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Changed all modpack references to modlist
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erri120 committed Sep 12, 2019
1 parent 9347b99 commit b419028
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Showing 5 changed files with 9 additions and 9 deletions.
4 changes: 2 additions & 2 deletions README.md
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Expand Up @@ -78,7 +78,7 @@ continuum).
5) Wabbajack will start by indexing all your downloaded archives. This will take some time on most machines as the application
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
to do this once for every downloaded file.
6) Once completed, Wabbajack will collect the files required for the modpack install and begin running them through the compilation stack.
6) Once completed, Wabbajack will collect the files required for the modlist install and begin running them through the compilation stack.
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
you want to hand out as a auto modlist installer.

Expand Down Expand Up @@ -152,7 +152,7 @@ copyrighted material. Instead we copy instructions on how to modify the copyrigh

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?**
**Why does each modlist 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
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2 changes: 1 addition & 1 deletion Wabbajack.Common/Consts.cs
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Expand Up @@ -12,7 +12,7 @@ public static class Consts
{
public static string GameFolderFilesDir = "Game Folder Files";
public static string LOOTFolderFilesDir = "LOOT Config Files";
public static string ModPackMagic = "Celebration!, Cheese for Everyone!";
public static string ModListMagic = "Celebration!, Cheese for Everyone!";
public static string BSACreationDir = "TEMP_BSA_FILES";
public static string MegaPrefix = "https://mega.nz/#!";

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4 changes: 2 additions & 2 deletions Wabbajack/Compiler.cs
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Expand Up @@ -499,7 +499,7 @@ private Archive ResolveArchive(string sha, IDictionary<string, IndexedArchive> a
}
else
{
Error("No way to handle archive {0} but it's required by the modpack", found.Name);
Error("No way to handle archive {0} but it's required by the modlist", found.Name);
return null;
}

Expand Down Expand Up @@ -1120,7 +1120,7 @@ internal void PatchExecutable()
bw.Write(data.LongLength);
bw.Write(data);
bw.Write(orig_pos);
bw.Write(Encoding.ASCII.GetBytes(Consts.ModPackMagic));
bw.Write(Encoding.ASCII.GetBytes(Consts.ModListMagic));
}
}
}
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6 changes: 3 additions & 3 deletions Wabbajack/Installer.cs
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Expand Up @@ -630,18 +630,18 @@ private string HashArchive(string e)
return HashArchive(e);
}

public static string CheckForModPack()
public static string CheckForModList()
{
Utils.Log("Looking for attached modlist");
using (var s = File.OpenRead(Assembly.GetExecutingAssembly().Location))
{
var magic_bytes = Encoding.ASCII.GetBytes(Consts.ModPackMagic);
var magic_bytes = Encoding.ASCII.GetBytes(Consts.ModListMagic);
s.Position = s.Length - magic_bytes.Length;
using (var br = new BinaryReader(s))
{
var bytes = br.ReadBytes(magic_bytes.Length);
var magic = Encoding.ASCII.GetString(bytes);
if (magic != Consts.ModPackMagic)
if (magic != Consts.ModListMagic)
{

return null;
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2 changes: 1 addition & 1 deletion Wabbajack/MainWindow.xaml.cs
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Expand Up @@ -76,7 +76,7 @@ public MainWindow()
{
new Thread(() =>
{
var modlist = Installer.CheckForModPack();
var modlist = Installer.CheckForModList();
if (modlist == null)
{
Utils.Log("No Modlist found, running in Compiler mode.");
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