From e862a21d981fae0a4bbe900e4d3ad60d62c4d406 Mon Sep 17 00:00:00 2001 From: boss-developers Date: Sat, 14 Sep 2013 11:59:49 -0700 Subject: [PATCH 001/236] Initial Commit --- Home.md | 1 + 1 file changed, 1 insertion(+) create mode 100644 Home.md diff --git a/Home.md b/Home.md new file mode 100644 index 0000000..89c7af7 --- /dev/null +++ b/Home.md @@ -0,0 +1 @@ +Welcome to the boss-developers.github.io wiki! \ No newline at end of file From 7b214eeaf7b16ab4e6ac8ece8db96a4950c9536a Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Sat, 14 Sep 2013 12:31:22 -0700 Subject: [PATCH 002/236] Created New Members Getting Started (markdown) --- New-Members-Getting-Started.md | 21 +++++++++++++++++++++ 1 file changed, 21 insertions(+) create mode 100644 New-Members-Getting-Started.md diff --git a/New-Members-Getting-Started.md b/New-Members-Getting-Started.md new file mode 100644 index 0000000..b585ef1 --- /dev/null +++ b/New-Members-Getting-Started.md @@ -0,0 +1,21 @@ +First of all, thanks for volunteering to help develop/maintain BOSS! This page will guide you from having just volunteered all the way through to getting set up and making your first contribution. + +### Installing a Git Client + +BOSS uses Git as its revision control system, which helps manage all the changes made to its files by the BOSS team members. As such, you'll need a Git client to work with the BOSS repositories. Any client should do, but here are three you might want to try out if you don't already have a preference: + +* [Official Client](http://git-scm.com/downloads) - Plain, but functional application. +* [Git-Cola](http://git-cola.github.io/) - Like the official client, but prettier and more intuitive to use. Has additional dependencies though. +* [TortoiseGit](https://code.google.com/p/tortoisegit/) - Instead of being an application in a single window, this uses context menu items and icon overlays in Windows Explorer to provide a GUI for Git. + +### Registering on GitHub + +Since they're hosted on GitHub, you need a GitHub account to work with the BOSS repositories. Sign up for one then send the BOSS team admin you initially contacted your GitHub username. Also tell them what you want to work on since the code, the site and each of the games' masterlists all have separate repositories with different access permissions. + +### Setting Up Git + +See GitHub's own [getting started guide](https://help.github.com/articles/set-up-git). On Windows, it's probably easier to use HTTPS with password caching than OpenSSH for authentication, but either will work. + +### Initialising Repositories + +WIP \ No newline at end of file From 8454b39f8c2850523dc68fb3078b5747ab5998b3 Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Sun, 15 Sep 2013 03:20:05 -0700 Subject: [PATCH 003/236] Created guidelines page, more to follow. --- Guidelines.md | 36 ++++++++++++++++++++++++++++++++++++ 1 file changed, 36 insertions(+) create mode 100644 Guidelines.md diff --git a/Guidelines.md b/Guidelines.md new file mode 100644 index 0000000..ab80bdf --- /dev/null +++ b/Guidelines.md @@ -0,0 +1,36 @@ +### 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. + +Plugin Addition +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 should be added 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 sort it 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). + +Link Requesting +We ask those submitting unrecognised plugins to provide links to those plugins because we often need to look at what is in the plugin to properly place it in the masterlist, so we need to first download it. The person reporting a plugin is far more likely to know where they got it from, and so are far more likely to easily acquire a link to it, than we are. That, and because committers have to do much more work than submitters already. + +However, because most of BOSS's 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 BOSS's 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. + +Membership Removal +This covers removing an individual from the BOSS team purely due to inactivity on their part. We haven't yet needed a policy for removing team members otherwise. + +To avoid bloating the BOSS team membership and reducing the potential security risk a large member count represents, individuals can be removed from the BOSS team if they have made no contributions to the masterlists. There are two cases for this: + +If a newly-added member does not make any commits within the first month of their membership being awarded, they can be removed without credit. +If a member does not make any commits within the most recent two calendar months (ie. it's not a rolling check, just once a month), they can be removed with credit. +In either case, an email should be sent to the member's given email address containing the following notification: + +You've been removed from the BOSS team membership according to our membership removal policy (see our Guidelines wiki page for details). If you wish to contribute again in future please contact a BOSS admin saying so and you will be reinstated. +For removal "with credit", this means that they remain credited as a BOSS team member in the BOSS readme, but are marked as inactive. + +Member activity is most easily checked by changing the value of the 'num' variable in the commit log URL until all the commits within the last month (or two) are displayed, then making a list of the authors displayed, who are the active members. + +Note: Admins are exempt from this policy, for a couple of reasons: + +They might be active, just not in masterlist maintenance. +They act as safety-nets for the project, in case the active membership disappears. An otherwise inactive admin can step in and get the ball rolling again. \ No newline at end of file From 04f410a417c283e2e2702f33ebd4b4b3c90f4db6 Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Sun, 15 Sep 2013 03:21:56 -0700 Subject: [PATCH 004/236] Updated wording of plugin addition policy to reflect plugins not necessarily needing masterlist entries for proper sorting in BOSSv3. --- Guidelines.md | 7 ++++--- 1 file changed, 4 insertions(+), 3 deletions(-) diff --git a/Guidelines.md b/Guidelines.md index ab80bdf..a307218 100644 --- a/Guidelines.md +++ b/Guidelines.md @@ -2,10 +2,11 @@ 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. -Plugin Addition -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 should be added to the appropriate masterlist. +#### Plugin Addition -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 sort it 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). +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). Link Requesting We ask those submitting unrecognised plugins to provide links to those plugins because we often need to look at what is in the plugin to properly place it in the masterlist, so we need to first download it. The person reporting a plugin is far more likely to know where they got it from, and so are far more likely to easily acquire a link to it, than we are. That, and because committers have to do much more work than submitters already. From c2bf3d74844a9386b6ae70bc46b4f4edd0bb55f9 Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Sun, 15 Sep 2013 03:24:38 -0700 Subject: [PATCH 005/236] Updated link requesting policy to remove references to unrecognised plugins, which no longer exist in BOSSv3. --- Guidelines.md | 5 ++--- 1 file changed, 2 insertions(+), 3 deletions(-) diff --git a/Guidelines.md b/Guidelines.md index a307218..3fc27f2 100644 --- a/Guidelines.md +++ b/Guidelines.md @@ -8,10 +8,9 @@ It's pretty simple: if a plugin is, or will shortly be (eg. author giving heads- 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). -Link Requesting -We ask those submitting unrecognised plugins to provide links to those plugins because we often need to look at what is in the plugin to properly place it in the masterlist, so we need to first download it. The person reporting a plugin is far more likely to know where they got it from, and so are far more likely to easily acquire a link to it, than we are. That, and because committers have to do much more work than submitters already. +#### Link Requesting -However, because most of BOSS's 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). +Sometimes it is necessary for a BOSS committer 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 of BOSS's 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 BOSS's 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.) From 0ce28caa09f94505d035b81735fadeae17c199d6 Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Sun, 15 Sep 2013 03:28:57 -0700 Subject: [PATCH 006/236] Fixed formatting of membership removal policy, updated to remove reference to subversion. --- Guidelines.md | 17 ++++++++++------- 1 file changed, 10 insertions(+), 7 deletions(-) diff --git a/Guidelines.md b/Guidelines.md index 3fc27f2..35a77e7 100644 --- a/Guidelines.md +++ b/Guidelines.md @@ -16,21 +16,24 @@ If a user submits a plugin that falls into such a catagory and they provide a li 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. -Membership Removal +#### Membership Removal + This covers removing an individual from the BOSS team purely due to inactivity on their part. We haven't yet needed a policy for removing team members otherwise. To avoid bloating the BOSS team membership and reducing the potential security risk a large member count represents, individuals can be removed from the BOSS team if they have made no contributions to the masterlists. There are two cases for this: -If a newly-added member does not make any commits within the first month of their membership being awarded, they can be removed without credit. -If a member does not make any commits within the most recent two calendar months (ie. it's not a rolling check, just once a month), they can be removed with credit. +* If a newly-added member does not make any commits within the first month of their membership being awarded, they can be removed without credit. +* If a member does not make any commits within the most recent two calendar months (ie. it's not a rolling check, just once a month), they can be removed with credit. + In either case, an email should be sent to the member's given email address containing the following notification: -You've been removed from the BOSS team membership according to our membership removal policy (see our Guidelines wiki page for details). If you wish to contribute again in future please contact a BOSS admin saying so and you will be reinstated. +> You've been removed from the BOSS team membership according to our membership removal policy (see our Guidelines wiki page for details). If you wish to contribute again in future please contact a BOSS admin saying so and you will be reinstated. + For removal "with credit", this means that they remain credited as a BOSS team member in the BOSS readme, but are marked as inactive. -Member activity is most easily checked by changing the value of the 'num' variable in the commit log URL until all the commits within the last month (or two) are displayed, then making a list of the authors displayed, who are the active members. +Member activity is most easily checked by scrolling back through the commit history and making a list of the authors displayed. Anyone not listed has been inactive. Note: Admins are exempt from this policy, for a couple of reasons: -They might be active, just not in masterlist maintenance. -They act as safety-nets for the project, in case the active membership disappears. An otherwise inactive admin can step in and get the ball rolling again. \ No newline at end of file +* They might be active, just not in masterlist maintenance. +* They act as safety-nets for the project, in case the active membership disappears. An otherwise inactive admin can step in and get the ball rolling again. \ No newline at end of file From ea93abc7fc9e1167d8cff0fd46a3e9a40f6ddacf Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Sun, 15 Sep 2013 03:56:55 -0700 Subject: [PATCH 007/236] Created Team Members (markdown) --- Team-Members.md | 12 ++++++++++++ 1 file changed, 12 insertions(+) create mode 100644 Team-Members.md diff --git a/Team-Members.md b/Team-Members.md new file mode 100644 index 0000000..cdafd62 --- /dev/null +++ b/Team-Members.md @@ -0,0 +1,12 @@ +This page is intended to serve as a more up-to-date version of the table in the BOSS readme. + + + + +
MemberAdminProgrammerMasterlist Maintainer +
BethesdaNexusGitHubOblivionNehrimSkyrimFallout 3Fallout: New Vegas +
SilentSpikeSilentSpike69SilentSpike✗ +
William Imm✗ +
WrinklyNinja✗ + +
\ No newline at end of file From cc5ee579421a91e1d799ddbde615a07a4ea54dce Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Sun, 15 Sep 2013 03:57:56 -0700 Subject: [PATCH 008/236] Updated New Members Getting Started (markdown) --- New-Members-Getting-Started.md | 76 ++++++++++++++++++++++++++++------ 1 file changed, 64 insertions(+), 12 deletions(-) diff --git a/New-Members-Getting-Started.md b/New-Members-Getting-Started.md index b585ef1..feba764 100644 --- a/New-Members-Getting-Started.md +++ b/New-Members-Getting-Started.md @@ -1,21 +1,73 @@ First of all, thanks for volunteering to help develop/maintain BOSS! This page will guide you from having just volunteered all the way through to getting set up and making your first contribution. -### Installing a Git Client - -BOSS uses Git as its revision control system, which helps manage all the changes made to its files by the BOSS team members. As such, you'll need a Git client to work with the BOSS repositories. Any client should do, but here are three you might want to try out if you don't already have a preference: - -* [Official Client](http://git-scm.com/downloads) - Plain, but functional application. -* [Git-Cola](http://git-cola.github.io/) - Like the official client, but prettier and more intuitive to use. Has additional dependencies though. -* [TortoiseGit](https://code.google.com/p/tortoisegit/) - Instead of being an application in a single window, this uses context menu items and icon overlays in Windows Explorer to provide a GUI for Git. - ### Registering on GitHub -Since they're hosted on GitHub, you need a GitHub account to work with the BOSS repositories. Sign up for one then send the BOSS team admin you initially contacted your GitHub username. Also tell them what you want to work on since the code, the site and each of the games' masterlists all have separate repositories with different access permissions. +BOSS uses Git repositories on GitHub to help manage the changes made to its files by the BOSS team members, so you'll need a GitHub account. Sign up for one then send the BOSS team admin you initially contacted your GitHub username. Also tell them what you want to work on since the code, the site and each of the games' masterlists all have separate repositories with different access permissions. -### Setting Up Git +### Installing a Git Client -See GitHub's own [getting started guide](https://help.github.com/articles/set-up-git). On Windows, it's probably easier to use HTTPS with password caching than OpenSSH for authentication, but either will work. +To work with the Git repositories, you'll also need a Git client. Any client should do, but [GitHub's own client](http://windows.github.com/) is probably the simplest on Windows for those new to Git. This guide will assume that you're using it. + +Although not essential, a text editor such as [Notepad++](http://notepad-plus-plus.org/) is highly recommended for working on BOSS's files. + +### Setting Up GitHub for Windows + +After you install it, GitHub for Windows (GfW) will open for the first time, and ask you to log in to your GitHub account in a dark grey panel. If you click outside the panel, it may disappear, but you can reach it again by clicking the "LOG IN" text in the upper right corner of the GfW window. + +Once you've logged in, Click the "tools" icon at the top middle of the GfW window, choose "options", and fill in your GitHub username in the first text box under "configure git" if it isn't already filled in. ### Initialising Repositories -WIP \ No newline at end of file +Before you can start working on the BOSS files, you need to 'clone' their repositories. This means exactly what it suggests - you take a complete copy of an online repository and put it on your computer. + +In the GfW window, you'll see an entry for the boss-developers account on the left side of the screen. Clicking on it will display a list of all the repositories belonging to that account online. To clone a repository, mouse over it in the list and click on the "CLONE" button that gets displayed. + +Once the repository has been cloned, you can click on the blue arrow in its entry in the list to go to the repository 'home page'. You can't make any changes to the files in the repository here, but this page is used to 'commit' changes (ie. save them to your repository), sync your repository to the online one, and view the history of changes, among other things. + +### Making Changes + +GfW puts all your local repositories in your `My Documents\GitHub\` folder, so you can either go there using Windows Explorer, or if you already have the repository open in GfW, you can choose "tools->open in explorer". + +Open the file you want to edit (eg. the repository's `masterlist.yaml`) in your favorite text editor and make any changes you want. Once you're done, save the file, and switch back to the GfW window. + +On the right side of the GfW window, above the history list, you'll see it now says "uncommitted changes" in blue. Clicking on the "SHOW" button there will display a yellow box in which you can write a short commit message and optionally include some more detailed information. The short message should be a maximum of 50 characters (GfW will grey out any text that goes beyond this limit to let you know). Once you've written the message(s), click the "COMMIT" button to save your changes to your local repository. + +### Syncing Repositories + +Once you've committed your changes to your local repository, it is very important that you then sync your local repository with the online one. This is done by clicking the "sync" button in the upper middle of the GfW window. + +You should also sync your repository before making any changes, to make sure that you are editing the latest revision. + +### Resolving Conflicts + +This is where GitHub for Windows falls short - to resolve conflicts, you're probably going to have to use the command line shell at some point. [This page](http://git-scm.com/book/en/Distributed-Git-Contributing-to-a-Project#Private-Small-Team) 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 GfW and the shell where necessary. + +#### Merging Conflicts In The Same File + +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](http://git-scm.com/docs/git-merge#_how_conflicts_are_presented) 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 ` 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 GfW window, click the "sync" button to update the online repository with your merged revision. You're done! + +### Further Reading + +Before continuing, see the [[Guidelines|Guidelines]] page to familiarise yourself with the recommendations and team policies detailed there. + +For information on the format and syntax of the masterlists, see `docs/BOSS Metadata Syntax.html` in the [boss-code](https://github.com/boss-developers/boss-code) repository. + +### Getting Help + +If you have any problems or questions regarding anything relating to BOSS, feel free to ask current members questions. We can all be contacted by PM - the [[Project Members|Project-Members]] page lists all current members and their usernames on Bethsoft, Nexus and GitHub. + +Technical questions are best sent to WrinklyNinja, as he's responsible for BOSS's coding. This includes questions relating to things like how BOSS works, the masterlist syntax, etc. + +Metadata questions are best sent to members that contribute to the masterlist you are asking about. This includes questions like "what do you think about making X load after Y?" and "Alice said that C should be loading after D, but C has a load of patches, so won't that break something?". \ No newline at end of file From 26de7a1ee84472d7af039f5bd5408cf922dd9d35 Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Sun, 15 Sep 2013 03:59:22 -0700 Subject: [PATCH 009/236] Fixed bad link. --- New-Members-Getting-Started.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/New-Members-Getting-Started.md b/New-Members-Getting-Started.md index feba764..c6a2e86 100644 --- a/New-Members-Getting-Started.md +++ b/New-Members-Getting-Started.md @@ -66,7 +66,7 @@ For information on the format and syntax of the masterlists, see `docs/BOSS Meta ### Getting Help -If you have any problems or questions regarding anything relating to BOSS, feel free to ask current members questions. We can all be contacted by PM - the [[Project Members|Project-Members]] page lists all current members and their usernames on Bethsoft, Nexus and GitHub. +If you have any problems or questions regarding anything relating to BOSS, feel free to ask current members questions. We can all be contacted by PM - the [[Team Members|Team-Members]] page lists all current members and their usernames on Bethsoft, Nexus and GitHub. Technical questions are best sent to WrinklyNinja, as he's responsible for BOSS's coding. This includes questions relating to things like how BOSS works, the masterlist syntax, etc. From 7edf210a58a18d250f31506af35cd83da4da0763 Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Sun, 15 Sep 2013 04:04:16 -0700 Subject: [PATCH 010/236] Updated Guidelines (markdown) --- Guidelines.md | 20 ++++++++++++++++++++ 1 file changed, 20 insertions(+) diff --git a/Guidelines.md b/Guidelines.md index 35a77e7..53d5cf2 100644 --- a/Guidelines.md +++ b/Guidelines.md @@ -1,3 +1,23 @@ +### Guidelines + +* In communication, it's probably best to use your Bethsoft Forum name since we all know each other by the aliases from the forum. +* Only make edits/additions you're confident about - otherwise discuss on the Bethsoft forum threads or via Private Message. +* Check out the masterlists and become familiar with the comments and categorisations therein. See the Metadata Syntax HTML file in the boss-code repository for the details. +* Make as many silent comments as you want within the masterlists - it doesn't hurt (within reason). +* Use blank lines to separate mods that are grouped together or where it helps readability. +* Test your changes before uploading them, to make sure you didn't make any syntax typos. +* Have as much fun as humanly possible editing a text file... (er, yeah, right!) + +### Adding Bash Tags + +Before adding a tag to a mod, it is recommended that you: + +1. Check the mod in TES4Edit or equivalent to see if it does actually require that tag. +2. Think about the nature of the mod, is it designed so that it is OK if things get overriden, or will it malfunction if that occurs? +3. Read the mod documentation and the mod description field in Wrye Bash to check whether the mod author has supplied any tags with it, or recommended any to be added. + +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. + ### 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. From a391352ed8bb0bb67f76d201a622898a076b7313 Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Sun, 15 Sep 2013 04:21:47 -0700 Subject: [PATCH 011/236] Created Member Responsibilities (markdown) --- Member-Responsibilities.md | 23 +++++++++++++++++++++++ 1 file changed, 23 insertions(+) create mode 100644 Member-Responsibilities.md diff --git a/Member-Responsibilities.md b/Member-Responsibilities.md new file mode 100644 index 0000000..d96cf00 --- /dev/null +++ b/Member-Responsibilities.md @@ -0,0 +1,23 @@ +### Introduction + +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 Maintainers + +For the game(s) which masterlist(s) you maintain: + +* Consider and make any changes suggested on the forum thread or by PM (discuss the changes first if you think it is warranted). +* Create a new thread whenever the current one reaches its 200 post limit. + +### Admins + +When discussions on policy or particular changes stalemate, you get to make a decision on the result. That doesn't mean people will listen, of course... :P It's always good to try to reach consensus, and other admins can also make a different decision, so you might still have to argue it over with them. + +You're also a more visible contact point for people with queries about BOSS, people may send you PMs with changes too. Just answer queries as best you can, or forward them on to those who you think could answer them better, and either make changes/additions yourself or post them into the relevant BOSS thread for the regular maintainers to process. + +You're also in charge of managing the membership, which means: + +* 'Hiring' new members if people contact you expressing an interest in helping out. You should exercise some judgement here, looking at their forum post history and at any released mods will generally tell you quite a lot about their level of experience and how helpful/active they are. New members will need to get set up on GitHub, ask WrinklyNinja if you're not sure how to do that. +* Resolving any disputes that might come up, ie. play mediator. Basically just try to avoid things getting blown out of all proportion. It hasn't happened yet... +* Removing any inactive members. As per our Membership Removal policy, check once a month and send emails to anyone removed. +* Removing any members that aren't being good team players. This should always be discussed with the other admins and/or their fellow masterlist maintainers first, and is a "last resort" action. Try to talk it over with the 'problem' member first. \ No newline at end of file From e03e43af1acc208a3cbcc9ad6e475b40a5ed2142 Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Sun, 15 Sep 2013 04:27:25 -0700 Subject: [PATCH 012/236] Created Thread Management (markdown) --- Thread-Management.md | 71 ++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 71 insertions(+) create mode 100644 Thread-Management.md diff --git a/Thread-Management.md b/Thread-Management.md new file mode 100644 index 0000000..9fe9ebd --- /dev/null +++ b/Thread-Management.md @@ -0,0 +1,71 @@ +### Introduction + +This wiki page is aimed at anyone managing a BOSS thread, or anyone who finds themselves in the position of being the only person active when a thread reaches its 200 post limit. + +### The Opening Post + +The opening posts for the BOSS threads are stored in two parts. The generic part is in code blocks below. The game-specific part is stored as `Thead History.txt` in each game's repository. When creating a BOSS thread, first copy/paste the contents of the generic part into the opening post text box, then insert the contents of the game-specific part into the generic part, just between the tag-line and the introduction. + +#### The Generic Part + +``` +[center][size=6]BOSS[/size] + +A plugin load order optimiser for TES III: Morrowind, TES IV: Oblivion, Nehrim - At Fate's Edge, TES V: Skyrim, Fallout 3 and Fallout: New Vegas.[/center] + + +[size=5]Introduction[/size] + +BOSS is designed to assist mod users in avoiding detrimental conflicts, by setting the correct load order for the plugins they have installed. + +BOSS also provides thousands of plugin-specific messages, including usage notes, Bash Tag suggestions, requirements, incompatibilities, bug warnings and installation mistake notifications. It supports the sorting of plugins ghosted by the Wrye *ash (Wrye Bash, Wrye Flash, Wrye Flash NV, Wrye Smash) utilities, is highly customisable, has been translated into multiple languages, and is simple to use. + +Although BOSS recognises tens of thousands of plugins, it is not a complete solution to load ordering issues, as there are many more mods available. To properly place unrecognised plugins, a good working knowledge of mod load ordering is still necessary, for which some research and documentation reading will go a long way. See the Introduction To Load Orders section of BOSS's readme for an overview. + +[b]While BOSS technically supports TES III: Morrowind, no mod plugins are recognised and no further support is planned.[/b] Morrowind users looking for an automated load order manager should consider using [url=http://code.google.com/p/mlox]mlox[/url] instead. + +BOSS also has an API that gives programmers access to almost all of BOSS's functionality, plus more general load order management functionality that greatly simplifies working with load orders across the supported games. See the BOSS API Readme for more information on that. + + +[size=5]Downloads[/size] + +BOSS can be downloaded from its [url=http://code.google.com/p/better-oblivion-sorting-software/downloads/list]Google Code page[/url]. + +[size=5]Contributions & Help[/size] + +General discussion, and the submission of questions, suggestions and unrecognised or unclean mods, takes place in BOSS's official threads for [url=http://forums.bethsoft.com/?showtopic=1404766]Oblivion[/url], [url=http://forums.bethsoft.com/?showtopic=1132338]Nehrim[/url], [url=http://forums.bethsoft.com/?showtopic=1406341]Skyrim[/url], [url=http://forums.bethsoft.com/?showtopic=1282711]Fallout 3[/url] and [url=http://forums.bethsoft.com/?showtopic=1313081]Fallout: New Vegas[/url]. + +User contribution of additions and corrections to the masterlist are vital to the upkeep of BOSS. Let us know what you know. + +Lists of unrecognized mods are welcome but the only way we can include them in the database in a timely way is if we get: + +[list] +[*] The ESP/ESM file name(s). +[*] A link to where the description, download or readme can be found to read or download. +[*] A brief description of each mod will also help. Feel free to make load order suggestions. +[/list] +Lists of unclean mods are also very welcome, but for the report to be most useful we require: + +[list] +[*] The ESP/ESM file name(s). +[*] The number of records removed (the ITM count) as shown by TES4Edit/FO3Edit/FNVEdit/TES5Edit (not the number of records processed). +[*] The number of records undeleted (the UDR count) as shown by TES4Edit/FO3Edit/FNVEdit/TES5Edit (not the number of records processed). +[*] The CRC(s) of the unlcean ESP/ESM file name(s). Make sure that the CRCs are of the uncleaned files, not the files after cleaning. The CRC(s) may be calculated using BOSS, Wrye *ash or 7-zip, with other sources being unverified as correct. In the case of 7-zip, the "CRC checksum for data" is the one required. +[/list] + + +[size=5]License[/size] + +BOSS is distributed under the [url=http://www.gnu.org/licenses/gpl.html]GNU General Public License v3.0[/url], aside from the documentation, which is distributed under the [url=http://www.gnu.org/licenses/fdl.html]GNU Free Documentation License v1.3[/url]. For the full text of both licenses, see the included "Licenses.txt" file. + +While the GPL license allows anyone to make derivative works of BOSS, the BOSS Development Team encourages those thinking of doing so to first discuss their reasoning for such an endevour with the Team. It may be that what the derivative work would do differently from BOSS itself is already planned for a future version of BOSS or would be happily integrated into BOSS by the Team, thus avoiding any extra effort by others. + +The BOSS Team also appeals to the community to avoid the distribution and development of alternative masterlists, as this would only hamper the community effort to create one universally-optimised load order for all plugins available for download. Any issues with a masterlist are best brought to the attention of the BOSS Team so that we may remedy them ourselves. + + +[i]See the ReadMe in the download for more information.[/i] +``` + +### Updating the Thread History + +The thread history is useful and so should be kept up to date whenever a thread is closed and a new one is opened. Be sure to check that the last thread it lists matches up with the last thread given in the opening post of the current BOSS thread. You can get the topic ID of a thread from its URL. The syntax is fairly obvious. \ No newline at end of file From 6221e8f3edfc82ffc50e60c24910ff6aff65c225 Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Sun, 15 Sep 2013 04:29:26 -0700 Subject: [PATCH 013/236] Updated Thread Management (markdown) --- Thread-Management.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Thread-Management.md b/Thread-Management.md index 9fe9ebd..f029cde 100644 --- a/Thread-Management.md +++ b/Thread-Management.md @@ -8,7 +8,7 @@ The opening posts for the BOSS threads are stored in two parts. The generic part #### The Generic Part -``` +```Markdown [center][size=6]BOSS[/size] A plugin load order optimiser for TES III: Morrowind, TES IV: Oblivion, Nehrim - At Fate's Edge, TES V: Skyrim, Fallout 3 and Fallout: New Vegas.[/center] From 7307e7ba88bee4b485f4494e6e0621e2b8540449 Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Sun, 15 Sep 2013 10:46:10 -0700 Subject: [PATCH 014/236] Added example of resolving a conflict. --- New-Members-Getting-Started.md | 57 ++++++++++++++++++++++++++++++++++ 1 file changed, 57 insertions(+) diff --git a/New-Members-Getting-Started.md b/New-Members-Getting-Started.md index c6a2e86..ecee84c 100644 --- a/New-Members-Getting-Started.md +++ b/New-Members-Getting-Started.md @@ -58,6 +58,63 @@ In the shell, enter `git add ` to mark the file you manually merged as res Back in the GfW window, click the "sync" button to update the online repository with your merged revision. You're done! +##### An Example + +You sync your local repository to the online repository, and open a file containing the following: + +```markdown +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: + +```markdown +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: + +```markdown +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: + +```markdown +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 you would edit the file so that it becomes: + +```markdown +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 ` step. + ### Further Reading Before continuing, see the [[Guidelines|Guidelines]] page to familiarise yourself with the recommendations and team policies detailed there. From 6b66c74e074e746010fc8fc335875c217e951d87 Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Sun, 15 Sep 2013 10:47:00 -0700 Subject: [PATCH 015/236] Bah, typo. --- New-Members-Getting-Started.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/New-Members-Getting-Started.md b/New-Members-Getting-Started.md index ecee84c..4e41670 100644 --- a/New-Members-Getting-Started.md +++ b/New-Members-Getting-Started.md @@ -102,7 +102,7 @@ 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 you would edit the file so that it becomes: +You could decide to keep both lines one after another, in which case you would edit the file so that it becomes: ```markdown This file is to be used to demonstrate conflict resolution. From c93de50624c2d30e5a118e7feb66b372d62f48fd Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Mon, 16 Sep 2013 06:01:44 -0700 Subject: [PATCH 016/236] Updated Team Members (markdown) --- Team-Members.md | 8 +++++--- 1 file changed, 5 insertions(+), 3 deletions(-) diff --git a/Team-Members.md b/Team-Members.md index cdafd62..6bb7c9c 100644 --- a/Team-Members.md +++ b/Team-Members.md @@ -2,10 +2,12 @@ This page is intended to serve as a more up-to-date version of the table in the - -
