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Update README.md
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README.md
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README.md
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[](https://dev.azure.com/tbaldridge/tbaldridge/_build/latest?definitionId=3&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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The general idea behind this program is fairly simple. Given a Mod Organizer 2 folder and profile, generate a 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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files or syncing data between the source and destination machine. The end result is a program that recreates 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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### Installing a Modlist
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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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- [Patreon](https://www.patreon.com/user?u=11907933) Check this page for updates and to vote on features
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- [Discord](https://discord.gg/zgbrkmA) Obtain modlists here, ask for support or have a friendly chat with fellow modders.
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- [Patreon](https://www.patreon.com/user?u=11907933) Check out this page for update posts, patrons are able to vote on the direction of development.
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### What Wabbajack can do
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@ -26,13 +26,13 @@ let's do a rundown of all the supported features:
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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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- Nexus Mods (Premium accounts only, due to specific API calls)
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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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- Supports the following archive types
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- `.zip`
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- `.7z`
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- `.rar`
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@ -44,9 +44,9 @@ let's do a rundown of all the supported features:
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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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- ENBSeries files that exist in the game folder
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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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- Script Extenders
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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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@ -75,7 +75,7 @@ authors to create a permissions system Wabbajack will follow during installation
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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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### 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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@ -92,21 +92,23 @@ continuum).
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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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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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has to perform a `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 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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7) If all goes well, you should see a new `<your profile name>.wabbajack` file next to `Wabbajack.exe` that you just ran. This new `.wabbajack` file is the one
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you want to hand out, users can select the file in Wabbajack and install your modlist.
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### Installing a ModList
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### Installing A Modlist
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1) Get a modlist installer, it's a `.exe` file that was created by Wabbajack
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2) Run the `.exe`, the install folder defaults to the same folder as the executable, change it if you want.
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3) Click `Begin` 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 `Mod Organizer 2.exe`, select `Portable` and your game type.
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There are two options for installing a modlist. You can either
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1a) Install a modlist from the built-in menu. Simply select your preferred option in Wabbajack and click on 'Download and Install'.
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1b) Get a Wabbajack Modlist installer file (ending in `.wabbajack`), and install it by clicking the 'Install from Disk' button in Wabbajack.
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2) Click `Begin` to start installation. At some point you will be prompted for SSO authorization on the Nexus, after authorization all of the files
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will be automatically downloaded and installed.
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3) After installation has completed, run `Mod Organizer 2.exe` in the installation folder, and make sure to select `Portable` and your game type.
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If Mod Organizer does not show you these options when starting it, click on the top left button and you should see the instance menu.
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### How it works
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### How It Works
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At a technical level the process is as follows.
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@ -150,27 +152,27 @@ Currently the Resolution stack looks like this:
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27) Ignore `splash.png` 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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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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So as you can see we handle a lot of possible installation situations. See the section on [`Creating a Modlist`](README.md#Creating_a_modlist_installer) for information on creating an 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 in the mod will be inlined into the installer
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- `WABBAJACK_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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copyrighted material. Instead we copy instructions on how to modify the copyrighted material.
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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 recreated. 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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### FAQ
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**How do I get Wabbjack to handle mods from `X`**
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**How do I get Wabbajack to handle mods from `X`?
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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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Look at the [`RECIPES.md`] file, we keep a knowledge base of how to deal with given types of mods in that file.
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**How do I contribute to Wabbajack?**
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@ -182,7 +184,7 @@ Self-contained folders are a cleaner abstraction than dumping tons of modlists i
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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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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.
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**Why don't I see any mods when I open Mod Organizer 2 after install?**
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**Why don't I see any mods when I open Mod Organizer 2 after the modlist installation has finished?**
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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.
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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.
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@ -202,7 +204,7 @@ The end result is an app with a ton of features, and a less than professional UI
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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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Our testers and Discord members who encourage development and help test the builds.
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### Patreon Supporters
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