open Sources licenses, those parts
retain their original copyrights. Note: Wabbajack installers contain code from Wabbajack. Therefore, selling of modlist files is strictly forbidden. As is hosting
the files behind any sort of paywall. You recieved this tool free of charge, respect this by giving freely as you were given.
</p>

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## Wabbajack - An automated modlist installer for TES/Fallout games
## Wabbajack - An automated modlist installer for TES/Fallout games
[![Build Status](https://dev.azure.com/tbaldridge/tbaldridge/_apis/build/status/halgari.wabbajack?branchName=master)](https://dev.azure.com/tbaldridge/tbaldridge/_build/latest?definitionId=1&branchName=master)
@ -209,6 +209,11 @@ Our tester and Discord members who encourage development and help test the build
#### Daedra level Patreon Supporters
- Ancalgon
- Theo
- Dascede
- Kristina Poňuchálková
- metherul
- Decopauge123
#### Patreon Supporters
@ -216,6 +221,18 @@ Our tester and Discord members who encourage development and help test the build
- Soothsayre
- krageon
- Scumbag
- Burt Wheeler
- Jesse Earl Rockwell
- Mike Gray
- Theryl
- Daniel Gardner
- Dapper
- Corapol
- HQM
- Argos
- sorrydaijin
- William Chudziak
- N Kalim
### License & Copyright

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@ -9,7 +9,7 @@ namespace Wabbajack.Common
{
public static bool TestMode { get; set; } = false;
public static string ModlistExtension = ".modlist_v1";
public static string ModlistExtension = ".modlist_v2";
public static string GameFolderFilesDir = "Game Folder Files";
public static string LOOTFolderFilesDir = "LOOT Config Files";
public static string BSACreationDir = "TEMP_BSA_FILES";