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Updated README with Markdown Rules
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README.md
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README.md
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## Wabbajack - An automated modlist installer for TES/Fallout games
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[](https://dev.azure.com/tbaldridge/tbaldridge/_build/latest?definitionId=1&branchName=master)
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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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@ -7,73 +8,75 @@ files or syncing data between the source and destination machine. The end result
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rights of the game publisher and the mod authors.
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### Social Links
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- [Discord](https://discord.gg/zgbrkmA)
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- [Patreon](https://www.patreon.com/user?u=11907933) Check this page for updates and to vote on features
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### What Wabbajack can do
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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 *can't* handle, but
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let's do a rundown of all the supported features:
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* Support for the following games is tested on a regular basis
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* Fallout 4
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* Fallout New Vegas
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* Skyrim SE
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* Skyrim LE
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* Support for automatic downloads from the following sources
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* Nexus Mods (Premium accounts only)
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* Dropbox
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* Google Drive
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* Mega
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* ModDB
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* Direct URLs (with custom header support)
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* Support the following archive types
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* .zip
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* .7z
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* .rar
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* The following mod installation types are supported
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* Files installed with our without fomod isntallers
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* Manually installed mods
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* Renamed/deleted/moved files are detected and handled
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* Multiple mods installed into the same mod folder
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* A mod split across multiple mod folders
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* 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
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* ENBseries files that exist in the game folder
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* SKSE install
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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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* ESP cleaning
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* form 44 conversion
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* ESP to ESL conversion
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* Adding masters
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* Dummy ESPs created by CAO
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* (really any ESP modifications are handled)
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* Mesh fixing
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* Texture compression / fixing
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- Support for the following games is tested on a regular basis
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- Fallout 4
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- Fallout New Vegas
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- Skyrim SE
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- Skyrim LE
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- Support for automatic downloads from the following sources
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- Nexus Mods (Premium accounts only)
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- Dropbox
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- Google Drive
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- Mega
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- ModDB
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- Direct URLs (with custom header support)
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- Support the following archive types
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- .zip
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- .7z
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- .rar
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- The following mod installation types are supported
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- Files installed with our without fomod isntallers
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- Manually installed mods
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- Renamed/deleted/moved files are detected and handled
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- Multiple mods installed into the same mod folder
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- A mod split across multiple mod folders
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- 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
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- ENBseries files that exist in the game folder
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- SKSE install
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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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- ESP cleaning
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- form 44 conversion
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- ESP to ESL conversion
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- Adding masters
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- Dummy ESPs created by CAO
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- (really any ESP modifications are handled)
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- Mesh fixing
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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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* BSA Unpacking
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* BSA Creation (packing loose files)
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* BSA repacking (unpacking, fixing files and repacking)
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- BSA Unpacking
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- BSA Creation (packing loose files)
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- BSA repacking (unpacking, fixing files and repacking)
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That being said, there are some cases where we would need to do a bit more work to develop:
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* Manually downloaded files
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* LL Files (currently no plans to implement)
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* esp to esm conversion (there are hacks for this)
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* binary patching of non-bsa huge files. 256MB is the largest size Wabbajack can currently handle with the binary patcher
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- Manually downloaded files
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- LL Files (currently no plans to implement)
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- esp to esm conversion (there are hacks for this)
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- binary patching of non-bsa huge files. 256MB is the largest size Wabbajack can currently handle with the binary patcher
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### Creating a ModList Installer
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Overview video [`https://www.youtube.com/watch?v=5Fwr0Chtcuc`]
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Overview video [`https://www.youtube.com/watch?v=5Fwr0Chtcuc`]
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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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* If the file was downloaded via MO2 you're good, no extra work is needed
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* If the file was downloaded manually from the Nexus, copy it into the MO2 downloads folder, go back to MO2
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* and go to the `downloads` tab. Find the file and click `Query Info` from the right-click menu. MO2 should find
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- If the file was downloaded via MO2 you're good, no extra work is needed
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- If the file was downloaded manually from the Nexus, copy it into the MO2 downloads folder, go back to MO2
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- and go to the `downloads` tab. Find the file and click `Query Info` from the right-click menu. MO2 should find
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the download info for you
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* For other files (ENBSeries, SKSE, SRO, etc.) Look at the [`RECIPES.md`] file
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* for instructions specific to your file source.
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- For other files (ENBSeries, SKSE, SRO, etc.) Look at the [`RECIPES.md`] file
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- for instructions specific to your file source.
