diff --git a/_layouts/page.html b/_layouts/page.html index 62a3d66..3f275dc 100644 --- a/_layouts/page.html +++ b/_layouts/page.html @@ -3,8 +3,6 @@
Global priorities are used to sort plugins on a "global" scale. LOOT will normally only sort plugins that conflict with each other, but setting a global priority will allow some plugins to load earlier or later than others, even if they don't conflict. This can be useful to make sure that e.g. unofficial patch plugins are loaded earlier than all other non-official plugins. Details about how they work in practice can be seen in the Metadata Syntax document: see the description for the "priority" field under "Plugin Data Structure".
+ +Below are the global priorities as they are grouped for the games currently supported by LOOT.
+ +-1999999 = -999999 Update.esm
+-1999000 = -999000 DLC, Unofficial Patches, SPO
+-1960000 = -960000 Falskar, Wyrmstooth
+-1950000 = -950000
+-1940000 = -940000
+-1930000 = -930000
+-1920000 = -920000
+-1910000 = -910000
+-1900000 = -900000
+-1890000 = -890000
+0
+1980000 = 980000 Skyrim Climate Overhaul
+1910000 = 991000 TES5Edit Merge patch
+1910000 = 991000 Bash Patch
+1920000 = 992000 Post Bash Patch
+1930000 = 993000 Dynamic Patches (Sky Proc)
+1939999 = 993999 SUM.esp
+1940000 = 994000 Qotsafan Compatibility Patches
+1950000 = 995000
+1960000 = 996000
+1970000 = 997000 Deadly Combat PISE Patches
+1980000 = 998000
+
+See loot/skyrim#26 for details.
+ +-400999000 = -999000 Oblivion.esm
+-400980000 = -980000 DLCShiveringIsles.esp
+-400970000 = -970000 DLCHorseArmor.esp
+-400960000 = -960000 DLCOrrery.esp
+-400950000 = -950000 DLCVileLair.esp
+-400940000 = -940000 DLCMehrunesRazor.esp
+-400930000 = -930000 DLCSpellTomes.esp
+-400920000 = -920000 DLCThievesDen.esp
+-400910000 = -910000 DLCBattlehornCastle.esp
+-400900000 = -900000 DLCFrostcrag.esp
+-400890000 = -890000 Knights.esp
+0
+400910000 = 991000 Bash Patch
+400920000 = 992000
+400930000 = 993000
+400940000 = 994000
+400950000 = 995000
+400960000 = 996000
+400970000 = 997000
+400980000 = 998000
+400990000 = 999000
+
+See loot/oblivion#7 for details.
+ +To be determined...
+ +-400999000 = -999000 Official DLCs, Unofficial patch
+-300990000 = -990000 Patches besides the unofficial patch
+0
+ 400991000 = 991000 Bashed Patch
+
+Based on current usage. Further details to be determined.
diff --git a/docs/contributing/How-To-Contribute.html b/docs/contributing/How-To-Contribute.html new file mode 100644 index 0000000..2a3923c --- /dev/null +++ b/docs/contributing/How-To-Contribute.html @@ -0,0 +1,55 @@ +--- +layout: page +title: How To Contribute +--- + +This page will guide anyone wishing to contribute to LOOT directly through the process of getting set up and making their first contribution. You don't need to be a project member to join in!
+ +To get started, you'll need:
+ +This guide will assume you're using GitHub Desktop.
+ +To contribute changes, you will need to fork the repository that contains the file(s) you wish to edit. LOOT's repositories are listed here.
+ +Forking lets you contribute to the project without worrying about making a mistake and breaking something, because your changes are checked by others before they get applied to the original repository.
+ +Note: A fork needs to be kept in sync with its original repository. If you'd rather avoid the command line, you can delete your fork once your pull request has been accepted, then create a new fork when you next want to submit any changes.
+ +Open the repository that contains the file(s) you want to edit in GitHub Desktop, then click the gear icon in the upper right corner of the window and select "Open in explorer" to view the repository contents.
+ +Edit the file(s) you want to make changes to using your text editor or appropriate tool of choice, then once you're done, save the file and switch back to GitHub Desktop. There you can make a commit, sync and create a pull request as described in the forking guide linked to above.
+ +If you're editing a masterlist, see the Masterlist Editing page for more information.
+ +Contributors can ask or be asked to join the LOOT team, which grants write access to the LOOT repositories, their issue trackers and wikis. Addition of new team members is done by the team admins, who base their decision on the quality of past contributions. If you would like to join the team, and feel comfortable with the workflow, contact a team member.