MemberAdminProgrammerMasterlist Maintainer -
BethesdaNexusGitHubOblivionNehrimSkyrimFallout 3Fallout: New Vegas +
MemberAdminCodeContributes To Masterlist +
GitHubBethesdaNexusOblivionNehrimSkyrimFallout 3Fallout: New Vegas
SilentSpikeSilentSpike69SilentSpike✗ +
Freso✗ +
ineedbettername-✗ +
SilentSpikeSilentSpike69
William Imm
WrinklyNinja✗ From 596f3759d572c9878061e8feccf657997bfd6e9f Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Mon, 16 Sep 2013 07:12:07 -0700 Subject: [PATCH 017/236] Updated Team Members (markdown) --- Team-Members.md | 1 + 1 file changed, 1 insertion(+) diff --git a/Team-Members.md b/Team-Members.md index 6bb7c9c..ab0e741 100644 --- a/Team-Members.md +++ b/Team-Members.md @@ -7,6 +7,7 @@ This page is intended to serve as a more up-to-date version of the table in the
Freso
ineedbettername-✗ +
Sharlikran
SilentSpikeSilentSpike69
William Imm
WrinklyNinja✗ From 0abd72a014f9f8fe6770591c8f7dd8d6d6fb1042 Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Mon, 16 Sep 2013 23:13:21 -0700 Subject: [PATCH 018/236] Updated Team Members (markdown) --- Team-Members.md | 12 ++++++++++++ 1 file changed, 12 insertions(+) diff --git a/Team-Members.md b/Team-Members.md index ab0e741..8d8854a 100644 --- a/Team-Members.md +++ b/Team-Members.md @@ -7,9 +7,21 @@ This page is intended to serve as a more up-to-date version of the table in the
Freso
ineedbettername-✗ +
LotteryDiscountz
Sharlikran
SilentSpikeSilentSpike69
William Imm
WrinklyNinja✗ +
+ +The ex-members table lists those who have stated their decision not to follow BOSS onto GitHub, so they won't actually be ex-members until the move is completed. + + + + +
Ex-MemberAdminCodeContributed To Masterlist +
BethesdaNexusOblivionNehrimSkyrimFallout 3Fallout: New Vegas +
Arthmoor✗ +
\ No newline at end of file From 6be87eeb299439f165a19e688d4fcf17d0593052 Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Tue, 17 Sep 2013 05:09:59 -0700 Subject: [PATCH 019/236] Updated Team Members (markdown) --- Team-Members.md | 1 + 1 file changed, 1 insertion(+) diff --git a/Team-Members.md b/Team-Members.md index 8d8854a..96c44c6 100644 --- a/Team-Members.md +++ b/Team-Members.md @@ -8,6 +8,7 @@ This page is intended to serve as a more up-to-date version of the table in the Freso✗✗✗✗✓✗✗ ineedbettername-✗✗✗✗✓✗✗ LotteryDiscountz✗✗✗✗✓✗✗ +niveuseverto✗✗✗✗✓✗✗ Sharlikran✗✗✗✗✓✗✗ SilentSpikeSilentSpike69✗✗✗✗✓✗✗ William Imm✗✗✓✗✓✗✗ From b671e176dee18eeaf603fbdbc94fabad03db3fa9 Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Tue, 17 Sep 2013 05:24:42 -0700 Subject: [PATCH 020/236] Updated Team Members (markdown) --- Team-Members.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Team-Members.md b/Team-Members.md index 96c44c6..702d227 100644 --- a/Team-Members.md +++ b/Team-Members.md @@ -8,7 +8,7 @@ This page is intended to serve as a more up-to-date version of the table in the Freso✗✗✗✗✓✗✗ ineedbettername-✗✗✗✗✓✗✗ LotteryDiscountz✗✗✗✗✓✗✗ -niveuseverto✗✗✗✗✓✗✗ +niveuseverto✗✗✗✗✗✗✓ Sharlikran✗✗✗✗✓✗✗ SilentSpikeSilentSpike69✗✗✗✗✓✗✗ William Imm✗✗✓✗✓✗✗ From 0d1c6db0e3d56c36c636dc8873d5aabe56e3c296 Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Tue, 17 Sep 2013 05:43:23 -0700 Subject: [PATCH 021/236] Updated Team Members (markdown) --- Team-Members.md | 77 +++++++++++++++++++++++++++++++++++-------------- 1 file changed, 56 insertions(+), 21 deletions(-) diff --git a/Team-Members.md b/Team-Members.md index 702d227..72b15af 100644 --- a/Team-Members.md +++ b/Team-Members.md @@ -1,28 +1,63 @@ -This page is intended to serve as a more up-to-date version of the table in the BOSS readme. +The tables on this page summarise the current and past membership of the BOSS team (except those members who were removed without having contributed anything), and are copied into the BOSS readme shortly before each new release. - - - + +
MemberAdminCodeContributes To Masterlist -
GitHubBethesdaNexusOblivionNehrimSkyrimFallout 3Fallout: New Vegas -
Freso✗ -
ineedbettername-✗ -
LotteryDiscountz✗ -
niveuseverto✓ -
Sharlikran✗ -
SilentSpikeSilentSpike69✗ -
William Imm✗ -
WrinklyNinja✗ - +
MemberAdminCodeContributes To Masterlist +
GitHubBethesdaNexusOblivionNehrimSkyrimFallout 3Fallout: New Vegas +
Freso +
ineedbettername- +
LotteryDiscountz +
niveuseverto✓ +
Sharlikran +
SilentSpikeSilentSpike69 +
William Imm +
WrinklyNinja
-The ex-members table lists those who have stated their decision not to follow BOSS onto GitHub, so they won't actually be ex-members until the move is completed. +The status of the following members is currently unknown: - - - + +
Ex-MemberAdminCodeContributed To Masterlist -
BethesdaNexusOblivionNehrimSkyrimFallout 3Fallout: New Vegas -
Arthmoor✗ +
MemberAdminCodeContributes To Masterlist +
OblivionSkyrimFallout 3Fallout: New Vegas +
Aellis +
iyumichan✓ +
PacificMorrowind +
Random007 +
scrapperrm +
Tokc.D.K. +
- \ No newline at end of file +Members who have since left the project are credited below: + + + +
Ex-MemberAdminCodeContributed To Masterlist +
OblivionSkyrimFallout 3Fallout: New Vegas +
AliTheLord +
Arkangel +
Arthmoor +
Calen Ellefson +
Desidemona +
Gabba +
Leandro Conde +
Loucifer✓ +
lucascomamala +
Malonn✓ +
Peste +
Psymon +
Red Eye✓ +
RiddlingLynx +
Skyline✓ +
Space Oden69 +
Televator +
Torrello +
Vacuity +
Valda✓ +
ZiggyX200 +
Zoe.Alice.Kahala +
+ +Note: Arthmoor has decided not to follow BOSS onto GitHub, but until the move is final, he's still actually a member. \ No newline at end of file From 588f03f760a4291b5c4cf19d7f65b4d51847da50 Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Tue, 17 Sep 2013 08:40:42 -0700 Subject: [PATCH 022/236] Updated Guidelines (markdown) --- Guidelines.md | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/Guidelines.md b/Guidelines.md index 53d5cf2..82cc861 100644 --- a/Guidelines.md +++ b/Guidelines.md @@ -5,7 +5,8 @@ * Check out the masterlists and become familiar with the comments and categorisations therein. See the Metadata Syntax HTML file in the boss-code repository for the details. * Make as many silent comments as you want within the masterlists - it doesn't hurt (within reason). * Use blank lines to separate mods that are grouped together or where it helps readability. -* Test your changes before uploading them, to make sure you didn't make any syntax typos. +* Test your changes before uploading them, to make sure you didn't make any syntax typos. This is best done by running your edited masterlist through BOSS - make sure to first disable masterlist updating though! +* If you add a non-standard message and can't translate it yourself (don't just run it through Google Translate or similar), then create an issue in the masterlist repository's issue track about it, so that someone else can see it needs translating and do it for you. * Have as much fun as humanly possible editing a text file... (er, yeah, right!) ### Adding Bash Tags From bbfb55fa004e7e2888b90b1ae191b573cb041439 Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Tue, 17 Sep 2013 08:41:47 -0700 Subject: [PATCH 023/236] Updated Guidelines (markdown) --- Guidelines.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Guidelines.md b/Guidelines.md index 82cc861..8c30ff2 100644 --- a/Guidelines.md +++ b/Guidelines.md @@ -6,7 +6,7 @@ * Make as many silent comments as you want within the masterlists - it doesn't hurt (within reason). * Use blank lines to separate mods that are grouped together or where it helps readability. * Test your changes before uploading them, to make sure you didn't make any syntax typos. This is best done by running your edited masterlist through BOSS - make sure to first disable masterlist updating though! -* If you add a non-standard message and can't translate it yourself (don't just run it through Google Translate or similar), then create an issue in the masterlist repository's issue track about it, so that someone else can see it needs translating and do it for you. +* If you add a non-standard message and can't translate it yourself (don't just run it through Google Translate or similar), then create an issue in the masterlist repository's issue tracker about it, quoting the message and the plugin entry it's attached to, so that someone else can see it needs translating and do it for you. * Have as much fun as humanly possible editing a text file... (er, yeah, right!) ### Adding Bash Tags From 77cf18dca77f61365d2e0d0c45f3e0c833cd0b2c Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Tue, 17 Sep 2013 08:54:06 -0700 Subject: [PATCH 024/236] Updated Team Members (markdown) --- Team-Members.md | 22 +++++++++++----------- 1 file changed, 11 insertions(+), 11 deletions(-) diff --git a/Team-Members.md b/Team-Members.md index 72b15af..1396c39 100644 --- a/Team-Members.md +++ b/Team-Members.md @@ -2,17 +2,18 @@ The tables on this page summarise the current and past membership of the BOSS te - -
MemberAdminCodeContributes To Masterlist -
GitHubBethesdaNexusOblivionNehrimSkyrimFallout 3Fallout: New Vegas +
MemberAdminCodeContributes To Masterlist +
GitHubBethesdaNexusOblivionSkyrimFallout 3Fallout: New Vegas
Freso -
ineedbettername- -
LotteryDiscountz -
niveuseverto✓ -
Sharlikran -
SilentSpikeSilentSpike69 -
William Imm -
WrinklyNinja +
Freso +
ineedbettername- +
LotteryDiscountz +
niveuseverto✓ +
Sharlikran +
SilentSpikeSilentSpike69 +
TokcDKTokc.D.K. +
William Imm +
WrinklyNinja
The status of the following members is currently unknown: @@ -27,7 +28,6 @@ The status of the following members is currently unknown: PacificMorrowind✓✓✓✓ Random007✓✓✓ scrapperrm✓ - Tokc.D.K.✓✓ Members who have since left the project are credited below: From 56c115483f85fb56ced48ab5b1de3d81e879177b Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Tue, 17 Sep 2013 11:33:56 -0700 Subject: [PATCH 025/236] Updated Thread Management (markdown) --- Thread-Management.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Thread-Management.md b/Thread-Management.md index f029cde..19d7b95 100644 --- a/Thread-Management.md +++ b/Thread-Management.md @@ -29,7 +29,7 @@ BOSS also has an API that gives programmers access to almost all of BOSS's funct [size=5]Downloads[/size] -BOSS can be downloaded from its [url=http://code.google.com/p/better-oblivion-sorting-software/downloads/list]Google Code page[/url]. +BOSS can be downloaded from its [url=http://boss-developers.github.io]website[/url]. [size=5]Contributions & Help[/size] From 3778eec3e761986f2eabb4f9853600f0fc7b9b70 Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Tue, 17 Sep 2013 15:11:29 -0700 Subject: [PATCH 026/236] Updated Guidelines (markdown) --- Guidelines.md | 17 ----------------- 1 file changed, 17 deletions(-) diff --git a/Guidelines.md b/Guidelines.md index 8c30ff2..7be3895 100644 --- a/Guidelines.md +++ b/Guidelines.md @@ -1,23 +1,6 @@ ### Guidelines * In communication, it's probably best to use your Bethsoft Forum name since we all know each other by the aliases from the forum. -* Only make edits/additions you're confident about - otherwise discuss on the Bethsoft forum threads or via Private Message. -* Check out the masterlists and become familiar with the comments and categorisations therein. See the Metadata Syntax HTML file in the boss-code repository for the details. -* Make as many silent comments as you want within the masterlists - it doesn't hurt (within reason). -* Use blank lines to separate mods that are grouped together or where it helps readability. -* Test your changes before uploading them, to make sure you didn't make any syntax typos. This is best done by running your edited masterlist through BOSS - make sure to first disable masterlist updating though! -* If you add a non-standard message and can't translate it yourself (don't just run it through Google Translate or similar), then create an issue in the masterlist repository's issue tracker about it, quoting the message and the plugin entry it's attached to, so that someone else can see it needs translating and do it for you. -* Have as much fun as humanly possible editing a text file... (er, yeah, right!) - -### Adding Bash Tags - -Before adding a tag to a mod, it is recommended that you: - -1. Check the mod in TES4Edit or equivalent to see if it does actually require that tag. -2. Think about the nature of the mod, is it designed so that it is OK if things get overriden, or will it malfunction if that occurs? -3. Read the mod documentation and the mod description field in Wrye Bash to check whether the mod author has supplied any tags with it, or recommended any to be added. - -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. ### Policies From fe4c52673ee7ee2d9257fdf56124a69951530178 Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Tue, 17 Sep 2013 15:12:04 -0700 Subject: [PATCH 027/236] Created Masterlist Editing (markdown) --- Masterlist-Editing.md | 44 +++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 44 insertions(+) create mode 100644 Masterlist-Editing.md diff --git a/Masterlist-Editing.md b/Masterlist-Editing.md new file mode 100644 index 0000000..00d81f3 --- /dev/null +++ b/Masterlist-Editing.md @@ -0,0 +1,44 @@ +The purpose of this page is to give a bit of detail on the masterlist editing process itself. + +### General Hints + +* Only make edits/additions you're confident about - otherwise discuss on the Bethsoft forum threads or via Private Message. You can also create an issue in the masterlist repository's issue tracker. +* Check out the masterlists and become familiar with the comments and categorisations therein. See the `docs/BOSS Masterlist Syntax.html` file in the `boss-code` repository for the details. +* Make as many silent comments as you want within the masterlists - it doesn't hurt (within reason). +* Use blank lines to separate mods that are grouped together or where it helps readability. +* Test your changes before uploading them, to make sure you didn't make any syntax mistakes. This is best done by running your edited masterlist through BOSS - make sure to first disable masterlist updating though, or else BOSS may overwrite your edited one with the latest in the repository! + +### Dirty Edit Metadata + +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). + +#### Intentional ITMs + +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. + +### Adding Bash Tags + +Before adding a tag to a mod, it is recommended that you: + +1. Check the mod in TES4Edit or equivalent to see if it does actually require that tag. +2. Think about the nature of the mod, is it designed so that it is OK if things get overriden, or will it malfunction if that occurs? +3. Read the mod documentation and the mod description field in Wrye Bash to check whether the mod author has supplied any tags with it, or recommended any to be added. + +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. + +### Translating Messages + +If you add a message, there are two ways to go about getting it translated into the other language BOSS supports: + +* If you are fluent in one of the other supported languages, feel free to translate it yourself. Don't just use a translator such as Google Translate though. +* Chances are that you won't be able to translate it into all the languages BOSS supports, so create an issue in the issue tracker for the repository to which the masterlist you're editing belongs. If it's a message defined in the `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. + +### Differences From v2 + +The differences are all detailed in the `docs/BOSS Masterlist Syntax.html` file in the `boss-code` repository. A few key behavioural differences are worth highlighting here though: + +* In v2, each condition that checked the CRC of a different plugin would increase execution time, and there was a hierarchy of condition performance generally. In v3, all conditions are cached so they get calculated a maximum of once, and CRCs are calculated anyway during sorting, so they introduce no additional performance hit (and indeed are quicker than regex checks for it). Basically, conditions can no longer realistically impact performance in a noticeable way. +* In v2, compound conditions were evaluated left-to-right. In v3, they are evaluated according to the standard rules of operator precedence, ie. `` before `not` before `and` before `or`. + From d2fe08aceedc6777916bceec98e48811e58671a5 Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Tue, 17 Sep 2013 15:17:43 -0700 Subject: [PATCH 028/236] Updated Member Responsibilities (markdown) --- Member-Responsibilities.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Member-Responsibilities.md b/Member-Responsibilities.md index d96cf00..c04e272 100644 --- a/Member-Responsibilities.md +++ b/Member-Responsibilities.md @@ -7,7 +7,7 @@ These aren't absolute rules, and nobody is going to get into trouble for not man For the game(s) which masterlist(s) you maintain: * Consider and make any changes suggested on the forum thread or by PM (discuss the changes first if you think it is warranted). -* Create a new thread whenever the current one reaches its 200 post limit. +* Create a new thread whenever the current one reaches its 200 post limit. See [[Thread Management|Thread-Management]] for instructions. ### Admins From 1f3d129f108a34574d9283f8a2e1ec1d327048d1 Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Tue, 17 Sep 2013 15:18:10 -0700 Subject: [PATCH 029/236] Updated New Members Getting Started (markdown) --- New-Members-Getting-Started.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/New-Members-Getting-Started.md b/New-Members-Getting-Started.md index 4e41670..332b265 100644 --- a/New-Members-Getting-Started.md +++ b/New-Members-Getting-Started.md @@ -117,7 +117,7 @@ Now you are ready to do the `git add ` step. ### Further Reading -Before continuing, see the [[Guidelines|Guidelines]] page to familiarise yourself with the recommendations and team policies detailed there. +Before continuing, see the [[Guidelines|Guidelines]] page to familiarise yourself with the recommendations and team policies detailed there. The [[Masterlist Editing|Masterlist-Editing]] page gives more information on how to go about making changes to the masterlists. For information on the format and syntax of the masterlists, see `docs/BOSS Metadata Syntax.html` in the [boss-code](https://github.com/boss-developers/boss-code) repository. From a2e56793e821378220f4a8e5ba8a24cf8b0aa9c6 Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Tue, 17 Sep 2013 15:18:54 -0700 Subject: [PATCH 030/236] Updated Guidelines (markdown) --- Guidelines.md | 1 + 1 file changed, 1 insertion(+) diff --git a/Guidelines.md b/Guidelines.md index 7be3895..50425c5 100644 --- a/Guidelines.md +++ b/Guidelines.md @@ -1,6 +1,7 @@ ### Guidelines * In communication, it's probably best to use your Bethsoft Forum name since we all know each other by the aliases from the forum. +* Know your [[responsibilities|Member-Responsibilities]]. ### Policies From d60826f0cfbf7a9e46510e48fae17c05b9cf12fb Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Tue, 17 Sep 2013 15:20:31 -0700 Subject: [PATCH 031/236] Created Resolving Conflicts (markdown) --- Resolving-Conflicts.md | 74 ++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 74 insertions(+) create mode 100644 Resolving-Conflicts.md diff --git a/Resolving-Conflicts.md b/Resolving-Conflicts.md new file mode 100644 index 0000000..f633eeb --- /dev/null +++ b/Resolving-Conflicts.md @@ -0,0 +1,74 @@ +This is where GitHub for Windows falls short - to resolve conflicts, you're probably going to have to use the command line shell at some point. [This page](http://git-scm.com/book/en/Distributed-Git-Contributing-to-a-Project#Private-Small-Team) 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 GfW and the shell where necessary. + +#### Merging Conflicts In The Same File + +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](http://git-scm.com/docs/git-merge#_how_conflicts_are_presented) 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 ` 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 GfW window, click the "sync" button to update the online repository with your merged revision. You're done! + +##### An Example + +You sync your local repository to the online repository, and open a file containing the following: + +```markdown +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: + +```markdown +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: + +```markdown +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: + +```markdown +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: + +```markdown +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 ` step. \ No newline at end of file From 13627d5324bc902ffcf4aa4c5cc1c6f5ec98221d Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Tue, 17 Sep 2013 15:22:15 -0700 Subject: [PATCH 032/236] Updated New Members Getting Started (markdown) --- New-Members-Getting-Started.md | 79 +--------------------------------- 1 file changed, 1 insertion(+), 78 deletions(-) diff --git a/New-Members-Getting-Started.md b/New-Members-Getting-Started.md index 332b265..4351e8d 100644 --- a/New-Members-Getting-Started.md +++ b/New-Members-Getting-Started.md @@ -38,86 +38,9 @@ Once you've committed your changes to your local repository, it is very importan You should also sync your repository before making any changes, to make sure that you are editing the latest revision. -### Resolving Conflicts - -This is where GitHub for Windows falls short - to resolve conflicts, you're probably going to have to use the command line shell at some point. [This page](http://git-scm.com/book/en/Distributed-Git-Contributing-to-a-Project#Private-Small-Team) 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 GfW and the shell where necessary. - -#### Merging Conflicts In The Same File - -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](http://git-scm.com/docs/git-merge#_how_conflicts_are_presented) 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 ` 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 GfW window, click the "sync" button to update the online repository with your merged revision. You're done! - -##### An Example - -You sync your local repository to the online repository, and open a file containing the following: - -```markdown -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: - -```markdown -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: - -```markdown -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: - -```markdown -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: - -```markdown -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 ` step. - ### Further Reading -Before continuing, see the [[Guidelines|Guidelines]] page to familiarise yourself with the recommendations and team policies detailed there. The [[Masterlist Editing|Masterlist-Editing]] page gives more information on how to go about making changes to the masterlists. +Before continuing, see the [[Guidelines|Guidelines]] page to familiarise yourself with the recommendations and team policies detailed there. The [[Masterlist Editing|Masterlist-Editing]] page gives more information on how to go about making changes to the masterlists. See the [[Resolving Conflicts|Resolving-Conflicts]] page on how to handle situations where someone else has edited a masterlist at the same time as you and applied their changes first. For information on the format and syntax of the masterlists, see `docs/BOSS Metadata Syntax.html` in the [boss-code](https://github.com/boss-developers/boss-code) repository. From e50ae8e70d55ed2db583638b4b3afb2aa2ca327a Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Tue, 17 Sep 2013 15:43:49 -0700 Subject: [PATCH 033/236] Updated Home (markdown) --- Home.md | 18 +++++++++++++++++- 1 file changed, 17 insertions(+), 1 deletion(-) diff --git a/Home.md b/Home.md index 89c7af7..505f3d3 100644 --- a/Home.md +++ b/Home.md @@ -1 +1,17 @@ -Welcome to the boss-developers.github.io wiki! \ No newline at end of file +Welcome to the boss-developers.github.io wiki! + +### BOSS Elsewhere + +BOSS can also be found on: + +* [Ohloh](https://www.ohloh.net/p/better-oblivion-sorting-software) +* [Google Code](https://code.google.com/p/better-oblivion-sorting-software/) +* [Oblivion Nexus](http://oblivion.nexusmods.com/mods/20516/) +* [Skyrim Nexus](http://skyrim.nexusmods.com/mods/6/) +* [Fallout 3 Nexus](http://fallout3.nexusmods.com/mods/10193/) +* [New Vegas Nexus](http://newvegas.nexusmods.com/mods/35999/) +* [Bethesda Softworks Forums - Oblivion Mods](http://forums.bethsoft.com/topic/1434397-rel-boss-for-oblivion/) +* [Bethesda Softworks Forums - Skyrim Mods](http://forums.bethsoft.com/topic/1472899-relz-boss-for-skyrim/) +* [Bethesda Softworks Forums - Fallout 3 Mods](http://forums.bethsoft.com/topic/1282711-relz-boss-for-fo3-thread-4/) +* [Bethesda Softworks Forums - Fallout:New Vegas Mods](http://forums.bethsoft.com/topic/1313081-rel-boss-for-fallout-new-vegas/) +* [Dark Creations Bugzilla Tracker](http://bugzilla.darkcreations.org/describecomponents.cgi?product=BOSS) \ No newline at end of file From 318be473d6721be8d51309e255e4a8b218661e9c Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Tue, 17 Sep 2013 16:36:39 -0700 Subject: [PATCH 034/236] Updated Team Members (markdown) --- Team-Members.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Team-Members.md b/Team-Members.md index 1396c39..edee9e7 100644 --- a/Team-Members.md +++ b/Team-Members.md @@ -9,6 +9,7 @@ The tables on this page summarise the current and past membership of the BOSS te ineedbettername-✓ LotteryDiscountz✓ niveuseverto✓ + noxwylliyumichan✓✓ Sharlikran✓ SilentSpikeSilentSpike69✓ TokcDKTokc.D.K.