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updated the README fixed validation and game folder path detection
This commit is contained in:
parent
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@ -15,6 +15,8 @@
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* Added support for `.omod` files
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* Stop emitting `.exe` modlist installers
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* Reworked Nexus HTTP API - Thanks Cyclonit
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* Added permissions system
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* Auto detect game folders
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#### Version 0.9.2 - 9/18/2013
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* Fixed a bug with BSA string encoding
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278
NexusPage.html
Normal file
278
NexusPage.html
Normal file
@ -0,0 +1,278 @@
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<h2 id="wabbajackanautomatedmodlistinstallerfortesfalloutgames">Wabbajack - An automated modlist installer for TES/Fallout games</h2>
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<p><a href="https://dev.azure.com/tbaldridge/tbaldridge/_build/latest?definitionId=1&branchName=master"><img src="https://dev.azure.com/tbaldridge/tbaldridge/_apis/build/status/halgari.wabbajack?branchName=master" alt="Build Status" /></a></p>
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<p>
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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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a program to automatically recreate the contents of the folder on another machine. Think of it as replication, but without ever distributing copyrighted
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files or syncing data between the source and destination machine. The end result is a program that recreate a modlist on a computer while respecting the
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rights of the game publisher and the mod authors.
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</p>
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<h3 id="installingamodlist">Installing a Modlist</h3>
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<p>Please visit our Discord link below for information on how to obtain and install a modlist. </p>
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<h3 id="sociallinks">Social Links</h3>
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<ul>
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<li><a href="https://discord.gg/zgbrkmA">Discord</a></li>
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<li><a href="https://www.patreon.com/user?u=11907933">Patreon</a> Check this page for updates and to vote on features</li>
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</ul>
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<h3 id="whatwabbajackcando">What Wabbajack can do</h3>
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<p>
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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 <em>can't</em> handle, but
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let's do a rundown of all the supported features:
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</p>
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<ul>
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<li>
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Support for the following games is tested on a regular basis
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<ul>
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<li>Fallout 4</li>
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<li>Fallout New Vegas</li>
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<li>Skyrim SE</li>
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<li>Skyrim LE</li>
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</ul>
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</li>
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<li>
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Support for automatic downloads from the following sources
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<ul>
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<li>Nexus Mods (Premium accounts only)</li>
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<li>Dropbox</li>
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<li>Google Drive</li>
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<li>Mega</li>
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<li>ModDB</li>
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<li>Direct URLs (with custom header support)</li>
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</ul>
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</li>
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<li>
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Support the following archive types
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<ul>
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<li><code>.zip</code></li>
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<li><code>.7z</code></li>
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<li><code>.rar</code></li>
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<li><code>.fomod</code> (FNV archives)</li>
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</ul>
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</li>
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<li>
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The following mod installation types are supported
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<ul>
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<li>Files installed with our without fomod installers</li>
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<li>Files from <code>.omod</code> mods like <code>DarNified UI</code> or <code>DarkUId Darn</code></li>
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<li>Manually installed mods</li>
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<li>Renamed/deleted/moved files are detected and handled</li>
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<li>Multiple mods installed into the same mod folder</li>
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<li>A mod split across multiple mod folders</li>
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<li>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</li>
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<li>ENBseries files that exist in the game folder</li>
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<li>SKSE install</li>
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</ul>
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</li>
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<li>
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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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<ul>
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<li>ESP cleaning</li>
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<li>form 44 conversion</li>
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<li>ESP to ESL conversion</li>
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<li>Adding masters</li>
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<li>Dummy ESPs created by CAO</li>
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<li>(really any ESP modifications are handled)</li>
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<li>Mesh fixing</li>
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<li>
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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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</li>
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<li>BSA Unpacking</li>
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<li>BSA Creation (packing loose files)</li>
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<li>BSA repacking (unpacking, fixing files and repacking)</li>
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</ul>
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</li>
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</ul>
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<p>That being said, there are some cases where we would need to do a bit more work to develop:</p>
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<ul>
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<li>Manually downloaded files</li>
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<li>LL Files (currently no plans to implement)</li>
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<li>esp to esm conversion (there are hacks for this)</li>
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<li>binary patching of non-bsa huge files. 256MB is the largest size Wabbajack can currently handle with the binary patcher</li>
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</ul>
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<h3 id="thewabbajackpermissionssystem">The Wabbajack Permissions System</h3>
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<p>
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While Wabbajack can perform a large variety of operations on mod files, we recognize that some authors don't want to deal with
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the support requests that come from some users performing operations on these files. Therefore we worked together with several
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authors to create a permissions system Wabbajack will follow during installation and creation of a modlist. This permissions file
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can be found on <a href="https://github.com/wabbajack-tools/opt-out-lists/blob/master/NexusModPermissions.yml">Github</a>. Feel free to contact
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us via discord about any questions you may have.