+ +Team members don't need to fork LOOT repositories, and can instead clone the original repositories and edit their files directly. This introduces a few additional points to ensure team members work well together:
+ +If you have any problems or questions regarding anything relating to LOOT, feel free to ask team members questions. + +
Questions are best asked of those who contribute to the relevant repository. For example, if you have a question that's specific to a game's masterlist, it's best to ask that masterlist's contributors. Repository contributors can be viewed by clicking on the contributor count in the bar near the top of the repository's page.
diff --git a/docs/contributing/Masterlist-Editing.html b/docs/contributing/Masterlist-Editing.html new file mode 100644 index 0000000..72c0ef9 --- /dev/null +++ b/docs/contributing/Masterlist-Editing.html @@ -0,0 +1,162 @@ +--- +layout: page +title: Masterlist Editing +--- + +The purpose of this page is to give a bit of information to help with editing a masterlist.
+ +For consistency and to make it easier for people to understand what others have written, it's best to use the following style points when editing the masterlist.
+ +The above points are illustrated in the following example.
+ +name: 'Oscuro''s_Oblivion_Overhaul.esm'
+req:
+ - name: 'example.esp'
+ display: '[Example Mod](http://www.example.com)'
+ condition: 'version("Oscuro''s_Oblivion_Overhaul.esm", "15.0", ==)'
+tag:
+ - Actors.Spells
+ - Graphics
+ - Invent
+ - Relations
+ - Scripts
+ - Stats
+ - name: -Relations
+ condition: 'file("Mart''s Monster Mod for OOO.esm") or file("FCOM_Convergence.esm")'
+msg:
+ - type: say
+ content: 'Do not clean. "Dirty" edits are intentional and required for the mod to function.'
+ lang: eng
+url: [ 'http://oblivion.nexusmods.com/mods/15256' ]
+
+{name: Oscuro's_Oblivion_Overhaul.esm, req: [{ name: example.esp, display: '[Example Mod](http://www.example.com)', condition: 'version("Oscuro''s_Oblivion_Overhaul.esm", "15.0", ==)' }], tag: [ Actors.Spells, Graphics, Invent, Relations, Scripts, Stats, { name: -Relations, condition: file("Mart's Monster Mod for OOO.esm") or file("FCOM_Convergence.esm") }], msg: [{ type: say, content: Do not clean. "Dirty" edits are intentional and required for the mod to function., lang: eng }], url: [ http://oblivion.nexusmods.com/mods/15256 ]}
+
+Although both are valid YAML, the first is using the correct style, and the second is not.
+ +Note: Much of the masterlists' content is machine-generated, and as such does not follow the writing style given above. This isn't an issue, and it's not worth spending time systematically changing all the generated entries, but if you're editing a generated entry, you might as well correct its style while you're at it.
+ +Before you add a new entry for a plugin, make sure that there isn't already an existing entry for it. LOOT will attempt to merge entries if there are more than one for a plugin, but some metadata may be lost in the process, so it's always safer to only have one entry per plugin.
+ +Don't open the masterlist and to a Ctrl-F search for the plugin filename, or anything similar. Instead, use the online Masterlist Search page to perform a search of the masterlist. This search utility has the following features:
You can even pass search parameters in the URL, using the syntax
+ +http://loot.github.io/search/?game=<game>&search=<search>
+
+where <game> can be one of oblivion, skyrim, fallout3, falloutnv or fallout4. <search> is the string you want to search for.
Often the same metadata is used for plugins throughout the masterlist, for example generic messages. Rather than having these messages copy/pasted, YAML's anchor/alias feature can be used to define (anchor) the metadata once somewhere, then reference (alias) it wherever else it needs to be used. This has the advantages of guaranteeing consistency, eliminating typos, cutting down the overall size of the masterlist, and improving readability.
+ +In the masterlists, everything that gets anchored and aliased in this manner should go in the common node, which is a sibling of the plugins and globals nodes that are mentioned in the Metadata Syntax documentation. The common node is ignored by LOOT, but the YAML parser still reads it, and will therefore still substitute any aliases made. By putting all the anchors in one place, it makes it easy for other maintainers to take advantage of any existing anchors, and avoids any duplication of anchors.
An example demonstrating just how much of a difference anchors/aliases can make:
+ +common:
+ - &useBP
+ type: say
+ content:
+ - str: 'Use Bashed Patch tweak instead.'