✓✓ @@ -24,7 +25,6 @@ The status of the following members is currently unknown: OblivionSkyrimFallout 3Fallout: New Vegas Aellis✓✓ - iyumichan✓ PacificMorrowind✓✓✓✓ Random007✓✓✓ scrapperrm✓ From b7409333fda7d0946e58a56ff3e128283b44701a Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Wed, 18 Sep 2013 12:02:33 -0700 Subject: [PATCH 035/236] Updated Masterlist Editing (markdown) --- Masterlist-Editing.md | 7 ++++++- 1 file changed, 6 insertions(+), 1 deletion(-) diff --git a/Masterlist-Editing.md b/Masterlist-Editing.md index 00d81f3..6670330 100644 --- a/Masterlist-Editing.md +++ b/Masterlist-Editing.md @@ -8,6 +8,12 @@ The purpose of this page is to give a bit of detail on the masterlist editing pr * Use blank lines to separate mods that are grouped together or where it helps readability. * Test your changes before uploading them, to make sure you didn't make any syntax mistakes. This is best done by running your edited masterlist through BOSS - make sure to first disable masterlist updating though, or else BOSS may overwrite your edited one with the latest in the repository! +### Adding New Entries + +Before you add a new entry for a plugin, make sure that there isn't already an existing entry for it. BOSS 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. + +Simply opening up the masterlist and doing a `Ctrl-F` search for the plugin filename won't always be enough, because plugin entries can use regular expression matching to match multiple plugin names, and they won't be found. Instead, use the online [Masterlist Search](http://boss-developers.github.io/search/) page to perform a search of the masterlist. As well as being able to match regular expressions, it also checks against the same copy of the masterlist that BOSS users get, so you can be sure that it will always be up-to-date. + ### Dirty Edit Metadata 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). @@ -41,4 +47,3 @@ The differences are all detailed in the `docs/BOSS Masterlist Syntax.html` file * In v2, each condition that checked the CRC of a different plugin would increase execution time, and there was a hierarchy of condition performance generally. In v3, all conditions are cached so they get calculated a maximum of once, and CRCs are calculated anyway during sorting, so they introduce no additional performance hit (and indeed are quicker than regex checks for it). Basically, conditions can no longer realistically impact performance in a noticeable way. * In v2, compound conditions were evaluated left-to-right. In v3, they are evaluated according to the standard rules of operator precedence, ie. `` before `not` before `and` before `or`. - From 1f6d838f23e219ea21105769713925fb2c8d41c1 Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Thu, 19 Sep 2013 02:15:14 -0700 Subject: [PATCH 036/236] Updated Team Members (markdown) From 8469d47fdd578de84467b0bfc8ea5172154f7a82 Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Thu, 19 Sep 2013 13:48:51 -0700 Subject: [PATCH 037/236] Updated Masterlist Editing (markdown) --- Masterlist-Editing.md | 10 +++++++++- 1 file changed, 9 insertions(+), 1 deletion(-) diff --git a/Masterlist-Editing.md b/Masterlist-Editing.md index 6670330..f3fb013 100644 --- a/Masterlist-Editing.md +++ b/Masterlist-Editing.md @@ -12,7 +12,15 @@ The purpose of this page is to give a bit of detail on the masterlist editing pr Before you add a new entry for a plugin, make sure that there isn't already an existing entry for it. BOSS 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. -Simply opening up the masterlist and doing a `Ctrl-F` search for the plugin filename won't always be enough, because plugin entries can use regular expression matching to match multiple plugin names, and they won't be found. Instead, use the online [Masterlist Search](http://boss-developers.github.io/search/) page to perform a search of the masterlist. As well as being able to match regular expressions, it also checks against the same copy of the masterlist that BOSS users get, so you can be sure that it will always be up-to-date. +Simply opening up the masterlist and doing a `Ctrl-F` search for the plugin filename won't always be enough, because plugin entries can use regular expression matching to match multiple plugin names, and they won't be found. Instead, use the online [Masterlist Search](http://boss-developers.github.io/search/) page to perform a search of the masterlist. + +As well as being able to match regular expressions, it also checks against the same copy of the masterlist that BOSS users get, so you can be sure that it will always be up-to-date. It's case-insensitive and you can even pass search parameters in the URL. The syntax is + +```yaml +http://boss-developers.github.io/search/?game=&search= +``` + +where `` can be one of `oblivion`, `skyrim`, `fallout3` and `falloutnv`. `` is the string you want to search for. ### Dirty Edit Metadata From d18e164234a8ccbfc29c4a528a1f1e06f3eaa856 Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Sat, 21 Sep 2013 01:05:38 -0700 Subject: [PATCH 038/236] Updated Thread Management (markdown) --- Thread-Management.md | 34 ++++++++-------------------------- 1 file changed, 8 insertions(+), 26 deletions(-) diff --git a/Thread-Management.md b/Thread-Management.md index 19d7b95..10a6b38 100644 --- a/Thread-Management.md +++ b/Thread-Management.md @@ -11,20 +11,18 @@ The opening posts for the BOSS threads are stored in two parts. The generic part ```Markdown [center][size=6]BOSS[/size] -A plugin load order optimiser for TES III: Morrowind, TES IV: Oblivion, Nehrim - At Fate's Edge, TES V: Skyrim, Fallout 3 and Fallout: New Vegas.[/center] +A load order optimisation tool for games using the Elder Scrolls Plugin/Master system.[/center] [size=5]Introduction[/size] -BOSS is designed to assist mod users in avoiding detrimental conflicts, by setting the correct load order for the plugins they have installed. +BOSS is a plugin load order optimiser for TES IV: Oblivion, TES V: Skyrim, Fallout 3 and Fallout: New Vegas. It is designed to assist mod users in avoiding detrimental conflicts, by automatically calculating a load order that satisfies all plugin dependencies and maximises each plugin's impact on the user's game. -BOSS also provides thousands of plugin-specific messages, including usage notes, Bash Tag suggestions, requirements, incompatibilities, bug warnings and installation mistake notifications. It supports the sorting of plugins ghosted by the Wrye *ash (Wrye Bash, Wrye Flash, Wrye Flash NV, Wrye Smash) utilities, is highly customisable, has been translated into multiple languages, and is simple to use. +BOSS also provides some load order error checking, including checks for requirements, incompatibilities and cyclic dependencies. In addition, it provides a large number of plugin-specific usage notes, bug wawrnings and Bash Tag suggestions. -Although BOSS recognises tens of thousands of plugins, it is not a complete solution to load ordering issues, as there are many more mods available. To properly place unrecognised plugins, a good working knowledge of mod load ordering is still necessary, for which some research and documentation reading will go a long way. See the Introduction To Load Orders section of BOSS's readme for an overview. +Although BOSS is able to calculate the correct load order positions for the vast majority of mods without any user input, some plugins are designed to load at certain positions in a load order, and BOSS may be unable to determine this from the plugins themselves. As such, BOSS provides a mechanism for supplying additional plugin metadata so that it may sort them correctly. -[b]While BOSS technically supports TES III: Morrowind, no mod plugins are recognised and no further support is planned.[/b] Morrowind users looking for an automated load order manager should consider using [url=http://code.google.com/p/mlox]mlox[/url] instead. - -BOSS also has an API that gives programmers access to almost all of BOSS's functionality, plus more general load order management functionality that greatly simplifies working with load orders across the supported games. See the BOSS API Readme for more information on that. +BOSS is intended to make using mods easier, and mod users should still possess a working knowledge of mod load ordering. [size=5]Downloads[/size] @@ -33,18 +31,11 @@ BOSS can be downloaded from its [url=http://boss-developers.github.io]website[/u [size=5]Contributions & Help[/size] -General discussion, and the submission of questions, suggestions and unrecognised or unclean mods, takes place in BOSS's official threads for [url=http://forums.bethsoft.com/?showtopic=1404766]Oblivion[/url], [url=http://forums.bethsoft.com/?showtopic=1132338]Nehrim[/url], [url=http://forums.bethsoft.com/?showtopic=1406341]Skyrim[/url], [url=http://forums.bethsoft.com/?showtopic=1282711]Fallout 3[/url] and [url=http://forums.bethsoft.com/?showtopic=1313081]Fallout: New Vegas[/url]. +General discussion and the submission of questions, suggestions and metadata takes place in BOSS's official threads for [url=http://forums.bethsoft.com/?showtopic=1404766]Oblivion[/url], [url=http://forums.bethsoft.com/?showtopic=1406341]Skyrim[/url], [url=http://forums.bethsoft.com/?showtopic=1282711]Fallout 3[/url] and [url=http://forums.bethsoft.com/?showtopic=1313081]Fallout: New Vegas[/url]. -User contribution of additions and corrections to the masterlist are vital to the upkeep of BOSS. Let us know what you know. +User contribution of additions and corrections to BOSS's masterlists are vital to the upkeep of BOSS. Please let us know what you know! -Lists of unrecognized mods are welcome but the only way we can include them in the database in a timely way is if we get: - -[list] -[*] The ESP/ESM file name(s). -[*] A link to where the description, download or readme can be found to read or download. -[*] A brief description of each mod will also help. Feel free to make load order suggestions. -[/list] -Lists of unclean mods are also very welcome, but for the report to be most useful we require: +Lists of dirty plugins are also very welcome, but for the report to be most useful we require: [list] [*] The ESP/ESM file name(s). @@ -54,15 +45,6 @@ Lists of unclean mods are also very welcome, but for the report to be most usefu [/list] -[size=5]License[/size] - -BOSS is distributed under the [url=http://www.gnu.org/licenses/gpl.html]GNU General Public License v3.0[/url], aside from the documentation, which is distributed under the [url=http://www.gnu.org/licenses/fdl.html]GNU Free Documentation License v1.3[/url]. For the full text of both licenses, see the included "Licenses.txt" file. - -While the GPL license allows anyone to make derivative works of BOSS, the BOSS Development Team encourages those thinking of doing so to first discuss their reasoning for such an endevour with the Team. It may be that what the derivative work would do differently from BOSS itself is already planned for a future version of BOSS or would be happily integrated into BOSS by the Team, thus avoiding any extra effort by others. - -The BOSS Team also appeals to the community to avoid the distribution and development of alternative masterlists, as this would only hamper the community effort to create one universally-optimised load order for all plugins available for download. Any issues with a masterlist are best brought to the attention of the BOSS Team so that we may remedy them ourselves. - - [i]See the ReadMe in the download for more information.[/i] ``` From 6c62d54f3ddf8238fabac7580fde8406742bf796 Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Sat, 21 Sep 2013 01:09:08 -0700 Subject: [PATCH 039/236] Updated Masterlist Editing (markdown) --- Masterlist-Editing.md | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/Masterlist-Editing.md b/Masterlist-Editing.md index f3fb013..a8d6431 100644 --- a/Masterlist-Editing.md +++ b/Masterlist-Editing.md @@ -3,7 +3,7 @@ The purpose of this page is to give a bit of detail on the masterlist editing pr ### General Hints * Only make edits/additions you're confident about - otherwise discuss on the Bethsoft forum threads or via Private Message. You can also create an issue in the masterlist repository's issue tracker. -* Check out the masterlists and become familiar with the comments and categorisations therein. See the `docs/BOSS Masterlist Syntax.html` file in the `boss-code` repository for the details. +* Check out the masterlists and become familiar with the comments and categorisations therein. See the [Metadata Syntax](http://boss-developers.github.io/docs/BOSS%20Metadata%20Syntax.html) document for the details. * Make as many silent comments as you want within the masterlists - it doesn't hurt (within reason). * Use blank lines to separate mods that are grouped together or where it helps readability. * Test your changes before uploading them, to make sure you didn't make any syntax mistakes. This is best done by running your edited masterlist through BOSS - make sure to first disable masterlist updating though, or else BOSS may overwrite your edited one with the latest in the repository! @@ -51,7 +51,7 @@ If you add a message, there are two ways to go about getting it translated into ### Differences From v2 -The differences are all detailed in the `docs/BOSS Masterlist Syntax.html` file in the `boss-code` repository. A few key behavioural differences are worth highlighting here though: +The differences are all detailed in the [Metadata Syntax](http://boss-developers.github.io/docs/BOSS%20Metadata%20Syntax.html) document. A few key behavioural differences are worth highlighting here though: * In v2, each condition that checked the CRC of a different plugin would increase execution time, and there was a hierarchy of condition performance generally. In v3, all conditions are cached so they get calculated a maximum of once, and CRCs are calculated anyway during sorting, so they introduce no additional performance hit (and indeed are quicker than regex checks for it). Basically, conditions can no longer realistically impact performance in a noticeable way. -* In v2, compound conditions were evaluated left-to-right. In v3, they are evaluated according to the standard rules of operator precedence, ie. `` before `not` before `and` before `or`. +* In v2, compound conditions were evaluated left-to-right. In v3, they are evaluated according to the standard rules of operator precedence, ie. `` before `not` before `and` before `or`. \ No newline at end of file From c23bda91c4a332362f298981484f87c4b1eaf071 Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Sat, 21 Sep 2013 01:09:43 -0700 Subject: [PATCH 040/236] Updated New Members Getting Started (markdown) --- New-Members-Getting-Started.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/New-Members-Getting-Started.md b/New-Members-Getting-Started.md index 4351e8d..c43aa2e 100644 --- a/New-Members-Getting-Started.md +++ b/New-Members-Getting-Started.md @@ -42,7 +42,7 @@ You should also sync your repository before making any changes, to make sure tha Before continuing, see the [[Guidelines|Guidelines]] page to familiarise yourself with the recommendations and team policies detailed there. The [[Masterlist Editing|Masterlist-Editing]] page gives more information on how to go about making changes to the masterlists. See the [[Resolving Conflicts|Resolving-Conflicts]] page on how to handle situations where someone else has edited a masterlist at the same time as you and applied their changes first. -For information on the format and syntax of the masterlists, see `docs/BOSS Metadata Syntax.html` in the [boss-code](https://github.com/boss-developers/boss-code) repository. +For information on the format and syntax of the masterlists, see the [Metadata Syntax](http://boss-developers.github.io/docs/BOSS%20Metadata%20Syntax.html) documentation. ### Getting Help From 08986fc2db5d569e81eea856c45c794b82a878d9 Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Sat, 21 Sep 2013 13:22:19 -0700 Subject: [PATCH 041/236] Updated Masterlist Editing (markdown) --- Masterlist-Editing.md | 50 +++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 50 insertions(+) diff --git a/Masterlist-Editing.md b/Masterlist-Editing.md index a8d6431..254e153 100644 --- a/Masterlist-Editing.md +++ b/Masterlist-Editing.md @@ -22,6 +22,56 @@ http://boss-developers.github.io/search/?game=&search= where `` can be one of `oblivion`, `skyrim`, `fallout3` and `falloutnv`. `` is the string you want to search for. +### Common Metadata + +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 BOSS, 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: + +```yaml +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 BOSS would complain, because it expects a certain format, but because BOSS doesn't look at the `common` node, this is OK. + ### Dirty Edit Metadata 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). From 11864686b8bbe85a3d268f9789b1925ac8e67e58 Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Mon, 23 Sep 2013 05:12:36 -0700 Subject: [PATCH 042/236] Updated Team Members (markdown) --- Team-Members.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Team-Members.md b/Team-Members.md index edee9e7..89c62ca 100644 --- a/Team-Members.md +++ b/Team-Members.md @@ -5,6 +5,7 @@ The tables on this page summarise the current and past membership of the BOSS te MemberAdminCodeContributes To Masterlist GitHubBethesdaNexusOblivionSkyrimFallout 3Fallout: New Vegas + Aellis-BOSSAellis✓✓ Freso✓ ineedbettername-✓ LotteryDiscountz✓ @@ -24,7 +25,6 @@ The status of the following members is currently unknown: MemberAdminCodeContributes To Masterlist OblivionSkyrimFallout 3Fallout: New Vegas - Aellis✓✓ PacificMorrowind✓✓✓✓ Random007✓✓✓ scrapperrm✓ From 82673aa482feb4cbacd93b8e45c3152d225b80d9 Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Tue, 24 Sep 2013 04:29:07 -0700 Subject: [PATCH 043/236] Updated Masterlist Editing (markdown) --- Masterlist-Editing.md | 4 ++++ 1 file changed, 4 insertions(+) diff --git a/Masterlist-Editing.md b/Masterlist-Editing.md index 254e153..bf08494 100644 --- a/Masterlist-Editing.md +++ b/Masterlist-Editing.md @@ -72,6 +72,10 @@ plugins: 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 BOSS would complain, because it expects a certain format, but because BOSS doesn't look at the `common` node, this is OK. +### Plugin Groups + +In the v2 masterlists, plugins were sorted in groups, generally according to what they did (eg. alternate start, new weapons and armour, quests). In v3, groups no longer exist in the masterlist syntax, since there isn't any meaningful order of plugin entries. However, the v2 groups were added as comments to help organise the masterlist conversion process, so the old group start and end lines can still be found as `# BEGINGROUP:` and `# ENDGROUP:` respectively. Though it's not at all necessary, you can still add new plugin entries to these groups according to what they do. + ### Dirty Edit Metadata 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). From 5aa890deafba829a42f6ca447df9d285aace0dd9 Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Sun, 13 Oct 2013 03:25:55 -0700 Subject: [PATCH 044/236] Updated New Members Getting Started (markdown) --- New-Members-Getting-Started.md | 18 +++++++++++------- 1 file changed, 11 insertions(+), 7 deletions(-) diff --git a/New-Members-Getting-Started.md b/New-Members-Getting-Started.md index c43aa2e..fda7bd4 100644 --- a/New-Members-Getting-Started.md +++ b/New-Members-Getting-Started.md @@ -2,7 +2,7 @@ First of all, thanks for volunteering to help develop/maintain BOSS! This page w ### Registering on GitHub -BOSS uses Git repositories on GitHub to help manage the changes made to its files by the BOSS team members, so you'll need a GitHub account. Sign up for one then send the BOSS team admin you initially contacted your GitHub username. Also tell them what you want to work on since the code, the site and each of the games' masterlists all have separate repositories with different access permissions. +BOSS uses Git repositories on GitHub to help manage the changes made to its files by the BOSS team members, so you'll need a GitHub account. Sign up for one then send the BOSS team admin you initially contacted your GitHub username. ### Installing a Git Client @@ -12,7 +12,7 @@ Although not essential, a text editor such as [Notepad++](http://notepad-plus-pl ### Setting Up GitHub for Windows -After you install it, GitHub for Windows (GfW) will open for the first time, and ask you to log in to your GitHub account in a dark grey panel. If you click outside the panel, it may disappear, but you can reach it again by clicking the "LOG IN" text in the upper right corner of the GfW window. +After you install it, GitHub for Windows (GfW) will open for the first time, and ask you to log in to your GitHub account in a dark grey panel. If you click outside the panel, it may disappear, but you can reach it again by clicking the "log in" option on the left side of the GfW window. Once you've logged in, Click the "tools" icon at the top middle of the GfW window, choose "options", and fill in your GitHub username in the first text box under "configure git" if it isn't already filled in. @@ -20,21 +20,25 @@ Once you've logged in, Click the "tools" icon at the top middle of the GfW windo Before you can start working on the BOSS files, you need to 'clone' their repositories. This means exactly what it suggests - you take a complete copy of an online repository and put it on your computer. -In the GfW window, you'll see an entry for the boss-developers account on the left side of the screen. Clicking on it will display a list of all the repositories belonging to that account online. To clone a repository, mouse over it in the list and click on the "CLONE" button that gets displayed. +On the left side of the GfW window, you'll see an entry for the boss-developers account. Clicking on it will display a list of all the repositories belonging to that account online. To clone a repository, mouse over it in the list and click on the "CLONE" button that gets displayed. -Once the repository has been cloned, you can click on the blue arrow in its entry in the list to go to the repository 'home page'. You can't make any changes to the files in the repository here, but this page is used to 'commit' changes (ie. save them to your repository), sync your repository to the online one, and view the history of changes, among other things. +Once the repository has been cloned, you can double-click on its entry in the list to go to the repository 'home page'. You can't make any changes to the files in the repository here, but this page is used to 'commit' changes (ie. save them to your repository), sync your repository to the online one, and view the history of changes, among other things. ### Making Changes -GfW puts all your local repositories in your `My Documents\GitHub\` folder, so you can either go there using Windows Explorer, or if you already have the repository open in GfW, you can choose "tools->open in explorer". +GfW puts all your local repositories in your `My Documents\GitHub\` folder, so you can either go there using Windows Explorer, or if you already have the repository open in GfW, you can open it directly in Windows Explorer by clicking on the gear icon in the upper right corner of the window and choosing "open in explorer". Open the file you want to edit (eg. the repository's `masterlist.yaml`) in your favorite text editor and make any changes you want. Once you're done, save the file, and switch back to the GfW window. -On the right side of the GfW window, above the history list, you'll see it now says "uncommitted changes" in blue. Clicking on the "SHOW" button there will display a yellow box in which you can write a short commit message and optionally include some more detailed information. The short message should be a maximum of 50 characters (GfW will grey out any text that goes beyond this limit to let you know). Once you've written the message(s), click the "COMMIT" button to save your changes to your local repository. +On the left side of the GfW window, above the history list, you'll see it now says "uncommitted changes". Clicking on the "SHOW" button there will display a box in which you can write a short commit message and optionally include some more detailed information. The short message should be a maximum of 50 characters (GfW will grey out any text that goes beyond this limit to let you know). Once you've written the message(s), click the "commit to master" button to save your changes to your local repository. ### Syncing Repositories -Once you've committed your changes to your local repository, it is very important that you then sync your local repository with the online one. This is done by clicking the "sync" button in the upper middle of the GfW window. +Once you've committed your changes to your local repository, it is very important that you then sync your local repository with the online one. + +If your local repository is not in sync with the online one, there will be a "sync" button in the upper right corner of the GfW window. Clicking this button will sync the repositories. If the local and online repositories are already in sync, this button is replaced with a tick and the text "in sync". + +If you have made commits to your local repository that have not been synced to the online repository, these will be displayed under the heading "unsynced commits" in the list on the left side of the GfW window. You should also sync your repository before making any changes, to make sure that you are editing the latest revision. From 627c4b2e6f28e2b25bb7b7cc3816b5b6186bf31b Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Sun, 13 Oct 2013 03:30:13 -0700 Subject: [PATCH 045/236] Updated Masterlist Editing (markdown) --- Masterlist-Editing.md | 5 +---- 1 file changed, 1 insertion(+), 4 deletions(-) diff --git a/Masterlist-Editing.md b/Masterlist-Editing.md index bf08494..7dba8c6 100644 --- a/Masterlist-Editing.md +++ b/Masterlist-Editing.md @@ -6,6 +6,7 @@ The purpose of this page is to give a bit of detail on the masterlist editing pr * Check out the masterlists and become familiar with the comments and categorisations therein. See the [Metadata Syntax](http://boss-developers.github.io/docs/BOSS%20Metadata%20Syntax.html) document for the details. * Make as many silent comments as you want within the masterlists - it doesn't hurt (within reason). * Use blank lines to separate mods that are grouped together or where it helps readability. +* Where you put a plugin doesn't matter - you may want to see if there are any related plugins in the masterlist already and group them together, or you can just add the plugin to the end of the list. * Test your changes before uploading them, to make sure you didn't make any syntax mistakes. This is best done by running your edited masterlist through BOSS - make sure to first disable masterlist updating though, or else BOSS may overwrite your edited one with the latest in the repository! ### Adding New Entries @@ -72,10 +73,6 @@ plugins: 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 BOSS would complain, because it expects a certain format, but because BOSS doesn't look at the `common` node, this is OK. -### Plugin Groups - -In the v2 masterlists, plugins were sorted in groups, generally according to what they did (eg. alternate start, new weapons and armour, quests). In v3, groups no longer exist in the masterlist syntax, since there isn't any meaningful order of plugin entries. However, the v2 groups were added as comments to help organise the masterlist conversion process, so the old group start and end lines can still be found as `# BEGINGROUP:` and `# ENDGROUP:` respectively. Though it's not at all necessary, you can still add new plugin entries to these groups according to what they do. - ### Dirty Edit Metadata 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). From de7050e90e89b3fb28d6c99008547416c74e5c5b Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Wed, 16 Oct 2013 13:16:30 -0700 Subject: [PATCH 046/236] Updated Team Members (markdown) --- Team-Members.md | 1 + 1 file changed, 1 insertion(+) diff --git a/Team-Members.md b/Team-Members.md index 89c62ca..7fb90a9 100644 --- a/Team-Members.md +++ b/Team-Members.md @@ -6,6 +6,7 @@ The tables on this page summarise the current and past membership of the BOSS te GitHubBethesdaNexusOblivionSkyrimFallout 3Fallout: New Vegas Aellis-BOSSAellis✓✓ + egocarib-✓ Freso✓ ineedbettername-✓ LotteryDiscountz✓ From 5c4c548a8ff7f42071daa94c685eadbd12474990 Mon Sep 17 00:00:00 2001 From: William Imm Date: Sat, 26 Oct 2013 13:19:56 -0700 Subject: [PATCH 047/236] Updated Team Members (markdown) --- Team-Members.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Team-Members.md b/Team-Members.md index 7fb90a9..a7b5971 100644 --- a/Team-Members.md +++ b/Team-Members.md @@ -15,7 +15,7 @@ The tables on this page summarise the current and past membership of the BOSS te Sharlikran✓ SilentSpikeSilentSpike69✓ TokcDKTokc.D.K.✓✓ - William Imm✓✓ + William ImmWilliam ImmWilliamImm✓✓ WrinklyNinja✓✓ From bea1ef8575ead7a01ebcabbe4d66713e0642d93c Mon Sep 17 00:00:00 2001 From: William Imm Date: Sat, 26 Oct 2013 13:20:19 -0700 Subject: [PATCH 048/236] Updated Team Members (markdown) --- Team-Members.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Team-Members.md b/Team-Members.md index a7b5971..99f628b 100644 --- a/Team-Members.md +++ b/Team-Members.md @@ -15,7 +15,7 @@ The tables on this page summarise the current and past membership of the BOSS te Sharlikran✓ SilentSpikeSilentSpike69✓ TokcDKTokc.D.K.✓✓ - William ImmWilliam ImmWilliamImm✓✓ + William ImmWilliam ImmWilliamImm✓✓ WrinklyNinja✓✓ From d3d59180cd99268b217e82960edd1f8d311de565 Mon Sep 17 00:00:00 2001 From: William Imm Date: Sat, 26 Oct 2013 13:20:44 -0700 Subject: [PATCH 049/236] Updated Team Members (markdown) --- Team-Members.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Team-Members.md b/Team-Members.md index 99f628b..13ed502 100644 --- a/Team-Members.md +++ b/Team-Members.md @@ -15,7 +15,7 @@ The tables on this page summarise the current and past membership of the BOSS te Sharlikran✓ SilentSpikeSilentSpike69✓ TokcDKTokc.D.K.✓✓ - William ImmWilliam ImmWilliamImm✓✓ + William-ImmWilliam ImmWilliamImm✓✓ WrinklyNinja✓✓ From a1d510ea055c3f89b5ffba9f263a918f599f1414 Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Sun, 27 Oct 2013 01:33:35 -0700 Subject: [PATCH 050/236] Updated Masterlist Editing (markdown) --- Masterlist-Editing.md | 1 + 1 file changed, 1 insertion(+) diff --git a/Masterlist-Editing.md b/Masterlist-Editing.md index 7dba8c6..4672ee2 100644 --- a/Masterlist-Editing.md +++ b/Masterlist-Editing.md @@ -4,6 +4,7 @@ The purpose of this page is to give a bit of detail on the masterlist editing pr * Only make edits/additions you're confident about - otherwise discuss on the Bethsoft forum threads or via Private Message. You can also create an issue in the masterlist repository's issue tracker. * Check out the masterlists and become familiar with the comments and categorisations therein. See the [Metadata Syntax](http://boss-developers.github.io/docs/BOSS%20Metadata%20Syntax.html) document for the details. +* If you're using Notepad++, you can set it to use spaces instead of tabs when you press the tab key on your keyboard, avoiding YAML parsing errors. To do this, go to Settings > Preferences > Tab Settings > Replace by space. A value of 4 is most common. * Make as many silent comments as you want within the masterlists - it doesn't hurt (within reason). * Use blank lines to separate mods that are grouped together or where it helps readability. * Where you put a plugin doesn't matter - you may want to see if there are any related plugins in the masterlist already and group them together, or you can just add the plugin to the end of the list. From 03a548370a4d74d1d1316f39794b128857534ed0 Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Sun, 27 Oct 2013 12:43:54 -0700 Subject: [PATCH 051/236] Single-quoted example strings, added bit about writing style. --- Masterlist-Editing.md | 60 +++++++++++++++++++++++++++++-------------- 1 file changed, 41 insertions(+), 19 deletions(-) diff --git a/Masterlist-Editing.md b/Masterlist-Editing.md index 4672ee2..4d22dd5 100644 --- a/Masterlist-Editing.md +++ b/Masterlist-Editing.md @@ -10,6 +10,28 @@ The purpose of this page is to give a bit of detail on the masterlist editing pr * Where you put a plugin doesn't matter - you may want to see if there are any related plugins in the masterlist already and group them together, or you can just add the plugin to the end of the list. * Test your changes before uploading them, to make sure you didn't make any syntax mistakes. This is best done by running your edited masterlist through BOSS - make sure to first disable masterlist updating though, or else BOSS may overwrite your edited one with the latest in the repository! +### Writing Style + +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. + +* String values should be enclosed in single quotes. If the string contains any single quotes, they should be repeated. String keys in maps should be unquoted. +* Child data nodes should be indented two spaces from their parents, for the best trade-off between compactness and readability. +* Maps should be written in YAML's "block" style. Lists should also use the "block" style, unless they contain only one element, in which case the "flow" style can be used for compactness. + +The above points are illustrated in the following example. + +```yaml +A: + - 'This string''s not twine.' + - 'AB' + - 'AC' +B: [ 'BA' ] +``` +```yaml +{A: [ This string's not twine., AB, AC ], B: [ BA ]} +``` +Although both are valid YAML, the first is useing the correct style, and the second is not. + ### Adding New Entries Before you add a new entry for a plugin, make sure that there isn't already an existing entry for it. BOSS 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. @@ -35,39 +57,39 @@ An example demonstrating just how much of a difference anchors/aliases can make: ```yaml common: - &useBP - type: say + type: 'say' content: - - str: Use Bashed Patch tweak instead. - lang: eng - - str: Используйте вместо этого настройку башед патча. - lang: rus + - 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 + 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 + - 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+ + name: '..