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</p>
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<h3 id="creatingamodlistinstaller">Creating a ModList Installer</h3>
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<p>Overview video <a href="https://www.youtube.com/watch?v=5Fwr0Chtcuc"><code>https://www.youtube.com/watch?v=5Fwr0Chtcuc</code></a></p>
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<p>
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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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</p>
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<ul>
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<li>If the file was downloaded via MO2 you're good, no extra work is needed</li>
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<li>If the file was downloaded manually from the Nexus, copy it into the MO2 downloads folder, go back to MO2</li>
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<li>
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and go to the <code>downloads</code> tab. Find the file and click <code>Query Info</code> from the right-click menu. MO2 should find
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the download info for you
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</li>
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<li>For other files (ENBSeries, SKSE, SRO, etc.) Look at the [<code>RECIPES.md</code>] file</li>
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<li>
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for instructions specific to your file source.
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3) Now load Wabbajack, and point it to the <code>\<MO2 Folder>\mods\<your profile>\modlist.txt</code> file.
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4) Click <code>Begin</code>.
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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 <code>SHA-256</code> 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 modlist install and begin running them through the compilation stack.
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7) If all goes well, you should see a new <code><your profile name>.exe</code> file next to <code>Wabbajack.exe</code> that you just ran. This new <code>.exe</code> is the one
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you want to hand out as a auto modlist installer.
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</li>
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</ul>
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<h3 id="installingamodlist-1">Installing a ModList</h3>
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<p>
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1) Get a modlist installer, it's a <code>.exe</code> file that was created by Wabbajack
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2) Run the <code>.exe</code>, the install folder defaults to the same folder as the executable, change it if you want.
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3) Click <code>Begin</code> to start installation. At some point you will be prompted for SSO authorization on the Nexus, files
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will be auto installed and downloaded
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4) After installation has completed, run <code>Mod Organizer 2.exe</code>, select <code>Portable</code> and your game type.
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</p>
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<h3 id="howitworks">How it works</h3>
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<p>At a technical level the process is as follows.</p>
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<p>
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1) Hash and cache the contents of every archive in the <code>\downloads</code> folder. This lets Wabbajack know of all the possible locations where you could have installed mods
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2) Apply the <code>resolution stack</code> to every file in both the game's root folder and in the MO2 folder.
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3) Take the install directives and required archives and write their metadata to a JSON file.
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4) Attach the JSON file to Wabbajack itself, creating a new Auto-installer for the profile
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</p>
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<h3 id="theresolutionstack">The Resolution Stack</h3>
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<p>Every file analyzed by Wabbajack is passed through a stack of rules. The first rule to match the file creates a <code>Install Directive</code> or a instruction on how to install that specific file.</p>
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<p>Currently the Resolution stack looks like this:</p>
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<p>
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1) Ignore the contents of <code>logs\</code>
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2) Directly include .meta files int the <code>downloads\</code> folder
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3) Ignore the contents of <code>downloads\</code>
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4) Ignore the contents of <code>webcache\</code>
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5) Ignore the contents of <code>overwrite\</code>
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6) Ignore any files with <code>temporary_logs</code> as a folder in the path
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7) Ignore <code>.pyc</code> files
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8) Ignore <code>.log</code> files
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9) Ignore any files in <code>profiles</code> 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 <code>.bsa</code> 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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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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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 <code>HavockBehaviourPostProcess.exe</code> this seems to get copied around by tools for some reason
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27) Ignore <code>splash.png</code> it's created for some games (like FO4) by MO2
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28) Error for any file that survives to this point.