+ lang: eng
+ - str: 'Используйте вместо этого настройку башед патча.'
+ lang: rus
+ condition: 'regex("Bashed Patch.*\.esp")'
+ - &dirtyDoNotClean
+ type: 'say'
+ content:
+ - str: 'Do not clean. "Dirty" edits are intentional and required for the mod to function.'
+ lang: eng
+ - str: 'Не очищать. "Грязные" правки оставлены специально и требуются для функционирования мода.'
+ lang: rus
+ - &skse1.6.5
+ name: '..\skse_loader.exe'
+ display: 'Skyrim Script Extender v1.6.5+'
+ condition: 'version("..\skse_loader.exe", "0.1.6.5", <)'
+
+plugins:
+ - name: 'BBLuxurySuite.esm'
+ msg: [ *dirtyDoNotClean ]
+ - name: 'Convenient Horses.esp'
+ msg: [ *dirtyDoNotClean ]
+ - name: '72HoursRespawn.esp'
+ msg: [ *useBP ]
+ - name: 'Respawn\w{3,5}Days{0,1}\.esp'
+ msg: [ *useBP ]
+ - name: 'Skyrim 120 Day Respawn.esp'
+ msg: [ *useBP ]
+ - name: 'kuerteeDisableLightsFarFromActors.esp'
+ req: [ *skse1.6.5 ]
+ - name: 'CUYC_CleanUpYourCorpses.esp'
+ req: [ *skse1.6.5 ]
+
+Notice how in the example above, the common node has two different types of data structure in the same list (message and file structures). If this was done anywhere in the globals or plugins nodes LOOT would complain, because it expects a certain format, but because LOOT doesn't look at the common node, this is OK.
If a user posts dirty counts for a plugin that already has a dirty message for the same CRC, and the counts are different to what's in the masterlist, just replace the existing counts with what the user gave if they used the latest version of TES5Edit. If they didn't give the TES5Edit version number, only replace the existing counts if the new counts are higher (which generally indicates a newer version).
+ +A very tiny minority of dirty edits (and only ever ITMs) are intentional and should not be removed - this is for cases where a mod will not function correctly unless certain data have their vanilla values, so the mod includes a copy of the vanilla data to override anything that might change it.
+ +Mod authors who don't have a good understanding of dirty edits will often claim that their edits are required - you must download the mod in question and see for yourself if any such claim is made.
+ +Before adding a tag to a mod, it is recommended that you:
+ +That should ensure you have the correct information, so you can start to add the necessary tags. Use the Wrye Bash/Flash/Flash NV readme as a reference.
+ +If you add a message, there are two ways to go about getting it translated into the other languages LOOT supports:
+common section of the masterlist, say so. Otherwise, quote the plugin filename to which it is attached. Also quote the English text of message itself, and label the issue with the appropriate translate-language labels so that it can be easily seen by translators.LOOT has support for metadata message string substitutions, but does not retain the pre-substitution message string and substituted strings, so a metadata file written by LOOT will not retain subs keys, or any specifiers in message content strings. This information is provided in the unlikely event of LOOT writing to a metadata file that you have manually added substitutions to.
As LOOT develops, it gains support for new metadata syntax features. However, using these new features in the masterlists may break functionality for LOOT users who have not updated to the latest version of LOOT, which isn't ideal. This is especially true when LOOT updates alter the load orders produced, as changing load order can affect game stability, and so users may be unable (rather than unwilling) to upgrade.
+ +To allow the use of new features without breaking older versions of LOOT, the masterlists are also versioned. This is done by storing the versions as branches in the masterlists' Git repositories. Whenever a new version of LOOT that includes metadata syntax changes is released, a new branch for that version is created in each masterlist repository, and that branch is made the default for that version of LOOT.
+ +For example, LOOT v0.7.1 uses the v0.7 masterlist branches by default. The next release to include metadata syntax changes will be LOOT v0.8, which will use v0.8 masterlist branches. If LOOT v0.9 includes no metadata syntax changes, then it will also use the v0.8 masterlist branches.
In addition to the obvious version branches, each masterlist repository also has a master branch. This is the version branch for LOOT v0.5 and v0.6.x, and it is also the default branch for LOOT v0.7.0, as the masterlist versioning system was introduced in conjunction with the release of LOOT v0.7.1. Users of LOOT v0.7.0 can safely switch to using the v0.7 branch, but the master branch cannot be renamed without breaking masterlist updates for LOOT v0.5 and v0.6.x users, which is why it keeps its ambiguous name.