\skse_loader.exe' + display: 'Skyrim Script Extender v1.6.5+' condition: 'version("..\skse_loader.exe", "0.1.6.5", <)' plugins: - - name: BBLuxurySuite.esm + - name: 'BBLuxurySuite.esm' msg: [ *dirtyDoNotClean ] - - name: Convenient Horses.esp + - name: 'Convenient Horses.esp' msg: [ *dirtyDoNotClean ] - - name: 72HoursRespawn.esp + - name: '72HoursRespawn.esp' msg: [ *useBP ] - - name: Respawn\w{3,5}Days{0,1}\.esp + - name: 'Respawn\w{3,5}Days{0,1}\.esp' msg: [ *useBP ] - - name: Skyrim 120 Day Respawn.esp + - name: 'Skyrim 120 Day Respawn.esp' msg: [ *useBP ] - - name: kuerteeDisableLightsFarFromActors.esp + - name: 'kuerteeDisableLightsFarFromActors.esp' req: [ *skse1.6.5 ] - - name: CUYC_CleanUpYourCorpses.esp + - name: 'CUYC_CleanUpYourCorpses.esp' req: [ *skse1.6.5 ] ``` From 09de22893f349ceaa957ef1a8dd8d50872d19943 Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Sun, 27 Oct 2013 12:44:45 -0700 Subject: [PATCH 052/236] Fixed tyop. --- Masterlist-Editing.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Masterlist-Editing.md b/Masterlist-Editing.md index 4d22dd5..2f5419d 100644 --- a/Masterlist-Editing.md +++ b/Masterlist-Editing.md @@ -30,7 +30,7 @@ B: [ 'BA' ] ```yaml {A: [ This string's not twine., AB, AC ], B: [ BA ]} ``` -Although both are valid YAML, the first is useing the correct style, and the second is not. +Although both are valid YAML, the first is using the correct style, and the second is not. ### Adding New Entries From e2b469f976b8b377659fdfb1bd23ea71bc81e097 Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Tue, 29 Oct 2013 03:09:02 -0700 Subject: [PATCH 053/236] Updated New Members Getting Started (markdown) --- New-Members-Getting-Started.md | 30 ++++++++++++++---------------- 1 file changed, 14 insertions(+), 16 deletions(-) diff --git a/New-Members-Getting-Started.md b/New-Members-Getting-Started.md index fda7bd4..1f2aa46 100644 --- a/New-Members-Getting-Started.md +++ b/New-Members-Getting-Started.md @@ -8,7 +8,7 @@ BOSS uses Git repositories on GitHub to help manage the changes made to its file To work with the Git repositories, you'll also need a Git client. Any client should do, but [GitHub's own client](http://windows.github.com/) is probably the simplest on Windows for those new to Git. This guide will assume that you're using it. -Although not essential, a text editor such as [Notepad++](http://notepad-plus-plus.org/) is highly recommended for working on BOSS's files. +A text editor such as [Notepad++](http://notepad-plus-plus.org/) is highly recommended for working on BOSS's files. ### Setting Up GitHub for Windows @@ -16,13 +16,21 @@ After you install it, GitHub for Windows (GfW) will open for the first time, and Once you've logged in, Click the "tools" icon at the top middle of the GfW window, choose "options", and fill in your GitHub username in the first text box under "configure git" if it isn't already filled in. -### Initialising Repositories +### Cloning Repositories Before you can start working on the BOSS files, you need to 'clone' their repositories. This means exactly what it suggests - you take a complete copy of an online repository and put it on your computer. On the left side of the GfW window, you'll see an entry for the boss-developers account. Clicking on it will display a list of all the repositories belonging to that account online. To clone a repository, mouse over it in the list and click on the "CLONE" button that gets displayed. -Once the repository has been cloned, you can double-click on its entry in the list to go to the repository 'home page'. You can't make any changes to the files in the repository here, but this page is used to 'commit' changes (ie. save them to your repository), sync your repository to the online one, and view the history of changes, among other things. +Once the repository has been cloned, you can double-click on its entry in the list to go to the repository page. You can't make any changes to the files in the repository here, but this page is used to 'commit' changes (ie. save them to your repository), sync your repository to the online one, and view the history of changes, among other things. + +### Syncing Repositories + +It is vitally important that you make sure that your local repository is in sync with the online repository before and after you make any changes. + +In the repository's page in GfW, there's a "sync" button in the upper right corner of the window, with an icon of two arrows following each other. Syncing repositories is often as simple as just clicking this button. + +However, if you have committed changes to your local repository, and someone else synced their changes to the online repository after you last synced, then you may need to manually merge the changes. You'll know if you have to do this because GfW will give you an error message when you try to sync, in which case see [[Resolving Conflicts|Resolving-Conflicts]]. ### Making Changes @@ -30,23 +38,13 @@ GfW puts all your local repositories in your `My Documents\GitHub\` folder, so y Open the file you want to edit (eg. the repository's `masterlist.yaml`) in your favorite text editor and make any changes you want. Once you're done, save the file, and switch back to the GfW window. -On the left side of the GfW window, above the history list, you'll see it now says "uncommitted changes". Clicking on the "SHOW" button there will display a box in which you can write a short commit message and optionally include some more detailed information. The short message should be a maximum of 50 characters (GfW will grey out any text that goes beyond this limit to let you know). Once you've written the message(s), click the "commit to master" button to save your changes to your local repository. +On the left side of the GfW window, above the history list, you'll see it now says "uncommitted changes". Clicking on the "show" button there will display a box in which you can write a short commit message and optionally include some more detailed information. The short message should be a maximum of 50 characters (GfW will grey out any text that goes beyond this limit to let you know). Once you've written the message(s), click the tick button below them to commit your changes to your local repository. -### Syncing Repositories - -Once you've committed your changes to your local repository, it is very important that you then sync your local repository with the online one. - -If your local repository is not in sync with the online one, there will be a "sync" button in the upper right corner of the GfW window. Clicking this button will sync the repositories. If the local and online repositories are already in sync, this button is replaced with a tick and the text "in sync". - -If you have made commits to your local repository that have not been synced to the online repository, these will be displayed under the heading "unsynced commits" in the list on the left side of the GfW window. - -You should also sync your repository before making any changes, to make sure that you are editing the latest revision. +Now remember to sync your repository! ### Further Reading -Before continuing, see the [[Guidelines|Guidelines]] page to familiarise yourself with the recommendations and team policies detailed there. The [[Masterlist Editing|Masterlist-Editing]] page gives more information on how to go about making changes to the masterlists. See the [[Resolving Conflicts|Resolving-Conflicts]] page on how to handle situations where someone else has edited a masterlist at the same time as you and applied their changes first. - -For information on the format and syntax of the masterlists, see the [Metadata Syntax](http://boss-developers.github.io/docs/BOSS%20Metadata%20Syntax.html) documentation. +Before continuing, see the [[Guidelines|Guidelines]] page to familiarise yourself with the recommendations and team policies detailed there. The [[Masterlist Editing|Masterlist-Editing]] page gives more information on how to go about making changes to the masterlists, while the [Metadata Syntax documentation](http://boss-developers.github.io/docs/BOSS%20Metadata%20Syntax.html) details the actual format and syntax used by the masterlists. ### Getting Help From 2380fbcfa51e1df37acb154bbf4514defe2f98f8 Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Tue, 29 Oct 2013 03:15:09 -0700 Subject: [PATCH 054/236] Updated Masterlist Editing (markdown) --- Masterlist-Editing.md | 2 ++ 1 file changed, 2 insertions(+) diff --git a/Masterlist-Editing.md b/Masterlist-Editing.md index 2f5419d..43e9a67 100644 --- a/Masterlist-Editing.md +++ b/Masterlist-Editing.md @@ -32,6 +32,8 @@ B: [ 'BA' ] ``` 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. + ### Adding New Entries Before you add a new entry for a plugin, make sure that there isn't already an existing entry for it. BOSS 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. From 8cc2876db470f4b30b29a71937e1443cc4b627b8 Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Mon, 4 Nov 2013 09:43:01 -0800 Subject: [PATCH 055/236] Updated Masterlist Editing (markdown) --- Masterlist-Editing.md | 33 ++++++++++++++++++++++++++------- 1 file changed, 26 insertions(+), 7 deletions(-) diff --git a/Masterlist-Editing.md b/Masterlist-Editing.md index 43e9a67..f0ad964 100644 --- a/Masterlist-Editing.md +++ b/Masterlist-Editing.md @@ -14,21 +14,40 @@ The purpose of this page is to give a bit of detail on the masterlist editing pr 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. -* String values should be enclosed in single quotes. If the string contains any single quotes, they should be repeated. String keys in maps should be unquoted. * Child data nodes should be indented two spaces from their parents, for the best trade-off between compactness and readability. * Maps should be written in YAML's "block" style. Lists should also use the "block" style, unless they contain only one element, in which case the "flow" style can be used for compactness. +* Arbitrary string values should be enclosed in single quotes. If the string contains any single quotes, they should be repeated. The string uses below are exempt from quotation, as they have a very limited range of possible values. + * Message types + * Bash Tag names + * YAML map keys + * Language codes + * URLs given in location data structures. The above points are illustrated in the following example. ```yaml -A: - - 'This string''s not twine.' - - 'AB' - - 'AC' -B: [ 'BA' ] +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 ] ``` ```yaml -{A: [ This string's not twine., AB, AC ], B: [ BA ]} +{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. From eba714c47f744481fcf823937c82e205f9107750 Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Mon, 4 Nov 2013 11:57:07 -0800 Subject: [PATCH 056/236] Updated Masterlist Editing (markdown) --- Masterlist-Editing.md | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) diff --git a/Masterlist-Editing.md b/Masterlist-Editing.md index f0ad964..8a0b54a 100644 --- a/Masterlist-Editing.md +++ b/Masterlist-Editing.md @@ -78,20 +78,20 @@ An example demonstrating just how much of a difference anchors/aliases can make: ```yaml common: - &useBP - type: 'say' + type: say content: - str: 'Use Bashed Patch tweak instead.' - lang: 'eng' + lang: eng - str: 'Используйте вместо этого настройку башед патча.' - lang: 'rus' + 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' + lang: eng - str: 'Не очищать. "Грязные" правки оставлены специально и требуются для функционирования мода.' - lang: 'rus' + lang: rus - &skse1.6.5 name: '..\skse_loader.exe' display: 'Skyrim Script Extender v1.6.5+' From 0d929a96665dee9565aec4f38eeb2e5f2660ee09 Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Mon, 4 Nov 2013 12:21:06 -0800 Subject: [PATCH 057/236] Updated Masterlist Editing (markdown) --- Masterlist-Editing.md | 3 +-- 1 file changed, 1 insertion(+), 2 deletions(-) diff --git a/Masterlist-Editing.md b/Masterlist-Editing.md index 8a0b54a..04265d2 100644 --- a/Masterlist-Editing.md +++ b/Masterlist-Editing.md @@ -21,7 +21,6 @@ For consistency and to make it easier for people to understand what others have * Bash Tag names * YAML map keys * Language codes - * URLs given in location data structures. The above points are illustrated in the following example. @@ -44,7 +43,7 @@ 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 ] +url: [ 'http://oblivion.nexusmods.com/mods/15256' ] ``` ```yaml {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 ]} From 061b2bd1eab67a3c171cd1f02ec69a966fe1889a Mon Sep 17 00:00:00 2001 From: Sharlikran Date: Sun, 1 Dec 2013 13:48:40 -0800 Subject: [PATCH 058/236] Updated Beth-Nexus Names --- Team-Members.md | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/Team-Members.md b/Team-Members.md index 13ed502..7158393 100644 --- a/Team-Members.md +++ b/Team-Members.md @@ -6,13 +6,13 @@ The tables on this page summarise the current and past membership of the BOSS te GitHubBethesdaNexusOblivionSkyrimFallout 3Fallout: New Vegas Aellis-BOSSAellis✓✓ - egocarib-✓ + egocaribegocarib-✓ Freso✓ ineedbettername-✓ LotteryDiscountz✓ niveuseverto✓ noxwylliyumichan✓✓ - Sharlikran✓ + SharlikranSharlikranSharlikran✓ SilentSpikeSilentSpike69✓ TokcDKTokc.D.K.✓✓ William-ImmWilliam ImmWilliamImm✓✓ From be00a5d9f1c48ccc05bdb4e9c300d9e3b9f05657 Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Sat, 21 Dec 2013 11:28:53 -0800 Subject: [PATCH 059/236] Updated Team Members (markdown) --- Team-Members.md | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/Team-Members.md b/Team-Members.md index 7158393..3714ac1 100644 --- a/Team-Members.md +++ b/Team-Members.md @@ -12,7 +12,8 @@ The tables on this page summarise the current and past membership of the BOSS te LotteryDiscountz✓ niveuseverto✓ noxwylliyumichan✓✓ - SharlikranSharlikranSharlikran✓ + PacificMorrowind✓✓ + Sharlikran✓ SilentSpikeSilentSpike69✓ TokcDKTokc.D.K.✓✓ William-ImmWilliam ImmWilliamImm✓✓ @@ -26,7 +27,6 @@ The status of the following members is currently unknown: MemberAdminCodeContributes To Masterlist OblivionSkyrimFallout 3Fallout: New Vegas - PacificMorrowind✓✓✓✓ Random007✓✓✓ scrapperrm✓ From f106e93c384f2edf6ff3f5059699ee08c7910fc1 Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Mon, 13 Jan 2014 23:25:15 -0800 Subject: [PATCH 060/236] Updated Masterlist Editing (markdown) --- Masterlist-Editing.md | 21 +++++++++++++++++++++ 1 file changed, 21 insertions(+) diff --git a/Masterlist-Editing.md b/Masterlist-Editing.md index 04265d2..cf2937e 100644 --- a/Masterlist-Editing.md +++ b/Masterlist-Editing.md @@ -66,6 +66,27 @@ http://boss-developers.github.io/search/?game=&search= where `` can be one of `oblivion`, `skyrim`, `fallout3` and `falloutnv`. `` is the string you want to search for. +### Multiple Matching Plugin Entries + +In v2, if a plugin had more than one matching entry in the masterlist, only one of those entries would be used. In v3, matching entries are partially merged, making having multiple matching entries a useful strategy in some cases. + + + + +
Plugin Data Structure FieldMerge Behaviour (merging B into A) +
nameNot merged +
enabledReplaced, but must be `true` anyway. +
priorityReplaced by B's value. +
afterMerged. If A and B both contain an entry with the same name value, B's copy is skipped. +
reqMerged. If A and B both contain an entry with the same name value, B's copy is skipped. +
incMerged. If A and B both contain an entry with the same name value, B's copy is skipped. +
msgMerged. If A and B both contain an entry with the same content string (if there are multiple content strings, the first is checked), then B's copy is skipped. +
tagMerged. If A and B both contain an entry with the same name value, B's copy is skipped, unless one is suggesting the tag for addition and the other is suggesting it for removal, in which case both entries are kept. +
urlCurrently skipped by the parser, so neither A nor B will contain any entries anyway. +
dirty`Merged. If A and B both contain an entry with the same crc value, B's copy is skipped. +
+ +Merging only takes place if both entries have their `enabled` field set to `true` (which is the default if unspecified). ### Common Metadata 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. From c7ba4bed98de9baff1b51f2c01f882065bb323b9 Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Wed, 15 Jan 2014 02:42:41 -0800 Subject: [PATCH 061/236] Updated Masterlist Editing (markdown) --- Masterlist-Editing.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Masterlist-Editing.md b/Masterlist-Editing.md index cf2937e..c36fde0 100644 --- a/Masterlist-Editing.md +++ b/Masterlist-Editing.md @@ -5,7 +5,7 @@ The purpose of this page is to give a bit of detail on the masterlist editing pr * Only make edits/additions you're confident about - otherwise discuss on the Bethsoft forum threads or via Private Message. You can also create an issue in the masterlist repository's issue tracker. * Check out the masterlists and become familiar with the comments and categorisations therein. See the [Metadata Syntax](http://boss-developers.github.io/docs/BOSS%20Metadata%20Syntax.html) document for the details. * If you're using Notepad++, you can set it to use spaces instead of tabs when you press the tab key on your keyboard, avoiding YAML parsing errors. To do this, go to Settings > Preferences > Tab Settings > Replace by space. A value of 4 is most common. -* Make as many silent comments as you want within the masterlists - it doesn't hurt (within reason). +* Make as many silent comments as you want within the masterlists - it doesn't hurt (within reason). However, make sure to put them *above* the line(s) that they refer to. * Use blank lines to separate mods that are grouped together or where it helps readability. * Where you put a plugin doesn't matter - you may want to see if there are any related plugins in the masterlist already and group them together, or you can just add the plugin to the end of the list. * Test your changes before uploading them, to make sure you didn't make any syntax mistakes. This is best done by running your edited masterlist through BOSS - make sure to first disable masterlist updating though, or else BOSS may overwrite your edited one with the latest in the repository! From 15c92153ae6313d8f0cba3b0d2b2efb7358dc145 Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Wed, 29 Jan 2014 00:14:11 -0800 Subject: [PATCH 062/236] Updated Team Members (markdown) --- Team-Members.md | 13 ++----------- 1 file changed, 2 insertions(+), 11 deletions(-) diff --git a/Team-Members.md b/Team-Members.md index 3714ac1..a37d334 100644 --- a/Team-Members.md +++ b/Team-Members.md @@ -20,17 +20,6 @@ The tables on this page summarise the current and past membership of the BOSS te WrinklyNinja✓✓ -The status of the following members is currently unknown: - - - - -
MemberAdminCodeContributes To Masterlist -
OblivionSkyrimFallout 3Fallout: New Vegas -
Random007 -
scrapperrm -
- Members who have since left the project are credited below: @@ -49,8 +38,10 @@ Members who have since left the project are credited below:
Malonn
Peste
Psymon +
Random007
Red Eye
RiddlingLynx +
scrapperrm
Skyline
Space Oden69
Televator From b758fc2e2a5089ab4c21d1ff417d48f682301796 Mon Sep 17 00:00:00 2001 From: SilentSpike Date: Fri, 31 Jan 2014 15:33:12 -0800 Subject: [PATCH 063/236] Created Using symbolic links to test your changes (markdown) --- Using-symbolic-links-to-test-your-changes.md | 17 +++++++++++++++++ 1 file changed, 17 insertions(+) create mode 100644 Using-symbolic-links-to-test-your-changes.md diff --git a/Using-symbolic-links-to-test-your-changes.md b/Using-symbolic-links-to-test-your-changes.md new file mode 100644 index 0000000..93575a0 --- /dev/null +++ b/Using-symbolic-links-to-test-your-changes.md @@ -0,0 +1,17 @@ +The purpose of this page is to explain how symbolic links can be set up to easily test changes made in your local masterlist repository. (Written for a windows system) + + +### The Process + +1. Run BOSS once for the game you intend to create a symbolic link for. This ensures the required directories are created. +2. Turn off `Update masterlist before sorting` in the settings of BOSS and then close the program. If you leave this setting on and run BOSS after creating a symbolic link BOSS will overwrite any changes you make locally. +3. Find the directory BOSS uses. This can be reached by entering `%localappdata%/BOSS` into the start menu's search box. +4. Go into the game's folder and `shift+rightclick` on `masterlist.yaml`. Choose to `copy as path` and then delete the file. We're going to create a symbolic link in place of this file and windows won't let us do that if it's still present. +5. Start the command line in administrator mode (required to create symbolic links). The quickest way to do this is to enter `cmd` into the start menu search box and then hit `ctrl+shift+enter`. +6. In the command window enter `mklink `. `link path` is going to be the absolute path we copied earlier. You can paste this in place by right clicking the command window. `target path` is going to be the absolute path to `masterlist.yaml` in your local github repository - you should know where this is. +7. Repeat for each game you intend to work with. + +### Things to Know + +* To update the masterlist for BOSS in normal use you will need to sync your local repository with github. (BOSS can still do it, but I believe it would cause complications when using git). +* The BOSS report will not be able to give you the SHA for the masterlist it processed. It will always be the one in your local repository though so this isn't an issue. \ No newline at end of file From 5d15ca92f6238a8b91d4b79e37e9ac4ba91e4ae9 Mon Sep 17 00:00:00 2001 From: SilentSpike Date: Fri, 31 Jan 2014 15:35:58 -0800 Subject: [PATCH 064/236] Updated Using symbolic links to test your changes (markdown) --- Using-symbolic-links-to-test-your-changes.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Using-symbolic-links-to-test-your-changes.md b/Using-symbolic-links-to-test-your-changes.md index 93575a0..8794ffc 100644 --- a/Using-symbolic-links-to-test-your-changes.md +++ b/Using-symbolic-links-to-test-your-changes.md @@ -4,7 +4,7 @@ The purpose of this page is to explain how symbolic links can be set up to easil ### The Process 1. Run BOSS once for the game you intend to create a symbolic link for. This ensures the required directories are created. -2. Turn off `Update masterlist before sorting` in the settings of BOSS and then close the program. If you leave this setting on and run BOSS after creating a symbolic link BOSS will overwrite any changes you make locally. +2. Turn off `Update masterlist before sorting` in the settings of BOSS and then close the program. If you leave this setting on any changes you make in your local repository will be overwritten by BOSS. 3. Find the directory BOSS uses. This can be reached by entering `%localappdata%/BOSS` into the start menu's search box. 4. Go into the game's folder and `shift+rightclick` on `masterlist.yaml`. Choose to `copy as path` and then delete the file. We're going to create a symbolic link in place of this file and windows won't let us do that if it's still present. 5. Start the command line in administrator mode (required to create symbolic links). The quickest way to do this is to enter `cmd` into the start menu search box and then hit `ctrl+shift+enter`. From bad6c9941fc89adedd50d15bd14aec0a9a92340b Mon Sep 17 00:00:00 2001 From: SilentSpike Date: Fri, 31 Jan 2014 15:38:12 -0800 Subject: [PATCH 065/236] Updated Using symbolic links to test your changes (markdown) --- Using-symbolic-links-to-test-your-changes.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Using-symbolic-links-to-test-your-changes.md b/Using-symbolic-links-to-test-your-changes.md index 8794ffc..cad9fe4 100644 --- a/Using-symbolic-links-to-test-your-changes.md +++ b/Using-symbolic-links-to-test-your-changes.md @@ -8,7 +8,7 @@ The purpose of this page is to explain how symbolic links can be set up to easil 3. Find the directory BOSS uses. This can be reached by entering `%localappdata%/BOSS` into the start menu's search box. 4. Go into the game's folder and `shift+rightclick` on `masterlist.yaml`. Choose to `copy as path` and then delete the file. We're going to create a symbolic link in place of this file and windows won't let us do that if it's still present. 5. Start the command line in administrator mode (required to create symbolic links). The quickest way to do this is to enter `cmd` into the start menu search box and then hit `ctrl+shift+enter`. -6. In the command window enter `mklink `. `link path` is going to be the absolute path we copied earlier. You can paste this in place by right clicking the command window. `target path` is going to be the absolute path to `masterlist.yaml` in your local github repository - you should know where this is. +6. In the command window enter `mklink `. `` is going to be the absolute path we copied earlier. You can paste this in place by right clicking the command window. `` is going to be the absolute path to `masterlist.yaml` in your local github repository - you should know where this is. 7. Repeat for each game you intend to work with. ### Things to Know From 80f0b19e6cc3f63920130950accbdcbdd6ac1405 Mon Sep 17 00:00:00 2001 From: SilentSpike Date: Fri, 31 Jan 2014 15:40:15 -0800 Subject: [PATCH 066/236] Updated Using symbolic links to test your changes (markdown) --- ...changes.md => Quickly-Test-Your-Changes-with-Symbolic-Links.md | 0 1 file changed, 0 insertions(+), 0 deletions(-) rename Using-symbolic-links-to-test-your-changes.md => Quickly-Test-Your-Changes-with-Symbolic-Links.md (100%) diff --git a/Using-symbolic-links-to-test-your-changes.md b/Quickly-Test-Your-Changes-with-Symbolic-Links.md similarity index 100% rename from Using-symbolic-links-to-test-your-changes.md rename to Quickly-Test-Your-Changes-with-Symbolic-Links.md From 828754d97eee0127949c96546e69988d09b2de3e Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Sun, 2 Feb 2014 10:36:29 -0800 Subject: [PATCH 067/236] Updated Member Responsibilities (markdown) --- Member-Responsibilities.md | 2 ++ 1 file changed, 2 insertions(+) diff --git a/Member-Responsibilities.md b/Member-Responsibilities.md index c04e272..0ac3bec 100644 --- a/Member-Responsibilities.md +++ b/Member-Responsibilities.md @@ -9,6 +9,8 @@ For the game(s) which masterlist(s) you maintain: * Consider and make any changes suggested on the forum thread or by PM (discuss the changes first if you think it is warranted). * Create a new thread whenever the current one reaches its 200 post limit. See [[Thread Management|Thread-Management]] for instructions. +With BOSS v3's release, there will be two versions of the masterlists existing in parallel. The v2 masterlists will be officially unmaintained, but if you want to make changes to them, you're welcome to do so (though you might need to get permissions for the Google Code repository, if you're a newer member). + ### Admins When discussions on policy or particular changes stalemate, you get to make a decision on the result. That doesn't mean people will listen, of course... :P It's always good to try to reach consensus, and other admins can also make a different decision, so you might still have to argue it over with them. From a37a7d73618b85d8056ebcd40ac03a9172f63809 Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Thu, 20 Feb 2014 12:22:39 -0800 Subject: [PATCH 068/236] Updated with alternative method. --- ...y-Test-Your-Changes-with-Symbolic-Links.md | 17 --------- Quickly-Testing-Your-Masterlist-Changes.md | 38 +++++++++++++++++++ 2 files changed, 38 insertions(+), 17 deletions(-) delete mode 100644 Quickly-Test-Your-Changes-with-Symbolic-Links.md create mode 100644 Quickly-Testing-Your-Masterlist-Changes.md diff --git a/Quickly-Test-Your-Changes-with-Symbolic-Links.md b/Quickly-Test-Your-Changes-with-Symbolic-Links.md deleted file mode 100644 index cad9fe4..0000000 --- a/Quickly-Test-Your-Changes-with-Symbolic-Links.md +++ /dev/null @@ -1,17 +0,0 @@ -The purpose of this page is to explain how symbolic links can be set up to easily test changes made in your local masterlist repository. (Written for a windows system) - - -### The Process - -1. Run BOSS once for the game you intend to create a symbolic link for. This ensures the required directories are created. -2. Turn off `Update masterlist before sorting` in the settings of BOSS and then close the program. If you leave this setting on any changes you make in your local repository will be overwritten by BOSS. -3. Find the directory BOSS uses. This can be reached by entering `%localappdata%/BOSS` into the start menu's search box. -4. Go into the game's folder and `shift+rightclick` on `masterlist.yaml`. Choose to `copy as path` and then delete the file. We're going to create a symbolic link in place of this file and windows won't let us do that if it's still present. -5. Start the command line in administrator mode (required to create symbolic links). The quickest way to do this is to enter `cmd` into the start menu search box and then hit `ctrl+shift+enter`. -6. In the command window enter `mklink `. `` is going to be the absolute path we copied earlier. You can paste this in place by right clicking the command window. `` is going to be the absolute path to `masterlist.yaml` in your local github repository - you should know where this is. -7. Repeat for each game you intend to work with. - -### Things to Know - -* To update the masterlist for BOSS in normal use you will need to sync your local repository with github. (BOSS can still do it, but I believe it would cause complications when using git). -* The BOSS report will not be able to give you the SHA for the masterlist it processed. It will always be the one in your local repository though so this isn't an issue. \ No newline at end of file diff --git a/Quickly-Testing-Your-Masterlist-Changes.md b/Quickly-Testing-Your-Masterlist-Changes.md new file mode 100644 index 0000000..01a77ec --- /dev/null +++ b/Quickly-Testing-Your-Masterlist-Changes.md @@ -0,0 +1,38 @@ +You can easily test your masterlist changes *before* syncing them to the online repository, by using one of two methods. Each has advantages and disadvantages, so pick whichever is most suitable for your workflow. + +Because both methods make BOSS use your local repository rather than the online one, you'll have to keep your local repository synced with the online one separately - BOSS won't update it for you. + +### Using BOSS's "Masterlist Repository URL" Setting + +Advantages: +* No messing around with the command line. +* Displays the masterlist