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</p>
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<p>So as you can see we handle a lot of possible install situations. See the section on <a href="README.md#Creating_a_ModList_Installer"><code>Creating a Modpack</code></a> for information on working with the installer</p>
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<h3 id="wabbajackflags">Wabbajack Flags</h3>
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<p>The if the following words are found in a mod's notes or comments they trigger special behavior in Wabbajack.</p>
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<ul>
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<li><code>WABBAJACK_INCLUDE</code> - All the files int he mod will be inlined into the installer</li>
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<li><code>WABBAJAC_ALWAYS_ENABLE</code> - The mod's files will be considered by the compiler even if the mod is disabled in the profile</li>
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</ul>
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<h3 id="patches">Patches</h3>
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<p>
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Wabbajack can create binary patches for files that have been modified after installation. This could be <code>.esp</code> 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 <code>original + patch = final_file</code>. 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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</p>
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<h3 id="faq">FAQ</h3>
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<p><strong>How do I get Wabbjack to handle mods from <code>X</code></strong></p>
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25
README.md
25
README.md
@ -7,6 +7,9 @@ a program to automatically recreate the contents of the folder on another machin
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files or syncing data between the source and destination machine. The end result is a program that recreate a modlist on a computer while respecting the
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rights of the game publisher and the mod authors.
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|
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### Installing a Modlist
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Please visit our Discord link below for information on how to obtain and install a modlist.
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### Social Links
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- [Discord](https://discord.gg/zgbrkmA)
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@ -65,6 +68,13 @@ That being said, there are some cases where we would need to do a bit more work
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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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|
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### The Wabbajack Permissions System
|
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While Wabbajack can perform a large variety of operations on mod files, we recognize that some authors don't want to deal with
|
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the support requests that come from some users performing operations on these files. Therefore we worked together with several
|
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authors to create a permissions system Wabbajack will follow during installation and creation of a modlist. This permissions file
|
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can be found on [Github](https://github.com/wabbajack-tools/opt-out-lists/blob/master/NexusModPermissions.yml). Feel free to contact
|
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us via discord about any questions you may have.
|
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### Creating a ModList Installer
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Overview video [`https://www.youtube.com/watch?v=5Fwr0Chtcuc`](https://www.youtube.com/watch?v=5Fwr0Chtcuc)
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@ -184,18 +194,6 @@ I wouldn't throw away the code, but it would have to be done in a way that was r
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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
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optimal. It's possible perhaps, but it's at the bottom of the priority list.
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**Where is the modlist? Why am I just given an .exe?**
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When Wabbajack creates a modlist, as a final step it copies itself (the wabbajack.exe) and tacks onto the end of the file the modlist data, and a few bits
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of magic text. When Wabbajack starts it looks at itself to see if it has this extra data tacked on to the end of the executable. If the data is found the app kicks
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into installation mode. This means that Wabbajack acts a lot like a self-extracting installer.
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**Do you know that some mod authors don't like their mods being automatically installed?**
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Yes, I've heard this, but they chose to host their data on a public site. And no, they don't have the right to dictate what HTTP client is used to download a file.
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We're using official Nexus APIs for nexus downloads, so any downloads Wabbajack performs are correctly tracked, and MO2 encourages users to endorse mods. It's 2019, we can
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have better tools than manually clicking links.
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**How does Wabbajack differ from Automaton?**
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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
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@ -215,6 +213,9 @@ Our tester and Discord members who encourage development and help test the build
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#### Patreon Supporters
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- Druwski
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- Soothsayre
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- krageon
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- Scumbag
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### License & Copyright
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@ -28,7 +28,7 @@ namespace Wabbajack.Common
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public string GameLocation =>
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(string)Registry.GetValue(GameLocationRegistryKey, "installed path", null)
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??