Updates to the masterlists should be made to their most recent version branches. Back-porting of non-breaking updates to older version branches is left at the discretion of the contributor.
diff --git a/docs/contributing/Quickly-Testing-Your-Masterlist-Changes.html b/docs/contributing/Quickly-Testing-Your-Masterlist-Changes.html new file mode 100644 index 0000000..a727a62 --- /dev/null +++ b/docs/contributing/Quickly-Testing-Your-Masterlist-Changes.html @@ -0,0 +1,14 @@ +--- +layout: page +title: Quickly Testing Your Masterlist Changes +--- + +You can easily test your masterlist changes before syncing them to the online repository, using the method detailed below, which makes LOOT use a local repository of your choosing than the online one.
+ +C:\foo\bar\skyrim, then put that in the box.Note that LOOT won't keep your local repository synced with the online one, so you'll have to do that yourself.
diff --git a/docs/contributing/Resolving-Conflicts.html b/docs/contributing/Resolving-Conflicts.html new file mode 100644 index 0000000..02cd5a8 --- /dev/null +++ b/docs/contributing/Resolving-Conflicts.html @@ -0,0 +1,69 @@ +--- +layout: page +title: Resolving Conflicts +--- + +This is where GitHub Desktop falls short - to resolve conflicts, you're probably going to have to use the command line shell at some point. This page discusses the issue well, but is aimed at people who don't use a GUI client at all. It's still worth a read to get an understanding of the issues, and its diagrams are very good.
+ +Below is some guidance for resolving conflicts using GitHub Desktop and the shell where necessary.
+ +If the online repository is ahead of your local repository when you try to sync, you'll get an error message ("failed to sync this branch due to unmerged files") and the option to open the shell. Select it, and a command line window will be displayed.
+ +First of all, enter git status. This will show you the current status of your local repository. Since you're trying to fix the sync error, you'll see some info about how you're currently 'rebasing' the 'master' branch. The "unmerged paths" list will show you the file(s) that need to be merged manually.
Open the file(s) that need to be merged in your favorite text editor. You will see that it's a mix of your revision and the latest online revision, with lines starting with >>>>>>>, ======= and <<<<<<< separating them. The example after the second paragraph here may make their meaning clearer, but basically the ======= separates the local and online versions of some text, the stuff between ======= and >>>>>>> is your version of some text, and the stuff between ======= and <<<<<<< is the online version of some text.
Edit the file, picking and choosing the bits that should stay (you may need to combine them or move them around if a lot of changes were made), and once you're done save your changes. There should now be no lines beginning >>>>>>>, ======= or <<<<<<< left.
In the shell, enter git add <file> to mark the file you manually merged as resolved. Once all the unmerged paths have been resolved, enter git rebase --continue to finish the merge. You can now close the shell window.
Back in the GitHub Desktop window, click the "sync" button to update the online repository with your merged revision. You're done!
+ +You sync your local repository to the online repository, and open a file containing the following:
+ +This file is to be used to demonstrate conflict resolution.
+
+This is the last line of the file.
+
+You then edit it, so that it becomes:
+ +This file is to be used to demonstrate conflict resolution.
+
+This line has been added by you.
+
+This is the last line of the file.
+
+In the meantime, someone else also edits the same file, and syncs their changes with the online repository, so its copy of the file becomes:
+ +This file is to be used to demonstrate conflict resolution.
+
+This line has been added by somebody else.
+
+This is the last line of the file.
+
+When you open the file for manual merging, it will have changed to:
+ +This file is to be used to demonstrate conflict resolution.
+
+<<<<<<<
+This line has been added by somebody else.
+=======
+This line has been added by you.
+>>>>>>>
+
+This is the last line of the file.
+
+You could decide to keep both lines one after another, in which case you would edit the file so that it becomes:
+ +This file is to be used to demonstrate conflict resolution.
+
+This line has been added by somebody else.
+This line has been added by you.
+
+This is the last line of the file.
+
+Now you are ready to do the git add <file> step.
Dirty edits are often a side-effect of mod creation, and are often due to bugs in the utilities Bethesda has provided to create mods, rather than bad practice by mod authors. Dirty edits can cause a wide range of issues, including incorrect game settings, missing content, broken quests and crashing to desktop. The more dirty edits there are in a mod, and the more mods with dirty edits you use, the more likely you are to experience issues.