revision in the BOSS report correctly. + +Disadvantages: +* Requires commits to be made *before* testing, so any fixes for issues found will require additional commits (a trivial disadvantage, really, but still). + +#### Method + +1. Run BOSS, and open its settings window. +2. Select the game whose masterlist you want to test, and click "Edit Game...". +3. In the Masterlist Repository URL setting's text box, enter the path to your local repository. Eg. if you have the Skyrim masterlist repository at `C:\foo\bar\boss-skyrim`, then put that in the box. +4. Apply the settings, then close and relaunch BOSS. BOSS will now update using your local repository instead of the online one. + +### Using Symbolic Links + +Advantages: +* Can test changes at any time, without having to make commits first. + +Disadvantages: +* Requires some command line action. +* BOSS won't be able to tell you what masterlist revision you're using. + +#### The Process + +1. Run BOSS once for the game you intend to create a symbolic link for. This ensures the required directories are created. +2. Turn off `Update masterlist before sorting` in the settings of BOSS and then close the program. If you leave this setting on any changes you make in your local repository will be overwritten by BOSS. +3. Find the directory BOSS uses. This can be reached by entering `%localappdata%/BOSS` into the start menu's search box. +4. Go into the game's folder and `shift+rightclick` on `masterlist.yaml`. Choose to `copy as path` and then delete the file. We're going to create a symbolic link in place of this file and windows won't let us do that if it's still present. +5. Start the command line in administrator mode (required to create symbolic links). The quickest way to do this is to enter `cmd` into the start menu search box and then hit `ctrl+shift+enter`. +6. In the command window enter `mklink `. `` is going to be the absolute path we copied earlier. You can paste this in place by right clicking the command window. `` is going to be the absolute path to `masterlist.yaml` in your local github repository - you should know where this is. +7. Repeat for each game you intend to work with. \ No newline at end of file From 71761415e1ac5af232fbb10dc81c309a5b818262 Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Thu, 20 Feb 2014 12:25:01 -0800 Subject: [PATCH 069/236] Updated Masterlist Editing (markdown) --- Masterlist-Editing.md | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/Masterlist-Editing.md b/Masterlist-Editing.md index c36fde0..b849c84 100644 --- a/Masterlist-Editing.md +++ b/Masterlist-Editing.md @@ -3,7 +3,7 @@ The purpose of this page is to give a bit of detail on the masterlist editing pr ### General Hints * Only make edits/additions you're confident about - otherwise discuss on the Bethsoft forum threads or via Private Message. You can also create an issue in the masterlist repository's issue tracker. -* Check out the masterlists and become familiar with the comments and categorisations therein. See the [Metadata Syntax](http://boss-developers.github.io/docs/BOSS%20Metadata%20Syntax.html) document for the details. +* Check out the masterlists and become familiar with the comments and categorisations therein. See the [Metadata Syntax](http://boss-developers.github.io/docs/dev/BOSS%20Metadata%20Syntax.html) document for the details. * If you're using Notepad++, you can set it to use spaces instead of tabs when you press the tab key on your keyboard, avoiding YAML parsing errors. To do this, go to Settings > Preferences > Tab Settings > Replace by space. A value of 4 is most common. * Make as many silent comments as you want within the masterlists - it doesn't hurt (within reason). However, make sure to put them *above* the line(s) that they refer to. * Use blank lines to separate mods that are grouped together or where it helps readability. @@ -166,7 +166,7 @@ If you add a message, there are two ways to go about getting it translated into ### Differences From v2 -The differences are all detailed in the [Metadata Syntax](http://boss-developers.github.io/docs/BOSS%20Metadata%20Syntax.html) document. A few key behavioural differences are worth highlighting here though: +The differences are all detailed in the [Metadata Syntax](http://boss-developers.github.io/docs/dev/BOSS%20Metadata%20Syntax.html) document. A few key behavioural differences are worth highlighting here though: * In v2, each condition that checked the CRC of a different plugin would increase execution time, and there was a hierarchy of condition performance generally. In v3, all conditions are cached so they get calculated a maximum of once, and CRCs are calculated anyway during sorting, so they introduce no additional performance hit (and indeed are quicker than regex checks for it). Basically, conditions can no longer realistically impact performance in a noticeable way. * In v2, compound conditions were evaluated left-to-right. In v3, they are evaluated according to the standard rules of operator precedence, ie. `` before `not` before `and` before `or`. \ No newline at end of file From 74b1cc46e0bb7f99d7a375920854d81ed1523177 Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Thu, 20 Feb 2014 12:25:28 -0800 Subject: [PATCH 070/236] Updated New Members Getting Started (markdown) --- New-Members-Getting-Started.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/New-Members-Getting-Started.md b/New-Members-Getting-Started.md index 1f2aa46..2d6d296 100644 --- a/New-Members-Getting-Started.md +++ b/New-Members-Getting-Started.md @@ -44,7 +44,7 @@ Now remember to sync your repository! ### Further Reading -Before continuing, see the [[Guidelines|Guidelines]] page to familiarise yourself with the recommendations and team policies detailed there. The [[Masterlist Editing|Masterlist-Editing]] page gives more information on how to go about making changes to the masterlists, while the [Metadata Syntax documentation](http://boss-developers.github.io/docs/BOSS%20Metadata%20Syntax.html) details the actual format and syntax used by the masterlists. +Before continuing, see the [[Guidelines|Guidelines]] page to familiarise yourself with the recommendations and team policies detailed there. The [[Masterlist Editing|Masterlist-Editing]] page gives more information on how to go about making changes to the masterlists, while the [Metadata Syntax documentation](http://boss-developers.github.io/docs/dev/BOSS%20Metadata%20Syntax.html) details the actual format and syntax used by the masterlists. ### Getting Help From fe2b54b60376756b1529235ae9c805808450eb9f Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Thu, 20 Feb 2014 12:31:11 -0800 Subject: [PATCH 071/236] Updated Masterlist Editing (markdown) --- Masterlist-Editing.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Masterlist-Editing.md b/Masterlist-Editing.md index b849c84..d22bd9d 100644 --- a/Masterlist-Editing.md +++ b/Masterlist-Editing.md @@ -8,7 +8,7 @@ The purpose of this page is to give a bit of detail on the masterlist editing pr * Make as many silent comments as you want within the masterlists - it doesn't hurt (within reason). However, make sure to put them *above* the line(s) that they refer to. * Use blank lines to separate mods that are grouped together or where it helps readability. * Where you put a plugin doesn't matter - you may want to see if there are any related plugins in the masterlist already and group them together, or you can just add the plugin to the end of the list. -* Test your changes before uploading them, to make sure you didn't make any syntax mistakes. This is best done by running your edited masterlist through BOSS - make sure to first disable masterlist updating though, or else BOSS may overwrite your edited one with the latest in the repository! +* Test your changes before uploading them, to make sure you didn't make any syntax mistakes. See [[Quickly Testing Your Masterlist Changes|Quickly-Testing-Your-Masterlist-Changes]] for instructions. ### Writing Style From 9cb41c32395a2c584ee79a20bff9ba327c462fbf Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Thu, 20 Feb 2014 12:31:57 -0800 Subject: [PATCH 072/236] Updated New Members Getting Started (markdown) From 188655e365156df5f824bdb640a802e57d85f1f1 Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Thu, 20 Feb 2014 12:40:28 -0800 Subject: [PATCH 073/236] Updated Team Members (markdown) --- Team-Members.md | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/Team-Members.md b/Team-Members.md index a37d334..f31cfe9 100644 --- a/Team-Members.md +++ b/Team-Members.md @@ -1,4 +1,4 @@ -The tables on this page summarise the current and past membership of the BOSS team (except those members who were removed without having contributed anything), and are copied into the BOSS readme shortly before each new release. +The tables on this page summarise the current and past membership of the BOSS team (except those members who were removed without having contributed anything). @@ -52,4 +52,4 @@ Members who have since left the project are credited below:
Zoe.Alice.Kahala
-Note: Arthmoor has decided not to follow BOSS onto GitHub, but until the move is final, he's still actually a member. \ No newline at end of file +(This page is linked to in the readme, so should not be deleted.) \ No newline at end of file From c3ff48f51bca7998f81e3bd003a3040c6f223328 Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Thu, 20 Feb 2014 12:43:00 -0800 Subject: [PATCH 074/236] Updated Team Members (markdown) --- Team-Members.md | 2 ++ 1 file changed, 2 insertions(+) diff --git a/Team-Members.md b/Team-Members.md index f31cfe9..b0c8107 100644 --- a/Team-Members.md +++ b/Team-Members.md @@ -1,5 +1,7 @@ The tables on this page summarise the current and past membership of the BOSS team (except those members who were removed without having contributed anything). +In alphabetical order, the current team members are: + -
MemberAdminCodeContributes To Masterlist From 8768074a80edb260cd4830c58dcef0dcdc6b3b75 Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Thu, 20 Feb 2014 12:43:58 -0800 Subject: [PATCH 075/236] Updated Home (markdown) --- Home.md | 6 +----- 1 file changed, 1 insertion(+), 5 deletions(-) diff --git a/Home.md b/Home.md index 505f3d3..8e6917a 100644 --- a/Home.md +++ b/Home.md @@ -2,7 +2,7 @@ Welcome to the boss-developers.github.io wiki! ### BOSS Elsewhere -BOSS can also be found on: +In addition to GitHub and the forum threads linked to on BOSS's homepage, BOSS can also be found on: * [Ohloh](https://www.ohloh.net/p/better-oblivion-sorting-software) * [Google Code](https://code.google.com/p/better-oblivion-sorting-software/) @@ -10,8 +10,4 @@ BOSS can also be found on: * [Skyrim Nexus](http://skyrim.nexusmods.com/mods/6/) * [Fallout 3 Nexus](http://fallout3.nexusmods.com/mods/10193/) * [New Vegas Nexus](http://newvegas.nexusmods.com/mods/35999/) -* [Bethesda Softworks Forums - Oblivion Mods](http://forums.bethsoft.com/topic/1434397-rel-boss-for-oblivion/) -* [Bethesda Softworks Forums - Skyrim Mods](http://forums.bethsoft.com/topic/1472899-relz-boss-for-skyrim/) -* [Bethesda Softworks Forums - Fallout 3 Mods](http://forums.bethsoft.com/topic/1282711-relz-boss-for-fo3-thread-4/) -* [Bethesda Softworks Forums - Fallout:New Vegas Mods](http://forums.bethsoft.com/topic/1313081-rel-boss-for-fallout-new-vegas/) * [Dark Creations Bugzilla Tracker](http://bugzilla.darkcreations.org/describecomponents.cgi?product=BOSS) \ No newline at end of file From bce4c30e76d38ee7d5b1a390df7289de6c3090a3 Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Thu, 20 Feb 2014 12:54:19 -0800 Subject: [PATCH 076/236] Created New Release Checklist (markdown) --- New-Release-Checklist.md | 48 ++++++++++++++++++++++++++++++++++++++++ 1 file changed, 48 insertions(+) create mode 100644 New-Release-Checklist.md diff --git a/New-Release-Checklist.md b/New-Release-Checklist.md new file mode 100644 index 0000000..01b8161 --- /dev/null +++ b/New-Release-Checklist.md @@ -0,0 +1,48 @@ +What needs to be done to release a new version of BOSS. + +### Preparation + +1. Make sure that the version history has been updated, and the release date has been filled in. +2. Compile the .mo translation files from the .po files in the `boss-code` repository. + +### Packaging & Release + +1. Compile the .mo translation files from the .po files in the repository. +2. Build an x86 BOSS executable. +3. Compile the installer. +4. Put together the 7-zip archive. +5. Create a release on GitHub and add the installer and archive to it. + +### Website + +1. Update the link on the homepage to point to the new release. +2. Commit the release's documentation to an appropriate subfolder in the `docs` directory, and update `docs/index.html` to list it. + +### Masterlists + +Update the "update released" message version check in each masterlist: +* Oblivion +* Skyrim +* Fallout 3 +* Fallout: New Vegas + +### Forum Threads + +Post a notification in each of the official threads. These are linked to on BOSS's [homepage](http://boss-developers.github.io). + +### Nexus Sites + +Update the version numbers on each Nexus file entry: +* [Oblivion Nexus](http://oblivion.nexusmods.com/mods/20516/) +* [Skyrim Nexus](http://skyrim.nexusmods.com/mods/6/) +* [Fallout 3 Nexus](http://fallout3.nexusmods.com/mods/10193/) +* [New Vegas Nexus](http://newvegas.nexusmods.com/mods/35999/) + +### Initial v3 Release + +The initial v3 release will also require some additional tasks to wrap up the move from Google Code: + +* Push my latest commits to the `boss-developers.github.io` repository. +* Remove the Bugzilla link from the [Google Code page](https://code.google.com/p/better-oblivion-sorting-software/). +* Un-feature the v2.1.1 downloads at Google Code. +* Change the "we've moved" message at Google Code to reflect v3 being released. \ No newline at end of file From 57bb739516deb80bf80755b7231cb666ad454db7 Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Fri, 28 Feb 2014 06:29:18 -0800 Subject: [PATCH 077/236] Updated Team Members (markdown) --- Team-Members.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Team-Members.md b/Team-Members.md index b0c8107..5b489e0 100644 --- a/Team-Members.md +++ b/Team-Members.md @@ -8,7 +8,7 @@ In alphabetical order, the current team members are:
GitHubBethesdaNexusOblivionSkyrimFallout 3Fallout: New Vegas
Aellis-BOSSAellis -
egocaribegocarib- +
egocarib-
Freso
ineedbettername-
LotteryDiscountz From 97ef8bbaaea1210bc53e1f65adb640f9cd0d8a1d Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Wed, 5 Mar 2014 13:05:48 -0800 Subject: [PATCH 078/236] Removed BOSS stuff. --- Home.md | 14 +------------- 1 file changed, 1 insertion(+), 13 deletions(-) diff --git a/Home.md b/Home.md index 8e6917a..1d56b7a 100644 --- a/Home.md +++ b/Home.md @@ -1,13 +1 @@ -Welcome to the boss-developers.github.io wiki! - -### BOSS Elsewhere - -In addition to GitHub and the forum threads linked to on BOSS's homepage, BOSS can also be found on: - -* [Ohloh](https://www.ohloh.net/p/better-oblivion-sorting-software) -* [Google Code](https://code.google.com/p/better-oblivion-sorting-software/) -* [Oblivion Nexus](http://oblivion.nexusmods.com/mods/20516/) -* [Skyrim Nexus](http://skyrim.nexusmods.com/mods/6/) -* [Fallout 3 Nexus](http://fallout3.nexusmods.com/mods/10193/) -* [New Vegas Nexus](http://newvegas.nexusmods.com/mods/35999/) -* [Dark Creations Bugzilla Tracker](http://bugzilla.darkcreations.org/describecomponents.cgi?product=BOSS) \ No newline at end of file +Welcome to the loot.github.io wiki! \ No newline at end of file From aac1d01bebf81b3e682a9239c5246faf1f4f502d Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Wed, 5 Mar 2014 13:15:42 -0800 Subject: [PATCH 079/236] Updated Guidelines (markdown) --- Guidelines.md | 12 ++++++------ 1 file changed, 6 insertions(+), 6 deletions(-) diff --git a/Guidelines.md b/Guidelines.md index 50425c5..3c5a8af 100644 --- a/Guidelines.md +++ b/Guidelines.md @@ -15,26 +15,26 @@ Plugins that are not available to the public are not suitable for inclusion in t #### Link Requesting -Sometimes it is necessary for a BOSS committer 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 of BOSS's 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). +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 BOSS's 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 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. #### Membership Removal -This covers removing an individual from the BOSS team purely due to inactivity on their part. We haven't yet needed a policy for removing team members otherwise. +This covers removing an individual from the team purely due to inactivity on their part. We haven't yet needed a policy for removing team members otherwise. -To avoid bloating the BOSS team membership and reducing the potential security risk a large member count represents, individuals can be removed from the BOSS team if they have made no contributions to the masterlists. There are two cases for this: +To avoid bloating the team membership, individuals can be removed from the team if they have made no contributions to the masterlists. There are two cases for this: * If a newly-added member does not make any commits within the first month of their membership being awarded, they can be removed without credit. * If a member does not make any commits within the most recent two calendar months (ie. it's not a rolling check, just once a month), they can be removed with credit. In either case, an email should be sent to the member's given email address containing the following notification: -> You've been removed from the BOSS team membership according to our membership removal policy (see our Guidelines wiki page for details). If you wish to contribute again in future please contact a BOSS admin saying so and you will be reinstated. +> You've been removed from the LOOT team membership according to our membership removal policy (see our Guidelines wiki page for details). If you wish to contribute again in future please contact a LOOT admin saying so and you will be reinstated. -For removal "with credit", this means that they remain credited as a BOSS team member in the BOSS readme, but are marked as inactive. +For removal "with credit", this means that they remain credited as a LOOT team member, but are moved to the list of inactive members. Member activity is most easily checked by scrolling back through the commit history and making a list of the authors displayed. Anyone not listed has been inactive. From 255f9569e6d3a506e981b99c0b2717ff3f943cee Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Wed, 5 Mar 2014 13:18:12 -0800 Subject: [PATCH 080/236] Updated Masterlist Editing (markdown) --- Masterlist-Editing.md | 27 ++++++++++----------------- 1 file changed, 10 insertions(+), 17 deletions(-) diff --git a/Masterlist-Editing.md b/Masterlist-Editing.md index d22bd9d..66aa0ec 100644 --- a/Masterlist-Editing.md +++ b/Masterlist-Editing.md @@ -3,7 +3,7 @@ The purpose of this page is to give a bit of detail on the masterlist editing pr ### General Hints * Only make edits/additions you're confident about - otherwise discuss on the Bethsoft forum threads or via Private Message. You can also create an issue in the masterlist repository's issue tracker. -* Check out the masterlists and become familiar with the comments and categorisations therein. See the [Metadata Syntax](http://boss-developers.github.io/docs/dev/BOSS%20Metadata%20Syntax.html) document for the details. +* Check out the masterlists and become familiar with the comments and categorisations therein. See the [Metadata Syntax](http://loot.github.io/docs/dev/LOOT%20Metadata%20Syntax.html) document for the details. * If you're using Notepad++, you can set it to use spaces instead of tabs when you press the tab key on your keyboard, avoiding YAML parsing errors. To do this, go to Settings > Preferences > Tab Settings > Replace by space. A value of 4 is most common. * Make as many silent comments as you want within the masterlists - it doesn't hurt (within reason). However, make sure to put them *above* the line(s) that they refer to. * Use blank lines to separate mods that are grouped together or where it helps readability. @@ -54,21 +54,21 @@ Although both are valid YAML, the first is using the correct style, and the seco ### Adding New Entries -Before you add a new entry for a plugin, make sure that there isn't already an existing entry for it. BOSS 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. +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. -Simply opening up the masterlist and doing a `Ctrl-F` search for the plugin filename won't always be enough, because plugin entries can use regular expression matching to match multiple plugin names, and they won't be found. Instead, use the online [Masterlist Search](http://boss-developers.github.io/search/) page to perform a search of the masterlist. +Simply opening up the masterlist and doing a `Ctrl-F` search for the plugin filename won't always be enough, because plugin entries can use regular expression matching to match multiple plugin names, and they won't be found. Instead, use the online [Masterlist Search](http://loot.github.io/search/) page to perform a search of the masterlist. -As well as being able to match regular expressions, it also checks against the same copy of the masterlist that BOSS users get, so you can be sure that it will always be up-to-date. It's case-insensitive and you can even pass search parameters in the URL. The syntax is +As well as being able to match regular expressions, it also checks against the same copy of the masterlist that users get, so you can be sure that it will always be up-to-date. It's case-insensitive and you can even pass search parameters in the URL. The syntax is ```yaml -http://boss-developers.github.io/search/?game=&search= +http://loot.github.io/search/?game=&search= ``` where `` can be one of `oblivion`, `skyrim`, `fallout3` and `falloutnv`. `` is the string you want to search for. ### Multiple Matching Plugin Entries -In v2, if a plugin had more than one matching entry in the masterlist, only one of those entries would be used. In v3, matching entries are partially merged, making having multiple matching entries a useful strategy in some cases. +If a plugin has more than one matching entry in the masterlist, they are partially merged, making having multiple matching entries a useful strategy in some cases. @@ -91,7 +91,7 @@ Merging only takes place if both entries have their `enabled` field set to `true 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 BOSS, 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. +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: @@ -135,7 +135,7 @@ plugins: ``` -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 BOSS would complain, because it expects a certain format, but because BOSS doesn't look at the `common` node, this is OK. +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. ### Dirty Edit Metadata @@ -159,14 +159,7 @@ That should ensure you have the correct information, so you can start to add the ### Translating Messages -If you add a message, there are two ways to go about getting it translated into the other language BOSS supports: +If you add a message, there are two ways to go about getting it translated into the other languages LOOT supports: * If you are fluent in one of the other supported languages, feel free to translate it yourself. Don't just use a translator such as Google Translate though. -* Chances are that you won't be able to translate it into all the languages BOSS supports, so create an issue in the issue tracker for the repository to which the masterlist you're editing belongs. If it's a message defined in the `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. - -### Differences From v2 - -The differences are all detailed in the [Metadata Syntax](http://boss-developers.github.io/docs/dev/BOSS%20Metadata%20Syntax.html) document. A few key behavioural differences are worth highlighting here though: - -* In v2, each condition that checked the CRC of a different plugin would increase execution time, and there was a hierarchy of condition performance generally. In v3, all conditions are cached so they get calculated a maximum of once, and CRCs are calculated anyway during sorting, so they introduce no additional performance hit (and indeed are quicker than regex checks for it). Basically, conditions can no longer realistically impact performance in a noticeable way. -* In v2, compound conditions were evaluated left-to-right. In v3, they are evaluated according to the standard rules of operator precedence, ie. `` before `not` before `and` before `or`. \ No newline at end of file +* Chances are that you won't be able to translate it into all the languages LOOT supports, so create an issue in the issue tracker for the repository to which the masterlist you're editing belongs. If it's a message defined in the `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. \ No newline at end of file From e6d42000d74bc09a607695f9530ff79995f64e4b Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Wed, 5 Mar 2014 13:21:31 -0800 Subject: [PATCH 081/236] Updated Member Responsibilities (markdown) --- Member-Responsibilities.md | 4 +--- 1 file changed, 1 insertion(+), 3 deletions(-) diff --git a/Member-Responsibilities.md b/Member-Responsibilities.md index 0ac3bec..795e73c 100644 --- a/Member-Responsibilities.md +++ b/Member-Responsibilities.md @@ -9,13 +9,11 @@ For the game(s) which masterlist(s) you maintain: * Consider and make any changes suggested on the forum thread or by PM (discuss the changes first if you think it is warranted). * Create a new thread whenever the current one reaches its 200 post limit. See [[Thread Management|Thread-Management]] for instructions. -With BOSS v3's release, there will be two versions of the masterlists existing in parallel. The v2 masterlists will be officially unmaintained, but if you want to make changes to them, you're welcome to do so (though you might need to get permissions for the Google Code repository, if you're a newer member). - ### Admins When discussions on policy or particular changes stalemate, you get to make a decision on the result. That doesn't mean people will listen, of course... :P It's always good to try to reach consensus, and other admins can also make a different decision, so you might still have to argue it over with them. -You're also a more visible contact point for people with queries about BOSS, people may send you PMs with changes too. Just answer queries as best you can, or forward them on to those who you think could answer them better, and either make changes/additions yourself or post them into the relevant BOSS thread for the regular maintainers to process. +You're also a more visible contact point for people with queries about LOOT, people may send you PMs with changes too. Just answer queries as best you can, or forward them on to those who you think could answer them better, and either make changes/additions yourself or post them into the relevant thread for the regular maintainers to process. You're also in charge of managing the membership, which means: From 4979b0a1c63511dedee810b96c7466f026fd604d Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Wed, 5 Mar 2014 13:23:43 -0800 Subject: [PATCH 082/236] Updated New Members Getting Started (markdown) --- New-Members-Getting-Started.md | 16 ++++++++-------- 1 file changed, 8 insertions(+), 8 deletions(-) diff --git a/New-Members-Getting-Started.md b/New-Members-Getting-Started.md index 2d6d296..489ee2b 100644 --- a/New-Members-Getting-Started.md +++ b/New-Members-Getting-Started.md @@ -1,14 +1,14 @@ -First of all, thanks for volunteering to help develop/maintain BOSS! This page will guide you from having just volunteered all the way through to getting set up and making your first contribution. +First of all, thanks for volunteering to help develop/maintain LOOT! This page will guide you from having just volunteered all the way through to getting set up and making your first contribution. ### Registering on GitHub -BOSS uses Git repositories on GitHub to help manage the changes made to its files by the BOSS team members, so you'll need a GitHub account. Sign up for one then send the BOSS team admin you initially contacted your GitHub username. +LOOT uses Git repositories on GitHub to help manage the changes made to its files by the LOOT team members, so you'll need a GitHub account. Sign up for one then send the LOOT team admin you initially contacted your GitHub username. ### Installing a Git Client To work with the Git repositories, you'll also need a Git client. Any client should do, but [GitHub's own client](http://windows.github.com/) is probably the simplest on Windows for those new to Git. This guide will assume that you're using it. -A text editor such as [Notepad++](http://notepad-plus-plus.org/) is highly recommended for working on BOSS's files. +A text editor such as [Notepad++](http://notepad-plus-plus.org/) is highly recommended for working on LOOT's files. ### Setting Up GitHub for Windows @@ -18,9 +18,9 @@ Once you've logged in, Click the "tools" icon at the top middle of the GfW windo ### Cloning Repositories -Before you can start working on the BOSS files, you need to 'clone' their repositories. This means exactly what it suggests - you take a complete copy of an online repository and put it on your computer. +Before you can start working on the LOOT files, you need to 'clone' their repositories. This means exactly what it suggests - you take a complete copy of an online repository and put it on your computer. -On the left side of the GfW window, you'll see an entry for the boss-developers account. Clicking on it will display a list of all the repositories belonging to that account online. To clone a repository, mouse over it in the list and click on the "CLONE" button that gets displayed. +On the left side of the GfW window, you'll see an entry for the loot organisation. Clicking on it will display a list of all the repositories belonging to that account online. To clone a repository, mouse over it in the list and click on the "CLONE" button that gets displayed. Once the repository has been cloned, you can double-click on its entry in the list to go to the repository page. You can't make any changes to the files in the repository here, but this page is used to 'commit' changes (ie. save them to your repository), sync your repository to the online one, and view the history of changes, among other things. @@ -44,12 +44,12 @@ Now remember to sync your repository! ### Further Reading -Before continuing, see the [[Guidelines|Guidelines]] page to familiarise yourself with the recommendations and team policies detailed there. The [[Masterlist Editing|Masterlist-Editing]] page gives more information on how to go about making changes to the masterlists, while the [Metadata Syntax documentation](http://boss-developers.github.io/docs/dev/BOSS%20Metadata%20Syntax.html) details the actual format and syntax used by the masterlists. +Before continuing, see the [[Guidelines|Guidelines]] page to familiarise yourself with the recommendations and team policies detailed there. The [[Masterlist Editing|Masterlist-Editing]] page gives more information on how to go about making changes to the masterlists, while the [Metadata Syntax documentation](http://loot.github.io/docs/dev/LOOT%20Metadata%20Syntax.html) details the actual format and syntax used by the masterlists. ### Getting Help -If you have any problems or questions regarding anything relating to BOSS, feel free to ask current members questions. We can all be contacted by PM - the [[Team Members|Team-Members]] page lists all current members and their usernames on Bethsoft, Nexus and GitHub. +If you have any problems or questions regarding anything relating to LOOT, feel free to ask current members questions. We can all be contacted by PM - the [[Team Members|Team-Members]] page lists all current members and their usernames on Bethsoft, Nexus and GitHub. -Technical questions are best sent to WrinklyNinja, as he's responsible for BOSS's coding. This includes questions relating to things like how BOSS works, the masterlist syntax, etc. +Technical questions are best sent to WrinklyNinja, as he's responsible for LOOT's coding. This includes questions relating to things like how LOOT works, the masterlist syntax, etc. Metadata questions are best sent to members that contribute to the masterlist you are asking about. This includes questions like "what do you think about making X load after Y?" and "Alice said that C should be loading after D, but C has a load of patches, so won't that break something?". \ No newline at end of file From d52a4fe5a5c8b950c925452e2a0f96eab6b9f7ba Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Wed, 5 Mar 2014 13:25:00 -0800 Subject: [PATCH 083/236] Updated New Release Checklist (markdown) --- New-Release-Checklist.md | 29 ++++------------------------- 1 file changed, 4 insertions(+), 25 deletions(-) diff --git a/New-Release-Checklist.md b/New-Release-Checklist.md index 01b8161..0b3db79 100644 --- a/New-Release-Checklist.md +++ b/New-Release-Checklist.md @@ -1,14 +1,14 @@ -What needs to be done to release a new version of BOSS. +What needs to be done to release a new version of LOOT. ### Preparation 1. Make sure that the version history has been updated, and the release date has been filled in. -2. Compile the .mo translation files from the .po files in the `boss-code` repository. +2. Compile the .mo translation files from the .po files in the `loot` repository. ### Packaging & Release 1. Compile the .mo translation files from the .po files in the repository. -2. Build an x86 BOSS executable. +2. Build an x86 LOOT executable. 