Wabbajack - An automated modlist installer for TES/Fallout games

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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 a program to automatically recreate the contents of the folder on another machine. Think of it as replication, but without ever distributing copyrighted 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 rights of the game publisher and the mod authors.

Installing a Modlist

Please visit our Discord link below for information on how to obtain and install a modlist.

What Wabbajack can do

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 let's do a rundown of all the supported features:

That being said, there are some cases where we would need to do a bit more work to develop:

The Wabbajack Permissions System

While Wabbajack can perform a large variety of operations on mod files, we recognize that some authors don't want to deal with the support requests that come from some users performing operations on these files. Therefore we worked together with several authors to create a permissions system Wabbajack will follow during installation and creation of a modlist. This permissions file can be found on Github. Feel free to contact us via discord about any questions you may have.

Creating a ModList Installer

Overview video https://www.youtube.com/watch?v=5Fwr0Chtcuc

1) Download Wabbajack and install it somewhere outside of your normal Mod Organizer 2 folder (otherwise Wabbajack will try to figure out how to install itself and that might cause a collapse in the time-space continuum). 2) Make sure every archive you used in your MO2 profile has some sort of download information attached.

Installing a ModList

1) Get a modlist installer, it's a .exe file that was created by Wabbajack 2) Run the .exe, the install folder defaults to the same folder as the executable, change it if you want. 3) Click Begin to start installation. At some point you will be prompted for SSO authorization on the Nexus, files will be auto installed and downloaded 4) After installation has completed, run Mod Organizer 2.exe, select Portable and your game type.

How it works

At a technical level the process is as follows.

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 2) Apply the resolution stack to every file in both the game's root folder and in the MO2 folder. 3) Take the install directives and required archives and write their metadata to a JSON file. 4) Attach the JSON file to Wabbajack itself, creating a new Auto-installer for the profile

The Resolution Stack

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.

Currently the Resolution stack looks like this:

1) Ignore the contents of logs\ 2) Directly include .meta files int the downloads\ folder 3) Ignore the contents of downloads\ 4) Ignore the contents of webcache\ 5) Ignore the contents of overwrite\ 6) Ignore any files with temporary_logs as a folder in the path 7) Ignore .pyc files 8) Ignore .log files 9) Ignore any files in profiles that are not for the selected MO2 profile 10) Ignore any disabled mods 11) Include any profile settings for the selected profile by including them directly in the modlist 12) Ignore "ModOrganizer.ini", it will be re-created when MO2 starts on the new machine 13) Ignore "Data" in the Game directly (in your Steam folder) 14) Ignore "Papyrus Compiler" in the game folder 15) Ignore the "Skyrim" folder in the game folder 16) Ignore any BSAs in the game folder 17) Include all meta.ini files from all (selected) mods 18) Include archive and file meta information for any file that matches a file in an archive directly via a SHA256 comparison 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 20) Generate patches for files that may have been modified after being installed from an archive (see section on Patching for more info) 21) Include dummy ESPs directly into the modlist 22) Ignore files in the game directory 23) Ignore .ini files 24) Ignore .html files (normally these are logs) 25) Ignore .txt files 26) Ignore HavockBehaviourPostProcess.exe this seems to get copied around by tools for some reason 27) Ignore splash.png it's created for some games (like FO4) by MO2 28) Error for any file that survives to this point.

So as you can see we handle a lot of possible install situations. See the section on Creating a Modpack for information on working with the installer

Wabbajack Flags

The if the following words are found in a mod's notes or comments they trigger special behavior in Wabbajack.

Patches

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 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 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 copyrighted material. Instead we copy instructions on how to modify the copyrighted material.

FAQ

How do I get Wabbjack to handle mods from X