+ +Thankfully there is a way to remove dirty edits from mods relatively easily, a process known as mod cleaning, using TES4Edit, FO3Edit, FNVEdit or TES5Edit (for Oblivion, Fallout 3, Fallout: New Vegas and Skyrim respectively). Detailed instructions and information on mod cleaning are available for Oblivion and Skyrim, with the process being largely the same for the others.
+ +The problem of dirty edits is largely a problem of ignorance on the part of mod authors and users alike of the problems dirty mods can cause. As such, there are community efforts to raise awareness of dirty edits and cleaning. LOOT plays a key role in these efforts, as it holds the complete list of all known dirty mods (as does BOSS), and it uses this information to provide notification messages to users for any dirty mods they have installed.
+ +LOOT identifies and describes unclean plugins using four key pieces of information. They are:
+ +In addition to the above, there is another type of dirty edit known as a wild edit. These are any edit that is unrelated to the purpose of the mod, and so provide unnecessary opportunity for conflicts with other mods that do need to change the same thing. It can be difficult to tell if an edit is a wild edit, and so they cannot be automatically cleaned. LOOT can still notify users of wild edits and link to information on fixing them if the CRCs of plugins with wild edits are reported, along with details on what needs cleaning.
+ +LOOT and the modding communities rely on user contribution of this information to progress. If you find that a mod contains dirty edits, you should also report this to the mod's author so that they can fix it.
+ +Note: TES4Edit et al. will include a variety of junk records in the ITM count for a plugin, such as new empty cells that are automatically generated and are almost impossible to remove. These junk records are non-harmful, and LOOT may inform users when a mod contains these and no true ITMs to avoid confusion.
diff --git a/docs/help/How-To-Report-Issues-Helpfully.html b/docs/help/How-To-Report-Issues-Helpfully.html new file mode 100644 index 0000000..b856558 --- /dev/null +++ b/docs/help/How-To-Report-Issues-Helpfully.html @@ -0,0 +1,58 @@ +--- +layout: page +title: How To Report Issues Helpfully +--- + +The first step is to identify what type of issue you're having, so that you can report it in the most appropriate place. Issues can be one of two basic types:
+ +Metadata issues are also game-specific, so make a note of which game you're having the issue with.
+ +Once you know which type of issue yours is, it's time to report it. It's best to report issues on LOOT's issue trackers, where they can't get lost, overlooked or disorganised, but doing so requires a free GitHub account. The links below can be used to report your issue in the appropriate tracker.
+ +If you don't have a GitHub account and don't want to sign up for one, you can instead report the issue in LOOT's official forum thread.
+ +If you're experiencing an application issue, you should supply debug logs to help solve the issue. You can do this by following the instructions below.
+ +LOOTDebugLog.txt and CEFDebugLog.txt files generated in the %LOCALAPPDATA%\LOOT folder.If you're reporting the issue in the LOOT application issue tracker, you can attach the log files to your report by dragging and dropping them into the report's text box.
+ +Otherwise, Pastebin can be used for logs smaller than 512 KB, or a service such as Dropbox, Google Drive, OneDrive, etc. can be used. Please don't use filesharing websites with countdown timers or captchas.
+ +Note that LOOT wipes the log each time it starts, so if you encounter an issue, don't run LOOT again without first uploading or making a copy of the log.
+ +If LOOT is crashing on startup, or you can't get to its settings dialog for some other reason, its settings file can be manually edited to enable debug logging.
+ +%LOCALAPPDATA%\LOOT\settings.yaml in a text editor, eg. Notepad.enableDebugLogging: false with enableDebugLogging: true.Then run LOOT and upload your debug log as detailed above.
diff --git a/docs/help/Introduction-To-Load-Orders.html b/docs/help/Introduction-To-Load-Orders.html new file mode 100644 index 0000000..fc8362b --- /dev/null +++ b/docs/help/Introduction-To-Load-Orders.html @@ -0,0 +1,28 @@ +--- +layout: page +title: Introduction To Load Orders +--- + +This page provides a general overview of load ordering in the games LOOT supports for those who are unfamiliar with the concept. For simplicity, "the game" will be used when the text refers to any of the games that LOOT supports.
+ +Mod plugins for the game are files that end in .esp or .esm. These files are created by the game's official editing tools, or by third-party modders' tools. They contain various data records, which cover almost all aspects of what is in the game – NPCs, items, races, interiors, worlds, quests, etc. – and can either be new or changes to the records added by another plugin.