3. Compile the installer. 4. Put together the 7-zip archive. 5. Create a release on GitHub and add the installer and archive to it. @@ -24,25 +24,4 @@ Update the "update released" message version check in each masterlist: * Oblivion * Skyrim * Fallout 3 -* Fallout: New Vegas - -### Forum Threads - -Post a notification in each of the official threads. These are linked to on BOSS's [homepage](http://boss-developers.github.io). - -### Nexus Sites - -Update the version numbers on each Nexus file entry: -* [Oblivion Nexus](http://oblivion.nexusmods.com/mods/20516/) -* [Skyrim Nexus](http://skyrim.nexusmods.com/mods/6/) -* [Fallout 3 Nexus](http://fallout3.nexusmods.com/mods/10193/) -* [New Vegas Nexus](http://newvegas.nexusmods.com/mods/35999/) - -### Initial v3 Release - -The initial v3 release will also require some additional tasks to wrap up the move from Google Code: - -* Push my latest commits to the `boss-developers.github.io` repository. -* Remove the Bugzilla link from the [Google Code page](https://code.google.com/p/better-oblivion-sorting-software/). -* Un-feature the v2.1.1 downloads at Google Code. -* Change the "we've moved" message at Google Code to reflect v3 being released. \ No newline at end of file +* Fallout: New Vegas \ No newline at end of file From ad4c5b17ac927eb510923136bbf125699c5e2eb0 Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Wed, 5 Mar 2014 13:27:02 -0800 Subject: [PATCH 084/236] Updated Quickly Testing Your Masterlist Changes (markdown) --- Quickly-Testing-Your-Masterlist-Changes.md | 20 ++++++++++---------- 1 file changed, 10 insertions(+), 10 deletions(-) diff --git a/Quickly-Testing-Your-Masterlist-Changes.md b/Quickly-Testing-Your-Masterlist-Changes.md index 01a77ec..848908d 100644 --- a/Quickly-Testing-Your-Masterlist-Changes.md +++ b/Quickly-Testing-Your-Masterlist-Changes.md @@ -1,22 +1,22 @@ You can easily test your masterlist changes *before* syncing them to the online repository, by using one of two methods. Each has advantages and disadvantages, so pick whichever is most suitable for your workflow. -Because both methods make BOSS use your local repository rather than the online one, you'll have to keep your local repository synced with the online one separately - BOSS won't update it for you. +Because both methods make LOOT use your local repository rather than the online one, you'll have to keep your local repository synced with the online one separately - LOOT won't update it for you. -### Using BOSS's "Masterlist Repository URL" Setting +### Using LOOT's "Masterlist Repository URL" Setting Advantages: * No messing around with the command line. -* Displays the masterlist revision in the BOSS report correctly. +* Displays the masterlist revision in the LOOT report correctly. Disadvantages: * Requires commits to be made *before* testing, so any fixes for issues found will require additional commits (a trivial disadvantage, really, but still). #### Method -1. Run BOSS, and open its settings window. +1. Run LOOT, and open its settings window. 2. Select the game whose masterlist you want to test, and click "Edit Game...". -3. In the Masterlist Repository URL setting's text box, enter the path to your local repository. Eg. if you have the Skyrim masterlist repository at `C:\foo\bar\boss-skyrim`, then put that in the box. -4. Apply the settings, then close and relaunch BOSS. BOSS will now update using your local repository instead of the online one. +3. In the Masterlist Repository URL setting's text box, enter the path to your local repository. Eg. if you have the Skyrim masterlist repository at `C:\foo\bar\skyrim`, then put that in the box. +4. Apply the settings, then close and relaunch LOOT. LOOT will now update using your local repository instead of the online one. ### Using Symbolic Links @@ -25,13 +25,13 @@ Advantages: Disadvantages: * Requires some command line action. -* BOSS won't be able to tell you what masterlist revision you're using. +* LOOT won't be able to tell you what masterlist revision you're using. #### The Process -1. Run BOSS once for the game you intend to create a symbolic link for. This ensures the required directories are created. -2. Turn off `Update masterlist before sorting` in the settings of BOSS and then close the program. If you leave this setting on any changes you make in your local repository will be overwritten by BOSS. -3. Find the directory BOSS uses. This can be reached by entering `%localappdata%/BOSS` into the start menu's search box. +1. Run LOOT once for the game you intend to create a symbolic link for. This ensures the required directories are created. +2. Turn off `Update masterlist before sorting` in the settings of LOOT and then close the program. If you leave this setting on any changes you make in your local repository will be overwritten by LOOT. +3. Find the directory LOOT uses. This can be reached by entering `%localappdata%/LOOT` into the start menu's search box. 4. Go into the game's folder and `shift+rightclick` on `masterlist.yaml`. Choose to `copy as path` and then delete the file. We're going to create a symbolic link in place of this file and windows won't let us do that if it's still present. 5. Start the command line in administrator mode (required to create symbolic links). The quickest way to do this is to enter `cmd` into the start menu search box and then hit `ctrl+shift+enter`. 6. In the command window enter `mklink `. `` is going to be the absolute path we copied earlier. You can paste this in place by right clicking the command window. `` is going to be the absolute path to `masterlist.yaml` in your local github repository - you should know where this is. From c448fdcd7ebd12060a68ee87cc6492647b103725 Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Wed, 5 Mar 2014 13:30:15 -0800 Subject: [PATCH 085/236] Updated Team Members (markdown) --- Team-Members.md | 34 ++-------------------------------- 1 file changed, 2 insertions(+), 32 deletions(-) diff --git a/Team-Members.md b/Team-Members.md index 5b489e0..9b448e8 100644 --- a/Team-Members.md +++ b/Team-Members.md @@ -1,4 +1,4 @@ -The tables on this page summarise the current and past membership of the BOSS team (except those members who were removed without having contributed anything). +The tables on this page summarise the current and past membership of the LOOT team (except those members who were removed without having contributed anything). In alphabetical order, the current team members are: @@ -22,36 +22,6 @@ In alphabetical order, the current team members are:
WrinklyNinja
-Members who have since left the project are credited below: - - - -
Ex-MemberAdminCodeContributed To Masterlist -
OblivionSkyrimFallout 3Fallout: New Vegas -
AliTheLord -
Arkangel -
Arthmoor -
Calen Ellefson -
Desidemona -
Gabba -
Leandro Conde -
Loucifer✓ -
lucascomamala -
Malonn✓ -
Peste -
Psymon -
Random007 -
Red Eye✓ -
RiddlingLynx -
scrapperrm -
Skyline✓ -
Space Oden69 -
Televator -
Torrello -
Vacuity -
Valda✓ -
ZiggyX200 -
Zoe.Alice.Kahala -
+No members who have since left the project. (This page is linked to in the readme, so should not be deleted.) \ No newline at end of file From 1531f28702367d31c07c8c0b791203cfbd13f7dc Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Wed, 5 Mar 2014 13:31:21 -0800 Subject: [PATCH 086/236] Destroyed Thread Management (markdown) --- Thread-Management.md | 53 -------------------------------------------- 1 file changed, 53 deletions(-) delete mode 100644 Thread-Management.md diff --git a/Thread-Management.md b/Thread-Management.md deleted file mode 100644 index 10a6b38..0000000 --- a/Thread-Management.md +++ /dev/null @@ -1,53 +0,0 @@ -### Introduction - -This wiki page is aimed at anyone managing a BOSS thread, or anyone who finds themselves in the position of being the only person active when a thread reaches its 200 post limit. - -### The Opening Post - -The opening posts for the BOSS threads are stored in two parts. The generic part is in code blocks below. The game-specific part is stored as `Thead History.txt` in each game's repository. When creating a BOSS thread, first copy/paste the contents of the generic part into the opening post text box, then insert the contents of the game-specific part into the generic part, just between the tag-line and the introduction. - -#### The Generic Part - -```Markdown -[center][size=6]BOSS[/size] - -A load order optimisation tool for games using the Elder Scrolls Plugin/Master system.[/center] - - -[size=5]Introduction[/size] - -BOSS is a plugin load order optimiser for TES IV: Oblivion, TES V: Skyrim, Fallout 3 and Fallout: New Vegas. It is designed to assist mod users in avoiding detrimental conflicts, by automatically calculating a load order that satisfies all plugin dependencies and maximises each plugin's impact on the user's game. - -BOSS also provides some load order error checking, including checks for requirements, incompatibilities and cyclic dependencies. In addition, it provides a large number of plugin-specific usage notes, bug wawrnings and Bash Tag suggestions. - -Although BOSS is able to calculate the correct load order positions for the vast majority of mods without any user input, some plugins are designed to load at certain positions in a load order, and BOSS may be unable to determine this from the plugins themselves. As such, BOSS provides a mechanism for supplying additional plugin metadata so that it may sort them correctly. - -BOSS is intended to make using mods easier, and mod users should still possess a working knowledge of mod load ordering. - - -[size=5]Downloads[/size] - -BOSS can be downloaded from its [url=http://boss-developers.github.io]website[/url]. - -[size=5]Contributions & Help[/size] - -General discussion and the submission of questions, suggestions and metadata takes place in BOSS's official threads for [url=http://forums.bethsoft.com/?showtopic=1404766]Oblivion[/url], [url=http://forums.bethsoft.com/?showtopic=1406341]Skyrim[/url], [url=http://forums.bethsoft.com/?showtopic=1282711]Fallout 3[/url] and [url=http://forums.bethsoft.com/?showtopic=1313081]Fallout: New Vegas[/url]. - -User contribution of additions and corrections to BOSS's masterlists are vital to the upkeep of BOSS. Please let us know what you know! - -Lists of dirty plugins are also very welcome, but for the report to be most useful we require: - -[list] -[*] The ESP/ESM file name(s). -[*] The number of records removed (the ITM count) as shown by TES4Edit/FO3Edit/FNVEdit/TES5Edit (not the number of records processed). -[*] The number of records undeleted (the UDR count) as shown by TES4Edit/FO3Edit/FNVEdit/TES5Edit (not the number of records processed). -[*] The CRC(s) of the unlcean ESP/ESM file name(s). Make sure that the CRCs are of the uncleaned files, not the files after cleaning. The CRC(s) may be calculated using BOSS, Wrye *ash or 7-zip, with other sources being unverified as correct. In the case of 7-zip, the "CRC checksum for data" is the one required. -[/list] - - -[i]See the ReadMe in the download for more information.[/i] -``` - -### Updating the Thread History - -The thread history is useful and so should be kept up to date whenever a thread is closed and a new one is opened. Be sure to check that the last thread it lists matches up with the last thread given in the opening post of the current BOSS thread. You can get the topic ID of a thread from its URL. The syntax is fairly obvious. \ No newline at end of file From ffd6a53bee51fe44ac6e77d3ab66bf1aaacb9bbe Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Mon, 24 Mar 2014 15:45:51 -0700 Subject: [PATCH 087/236] Updated New Members Getting Started (markdown) --- Contributing-To-LOOT.md | 40 +++++++++++++++++++++++++ New-Members-Getting-Started.md | 55 ---------------------------------- 2 files changed, 40 insertions(+), 55 deletions(-) create mode 100644 Contributing-To-LOOT.md delete mode 100644 New-Members-Getting-Started.md diff --git a/Contributing-To-LOOT.md b/Contributing-To-LOOT.md new file mode 100644 index 0000000..298b764 --- /dev/null +++ b/Contributing-To-LOOT.md @@ -0,0 +1,40 @@ +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! + +### Getting Set Up + +LOOT uses Git repositories on GitHub to help manage the changes made to its files, so you'll need a GitHub account, and a Git client. Any client should do, but [GitHub's own client](http://windows.github.com/) is probably the simplest on Windows for those new to Git. This guide will assume that you're using it (and abbreviate its name as GfW). + +A text editor such as [Notepad++](http://notepad-plus-plus.org/) is highly recommended for working on LOOT's files. + +### Forking a Repository + +If you're not a member of the LOOT team, you won't be able to make changes to the official code repositories directly. Instead, you can take advantage of GitHub's Forking system, which is briefly described [here](http://guides.github.com/overviews/forking/). + +Once your pull request has been accepted and merged into the official repository you forked, we'd recommend deleting your fork. Then, if you want to submit any more changes in the future, just create a new fork. This avoids having to keep your fork [up to date](https://help.github.com/articles/syncing-a-fork). + +Forking is a great way to get to know the project and contribute to it without worrying about making a mistake and breaking something, because someone always has to check your changes before they get included into the official repositories. Make good pull requests and you'll probably be asked to join the team! + +### Making Changes + +What the above forking guide doesn't explain is where the files to edit are put on your computer. GfW puts all your local repositories in your `My Documents\GitHub\` folder, so you can either go there using Windows Explorer, or if you already have the repository open in GfW, you can open it directly in Windows Explorer by clicking on the gear icon in the upper right corner of the window and choosing "open in explorer". + +Open the file you want to edit (eg. the repository's `masterlist.yaml`) in your favorite text editor and make any changes you want. Once you're done, save the file, and switch back to the GfW window. Then you can make a commit, sync and create a pull request as described in the guide. + +If you're editing a masterlist, see the [[Masterlist Editing|Masterlist-Editing]] page for information on how to go about making changes to the masterlists. The [Metadata Syntax documentation](http://loot.github.io/docs/dev/LOOT%20Metadata%20Syntax.html) details the actual format and syntax used by the masterlists. + +### Contributing as a Team Member + +As a team member, contributing becomes a little different to the above - instead of forking a repository and cloning your fork, you can clone the official repository and make changes to it directly. The process is much the same, but because there are other people who also make changes to the same repository, it becomes a little bit more complicated. + +1. It is vitally important that you make sure that your local repository is in sync with the online repository before and after you make any changes. +2. If you're not sure about some changes you're making, or they need to be made in several commits before they're finished, make them in a separate branch, and merge them in when you're finished and you're sure that the changes don't break anything. +3. If you have committed changes to your local repository, and someone else synced their changes to the online repository after you last synced, then you may need to manually merge the changes. You'll know if you have to do this because GfW will give you an error message when you try to sync, in which case see [[Resolving Conflicts|Resolving-Conflicts]]. +4. You should also have a read of the [[Guidelines|Guidelines]] page to familiarise yourself with the recommendations and team policies detailed there. + +### Getting Help + +If you have any problems or questions regarding anything relating to LOOT, feel free to ask current members questions. We can all be contacted by PM - the [[Team Members|Team-Members]] page lists all current members and their usernames on Bethsoft, Nexus and GitHub. + +Technical questions are best sent to WrinklyNinja, as he's responsible for LOOT's coding. This includes questions relating to things like how LOOT works, the masterlist syntax, etc. + +Metadata questions are best sent to members that contribute to the masterlist you are asking about. This includes questions like "what do you think about making X load after Y?" and "Alice said that C should be loading after D, but C has a load of patches, so won't that break something?". \ No newline at end of file diff --git a/New-Members-Getting-Started.md b/New-Members-Getting-Started.md deleted file mode 100644 index 489ee2b..0000000 --- a/New-Members-Getting-Started.md +++ /dev/null @@ -1,55 +0,0 @@ -First of all, thanks for volunteering to help develop/maintain LOOT! This page will guide you from having just volunteered all the way through to getting set up and making your first contribution. - -### Registering on GitHub - -LOOT uses Git repositories on GitHub to help manage the changes made to its files by the LOOT team members, so you'll need a GitHub account. Sign up for one then send the LOOT team admin you initially contacted your GitHub username. - -### Installing a Git Client - -To work with the Git repositories, you'll also need a Git client. Any client should do, but [GitHub's own client](http://windows.github.com/) is probably the simplest on Windows for those new to Git. This guide will assume that you're using it. - -A text editor such as [Notepad++](http://notepad-plus-plus.org/) is highly recommended for working on LOOT's files. - -### Setting Up GitHub for Windows - -After you install it, GitHub for Windows (GfW) will open for the first time, and ask you to log in to your GitHub account in a dark grey panel. If you click outside the panel, it may disappear, but you can reach it again by clicking the "log in" option on the left side of the GfW window. - -Once you've logged in, Click the "tools" icon at the top middle of the GfW window, choose "options", and fill in your GitHub username in the first text box under "configure git" if it isn't already filled in. - -### Cloning Repositories - -Before you can start working on the LOOT files, you need to 'clone' their repositories. This means exactly what it suggests - you take a complete copy of an online repository and put it on your computer. - -On the left side of the GfW window, you'll see an entry for the loot organisation. Clicking on it will display a list of all the repositories belonging to that account online. To clone a repository, mouse over it in the list and click on the "CLONE" button that gets displayed. - -Once the repository has been cloned, you can double-click on its entry in the list to go to the repository page. You can't make any changes to the files in the repository here, but this page is used to 'commit' changes (ie. save them to your repository), sync your repository to the online one, and view the history of changes, among other things. - -### Syncing Repositories - -It is vitally important that you make sure that your local repository is in sync with the online repository before and after you make any changes. - -In the repository's page in GfW, there's a "sync" button in the upper right corner of the window, with an icon of two arrows following each other. Syncing repositories is often as simple as just clicking this button. - -However, if you have committed changes to your local repository, and someone else synced their changes to the online repository after you last synced, then you may need to manually merge the changes. You'll know if you have to do this because GfW will give you an error message when you try to sync, in which case see [[Resolving Conflicts|Resolving-Conflicts]]. - -### Making Changes - -GfW puts all your local repositories in your `My Documents\GitHub\` folder, so you can either go there using Windows Explorer, or if you already have the repository open in GfW, you can open it directly in Windows Explorer by clicking on the gear icon in the upper right corner of the window and choosing "open in explorer". - -Open the file you want to edit (eg. the repository's `masterlist.yaml`) in your favorite text editor and make any changes you want. Once you're done, save the file, and switch back to the GfW window. - -On the left side of the GfW window, above the history list, you'll see it now says "uncommitted changes". Clicking on the "show" button there will display a box in which you can write a short commit message and optionally include some more detailed information. The short message should be a maximum of 50 characters (GfW will grey out any text that goes beyond this limit to let you know). Once you've written the message(s), click the tick button below them to commit your changes to your local repository. - -Now remember to sync your repository! - -### Further Reading - -Before continuing, see the [[Guidelines|Guidelines]] page to familiarise yourself with the recommendations and team policies detailed there. The [[Masterlist Editing|Masterlist-Editing]] page gives more information on how to go about making changes to the masterlists, while the [Metadata Syntax documentation](http://loot.github.io/docs/dev/LOOT%20Metadata%20Syntax.html) details the actual format and syntax used by the masterlists. - -### Getting Help - -If you have any problems or questions regarding anything relating to LOOT, feel free to ask current members questions. We can all be contacted by PM - the [[Team Members|Team-Members]] page lists all current members and their usernames on Bethsoft, Nexus and GitHub. - -Technical questions are best sent to WrinklyNinja, as he's responsible for LOOT's coding. This includes questions relating to things like how LOOT works, the masterlist syntax, etc. - -Metadata questions are best sent to members that contribute to the masterlist you are asking about. This includes questions like "what do you think about making X load after Y?" and "Alice said that C should be loading after D, but C has a load of patches, so won't that break something?". \ No newline at end of file From 718684f974fac37c006c5d6c62afb675d811991c Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Mon, 24 Mar 2014 15:47:53 -0700 Subject: [PATCH 088/236] Updated Contributing To LOOT (markdown) --- Contributing-To-LOOT.md | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/Contributing-To-LOOT.md b/Contributing-To-LOOT.md index 298b764..34c4370 100644 --- a/Contributing-To-LOOT.md +++ b/Contributing-To-LOOT.md @@ -10,15 +10,15 @@ A text editor such as [Notepad++](http://notepad-plus-plus.org/) is highly recom If you're not a member of the LOOT team, you won't be able to make changes to the official code repositories directly. Instead, you can take advantage of GitHub's Forking system, which is briefly described [here](http://guides.github.com/overviews/forking/). -Once your pull request has been accepted and merged into the official repository you forked, we'd recommend deleting your fork. Then, if you want to submit any more changes in the future, just create a new fork. This avoids having to keep your fork [up to date](https://help.github.com/articles/syncing-a-fork). - Forking is a great way to get to know the project and contribute to it without worrying about making a mistake and breaking something, because someone always has to check your changes before they get included into the official repositories. Make good pull requests and you'll probably be asked to join the team! +*Note*: once your pull request has been accepted and merged into the official repository you forked, we'd recommend deleting your fork. Then, if you want to submit any more changes in the future, just create a new fork. This avoids having to keep your fork [up to date](https://help.github.com/articles/syncing-a-fork). + ### Making Changes -What the above forking guide doesn't explain is where the files to edit are put on your computer. GfW puts all your local repositories in your `My Documents\GitHub\` folder, so you can either go there using Windows Explorer, or if you already have the repository open in GfW, you can open it directly in Windows Explorer by clicking on the gear icon in the upper right corner of the window and choosing "open in explorer". +GfW puts all your local repositories in your `My Documents\GitHub\` folder, so you can either go there using Windows Explorer, or if you already have the repository open in GfW, you can open it directly in Windows Explorer by clicking on the gear icon in the upper right corner of the window and choosing "open in explorer". -Open the file you want to edit (eg. the repository's `masterlist.yaml`) in your favorite text editor and make any changes you want. Once you're done, save the file, and switch back to the GfW window. Then you can make a commit, sync and create a pull request as described in the guide. +Open the file you want to edit (eg. the repository's `masterlist.yaml`) in your favorite text editor and make any changes you want. Once you're done, save the file, and switch back to the GfW window. Then you can make a commit, sync and create a pull request as described in the guide linked to above. If you're editing a masterlist, see the [[Masterlist Editing|Masterlist-Editing]] page for information on how to go about making changes to the masterlists. The [Metadata Syntax documentation](http://loot.github.io/docs/dev/LOOT%20Metadata%20Syntax.html) details the actual format and syntax used by the masterlists. From fa51deb86ef0cd02e3b393250780eb2e68339b4c Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Wed, 26 Mar 2014 07:57:48 -0700 Subject: [PATCH 089/236] Updated Contributing To LOOT (markdown) --- Contributing-To-LOOT.md | 10 +++++----- 1 file changed, 5 insertions(+), 5 deletions(-) diff --git a/Contributing-To-LOOT.md b/Contributing-To-LOOT.md index 34c4370..9c45857 100644 --- a/Contributing-To-LOOT.md +++ b/Contributing-To-LOOT.md @@ -10,9 +10,9 @@ A text editor such as [Notepad++](http://notepad-plus-plus.org/) is highly recom If you're not a member of the LOOT team, you won't be able to make changes to the official code repositories directly. Instead, you can take advantage of GitHub's Forking system, which is briefly described [here](http://guides.github.com/overviews/forking/). -Forking is a great way to get to know the project and contribute to it without worrying about making a mistake and breaking something, because someone always has to check your changes before they get included into the official repositories. Make good pull requests and you'll probably be asked to join the team! +Forking is a great way to get to know the project and contribute to it without worrying about making a mistake and breaking something, because someone always has to check your changes before they get included into the official repositories. Make good pull requests and you'll probably be added to the team so that you can contribute without having to fork. -*Note*: once your pull request has been accepted and merged into the official repository you forked, we'd recommend deleting your fork. Then, if you want to submit any more changes in the future, just create a new fork. This avoids having to keep your fork [up to date](https://help.github.com/articles/syncing-a-fork). +*Note*: Forks need to be [kept in sync](https://help.github.com/articles/syncing-a-fork) with the official repositories. If you don't feel comfortable doing this, you can delete your fork once your pull request has been merged into the official repository, then create a new fork when you next want to submit any changes. ### Making Changes @@ -24,10 +24,10 @@ If you're editing a masterlist, see the [[Masterlist Editing|Masterlist-Editing] ### Contributing as a Team Member -As a team member, contributing becomes a little different to the above - instead of forking a repository and cloning your fork, you can clone the official repository and make changes to it directly. The process is much the same, but because there are other people who also make changes to the same repository, it becomes a little bit more complicated. +As a team member, contributing becomes a little different to the above - instead of forking a repository and cloning your fork, you can clone the official repository and make changes to it directly. The process is much the same, but because there are other people who also make changes to the same repository, there are a few things you should bear in mind so that everyone works together well: -1. It is vitally important that you make sure that your local repository is in sync with the online repository before and after you make any changes. -2. If you're not sure about some changes you're making, or they need to be made in several commits before they're finished, make them in a separate branch, and merge them in when you're finished and you're sure that the changes don't break anything. +1. Make sure that your local repository is in sync with the online repository before and after you make any changes. +2. If you're not sure about some changes you're making, or they need to be made in several commits before they're finished, make them in a separate branch, and merge them in when you're finished. This helps keeps things tidy and means other commits won't interfere with what you're doing until you're ready to merge back in. 3. If you have committed changes to your local repository, and someone else synced their changes to the online repository after you last synced, then you may need to manually merge the changes. You'll know if you have to do this because GfW will give you an error message when you try to sync, in which case see [[Resolving Conflicts|Resolving-Conflicts]]. 4. You should also have a read of the [[Guidelines|Guidelines]] page to familiarise yourself with the recommendations and team policies detailed there. From 0784a34a786d71a5a8dc4f0e95f89f15db0cf5df Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Wed, 26 Mar 2014 08:00:35 -0700 Subject: [PATCH 090/236] Updated Contributing To LOOT (markdown) From 1d940ffad6006d235093aced964f7f8e155451ba Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Wed, 26 Mar 2014 09:19:28 -0700 Subject: [PATCH 091/236] Updated Team Members (markdown) --- Team-Members.md | 36 ++++++++++++++++-------------------- 1 file changed, 16 insertions(+), 20 deletions(-) diff --git a/Team-Members.md b/Team-Members.md index 9b448e8..d2553e1 100644 --- a/Team-Members.md +++ b/Team-Members.md @@ -1,27 +1,23 @@ -The tables on this page summarise the current and past membership of the LOOT team (except those members who were removed without having contributed anything). - -In alphabetical order, the current team members are: +The table below gives the current membership of the LOOT team in alphabetical order. - -
