7.8 KiB
Wabbajack - An automated modlist installer for TES/Fallout games
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.
Social Links
- Discord
- [Patreon] (https://www.patreon.com/user?u=11907933) Check this page for updates and to vote on features
How it works
At a technical level the process is as follows.
- 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 - Apply the
resolution stack
to every file in both the game's root folder and in the MO2 folder. - Take the install directives and required archives and write their metadata to a JSON file.
- 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:
- Ignore the contents of
logs\
- Ignore the contents of
downloads\
- Ignore the contents of
webcache\
- Ignore the contents of
overwrite\
- Ignore
.pyc
files - Ignore any files in
profiles
that are not for the selected MO2 profile - Ignore any disabled mods
- Include any profile settings for the selected profile by including them directly in the modlist
- Ignore "ModOrganizer.ini", it will be re-created when MO2 starts on the new machine
- Ignore "Data" in the Game directly (in your Steam folder)
- Ignore "Papyrus Compiler" in the game folder
- Ignore the "Skyrim" folder in the game folder
- Ignore any BSAs in the game folder
- Include all meta.ini files from all (selected) mods
- Include archive and file meta information for any file that matches a file in an archive directly via a SHA256 comparison
- Generate patches for files that may have been modified after being installed from an archive (see section on Patching for more info)
- Deconstruct BSAs to see if they can be created by generating a BSA from assembing files and patches from archives
- Ignore files in the game directory
- Ignore .ini files
- Ignore .html files (normally these are logs)
- Ignore .txt files
- Ignore
HavockBehaviourPostProcess.exe
this seems to get copied around by tools for some reason - 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
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.
Archive Sources
Wabbajack can currently install from many different file hosting sources. Currently these consist of:
- 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.
- HTTP Servers - Bare HTTP downloads are supported, additional headers can also be passed to the server
- Dropbox
- Google Drive
- MEGA
- ModDB
FAQ
How do I get Wabbjack to handle mods from X
Look at the RECIPES.md
file, we keep a knowledgebase of how to deal with given types of mods in that file.
Why does each modpack install another copy of Mod Organizer 2?
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), 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 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.
Why don't I see any mods when I open Mod Organizer 2 after install?
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. 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.
Will Wabbajack ever support Vortex/other mod managers?
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 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 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 optimal. It's possible perhaps, but it's at the bottom of the priority list.
Where is the modlist? Why am I just given an .exe?
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 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 into installation mode. This means that Wabbajack acts a lot like a self-extracting installer.
Do you know that some mod authors don't like their mods being automatically installed?
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. 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 have better tools than manually clicking links.
How does Wabbajack differ from Automaton?
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 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. 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".
License & Copyright
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 retain their original copyrights. Note: Wabbajack installers contain code from Wabbajack. Therefore, selling of modlist files is strictly forbidden. As is hosting the files behind any sort of paywall. You recieved this tool free of charge, respect this by giving freely as you were given.