When the game is run, it loads each installed plugin one by one in a certain load order. The load order is important for two reasons:
+ +There are a few hardcoded rules related to load order:
+ +.esm stands for Elder Scrolls Master).Skyrim.esm always loads before all other plugins.Update.esm is present, it is always loaded. It loads after all other master plugins, unless it has another position explicitly set.A plugin's position in the load order is often displayed by mod managers as a hexadecimal number, from 00 to FE (0 to 254 in decimal). The plugin with position 00 loads first, and the plugin with position FE is loaded last. Hexadecimal numbers are used to display the load order positions of plugins because these numbers form the first two digits of the code that the game uses to reference the records that the plugin adds, so knowing the numbers allows modders and mod users to determine from which plugin a record is from.
+ +In Oblivion, Fallout 3 and Fallout: New Vegas, load order is determined by plugin timestamps, and the plugins you have accessed are listed in %LOCALAPPDATA%\<game>\plugins.txt. As such, it's best to use a mod manager to create a backup of your load order. In Skyrim, the load order of active plugins is stored in %LOCALAPPDATA%\<game>\plugins.txt, and modding utilities generally use %LOCALAPPDATA%\<game>\loadorder.txt to store the load order of all plugins. This makes backing up your load order as easy as making copies of those two files.
plugins.txt and loadorder.txt. Won't this break something?LOOT started development as BOSS v3, but it became a separate utility to avoid confusion once it became clear how little in common it had with BOSS v2.
+ +No. However, BOSS is no longer maintained for games other than Oblivion, and LOOT generally provides superior functionality.
+ +It's worth double-checking the load order LOOT gives you, in case it's gotten something wrong. Also, if you're not starting a new game, changing your load order may cause in-game issues. To avoid disaster, you can backup your load order as follows:
+ +.ess save file, and its accompanying .skse file (if you have SKSE installed). These are found in the %USERPROFILE%\Documents\My Games\Skyrim\Saves folder.plugins.txt and loadorder.txt, which are found in the %LOCALAPPDATA%\Skyrim folder.That way, if something does go wrong, you have backups to roll back to. If you don't overwrite or delete save files, you don't need to back them up, so long as you can remember which save was made before you made the changes that caused problems.
+ +LOOT support may be added to SkyProc patchers in time. Until then, you can do the following:
+ +-NOBOSS argument.To sort a plugin, BOSS needs it to be added to its masterlist, which is hand-ordered by its maintainers. LOOT instead reads the contents of each plugin to see which plugins conflict, etc. and uses that information to decide on the best ordering. This means that it can sort all plugins without needing them to become recognised first.
+ +No. While it can sort most plugins correctly, sometimes it gets things wrong, and LOOT's masterlist is used to provide metadata so that it can sort such plugins correctly. Unlike in BOSS, LOOT's masterlist doesn't give specific load order positions, which makes it more adaptable and easier to maintain.
+ +There can be more than one correct load order for a given set of plugins. For example, some plugins may not conflict or depend on each other, so their relative orders wouldn't matter. The load order BOSS gives is hand-made to look 'neat' as well as work, so plugins from the same mod will usually get grouped together, but LOOT doesn't know which plugins belong to which mod, so it just puts them where it thinks they work.
+ +The most thorough method is to look for conflicts in TES5Edit and decide for yourself if the load order LOOT gives resolves them to your liking.
+ +Users can supply metadata themselves to alter the order LOOT gives. There are two types of metadata that can be supplied to change load order:
+ +Be sure to read LOOT's readme for more information on these.
+ +LOOT isn't omniscient. It may provide warnings for outdated plugins through the masterlist, but this depends on user feedback. LOOT has no way of being able to tell by itself if a plugin is outdated or not.
+ +Try deleting the .git folder in %LOCALAPPDATA%\LOOT\<game folder>\. If that doesn't work, make sure any firewalls or security software you have installed aren't stopping LOOT from reaching the online masterlist.
Alternatively, your WinSock configuration may be corrupt: this can be fixed using the instructions here and here, or there's a fix-it utility here.
+ +If LOOT still can't update its masterlist, you can update manually by downloading this file and placing it in the %LOCALAPPDATA%\LOOT\Skyrim folder. Replace Skyrim with oblivion, fallout3, falloutnv or fallout4 as necessary, in the URL and the folder path.
Mod Organizer 1.2.10 has a bug preventing LOOT 0.7.0 from working properly. This has been fixed in Mod Organizer 1.2.11, and later versions.