MemberAdminCodeContributes To Masterlist -
GitHubBethesdaNexusOblivionSkyrimFallout 3Fallout: New Vegas +
MemberAdmin +
GitHubBethesdaNexus
Aellis-BOSSAellis -
egocarib- -
Freso -
ineedbettername- -
LotteryDiscountz -
niveuseverto✓ -
noxwylliyumichan✓ -
PacificMorrowind -
Sharlikran -
SilentSpikeSilentSpike69 -
TokcDKTokc.D.K. -
William-ImmWilliam ImmWilliamImm -
WrinklyNinja +
Aellis-BOSSAellis✓ +
egocarib- +
Freso +
ineedbettername- +
LotteryDiscountz +
niveuseverto +
noxwylliyumichan✓ +
PacificMorrowind✓ +
Sharlikran +
SilentSpikeSilentSpike69 +
TokcDKTokc.D.K. +
William-ImmWilliam ImmWilliamImm +
WrinklyNinja
-No members who have since left the project. - (This page is linked to in the readme, so should not be deleted.) \ No newline at end of file From f565a2f99369ab1eaafc4c4ddd574a331112c85f Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Wed, 26 Mar 2014 11:40:22 -0700 Subject: [PATCH 092/236] Updated Team Members (markdown) --- Team-Members.md | 32 ++++++++++++++++---------------- 1 file changed, 16 insertions(+), 16 deletions(-) diff --git a/Team-Members.md b/Team-Members.md index d2553e1..5dd8927 100644 --- a/Team-Members.md +++ b/Team-Members.md @@ -1,23 +1,23 @@ -The table below gives the current membership of the LOOT team in alphabetical order. +Since team members are contact points for LOOT users, the table below gives the usernames of each team member on GitHub, the Bethesda Softworks forums and the Nexus forums, in alphabetical order. - - +
MemberAdmin +
Member
GitHubBethesdaNexus -
Aellis-BOSSAellis✓ -
egocarib- -
Freso -
ineedbettername- -
LotteryDiscountz -
niveuseverto -
noxwylliyumichan✓ -
PacificMorrowind✓ -
Sharlikran -
SilentSpikeSilentSpike69 -
TokcDKTokc.D.K. -
William-ImmWilliam ImmWilliamImm -
WrinklyNinja✓ +
Aellis-BOSSAellis +
egocarib- +
Freso +
ineedbettername- +
LotteryDiscountz +
niveuseverto +
noxwylliyumichan +
PacificMorrowind +
Sharlikran +
SilentSpikeSilentSpike69 +
TokcDKTokc.D.K. +
William-ImmWilliam ImmWilliamImm +
WrinklyNinja
(This page is linked to in the readme, so should not be deleted.) \ No newline at end of file From e90f870af3f42b69d3d67870156c4bd8919a8222 Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Wed, 26 Mar 2014 12:24:44 -0700 Subject: [PATCH 093/236] Updated Guidelines (markdown) --- Guidelines.md => Team-Policies.md | 5 ----- 1 file changed, 5 deletions(-) rename Guidelines.md => Team-Policies.md (94%) diff --git a/Guidelines.md b/Team-Policies.md similarity index 94% rename from Guidelines.md rename to Team-Policies.md index 3c5a8af..5e6b4e6 100644 --- a/Guidelines.md +++ b/Team-Policies.md @@ -1,8 +1,3 @@ -### Guidelines - -* In communication, it's probably best to use your Bethsoft Forum name since we all know each other by the aliases from the forum. -* Know your [[responsibilities|Member-Responsibilities]]. - ### 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. From 36046b01ff47d7601acfd2dbfc9c443c26704e89 Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Wed, 26 Mar 2014 12:25:22 -0700 Subject: [PATCH 094/236] Updated Team Policies (markdown) --- Team-Policies.md | 2 -- 1 file changed, 2 deletions(-) diff --git a/Team-Policies.md b/Team-Policies.md index 5e6b4e6..7825d0d 100644 --- a/Team-Policies.md +++ b/Team-Policies.md @@ -1,5 +1,3 @@ -### 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. #### Plugin Addition From ae174141561f1c609bd1a9af21ed909f7bef584b Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Wed, 26 Mar 2014 12:37:18 -0700 Subject: [PATCH 095/236] Updated Quickly Testing Your Masterlist Changes (markdown) --- Quickly-Testing-Your-Masterlist-Changes.md | 34 ++-------------------- 1 file changed, 2 insertions(+), 32 deletions(-) diff --git a/Quickly-Testing-Your-Masterlist-Changes.md b/Quickly-Testing-Your-Masterlist-Changes.md index 848908d..7dee5a4 100644 --- a/Quickly-Testing-Your-Masterlist-Changes.md +++ b/Quickly-Testing-Your-Masterlist-Changes.md @@ -1,38 +1,8 @@ -You can easily test your masterlist changes *before* syncing them to the online repository, by using one of two methods. Each has advantages and disadvantages, so pick whichever is most suitable for your workflow. - -Because both methods make LOOT use your local repository rather than the online one, you'll have to keep your local repository synced with the online one separately - LOOT won't update it for you. - -### Using LOOT's "Masterlist Repository URL" Setting - -Advantages: -* No messing around with the command line. -* Displays the masterlist revision in the LOOT report correctly. - -Disadvantages: -* Requires commits to be made *before* testing, so any fixes for issues found will require additional commits (a trivial disadvantage, really, but still). - -#### Method +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. 1. Run LOOT, and open its settings window. 2. Select the game whose masterlist you want to test, and click "Edit Game...". 3. In the Masterlist Repository URL setting's text box, enter the path to your local repository. Eg. if you have the Skyrim masterlist repository at `C:\foo\bar\skyrim`, then put that in the box. 4. Apply the settings, then close and relaunch LOOT. LOOT will now update using your local repository instead of the online one. -### Using Symbolic Links - -Advantages: -* Can test changes at any time, without having to make commits first. - -Disadvantages: -* Requires some command line action. -* LOOT won't be able to tell you what masterlist revision you're using. - -#### The Process - -1. Run LOOT once for the game you intend to create a symbolic link for. This ensures the required directories are created. -2. Turn off `Update masterlist before sorting` in the settings of LOOT and then close the program. If you leave this setting on any changes you make in your local repository will be overwritten by LOOT. -3. Find the directory LOOT uses. This can be reached by entering `%localappdata%/LOOT` into the start menu's search box. -4. Go into the game's folder and `shift+rightclick` on `masterlist.yaml`. Choose to `copy as path` and then delete the file. We're going to create a symbolic link in place of this file and windows won't let us do that if it's still present. -5. Start the command line in administrator mode (required to create symbolic links). The quickest way to do this is to enter `cmd` into the start menu search box and then hit `ctrl+shift+enter`. -6. In the command window enter `mklink `. `` is going to be the absolute path we copied earlier. You can paste this in place by right clicking the command window. `` is going to be the absolute path to `masterlist.yaml` in your local github repository - you should know where this is. -7. Repeat for each game you intend to work with. \ No newline at end of file +Note that LOOT won't keep your local repository synced with the online one, so you'll have to do that yourself. \ No newline at end of file From 2a58cfe2800fa6f46ca8c9d0181079da7ee97baa Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Wed, 26 Mar 2014 12:42:12 -0700 Subject: [PATCH 096/236] Updated Contributing To LOOT (markdown) --- Contributing-To-LOOT.md => How-To-Contribute.md | 0 1 file changed, 0 insertions(+), 0 deletions(-) rename Contributing-To-LOOT.md => How-To-Contribute.md (100%) diff --git a/Contributing-To-LOOT.md b/How-To-Contribute.md similarity index 100% rename from Contributing-To-LOOT.md rename to How-To-Contribute.md From e364f4919d2729cd8116c83d99049363b8479ffb Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Wed, 26 Mar 2014 12:43:05 -0700 Subject: [PATCH 097/236] Updated New Release Checklist (markdown) --- New-Release-Checklist.md => Team---New-Release-Checklist.md | 0 1 file changed, 0 insertions(+), 0 deletions(-) rename New-Release-Checklist.md => Team---New-Release-Checklist.md (100%) diff --git a/New-Release-Checklist.md b/Team---New-Release-Checklist.md similarity index 100% rename from New-Release-Checklist.md rename to Team---New-Release-Checklist.md From 5b272ab1b50811f3a9e0fa3067f41ebe8bcdc0c3 Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Wed, 26 Mar 2014 12:44:02 -0700 Subject: [PATCH 098/236] Updated Team New Release Checklist (markdown) --- Team---New-Release-Checklist.md => Team----Making-A-Release.md | 0 1 file changed, 0 insertions(+), 0 deletions(-) rename Team---New-Release-Checklist.md => Team----Making-A-Release.md (100%) diff --git a/Team---New-Release-Checklist.md b/Team----Making-A-Release.md similarity index 100% rename from Team---New-Release-Checklist.md rename to Team----Making-A-Release.md From 68e0906525c02b886cb5d6a43e3906fff6f5501f Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Wed, 26 Mar 2014 12:44:35 -0700 Subject: [PATCH 099/236] Updated Team Making A Release (markdown) --- Team----Making-A-Release.md => Team:-Making-A-Release.md | 0 1 file changed, 0 insertions(+), 0 deletions(-) rename Team----Making-A-Release.md => Team:-Making-A-Release.md (100%) diff --git a/Team----Making-A-Release.md b/Team:-Making-A-Release.md similarity index 100% rename from Team----Making-A-Release.md rename to Team:-Making-A-Release.md From 126494e199fbb945381d03544c20c73f8b969bad Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Wed, 26 Mar 2014 12:46:29 -0700 Subject: [PATCH 100/236] Updated How To Contribute (markdown) --- How-To-Contribute.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/How-To-Contribute.md b/How-To-Contribute.md index 9c45857..9d9fd63 100644 --- a/How-To-Contribute.md +++ b/How-To-Contribute.md @@ -20,7 +20,7 @@ GfW puts all your local repositories in your `My Documents\GitHub\` folder, so y Open the file you want to edit (eg. the repository's `masterlist.yaml`) in your favorite text editor and make any changes you want. Once you're done, save the file, and switch back to the GfW window. Then you can make a commit, sync and create a pull request as described in the guide linked to above. -If you're editing a masterlist, see the [[Masterlist Editing|Masterlist-Editing]] page for information on how to go about making changes to the masterlists. The [Metadata Syntax documentation](http://loot.github.io/docs/dev/LOOT%20Metadata%20Syntax.html) details the actual format and syntax used by the masterlists. +If you're editing a masterlist, see the [[Masterlist Editing|Masterlist-Editing]] page for information on the masterlists and how to edit them. ### Contributing as a Team Member From 04e8418361ff849dc3bcc59932943ac3cbab52b6 Mon Sep 17 00:00:00 2001 From: Andy Ellis Date: Wed, 26 Mar 2014 12:58:35 -0700 Subject: [PATCH 101/236] added nexus name - A.ellis --- Team-Members.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Team-Members.md b/Team-Members.md index 5dd8927..1a23738 100644 --- a/Team-Members.md +++ b/Team-Members.md @@ -5,7 +5,7 @@ Since team members are contact points for LOOT users, the table below gives the
Member
GitHubBethesdaNexus
Aellis-BOSSAellis +
Aellis-BOSSAellisA.ellis
egocarib-
Freso
ineedbettername- From 5d0e66b3806980dbcf9af3e98779330f0ac594fd Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Wed, 26 Mar 2014 13:10:12 -0700 Subject: [PATCH 102/236] Updated Member Responsibilities (markdown) --- Member-Responsibilities.md | 23 ----------------------- Team-Member-Responsibilities.md | 24 ++++++++++++++++++++++++ 2 files changed, 24 insertions(+), 23 deletions(-) delete mode 100644 Member-Responsibilities.md create mode 100644 Team-Member-Responsibilities.md diff --git a/Member-Responsibilities.md b/Member-Responsibilities.md deleted file mode 100644 index 795e73c..0000000 --- a/Member-Responsibilities.md +++ /dev/null @@ -1,23 +0,0 @@ -### Introduction - -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 Maintainers - -For the game(s) which masterlist(s) you maintain: - -* Consider and make any changes suggested on the forum thread or by PM (discuss the changes first if you think it is warranted). -* Create a new thread whenever the current one reaches its 200 post limit. See [[Thread Management|Thread-Management]] for instructions. - -### Admins - -When discussions on policy or particular changes stalemate, you get to make a decision on the result. That doesn't mean people will listen, of course... :P It's always good to try to reach consensus, and other admins can also make a different decision, so you might still have to argue it over with them. - -You're also a more visible contact point for people with queries about LOOT, people may send you PMs with changes too. Just answer queries as best you can, or forward them on to those who you think could answer them better, and either make changes/additions yourself or post them into the relevant thread for the regular maintainers to process. - -You're also in charge of managing the membership, which means: - -* 'Hiring' new members if people contact you expressing an interest in helping out. You should exercise some judgement here, looking at their forum post history and at any released mods will generally tell you quite a lot about their level of experience and how helpful/active they are. New members will need to get set up on GitHub, ask WrinklyNinja if you're not sure how to do that. -* Resolving any disputes that might come up, ie. play mediator. Basically just try to avoid things getting blown out of all proportion. It hasn't happened yet... -* Removing any inactive members. As per our Membership Removal policy, check once a month and send emails to anyone removed. -* Removing any members that aren't being good team players. This should always be discussed with the other admins and/or their fellow masterlist maintainers first, and is a "last resort" action. Try to talk it over with the 'problem' member first. \ No newline at end of file diff --git a/Team-Member-Responsibilities.md b/Team-Member-Responsibilities.md new file mode 100644 index 0000000..f4139c4 --- /dev/null +++ b/Team-Member-Responsibilities.md @@ -0,0 +1,24 @@ +### Introduction + +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 Maintainers + +For the game(s) which masterlist(s) you maintain: + +* Consider and make any changes suggested on the forum thread or by PM (discuss the changes first if you think it is warranted). +* Merge any pull requests which make changes you think are appropriate. If a pull request makes any inappropriate changes, discuss them with the author in the pull request's message thread. +* Create a new forum thread whenever the current one reaches its 200 post limit. See [[Thread Management|Thread-Management]] for instructions. + +### Admins + +When discussions on policy or particular changes reach a stalemate, you get to make a decision on the result. That doesn't mean people will listen, of course... :P It's always good to try to reach consensus, and other admins can also make a different decision, so you might still have to argue it over with them. + +You're also a more visible contact point for people with queries about LOOT, people may send you PMs with changes too. Just answer queries as best you can, or forward them on to those who you think could answer them better, and either make changes/additions yourself or post them into the relevant thread for the regular maintainers to process. + +Finally, you're 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: + +* If someone who hasn't contributed on GitHub asks for addition to the team, politely refer them to the [[How To Contribute|How-To-Contribute]] wiki page, saying that they can contribute without being a team member. +* If someone who has contributed on GitHub asks for addition to the team, take a look at their contributions (on their user page, in the "Repositories contributed to" list) and see if their contributions have been accepted or not to decide whether or not to grant them access. If their most recent pull requests have been rejected, it may be better to reply with a polite "not until we're happy with your contributions" message. + +To add a GitHub user to the team, go to the [Looters team page](https://github.com/orgs/loot/teams/looters) and click the "Add member" button, then enter their username in the search box displayed and select the correct match. Then, go to the [[Team Members|Team-Members]] wiki page and add their names to the list. From 01f4c12fda8608744c48677d337c9d78dd89940c Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Wed, 26 Mar 2014 13:12:21 -0700 Subject: [PATCH 103/236] Updated How To Contribute (markdown) --- How-To-Contribute.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/How-To-Contribute.md b/How-To-Contribute.md index 9d9fd63..c4c9b16 100644 --- a/How-To-Contribute.md +++ b/How-To-Contribute.md @@ -29,7 +29,7 @@ As a team member, contributing becomes a little different to the above - instead 1. Make sure that your local repository is in sync with the online repository before and after you make any changes. 2. If you're not sure about some changes you're making, or they need to be made in several commits before they're finished, make them in a separate branch, and merge them in when you're finished. This helps keeps things tidy and means other commits won't interfere with what you're doing until you're ready to merge back in. 3. If you have committed changes to your local repository, and someone else synced their changes to the online repository after you last synced, then you may need to manually merge the changes. You'll know if you have to do this because GfW will give you an error message when you try to sync, in which case see [[Resolving Conflicts|Resolving-Conflicts]]. -4. You should also have a read of the [[Guidelines|Guidelines]] page to familiarise yourself with the recommendations and team policies detailed there. +4. You should also have a read of the [[Team Policies|Team-Policies]] and [[Team Member Responsibilities|Team-Member-Responsibilities]] pages to familiarise yourself with their contents. ### Getting Help From c5bff7d675114b552f057d9423a33bf16529b309 Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Thu, 27 Mar 2014 08:00:46 -0700 Subject: [PATCH 104/236] Removed membership removal policy according to issue #20. --- Team-Policies.md | 24 +----------------------- 1 file changed, 1 insertion(+), 23 deletions(-) diff --git a/Team-Policies.md b/Team-Policies.md index 7825d0d..c4c167f 100644 --- a/Team-Policies.md +++ b/Team-Policies.md @@ -12,26 +12,4 @@ Sometimes it is necessary for a maintainer to download a plugin to investigate i 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. - -#### Membership Removal - -This covers removing an individual from the team purely due to inactivity on their part. We haven't yet needed a policy for removing team members otherwise. - -To avoid bloating the team membership, individuals can be removed from the team if they have made no contributions to the masterlists. There are two cases for this: - -* If a newly-added member does not make any commits within the first month of their membership being awarded, they can be removed without credit. -* If a member does not make any commits within the most recent two calendar months (ie. it's not a rolling check, just once a month), they can be removed with credit. - -In either case, an email should be sent to the member's given email address containing the following notification: - -> You've been removed from the LOOT team membership according to our membership removal policy (see our Guidelines wiki page for details). If you wish to contribute again in future please contact a LOOT admin saying so and you will be reinstated. - -For removal "with credit", this means that they remain credited as a LOOT team member, but are moved to the list of inactive members. - -Member activity is most easily checked by scrolling back through the commit history and making a list of the authors displayed. Anyone not listed has been inactive. - -Note: Admins are exempt from this policy, for a couple of reasons: - -* They might be active, just not in masterlist maintenance. -* They act as safety-nets for the project, in case the active membership disappears. An otherwise inactive admin can step in and get the ball rolling again. \ No newline at end of file +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. \ No newline at end of file From 388db8192329005a02a58f62d57843450c13a865 Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Thu, 27 Mar 2014 09:51:49 -0700 Subject: [PATCH 105/236] Updated Masterlist Editing (markdown) --- Masterlist-Editing.md | 15 ++++++++++----- 1 file changed, 10 insertions(+), 5 deletions(-) diff --git a/Masterlist-Editing.md b/Masterlist-Editing.md index 66aa0ec..9f5c4f5 100644 --- a/Masterlist-Editing.md +++ b/Masterlist-Editing.md @@ -1,9 +1,9 @@ -The purpose of this page is to give a bit of detail on the masterlist editing process itself. +The purpose of this page is to give a bit of information to help with editing a masterlist. ### General Hints -* Only make edits/additions you're confident about - otherwise discuss on the Bethsoft forum threads or via Private Message. You can also create an issue in the masterlist repository's issue tracker. -* Check out the masterlists and become familiar with the comments and categorisations therein. See the [Metadata Syntax](http://loot.github.io/docs/dev/LOOT%20Metadata%20Syntax.html) document for the details. +* Look in the masterlists for examples, and see the [Metadata Syntax](http://loot.github.io/docs/dev/LOOT%20Metadata%20Syntax.html) document for the details. +* Only make edits/additions you're confident about - otherwise create an issue in the masterlist repository's issue tracker, or discuss in the BethSoft forum thread. * If you're using Notepad++, you can set it to use spaces instead of tabs when you press the tab key on your keyboard, avoiding YAML parsing errors. To do this, go to Settings > Preferences > Tab Settings > Replace by space. A value of 4 is most common. * Make as many silent comments as you want within the masterlists - it doesn't hurt (within reason). However, make sure to put them *above* the line(s) that they refer to. * Use blank lines to separate mods that are grouped together or where it helps readability. @@ -56,9 +56,14 @@ Although both are valid YAML, the first is using the correct style, and the seco 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. -Simply opening up the masterlist and doing a `Ctrl-F` search for the plugin filename won't always be enough, because plugin entries can use regular expression matching to match multiple plugin names, and they won't be found. Instead, use the online [Masterlist Search](http://loot.github.io/search/) page to perform a search of the masterlist. +*Don't* open the masterlist and to a `Ctrl-F` search for the plugin filename, or anything similar. Instead, use the online [Masterlist Search](http://loot.github.io/search/) page to perform a search of the masterlist. This search utility has the following features: -As well as being able to match regular expressions, it also checks against the same copy of the masterlist that users get, so you can be sure that it will always be up-to-date. It's case-insensitive and you can even pass search parameters in the URL. The syntax is +* Accounts for syntax variation. +* Finds matching regular expression entries. +* Checks against the latest masterlist revision, so is always up-to-date. +* Case-insensitive. + +You can even pass search parameters in the URL, using the syntax ```yaml http://loot.github.io/search/?game=&search= From 6e3b3b4de227d5861cb539133f5abb50c1f847f2 Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Thu, 27 Mar 2014 16:11:20 -0700 Subject: [PATCH 106/236] Updated How To Contribute (markdown) --- How-To-Contribute.md | 36 ++++++++++++++++++++++-------------- 1 file changed, 22 insertions(+), 14 deletions(-) diff --git a/How-To-Contribute.md b/How-To-Contribute.md index c4c9b16..049ef23 100644 --- a/How-To-Contribute.md +++ b/How-To-Contribute.md @@ -2,39 +2,47 @@ This page will guide anyone wishing to contribute to LOOT directly through the p ### Getting Set Up -LOOT uses Git repositories on GitHub to help manage the changes made to its files, so you'll need a GitHub account, and a Git client. Any client should do, but [GitHub's own client](http://windows.github.com/) is probably the simplest on Windows for those new to Git. This guide will assume that you're using it (and abbreviate its name as GfW). +To get started, you'll need: -A text editor such as [Notepad++](http://notepad-plus-plus.org/) is highly recommended for working on LOOT's files. +* A GitHub account +* A Git client, e.g. [GitHub for Windows](http://windows.github.com/) +* A text editor, e.g. [Notepad++](http://notepad-plus-plus.org/) + +This guide will assume you're using GitHub for Windows, and abbreviate it to GFW. ### Forking a Repository -If you're not a member of the LOOT team, you won't be able to make changes to the official code repositories directly. Instead, you can take advantage of GitHub's Forking system, which is briefly described [here](http://guides.github.com/overviews/forking/). +To contribute changes, you will need to [fork](http://guides.github.com/overviews/forking/) the repository that contains the file(s) you wish to edit. LOOT's repositories are listed [here](https://github.com/loot). -Forking is a great way to get to know the project and contribute to it without worrying about making a mistake and breaking something, because someone always has to check your changes before they get included into the official repositories. Make good pull requests and you'll probably be added to the team so that you can contribute without having to fork. +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*: Forks need to be [kept in sync](https://help.github.com/articles/syncing-a-fork) with the official repositories. If you don't feel comfortable doing this, you can delete your fork once your pull request has been merged into the official repository, then create a new fork when you next want to submit any changes. +*Note*: A fork needs to be [kept in sync](https://help.github.com/articles/syncing-a-fork) 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. ### Making Changes -GfW puts all your local repositories in your `My Documents\GitHub\` folder, so you can either go there using Windows Explorer, or if you already have the repository open in GfW, you can open it directly in Windows Explorer by clicking on the gear icon in the upper right corner of the window and choosing "open in explorer". +Open the repository that contains the file(s) you want to edit in GFW, then click the gear icon in the upper right corner of the window and select "Open in explorer" to view the repository contents. -Open the file you want to edit (eg. the repository's `masterlist.yaml`) in your favorite text editor and make any changes you want. Once you're done, save the file, and switch back to the GfW window. Then you can make a commit, sync and create a pull request as described in the guide linked to above. +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 GFW. 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|Masterlist-Editing]] page for information on the masterlists and how to edit them. +If you're editing a masterlist, see the [[Masterlist Editing|Masterlist-Editing]] page for more information. + +### Joining the Team + +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]]. ### Contributing as a Team Member -As a team member, contributing becomes a little different to the above - instead of forking a repository and cloning your fork, you can clone the official repository and make changes to it directly. The process is much the same, but because there are other people who also make changes to the same repository, there are a few things you should bear in mind so that everyone works together well: +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: -1. Make sure that your local repository is in sync with the online repository before and after you make any changes. -2. If you're not sure about some changes you're making, or they need to be made in several commits before they're finished, make them in a separate branch, and merge them in when you're finished. This helps keeps things tidy and means other commits won't interfere with what you're doing until you're ready to merge back in. -3. If you have committed changes to your local repository, and someone else synced their changes to the online repository after you last synced, then you may need to manually merge the changes. You'll know if you have to do this because GfW will give you an error message when you try to sync, in which case see [[Resolving Conflicts|Resolving-Conflicts]]. +1. Make sure that your local repository is in sync with the online repository before and after you make any changes. This helps to avoid conflicts. +2. It's always best to make commits in your own branch, and merge them into the repository's `master` branch when you're done working. For one-off commits the advantage is not so clear, but if you are making a set of commits with a common theme, a branch will help keep things organised. +3. If you have committed changes to your local repository, and someone else synced their changes to the online repository after you last synced, then you may need to manually merge the changes. You'll know if you have to do this because GFW will give you an error message when you try to sync, in which case see [[Resolving Conflicts|Resolving-Conflicts]]. 4. You should also have a read of the [[Team Policies|Team-Policies]] and [[Team Member Responsibilities|Team-Member-Responsibilities]] pages to familiarise yourself with their contents. ### Getting Help -If you have any problems or questions regarding anything relating to LOOT, feel free to ask current members questions. We can all be contacted by PM - the [[Team Members|Team-Members]] page lists all current members and their usernames on Bethsoft, Nexus and GitHub. +If you have any problems or questions regarding anything relating to LOOT, feel free to ask team members questions: the [[Team Members|Team-Members]] page lists members' usernames on the Bethesda Softworks Forums, Nexus Forums and GitHub. -Technical questions are best sent to WrinklyNinja, as he's responsible for LOOT's coding. This includes questions relating to things like how LOOT works, the masterlist syntax, etc. +Technical questions are best sent to WrinklyNinja, as he's responsible for LOOT's programming. This includes questions relating to things like how LOOT works, the masterlist syntax, etc. Metadata questions are best sent to members that contribute to the masterlist you are asking about. This includes questions like "what do you think about making X load after Y?" and "Alice said that C should be loading after D, but C has a load of patches, so won't that break something?". \ No newline at end of file From 1c6922fd4c86c25bbba70b3fbd30bc1970b63cee Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Thu, 27 Mar 2014 16:30:05 -0700 Subject: [PATCH 107/236] Updated How To Contribute (markdown) --- How-To-Contribute.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/How-To-Contribute.md b/How-To-Contribute.md index 049ef23..2bc081f 100644 --- a/How-To-Contribute.md +++ b/How-To-Contribute.md @@ -8,7 +8,7 @@ To get started, you'll need: * A Git client, e.g. [GitHub for Windows](http://windows.github.com/) * A text editor, e.g. [Notepad++](http://notepad-plus-plus.org/) -This guide will assume you're using GitHub for Windows, and abbreviate it to GFW. +This guide will assume you're using GitHub for Windows (GFW). ### Forking a Repository From 48720a18df17e5966a991de70de6c86f1bc050fe Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Thu, 27 Mar 2014 16:57:23 -0700 Subject: [PATCH 108/236] Updated How To Contribute (markdown) --- How-To-Contribute.md | 4 +--- 1 file changed, 1 insertion(+), 3 deletions(-) diff --git a/How-To-Contribute.md b/How-To-Contribute.md index 2bc081f..31c1fa0 100644 --- a/How-To-Contribute.md +++ b/How-To-Contribute.md @@ -43,6 +43,4 @@ Team members don't need to fork LOOT repositories, and can instead clone the ori If you have any problems or questions regarding anything relating to LOOT, feel free to ask team members questions: the [[Team Members|Team-Members]] page lists members' usernames on the Bethesda Softworks Forums, Nexus Forums and GitHub. -Technical questions are best sent to WrinklyNinja, as he's responsible for LOOT's programming. This includes questions relating to things like how LOOT works, the masterlist syntax, etc. - -Metadata questions are best sent to members that contribute to the masterlist you are asking about. This includes questions like "what do you think about making X load after Y?" and "Alice said that C should be loading after D, but C has a load of patches, so won't that break something?". \ No newline at end of file +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. \ No newline at end of file From f929d013d3e7c7a3357c0db6416757dac85a3765 Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Sat, 29 Mar 2014 07:24:26 -0700 Subject: [PATCH 109/236] Updated Home (markdown) --- Home.md | 16 +++++++++++++++- 1 file changed, 15 insertions(+), 1 deletion(-) diff --git a/Home.md b/Home.md index 1d56b7a..85120bf 100644 --- a/Home.md +++ b/Home.md @@ -1 +1,15 @@ -Welcome to the loot.github.io wiki! \ No newline at end of file +Welcome to the LOOT project wiki! + +If you want to start contributing, you may find the following pages useful: + +* [[How To Contribute|How-To-Contribute]] +* [[Masterlist Editing|Masterlist-Editing]] +* [[Quickly Testing Your Masterlist Changes|Quickly-Testing-Your-Masterlist-Changes]] + +The following pages relate to the LOOT team and its management: + +* [[Team Members|Team-Members]] +* [[Team Member Responsibilities|Team-Member-Responsibilities]] +* [[Team Policies|Team-Policies]] +* [[Resolving Conflicts|Resolving-Conflicts]] +* [[Team: Making A release|Team:-Making-A-release]] \ No newline at end of file From db556ab6553cea1f8b0f31af49c215f2168fd89a Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Sun, 30 Mar 2014 08:59:21 -0700 Subject: [PATCH 110/236] Replaced HTML table with GFM table. --- Masterlist-Editing.md | 28 +++++++++++++--------------- 1 file changed, 13 insertions(+), 15 deletions(-) diff --git a/Masterlist-Editing.md b/Masterlist-Editing.md index 9f5c4f5..b5b1773 100644 --- a/Masterlist-Editing.md +++ b/Masterlist-Editing.md @@ -75,23 +75,21 @@ where `` can be one of `oblivion`, `skyrim`, `fallout3` and `falloutnv`. ` If a plugin has more than one matching entry in the masterlist, they are partially merged, making having multiple matching entries a useful strategy in some cases. - - - -
