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Quick update on the progress of Wabbajack, after the initial release last Saturday we got a nice influx of users on the discord (https://discord.gg/SSk4aB) as well as a nice set of less-common install configurations: like users without 7zip, users on Windows 7 machines, etc. All this has meant that we found quite a few bugs and in the mean time implemented some better crash logs so that when things do go wrong it's easier to debug. Nothing's quite as bad as a report of a crash, and no idea about what's different between a dev and user machine.

So going forward in the next few days a few priorities:

* Figure out where to track the project backlog. In a way where users can see what's being worked on, and what's up next for development
* Add support for nested archives. Some archives, like Rudy ENB will store some files in a .zip file inside the main .zip file. In addition, if a BSA was extracted during installation (for example if the user used CAO) then files inside a BSA inside a .zip may need to be extracted.  This all means that we need to handle nested archives in any level, for something as crazy as zip->zip->bsa->file is quite possible in some mod lists.
* Parts of ModOrganizer.ini can be included in a modlist. This would allow us to fixup links in MO2's applications list that point to executables inside the MO2 install. Currently if a modlist ships copies of xEdit, the application links would need to be fixed by the user, because the install location of the modlist won't match the original location on the modlist creator's machine. We can do a lot during compilation to make this process less painful.

Once these three tasks are completed we can probably mark Wabbajack as "feature complete" for a 1.0 release for SSE. We'll still do a lot of testing, as I don't want to launch a true 1.0 until we have full support for all the games, but it's a good first step. 

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