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Wabbajack #305
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waiting for |
"All the 3.0 work is now being done on the main repo: https://github.com/wabbajack-tools/wabbajack" No idea how much time I will spend on |
by @ajventer from this issue |
Unlikely that I will find the time to add Wabbajack support. I left the issue open, in case someone wants to contribute a PR. |
I'd be happy to look into that, but it makes sense to wait until Wabbajack version 3 comes out which is meant to have Linux support. Right now I can only barely get it to run under wine, and it's finicky as hell - and even then it doesn't work because it's game-detection code doesn't understand steam on Linux. Once there is one that works - then one can figure out how to integrate it (if it even makes sense to). I was just thinking of future proofing for it by changing the way ModOrganizer2 works - since the current approach would be entirely incompatible, so even if you use Wabbajack outside of STL you wouldn't be able to use STL to integrate MO2. Just changing MO2 to use per-game copies in it's "standalone" mode (where it has a single game per MO2 instance, inside the instance itself, should be a much smaller change. It integrates with Proton's one-prefix-per-game approach already, and it means you can just remove all the game-detection code. |
PS. I'm actually happy to see if I can implement this change, and submit a PR, but it would be a breaking change - as existing MO2 setups won't work anymore, or alternatively - it would require a whole new mo2_standalone category to exist BESIDE the current implementation, this way users can choose which to use, and keep the current one for legacy support. So before even trying to code a PR here, there are some decisions to be made, would love your input, then I'll see if I can get a working PR done in between work. |
Thanks for the offer! Until MO2 itself doesn't drop shared instances, I'd prefer to keep the support for those as well, so an additional solution for portable instances should be the way to go.
That should be already basically everything, right? |
reopening because 3.0 major version is released (funny conicidence: this happened just a few days ago, but I haven't looked earlier after closing this issue) I haven't even downloaded yet any 3.x release, so no idea if this even might be interesting/worth to implement, but might be interesting to know in any case - independantly from steamtinkerlaunch |
As of now STI is still incompatible with wabbajack, but using Rockerbacon's
script to install MO2 and then replacing the install dir with a wabbajack
output directory works fine.
Currently producing that directory still seems to require windows, I have
never managed to run wabbajack on Linux Sucks that they abandoned the
support just as steam deck is taking off.
…On Tue, 27 Sep 2022, 21:38 frostworx, ***@***.***> wrote:
Reopened #305 <#305>.
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added a quick&dirty wabbajack test run while writing the mo2 overhaul. |
the relevant snippet from an manual proton wabbajack run (default WINEDEBUG, GE-Proton7-37) seems to be:
latest wabbajack2 fails with a "[ERROR] FATAL UNHANDLED EXCEPTION" loop when "logging in to nexus" |
It is definitely possible to get past the sign-in phase under wine - though the apps isn't particularly stable afterwards and in my case I had to disable DXVK to stop window flickering like mad, even then it wasn't working well - but it was progress. I never actually tried to do a nexus login. It would be awesome if we could get wabbajack integration. But even if not, the gameMode MO2 now at least makes it possible to use wabbajack setups created on windows (or a VM) with STL - because you can just copy the mods, Stock Game Folder and "profiles" folder over the ones that STL installs (I have also done this successfully with rockerbacon's installer - and am currently running FO4 with magnum opus, the biggest modlist on wabbajack, on my steam deck just fine). |
for the beginning it would be enough if the modding linux community would help more getting mo2/vortex/wabbajack get working better under wine/proton |
There are a few people trying to work on it, but so far everyone is just testing ideas - I don't think anyone has fully figured it out. It's entirely possible that this actually requires features from wine - it may not be a bad idea to submit your tracedump from above as a bug report at winehq for this app. The next build may contain a fix |
a serious debug output requires a little bit more effort for reporting upstream. I personally don't care for that functionality and won't spend any time on this, while people who care should provide proper reports. |
if someone wants to help with testing if opening nexus login works on their system:
it should install/start wabbajack instead of mo2 (testing, apparently no final implementation) |
Since the MO2 Overhaul branch is merged and STL v12 is released, further testing for Wabbajack would be appreciated! |
I haven't tried it again in some time - no idea even where to start exactly, but I'm also not sure if it's actually worth mucking about with anymore. |
yes, that's why hardlinks are used in steamtinkerlaunch since vortex was implemented |
Oh I meant internally, in the game configs. And sometimes Vortex will
refuse to offer the option, even though every requirement it documents is
met - can't figure out why (having that issue specifically with GoG version
of The Witcher 3).