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3) Now load Wabbajack, and point it to the `\<MO2 Folder>\mods\<your profile>\modlist.txt` file.
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4) Click `Begin`.
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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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@ -92,6 +95,7 @@ will be auto installed and downloaded
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4) After installation has completed, run `Mod Organizer 2.exe`, select `Portable` and your game type.
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### How it works
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At a technical level the process is as follows.
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1) Hash and cache the contents of every archive in the `\downloads` folder. This lets Wabbajack know of all the possible locations where you could have installed mods
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@ -100,48 +104,51 @@ At a technical level the process is as follows.
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4) Attach the JSON file to Wabbajack itself, creating a new Auto-installer for the profile
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### The Resolution Stack
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Every file analyzed by Wabbajack is passed through a stack of rules. The first rule to match the file creates a `Install Directive` or a instruction on how to
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install that specific file.
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Every file analyzed by Wabbajack is passed through a stack of rules. The first rule to match the file creates a `Install Directive` or a instruction on how to install that specific file.
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Currently the Resolution stack looks like this:
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1) Ignore the contents of `logs\`
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1) Directly include .meta files int the `downloads\` folder
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2) Ignore the contents of `downloads\`
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3) Ignore the contents of `webcache\`
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4) Ignore the contents of `overwrite\`
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2) Directly include .meta files int the `downloads\` folder
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3) Ignore the contents of `downloads\`
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4) Ignore the contents of `webcache\`
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5) Ignore the contents of `overwrite\`
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6) Ignore any files with `temporary_logs` as a folder in the path
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5) Ignore `.pyc` files
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7) Ignore `.pyc` files
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8) Ignore `.log` files
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6) Ignore any files in `profiles` that are not for the selected MO2 profile
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7) Ignore any disabled mods
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8) Include any profile settings for the selected profile by including them directly in the modlist
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9) Ignore "ModOrganizer.ini", it will be re-created when MO2 starts on the new machine
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10) Ignore "Data" in the Game directly (in your Steam folder)
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11) Ignore "Papyrus Compiler" in the game folder
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12) Ignore the "Skyrim" folder in the game folder
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13) Ignore any BSAs in the game folder
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14) Include all meta.ini files from all (selected) mods
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15) 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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9) Ignore any files in `profiles` 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 `.bsa` 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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16) 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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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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18) Ignore files in the game directory
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19) Ignore .ini files
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20) Ignore .html files (normally these are logs)
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21) Ignore .txt files
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22) Ignore `HavockBehaviourPostProcess.exe` this seems to get copied around by tools for some reason
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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 `HavockBehaviourPostProcess.exe` this seems to get copied around by tools for some reason
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27) Ignore `splash.png` it's created for some games (like FO4) by MO2
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23) Error for any file that survives to this point.
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28) Error for any file that survives to this point.
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So as you can see we handle a lot of possible install situations. See the section on [`Creating a Modpack`](README.md#Creating_a_ModList_Installer) for information on working with the installer
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### Wabbajack Flags
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The if the following words are found in a mod's notes or comments they trigger special behavior in Wabbajack.
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* `WABBAJACK_INCLUDE` - All the files int he mod will be inlined into the installer
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* `WABBAJAC_ALWAYS_ENABLE` - The mod's files will be considered by the compiler even if the mod is disabled in the profile
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- `WABBAJACK_INCLUDE` - All the files int he mod will be inlined into the installer
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- `WABBAJAC_ALWAYS_ENABLE` - The mod's files will be considered by the compiler even if the mod is disabled in the profile
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### Patches
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Wabbajack can create binary patches for files that have been modified after installation. This could be `.esp` 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 `original + patch = final_file`. 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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@ -194,13 +201,18 @@ implementation of some really nice features (like BSA packing). As such I made t
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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".
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## Thanks to
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Our tester and Discord members who encourage development and help test the builds.
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### Patreon Supporters
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#### Daedra level Patreon Supporters
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* Ancalgon
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- Ancalgon
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#### Patreon Supporters
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* Druwski
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- Druwski
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### License & Copyright
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@ -209,4 +221,3 @@ retain their original copyrights. Note: Wabbajack installers contain code from W
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the files behind any sort of paywall. You recieved this tool free of charge, respect this by giving freely as you were given.
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[`RECIPES.md`]: https://github.com/halgari/wabbajack/blob/master/RECIPES.md
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