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(string)Registry.GetValue(GameLocationRegistryKey.Replace(@"HKEY_LOCAL_MACHINE\SOFTWARE\", @"HKEY_LOCAL_MACHINE\SOFTWARE\WOW6432"), "installed path", null);
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(string)Registry.GetValue(GameLocationRegistryKey.Replace(@"HKEY_LOCAL_MACHINE\SOFTWARE\", @"HKEY_LOCAL_MACHINE\SOFTWARE\WOW6432Node\"), "installed path", null);
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}
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public class GameRegistry
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|
@ -15,6 +15,7 @@ Project("{2150E333-8FDC-42A3-9474-1A3956D46DE8}") = "Solution Items", "Solution
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ProjectSection(SolutionItems) = preProject
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CHANGELOG.md = CHANGELOG.md
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LICENSE.txt = LICENSE.txt
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NexusPage.html = NexusPage.html
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README.md = README.md
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RECIPES.md = RECIPES.md
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EndProjectSection
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@ -180,6 +180,20 @@ namespace Wabbajack
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Info($"Found {AllFiles.Count} files to build into mod list");
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Info("Verifying destinations");
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var dups = AllFiles.GroupBy(f => f.Path)
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.Where(fs => fs.Count() > 1)
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.Select(fs =>
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{
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Utils.Log($"Duplicate files installed to {fs.Key} from : {String.Join(", ", fs.Select(f => f.AbsolutePath))}");
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return fs;
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}).ToList();
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if (dups.Count > 0)
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{
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Error($"Found {dups.Count} duplicates, exiting");
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}
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ExtraFiles = new ConcurrentBag<Directive>();
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ModInis = Directory.EnumerateDirectories(Path.Combine(MO2Folder, "mods"))
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@ -245,11 +259,12 @@ namespace Wabbajack
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Name = MO2Profile
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};
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ValidateModlist.RunValidation(ModList);
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GenerateReport();
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ExportModlist();
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ResetMembers();
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ValidateModlist.RunValidation(ModList);
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ShowReport();
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|
@ -93,18 +93,18 @@ namespace Wabbajack
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}
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}
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var game = GameRegistry.Games[ModList.GameType];
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GameFolder = game.GameLocation;
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if (GameFolder == null)
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{
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MessageBox.Show(
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"In order to do a proper install Wabbajack needs to know where your game folder resides. This is most likely " +
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||||
"somewhere in one of your Steam folders. Please select this folder on the next screen." +
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||||
"Note: This is not the install location where Mod Organizer 2 will be installed. ",
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||||
"Select your Game Folder", MessageBoxButton.OK);
|
||||
if (!LocateGameFolder())
|
||||
{
|
||||
Info("Stopping installation because game folder was not selected");
|
||||
return;
|
||||
}
|
||||
$"In order to do a proper install Wabbajack needs to know where your {game.MO2Name} folder resides. We tried looking the" +
|
||||
"game location up in the windows registry but were unable to find it, please make sure you launch the game once before running this installer. ",
|
||||
"Could not find game location", MessageBoxButton.OK);
|
||||
Utils.Log("Exiting because we couldn't find the game folder.");
|
||||
return;
|
||||
}
|
||||
|
||||
HashArchives();
|
||||
|
@ -65,7 +65,11 @@ namespace Wabbajack.Validation
|
||||
|
||||
var errors = validator.Validate(modlist);
|
||||
errors.Do(e => Utils.Log(e));
|
||||
Utils.Log($"{errors.Count()} validation errors found, cannot continue.");
|
||||
if (errors.Count() > 0)
|
||||
{
|
||||
Utils.Log($"{errors.Count()} validation errors found, cannot continue.");
|
||||
throw new AccessViolationException();
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
|
Loading…
Reference in New Issue
Block a user