…On Fri, Dec 30, 2022 at 3:50 PM frostworx ***@***.***> wrote:
yes, that's why hardlinks are used in steamtinkerlaunch since vortex was
implemented
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hardlinks only work when using the same physical drive which is also used by the game. |
STL only works automatically for steam native games. But I did install
Witcher on the same drive as it's staging folder.
No luck. Same thing works fine on CP2077.
So it just is what it is
…On Fri, 30 Dec 2022, 18:28 frostworx, ***@***.***> wrote:
hardlinks only work when using the same physical drive which is also used
by the game.
steamtinkerlaunch by default takes care of both using a directory on that
drive and of setting the hardlink in the vortex configs
<https://github.com/sonic2kk/steamtinkerlaunch/blob/master/steamtinkerlaunch#L13600>
automatically.
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Yup, and that's how it will most likely stay based on my understanding of how STL checks for Vortex games (using the AppManifest), as well as for scope reasons - The project is called SteamTinkerLaunch, after all 😄 The recent Hedge Mod Manager integration also only supports detection of Steam releases of games. MO2 is probably also the same if it has any similar logic. I'm not sure why the GOG releases may not be working but I figure this is something to do with general Vortex + Wine usage, I don't think STL does anything to break it. |
Oh I wasn't asking for a feature. Just explaining the circumstances.
Anyway it's offtopic.
…On Fri, 30 Dec 2022, 20:35 Eamonn Rea, ***@***.***> wrote:
STL only works automatically for steam native games
Yup, and that's how it will most likely stay based on my understanding of
how STL checks for Vortex games (using the AppManifest), as well as for
scope reasons - The project is called *Steam*TinkerLaunch, after all 😄
The recent Hedge Mod Manager integration also only supports detection of
Steam releases of games. MO2 is probably also the same if it has any
similar logic.
I'm not sure why the GOG releases may not be working but I figure this is
something to do with general Vortex + Wine usage, I don't think STL does
anything to break it.
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indeed |
I have news on this issue. On a whim I downloaded Wabbajack.exe today, then used Lutris's custom Wine Installer setup to install it, pointed it at the directory and tried to run it. And it seemed to work fine. No UI glitches, the browse feature worked. I couldn't test it end to end quickly because the next phase requires integration - it needs a supported game visible in the same prefix and when run it will set up MO2. But this means it is, at least in theory, now possible to create an STL installer for wabbajack, which integrates with games much like Vortex does (by prelinking them in) and maybe even handle the task of letting the user run the created MO2 once they've installed something (though I think one would HAVE to ask the user to manually specify the path as MO2 makes it editable so it cannot be predicted from outside). I'm fully aware that this is a big job - and I have a newborn, so I definitely don't have the time to take it on, but I thought I would at least let others know that this concept is now within the ream of possibility - if somebody has the time to tinker with it, great. |
Thanks for investigating! I don't have much interest in Wabbajack but I'd welcome a contribution on it. There was some code implemented for Wabbajack ( In general, modding support for STL will have to be contributed by the community, as I do not have the motivation. |
Given what's going on with MO2 v2.5.0 and the muddy upgrade path, not to mention no interest in this in 2.5yrs, I'm going to close this. If someone wants to tackle this in future, it would be better to work on helping with MO2 directly first before we look into something like this. |
With the upcoming Mod-Organizer 2 integration
being mostly finished and complete already, it makes sense to also add Wabbajack support.
Feature requests welcome!
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