+ +Mod Organizer can also interfere with LOOT's startup, causing causes LOOT's window to be blank when started through Mod Organiser: this can be avoided by adding the --single-process argument to Mod Organiser's LOOT launching settings, though doing so may have negative side effects.
As version numbers are supplied by mod authors in a wide range of formats and LOOT has to detect as many as possible, it occasionally identifies parts of some descriptions as version numbers incorrectly. Authors can also forget to update their plugins' version numbers. When in doubt, check the version number given in a mod's readme.
+ +Steam removes the game's Registry entry when the game is updated or its cache is verified. Run the game's launcher to add the Registry entry back again. LOOT will then be able to detect the game.
+Another cause may be that the game is installed in a location where you does not have read permissions, in which case LOOT cannot read your plugins, and so treats the game as undetected. Try checking the game path's permissions, and ensuring you have read access.
+ +plugins.txt and loadorder.txt. Won't this break something?LOOT has just replaced the CR LF line breaks with LF line breaks. It doesn't make any difference to the game.
First of all, LOOT only supports unauthenticated proxies, so if your proxy requires some form of authentication, LOOT won't be able to use it directly.
+ +If your proxy is unauthenticated, LOOT will use the https_proxy environmental variable. If your proxy configuration doesn't already set it, you can do so in Windows by:
If you are running Windows Vista or a later version of Windows, LOOT (and other modding programs) may be prevented from working correctly by the UAC security feature. There are four common workarounds to this problem:
+ +Program Files (or Program Files (x86) if on 64-bit Windows). UAC prevents unauthorised edits to these folders, so by installing the game outside of them, you remove it from UAC's reach, allowing you to use mods more easily.For those that wish to take the third option and give themselves "Full Control" permissions, here is a guide:
+ +In order to provide a more pleasant reading experience, LOOT supports the use of Google's Noto fonts for its Simplified Chinese and Korean translations. However, due to their size, they are not included with LOOT.
+ +To use the Noto fonts with LOOT:
+ +*.otf files they contain into your %LOOT%/resources/report/fonts/ folder, where %LOOT% is LOOT's installation directory.You can also install the fonts by right-clicking them and choosing the "Install" option, or double-clicking them and clicking the "Install" button in the window that is opened, but LOOT may be unable to load fonts installed in this manner.
diff --git a/docs/index.html b/docs/index.html index b08408e..036782e 100644 --- a/docs/index.html +++ b/docs/index.html @@ -4,40 +4,55 @@ title: Documentation permalink: /docs/ --- -Each release of LOOT has its documentation listed below.
+This page describes what needs to be done when releasing a new version of LOOT.
+ +src/api/api.h.src/api/api.h, src/backend/globals.cpp.in, src/resource.rc and scripts/installer.iss.loot repository.Update the "update released" message version check in each masterlist's default branch. If the new release makes metadata syntax changes:
+ +src/backend/game/game_settings.cpp and src/gui/loot_state.cpp.docs directory of LOOT's website repository, and update docs/index.html to list it.These aren't absolute rules, and nobody is going to get into trouble for not managing to do everything that is expected of their position: we're all here because we want to help out when we can, it's not serious business.
+ +Masterlist maintenance involves:
+ +LOOT's forum thread has a 200 post limit, and a new thread must be created each time that limit is reached. See Thread Management for more information. + +
Team members who are admins on GitHub are responsible for adding new members. GitHub's excellent Forking feature allows people to contribute to repositories that they don't have write access to, and you should take full advantage of that:
+ +To add a GitHub user to the team, go to the LOOT organisation's People page and click the big green "Invite member" button, then enter their username in the search box displayed and select the correct match. If they accept the invitation, ask them to publicize their membership: they don't have to, but it helps people outside the team find members.
diff --git a/docs/team/Team-Policies.html b/docs/team/Team-Policies.html new file mode 100644 index 0000000..e0b6bdb --- /dev/null +++ b/docs/team/Team-Policies.html @@ -0,0 +1,20 @@ +--- +layout: page +title: Team Policies +--- + +As time goes by, we sometimes find it's good to have rules written down for things relating to how we operate. This is where we write these rules. Please don't change them without prior discussion.
+ +It's pretty simple: if a plugin is, or will shortly be (eg. author giving heads-up about imminent release), publicly available for download, it is eligible for addition to the appropriate masterlist.
