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227 lines
13 KiB
Markdown
227 lines
13 KiB
Markdown
## Wabbajack - An automated modlist installer for TES/Fallout games
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[![Build Status](https://dev.azure.com/tbaldridge/tbaldridge/_apis/build/status/halgari.wabbajack?branchName=master)](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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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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### 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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### 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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- `.fomod` (FNV archives)
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- The following mod installation types are supported
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- Files installed with our without fomod installers
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- Files from `.omod` mods like `DarNified UI` or `DarkUId Darn`
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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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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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### 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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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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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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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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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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### 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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### 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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2) Apply the `resolution stack` 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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### 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 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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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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7) Ignore `.pyc` files
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8) Ignore `.log` files
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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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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 `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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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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### 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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### FAQ
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**How do I get Wabbjack 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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**How do I contribute to Wabbajack?**
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Look at the [`CONTRIBUTING.md`](https://github.com/halgari/wabbajack/blob/master/CONTRIBUTING.md) file for detailed guidelines.
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**Why does each modlist install another copy of Mod Organizer 2?**
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Self-contained folders are a cleaner abstraction than dumping tons of modlists into the same set of folders. It's easy to uninstall a modlist (simply delete the folder),
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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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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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**Will Wabbajack ever support Vortex/other mod managers?**
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I'll be honest, I don't use anything but MO2, so I probably won't write the code. If someone were to write a patch for the functionality
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I wouldn't throw away the code, but it would have to be done in a way that was relatively seamless for users. Since Wabbajack treats all files in the same way
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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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**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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implementation of some really nice features (like BSA packing). As such I made the decision to strike out on my own and make an app that worked first, and then make it pretty.
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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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#### 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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All original code in Wabbajack is given freely via the GPL3 license. Parts of Wabbajack use libraries that carry their own Open Sources licenses, those parts
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retain their original copyrights. Note: Wabbajack installers contain code from Wabbajack. Therefore, selling of modlist files is strictly forbidden. As is hosting
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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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