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update the docs a bit
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README.md
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README.md
@ -9,6 +9,56 @@ rights of the game publisher and the mod authors.
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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
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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 Extraction
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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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### Creating a ModList Installer
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1) Download Wabbajack and install it somewhere outside of your normal Mod Organizer 2 folder
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@ -53,10 +103,13 @@ 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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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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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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@ -67,13 +120,15 @@ Currently the Resolution stack looks like this:
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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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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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17) Deconstruct BSAs to see if they can be created by generating a BSA from assembing files and patches from archives
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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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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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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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@ -85,16 +140,6 @@ is copied directly into the modlist instructions. However! It is important to no
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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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### Archive Sources
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Wabbajack can currently install from many different file hosting sources. Currently these consist of:
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* Nexus Mods - Only Premium accounts, this restriction will not change. They host a lot of files and support the community, respect the service they provide.
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* HTTP Servers - Bare HTTP downloads are supported, additional headers can also be passed to the server
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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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### FAQ
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**How do I get Wabbjack to handle mods from `X`**
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@ -61,6 +61,10 @@ directURL=http://enbdev.com/enbseries_skyrimse_v0390.zip
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directURLHeaders=Referer:http://enbdev.com/download_mod_tesskyrimse.html
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```
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**NOTE:** The author of ENBSeries has a habbit of updating the program without changing the version number. If you get
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install errors stating that the hash of the downloaded file wasn't what was expected, update your ENBSeries to the latest
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version and recompile the modlist.
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#### SSE Engine Fixes
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Both files come from the nexus.
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