+ +Plugins that are not available to the public are not suitable for inclusion in the masterlist - if someone reports such a plugin, tell them that it is more appropriate for them to add any necessary metadata using a userlist rule. Such cases include private beta plugins, or more generally plugins distributed amongst a select group of people, or plugins for which you have to pay to access (which is against Bethesda's rules, but has undoubtedly happened before).
+ +Sometimes it is necessary for a maintainer to download a plugin to investigate it, eg. to double-check information provided by a user. In such cases, we generally ask the user to provide a link to the plugin in question. However, because most submitting activity occurs on Bethesda's official forums, we have to abide by their rules. These rules include not linking to nude mods, for instance, and not discussing certain mods that break their rules (eg. Morroblivion).
+ +If a user submits a plugin that falls into such a catagory and they provide a link, ask them to remove it, stating why. It's best not to draw negative moderator attention to the threads, because we need them to stay open. (Moderators are highly unlikely to lock the thread or get on to us about such cases, but better safe than sorry, plus you educate users that may have been unaware of the rules.)
+ +If a user submits a plugin that falls into such a catagory and they don't provide a link, ask them to PM you a link to the plugin.
diff --git a/docs/team/Thread-Management.html b/docs/team/Thread-Management.html new file mode 100644 index 0000000..3001f1f --- /dev/null +++ b/docs/team/Thread-Management.html @@ -0,0 +1,52 @@ +--- +layout: page +title: Thread Management +--- + +This wiki page is aimed at anyone who finds themselves in the position of being the only person active when a thread reaches its 200 post limit.
+ +When a thread nears 200 posts, a new thread should be opened with the title [REL] LOOT - Thread #<num>, where <num> is the number of the current thread + 1. The content of the opening post is given below.
Once the new thread has been created, it should be linked to in the current thread. The link on the LOOT website should also be updated, by editing the two links at the top of the website's latest-thread.html file.
+ +The contents of the box below can be copy/pasted when creating a new thread. Make sure to add the last thread to the bottom of the thread list whenever a new thread is created.
+ +[size=8]LOOT[/size]
+
+A plugin load order optimiser for TES IV: Oblivion, TES V: Skyrim, Fallout 3 and Fallout: New Vegas.
+
+[size=5]Introduction[/size]
+
+Setting the right load order for your mods is a crucial step to enjoying a stable modded game. The Load Order Optimisation Tool (LOOT) can help with that, by providing automated load order sorting that's simple to use and fully customisable.
+
+While sorting, LOOT checks for load order errors such as incompatibilities and missing requirements, and notifies you of any issues that it detects. It also provides thousands of plugin-specific messages such as usage notes and bug warnings, to help keep your game healthy.
+
+[size=5]Downloads[/size]
+
+LOOT can be downloaded from its [url=http://loot.github.io]website[/url]. Unstable snapshot builds may also be available [url=https://www.dropbox.com/sh/scuvwwc6ovzagmd/AAD1TodBAwGQTuV1-4Z2d0sCa?dl=0]here[/url].
+
+[i]See the [url=http://loot.github.io/docs/0.8.1/LOOT%20Readme.html]readme[/url] for more information.[/i]
+
+Previous threads:
+[spoiler]
+[topic=1498392]Thread #7[/topic]
+[topic=1499946]Thread #8[/topic]
+[topic=1501586]Thread #9[/topic]
+[topic=1503686]Thread #10[/topic]
+[topic=1504835]Thread #11[/topic]
+[topic=1506584]Thread #12[/topic]
+[topic=1507988]Thread #13[/topic]
+[topic=1509883]Thread #14[/topic]
+[topic=1511411]Thread #15[/topic]
+[topic=1512502]Thread #16[/topic]
+[topic=1513925]Thread #17[/topic]
+[topic=1516193]Thread #18[/topic]
+[topic=1519842]Thread #19[/topic]
+[topic=1531778]Thread #20[/topic]
+[topic=1557786]Thread #21[/topic]
+[topic=1588424]Thread #22[/topic]
+[/spoiler]
diff --git a/index.html b/index.html
index 5b0642a..30b4284 100644
--- a/index.html
+++ b/index.html
@@ -11,4 +11,4 @@ title: The Load Order Optimisation Tool
-While we welcome user feedback, please check the FAQs in case you have a question that has already been answered. If you wish to report an issue, please read the How To Report Issues Helpfully wiki page for instructions.
+While we welcome user feedback, please check the FAQs in case you have a question that has already been answered. If you wish to report an issue, please read the How To Report Issues Helpfully wiki page for instructions.