Plugin Data Structure FieldMerge Behaviour (merging B into A) -
nameNot merged -
enabledReplaced, but must be `true` anyway. -
priorityReplaced by B's value. -
afterMerged. If A and B both contain an entry with the same name value, B's copy is skipped. -
reqMerged. If A and B both contain an entry with the same name value, B's copy is skipped. -
incMerged. If A and B both contain an entry with the same name value, B's copy is skipped. -
msgMerged. If A and B both contain an entry with the same content string (if there are multiple content strings, the first is checked), then B's copy is skipped. -
tagMerged. If A and B both contain an entry with the same name value, B's copy is skipped, unless one is suggesting the tag for addition and the other is suggesting it for removal, in which case both entries are kept. -
urlCurrently skipped by the parser, so neither A nor B will contain any entries anyway. -
dirty`Merged. If A and B both contain an entry with the same crc value, B's copy is skipped. -
+Plugin Data Structure Field | Merge Behaviour (merging B into A) +----------------------------|----------------------------------- +`name` | Not merged +`enabled` | Replaced but must be `true` anyway. +`priority` | Replaced by B's value. +`after` | Merged. If A and B both contain an entry with the same name value, B's copy is skipped. +`req` | Merged. If A and B both contain an entry with the same name value, B's copy is skipped. +`inc` | Merged. If A and B both contain an entry with the same name value, B's copy is skipped. +`msg` | Merged. If A and B both contain an entry with the same content string (if there are multiple content strings, the first is checked), then B's copy is skipped. +`tag` | Merged. If A and B both contain an entry with the same name value, B's copy is skipped, unless one is suggesting the tag for addition and the other is suggesting it for removal, in which case both entries are kept. +`url` | Currently skipped by the parser, so neither A nor B will contain any entries anyway. +`dirty` | Merged. If A and B both contain an entry with the same crc value, B's copy is skipped. Merging only takes place if both entries have their `enabled` field set to `true` (which is the default if unspecified). + ### Common Metadata 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. From d128d67b66d1d13183c22c3e70a78e89f551ac85 Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Mon, 31 Mar 2014 02:59:18 -0700 Subject: [PATCH 111/236] Updated Team: Making A Release (markdown) --- Team:-Making-A-Release.md | 9 ++++----- 1 file changed, 4 insertions(+), 5 deletions(-) diff --git a/Team:-Making-A-Release.md b/Team:-Making-A-Release.md index 0b3db79..45b874d 100644 --- a/Team:-Making-A-Release.md +++ b/Team:-Making-A-Release.md @@ -7,11 +7,10 @@ What needs to be done to release a new version of LOOT. ### Packaging & Release -1. Compile the .mo translation files from the .po files in the repository. -2. Build an x86 LOOT executable. -3. Compile the installer. -4. Put together the 7-zip archive. -5. Create a release on GitHub and add the installer and archive to it. +1. Build an x86 LOOT executable. +2. Compile the installer. +3. Put together the 7-zip archive. +4. Create a release on GitHub and add the installer and archive to it. ### Website From a1ad323947238c1660d485471d52c0d207e8c9a7 Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Sat, 5 Apr 2014 01:05:55 -0700 Subject: [PATCH 112/236] Colon was causing clone issues. --- Team:-Making-A-Release.md => Making-A-Release.md | 0 1 file changed, 0 insertions(+), 0 deletions(-) rename Team:-Making-A-Release.md => Making-A-Release.md (100%) diff --git a/Team:-Making-A-Release.md b/Making-A-Release.md similarity index 100% rename from Team:-Making-A-Release.md rename to Making-A-Release.md From fa8a1aac3fe295fcdd340f9a22820b3bc2a8e309 Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Sat, 5 Apr 2014 01:06:12 -0700 Subject: [PATCH 113/236] Updated Home (markdown) --- Home.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Home.md b/Home.md index 85120bf..47d7301 100644 --- a/Home.md +++ b/Home.md @@ -12,4 +12,4 @@ The following pages relate to the LOOT team and its management: * [[Team Member Responsibilities|Team-Member-Responsibilities]] * [[Team Policies|Team-Policies]] * [[Resolving Conflicts|Resolving-Conflicts]] -* [[Team: Making A release|Team:-Making-A-release]] \ No newline at end of file +* [[Making A release|Making-A-release]] \ No newline at end of file From 0365870453f0e99777c7cf7f6f069ee3268976e8 Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Sun, 27 Apr 2014 13:47:51 -0700 Subject: [PATCH 114/236] Created LOOT FAQs (markdown) --- LOOT-FAQs.md | 65 ++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 65 insertions(+) create mode 100644 LOOT-FAQs.md diff --git a/LOOT-FAQs.md b/LOOT-FAQs.md new file mode 100644 index 0000000..a914132 --- /dev/null +++ b/LOOT-FAQs.md @@ -0,0 +1,65 @@ +A collection of hopefully helpful FAQs and their answers. + +--- + +**Q.** What happened to BOSS v3? + +**A.** LOOT is BOSS v3. It got turned into a separate utility because concerns were raised about the major changes in expected functionality between v2 and v3. + +--- + +**Q.** Why can't I just keep using BOSS v2.2.0 forever instead of switching to LOOT? + +**A.** You can, there is no intention to take BOSS's masterlists offline. However, most of BOSS's current contributors are now more interested in contributing to LOOT, so BOSS will likely lag further behind in getting unrecognised plugins recognised as time goes on. One of the many improvements in LOOT is that it doesn't suffer from this problem. + +--- + +**Q.** I've heard that LOOT doesn't have such a thing as an 'unrecognized plugin'. What new devilry is this? + +**A.** BOSS sorted mods according to their order in its masterlist, which was hand-ordered by its maintainers. LOOT reads the contents of each plugin to see which plugins conflict, etc. and uses that information to decide on the best ordering. + +--- + +**Q.** Does LOOT sort based only on plugin content? + +**A.** 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. + +--- + +**Q.** LOOT's load order is so strange! I'd like to add a couple mods to an already running game, and use LOOT to re-order everything, but how can I be sure it won't become screwed up forever with LOOT's ordering? + +**A.** You can't. This is true whenever you add mods to or remove mods from an existing game, or change the load order, whether or not you're using LOOT. Nevertheless, there are a few things you can do to avoid disaster: + +1. Make a backup of your current `.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. +2. Make a backup of your load order files, `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. + +--- + +**Q.** I'm still suspicious that LOOT is ordering Mod X after Mod Y - BOSS did it the other way round for years, and I always had a stable game with that order. Is there a way I can validate and/or question some particular load ordering proposed by LOOT? + +**A.** Yes. 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. Alternatively, selecting a plugin in LOOT before applying a sorted load order and ticking the "Show only conflicting plugins" checkbox will let you see if the two plugins conflict at all (though it will also show plugins with BSAs if the selected plugin loads a BSA). + +--- + +**Q.** OK, but I still have specific reasons to have in *my* game a different load order than the one LOOT proposes. What do I do? + +**A.** Users can supply metadata themselves to alter the order LOOT gives. It's not as precise as the user rules feature offered by BOSS, due to the nature of LOOT's ordering system, but there are two types of metadata that can be supplied to change load order: + +* 'Load After' entries can be used for pairs of specific plugins. +* Priority values can be used when the plugin needs to load before or after many other plugins. + +Be sure to read LOOT's readme for more information on these. + +--- + +**Q.** I've run LOOT with obsolete versions of some plugins and LOOT didn't tell me to update them! How come? + +**A.** LOOT isn't omniscient. It may prove 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. + +--- + +**Q.** I'm having Internet problems / GitHub issues / firewall quirks and LOOT can't seem to update its masterlist. Is there a manual workaround? + +**A.** Yes. Download [this file](https://raw.githubusercontent.com/loot/skyrim/master/masterlist.yaml) and place it in the `%LOCALAPPDATA%\LOOT\Skyrim` folder. Replace Skyrim with `oblivion`, `fallout3` or `falloutnv` as necessary, in the URL and the folder path. \ No newline at end of file From ba4a85336994582bef9f31afaeebfaf4b3089c97 Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Sun, 27 Apr 2014 13:59:53 -0700 Subject: [PATCH 115/236] Updated Home (markdown) --- Home.md | 2 ++ 1 file changed, 2 insertions(+) diff --git a/Home.md b/Home.md index 47d7301..0d88ff6 100644 --- a/Home.md +++ b/Home.md @@ -1,5 +1,7 @@ Welcome to the LOOT project wiki! +If you have questions, check out the [[FAQs|LOOT-FAQs]] to see if they've already been answered. + If you want to start contributing, you may find the following pages useful: * [[How To Contribute|How-To-Contribute]] From e568cceb29b531bcfc369b52d4afc52e75778979 Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Sun, 27 Apr 2014 14:00:32 -0700 Subject: [PATCH 116/236] Updated Home (markdown) --- Home.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Home.md b/Home.md index 0d88ff6..270f8db 100644 --- a/Home.md +++ b/Home.md @@ -14,4 +14,4 @@ The following pages relate to the LOOT team and its management: * [[Team Member Responsibilities|Team-Member-Responsibilities]] * [[Team Policies|Team-Policies]] * [[Resolving Conflicts|Resolving-Conflicts]] -* [[Making A release|Making-A-release]] \ No newline at end of file +* [[Making A Release|Making-A-Rrelease]] \ No newline at end of file From 6be35c13c9ea686e1cd1e592c88132af157996c8 Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Sun, 27 Apr 2014 14:01:35 -0700 Subject: [PATCH 117/236] Updated Home (markdown) --- Home.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Home.md b/Home.md index 270f8db..ed3b5e8 100644 --- a/Home.md +++ b/Home.md @@ -14,4 +14,4 @@ The following pages relate to the LOOT team and its management: * [[Team Member Responsibilities|Team-Member-Responsibilities]] * [[Team Policies|Team-Policies]] * [[Resolving Conflicts|Resolving-Conflicts]] -* [[Making A Release|Making-A-Rrelease]] \ No newline at end of file +* [[Making A Release|Making-A-Release]] \ No newline at end of file From 351a5d8cd734694d773f4cc452cee87602abc289 Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Mon, 28 Apr 2014 01:33:49 -0700 Subject: [PATCH 118/236] Updated LOOT FAQs (markdown) --- LOOT-FAQs.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/LOOT-FAQs.md b/LOOT-FAQs.md index a914132..eb468d1 100644 --- a/LOOT-FAQs.md +++ b/LOOT-FAQs.md @@ -56,7 +56,7 @@ Be sure to read LOOT's readme for more information on these. **Q.** I've run LOOT with obsolete versions of some plugins and LOOT didn't tell me to update them! How come? -**A.** LOOT isn't omniscient. It may prove 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. +**A.** 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. --- From aa6e0bc3873dd61f30ca192ec2153ea3195855a7 Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Tue, 29 Apr 2014 06:10:13 -0700 Subject: [PATCH 119/236] Updated LOOT FAQs (markdown) --- LOOT-FAQs.md | 26 ++++++++++++++++---------- 1 file changed, 16 insertions(+), 10 deletions(-) diff --git a/LOOT-FAQs.md b/LOOT-FAQs.md index eb468d1..8c5c1c2 100644 --- a/LOOT-FAQs.md +++ b/LOOT-FAQs.md @@ -10,13 +10,24 @@ A collection of hopefully helpful FAQs and their answers. **Q.** Why can't I just keep using BOSS v2.2.0 forever instead of switching to LOOT? -**A.** You can, there is no intention to take BOSS's masterlists offline. However, most of BOSS's current contributors are now more interested in contributing to LOOT, so BOSS will likely lag further behind in getting unrecognised plugins recognised as time goes on. One of the many improvements in LOOT is that it doesn't suffer from this problem. +**A.** You can, there is no intention to take BOSS's masterlists offline. However, most of BOSS's current contributors are now more interested in contributing to LOOT, so BOSS will likely lag further behind in getting unrecognised plugins recognised as time goes on. + +--- + +**Q.** Is there anything I should bear in mind when switching to LOOT? + +**A.** 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: + +1. Make a backup of your current `.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. +2. Make a backup of your load order files, `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. --- **Q.** I've heard that LOOT doesn't have such a thing as an 'unrecognized plugin'. What new devilry is this? -**A.** BOSS sorted mods according to their order in its masterlist, which was hand-ordered by its maintainers. LOOT reads the contents of each plugin to see which plugins conflict, etc. and uses that information to decide on the best ordering. +**A.** BOSS sorted mods according to their order in its masterlist, which was hand-ordered by its maintainers. LOOT 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 plugins without needing them added to its masterlist. --- @@ -26,18 +37,13 @@ A collection of hopefully helpful FAQs and their answers. --- -**Q.** LOOT's load order is so strange! I'd like to add a couple mods to an already running game, and use LOOT to re-order everything, but how can I be sure it won't become screwed up forever with LOOT's ordering? +**Q.** How can the load order LOOT gives be right if BOSS gives a very different load order? -**A.** You can't. This is true whenever you add mods to or remove mods from an existing game, or change the load order, whether or not you're using LOOT. Nevertheless, there are a few things you can do to avoid disaster: - -1. Make a backup of your current `.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. -2. Make a backup of your load order files, `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. +**A.** 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. --- -**Q.** I'm still suspicious that LOOT is ordering Mod X after Mod Y - BOSS did it the other way round for years, and I always had a stable game with that order. Is there a way I can validate and/or question some particular load ordering proposed by LOOT? +**Q.** I'm still suspicious that LOOT is ordering Mod X after Mod Y. Is there a way I can validate and/or question some particular load ordering proposed by LOOT? **A.** Yes. 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. Alternatively, selecting a plugin in LOOT before applying a sorted load order and ticking the "Show only conflicting plugins" checkbox will let you see if the two plugins conflict at all (though it will also show plugins with BSAs if the selected plugin loads a BSA). From 8d4f6b4b54bfbb8392dcd4917eb124a081aa51aa Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Tue, 29 Apr 2014 06:20:31 -0700 Subject: [PATCH 120/236] Updated LOOT FAQs (markdown) --- LOOT-FAQs.md | 14 +++++++------- 1 file changed, 7 insertions(+), 7 deletions(-) diff --git a/LOOT-FAQs.md b/LOOT-FAQs.md index 8c5c1c2..7965fd4 100644 --- a/LOOT-FAQs.md +++ b/LOOT-FAQs.md @@ -8,9 +8,9 @@ A collection of hopefully helpful FAQs and their answers. --- -**Q.** Why can't I just keep using BOSS v2.2.0 forever instead of switching to LOOT? +**Q.** Do I have to switch from BOSS to LOOT? -**A.** You can, there is no intention to take BOSS's masterlists offline. However, most of BOSS's current contributors are now more interested in contributing to LOOT, so BOSS will likely lag further behind in getting unrecognised plugins recognised as time goes on. +**A.** No. However, most of BOSS's current contributors are now more interested in contributing to LOOT, so BOSS will likely lag further behind in getting unrecognised plugins recognised as time goes on. One of the many improvements in LOOT is that it has no unrecognised plugins. --- @@ -25,9 +25,9 @@ That way, if something does go wrong, you have backups to roll back to. If you d --- -**Q.** I've heard that LOOT doesn't have such a thing as an 'unrecognized plugin'. What new devilry is this? +**Q.** How can LOOT not have unrecognised plugins? -**A.** BOSS sorted mods according to their order in its masterlist, which was hand-ordered by its maintainers. LOOT 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 plugins without needing them added to its masterlist. +**A.** 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. --- @@ -43,9 +43,9 @@ That way, if something does go wrong, you have backups to roll back to. If you d --- -**Q.** I'm still suspicious that LOOT is ordering Mod X after Mod Y. Is there a way I can validate and/or question some particular load ordering proposed by LOOT? +**Q.** I'm still suspicious that LOOT is ordering plugin X after plugin Y. How do I double-check the ordering? -**A.** Yes. 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. Alternatively, selecting a plugin in LOOT before applying a sorted load order and ticking the "Show only conflicting plugins" checkbox will let you see if the two plugins conflict at all (though it will also show plugins with BSAs if the selected plugin loads a BSA). +**A.** 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. Alternatively, selecting a plugin in LOOT before applying a sorted load order and ticking the "Show only conflicting plugins" checkbox will let you see if the two plugins conflict at all (though it will also show plugins with BSAs if the selected plugin loads a BSA). --- @@ -66,6 +66,6 @@ Be sure to read LOOT's readme for more information on these. --- -**Q.** I'm having Internet problems / GitHub issues / firewall quirks and LOOT can't seem to update its masterlist. Is there a manual workaround? +**Q.** I'm having Internet problems and LOOT can't seem to update its masterlist. Is there a manual workaround? **A.** Yes. Download [this file](https://raw.githubusercontent.com/loot/skyrim/master/masterlist.yaml) and place it in the `%LOCALAPPDATA%\LOOT\Skyrim` folder. Replace Skyrim with `oblivion`, `fallout3` or `falloutnv` as necessary, in the URL and the folder path. \ No newline at end of file From d92e51355fcdc9231bb583f0d1b6ab063f280cc0 Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Thu, 1 May 2014 09:51:58 -0700 Subject: [PATCH 121/236] Created _Sidebar (markdown) --- _Sidebar.md | 17 +++++++++++++++++ 1 file changed, 17 insertions(+) create mode 100644 _Sidebar.md diff --git a/_Sidebar.md b/_Sidebar.md new file mode 100644 index 0000000..91ad0a2 --- /dev/null +++ b/_Sidebar.md @@ -0,0 +1,17 @@ +# General + +* [[FAQs|LOOT-FAQs]] + +# Contributing + +* [[How To Contribute|How-To-Contribute]] +* [[Masterlist Editing|Masterlist-Editing]] +* [[Quickly Testing Your Masterlist Changes|Quickly-Testing-Your-Masterlist-Changes]] + +# LOOT Team + +* [[Team Members|Team-Members]] +* [[Team Member Responsibilities|Team-Member-Responsibilities]] +* [[Team Policies|Team-Policies]] +* [[Resolving Conflicts|Resolving-Conflicts]] +* [[Making A Release|Making-A-Release]] \ No newline at end of file From 5120e6bffc2967663b31d97849cf4fd224d103af Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Thu, 1 May 2014 09:53:48 -0700 Subject: [PATCH 122/236] Updated _Sidebar (markdown) --- _Sidebar.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/_Sidebar.md b/_Sidebar.md index 91ad0a2..2081de2 100644 --- a/_Sidebar.md +++ b/_Sidebar.md @@ -8,7 +8,7 @@ * [[Masterlist Editing|Masterlist-Editing]] * [[Quickly Testing Your Masterlist Changes|Quickly-Testing-Your-Masterlist-Changes]] -# LOOT Team +# Team Stuff * [[Team Members|Team-Members]] * [[Team Member Responsibilities|Team-Member-Responsibilities]] From ecd76a7462b1ac5872253943efc0243ca27f2baf Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Thu, 1 May 2014 09:54:36 -0700 Subject: [PATCH 123/236] Updated _Sidebar (markdown) --- _Sidebar.md | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/_Sidebar.md b/_Sidebar.md index 2081de2..d745727 100644 --- a/_Sidebar.md +++ b/_Sidebar.md @@ -1,14 +1,14 @@ -# General +#### General * [[FAQs|LOOT-FAQs]] -# Contributing +#### Contributing * [[How To Contribute|How-To-Contribute]] * [[Masterlist Editing|Masterlist-Editing]] * [[Quickly Testing Your Masterlist Changes|Quickly-Testing-Your-Masterlist-Changes]] -# Team Stuff +##### Team Stuff * [[Team Members|Team-Members]] * [[Team Member Responsibilities|Team-Member-Responsibilities]] From 5f1e0597b25c7ca6afb1a71f66d2a26fe525a188 Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Sat, 3 May 2014 17:53:52 -0700 Subject: [PATCH 124/236] Created Thread Management (markdown) --- Thread-Management.md | 43 +++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 43 insertions(+) create mode 100644 Thread-Management.md diff --git a/Thread-Management.md b/Thread-Management.md new file mode 100644 index 0000000..73ee58d --- /dev/null +++ b/Thread-Management.md @@ -0,0 +1,43 @@ +### Introduction + +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 #`, where `` 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 link at the bottom of the website's [root index.html file](https://github.com/loot/loot.github.io/blob/master/index.html). The masterlists may also have a link to the forum thread that would need updating, so quickly check them. + +Note that LOOT currently only has the one forum thread, and the thread histories stored in each repository are a leftover from BOSS, and should be ignored. + +### The Opening Post + +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]. + +[i]See the [url=http://loot.github.io/docs/0.5.0/LOOT%20Readme.html]readme[/url] for more information.[/i] + +Previous threads: +[spoiler] +[topic=1457784]Thread #1[/topic] +[topic=1474045]Thread #2[/topic] +[topic=1486582]Thread #3[/topic] +[topic=1490680]Thread #4[/topic] +[topic=1492334]Thread #5[/topic] +[topic=1496381]Thread #6[/topic] +[topic=1498392]Thread #7[/topic] +[/spoiler] +``` \ No newline at end of file From 774ff9ad75164ce03883c2ce8aac376a586d06a5 Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Sat, 3 May 2014 17:54:21 -0700 Subject: [PATCH 125/236] Updated _Sidebar (markdown) --- _Sidebar.md | 1 + 1 file changed, 1 insertion(+) diff --git a/_Sidebar.md b/_Sidebar.md index d745727..748413e 100644 --- a/_Sidebar.md +++ b/_Sidebar.md @@ -14,4 +14,5 @@ * [[Team Member Responsibilities|Team-Member-Responsibilities]] * [[Team Policies|Team-Policies]] * [[Resolving Conflicts|Resolving-Conflicts]] +* [[Thread Management|Thread-Management]] * [[Making A Release|Making-A-Release]] \ No newline at end of file From cf0e4f61d064a1ee70c66e66a205f383ed37001d Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Wed, 7 May 2014 01:07:53 -0700 Subject: [PATCH 126/236] Updated LOOT FAQs (markdown) --- LOOT-FAQs.md | 10 ++++++++++ 1 file changed, 10 insertions(+) diff --git a/LOOT-FAQs.md b/LOOT-FAQs.md index 7965fd4..9e49b04 100644 --- a/LOOT-FAQs.md +++ b/LOOT-FAQs.md @@ -25,6 +25,16 @@ That way, if something does go wrong, you have backups to roll back to. If you d --- +**Q.** I have a SkyProc patcher that runs BOSS. How do I get it to run LOOT instead? + +**A.** LOOT support may be added to SkyProc patchers in time. Until then, you can do the following: + +1. Run LOOT. +2. Run your SkyProc patcher(s) with the `-NOBOSS` argument. +3. Have fun. + +--- + **Q.** How can LOOT not have unrecognised plugins? **A.** 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. From 0e2a10a1ab6c3c38f73726a6675e4e41d8997156 Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Tue, 13 May 2014 03:22:35 -0700 Subject: [PATCH 127/236] Created Error Reporting (markdown) --- Error-Reporting.md | 5 +++++ 1 file changed, 5 insertions(+) create mode 100644 Error-Reporting.md diff --git a/Error-Reporting.md b/Error-Reporting.md new file mode 100644 index 0000000..b30abb8 --- /dev/null +++ b/Error-Reporting.md @@ -0,0 +1,5 @@ +If LOOT is crashing, or there is some other problem that's not due to missing or incorrect masterlist metadata, the following should be done: + +1. In LOOT's settings, set the debug verbosity to its medium setting. +2. Run LOOT again to replicate the issue. +3. Upload the debug log that is generated at `%LOCALAPPDATA%\LOOT\LOOTDebugLog.txt` to some location you can share it from. If the log is less than 512 KB, you can upload it to [Pastebin](http://pastebin.com/) without requiring an account. Otherwise, a service such as Dropbox, Google Drive, OneDrive, etc. can be used. Please don't use filesharing websites with countdown timers or captchas. \ No newline at end of file From bfb0eca58253b524690fe14ce8a47b136ed16cdf Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Tue, 13 May 2014 03:23:04 -0700 Subject: [PATCH 128/236] Updated _Sidebar (markdown) --- _Sidebar.md | 1 + 1 file changed, 1 insertion(+) diff --git a/_Sidebar.md b/_Sidebar.md index 748413e..821d9d6 100644 --- a/_Sidebar.md +++ b/_Sidebar.md @@ -1,6 +1,7 @@ #### General * [[FAQs|LOOT-FAQs]] +* [[Error Reporting|Error-Reporting]] #### Contributing From 1ca09a3244841bcb9a534b8d8e0b01e7cbec09bd Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Sat, 17 May 2014 08:57:14 -0700 Subject: [PATCH 129/236] Updated LOOT FAQs (markdown) --- LOOT-FAQs.md | 8 +++++++- 1 file changed, 7 insertions(+), 1 deletion(-) diff --git a/LOOT-FAQs.md b/LOOT-FAQs.md index 9e49b04..026ba7f 100644 --- a/LOOT-FAQs.md +++ b/LOOT-FAQs.md @@ -78,4 +78,10 @@ Be sure to read LOOT's readme for more information on these. **Q.** I'm having Internet problems and LOOT can't seem to update its masterlist. Is there a manual workaround? -**A.** Yes. Download [this file](https://raw.githubusercontent.com/loot/skyrim/master/masterlist.yaml) and place it in the `%LOCALAPPDATA%\LOOT\Skyrim` folder. Replace Skyrim with `oblivion`, `fallout3` or `falloutnv` as necessary, in the URL and the folder path. \ No newline at end of file +**A.** Yes. Download [this file](https://raw.githubusercontent.com/loot/skyrim/master/masterlist.yaml) and place it in the `%LOCALAPPDATA%\LOOT\Skyrim` folder. Replace Skyrim with `oblivion`, `fallout3` or `falloutnv` as necessary, in the URL and the folder path. + +--- + +**Q.** LOOT ran without any errors, but the load order hasn't changed to match what LOOT has in its report. Why? + +**A.** If you're sorting for Skyrim, make sure that you haven't replaced or renamed your `TESV.exe`, as this interferes with LOOT's ability to decide how to set the load order. \ No newline at end of file From 4c2d6f5c9966420914817ca100d21fed7ba07fb5 Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Sat, 17 May 2014 09:02:42 -0700 Subject: [PATCH 130/236] Updated LOOT FAQs (markdown) --- LOOT-FAQs.md | 70 +++++++++++++++++++--------------------------------- 1 file changed, 25 insertions(+), 45 deletions(-) diff --git a/LOOT-FAQs.md b/LOOT-FAQs.md index 026ba7f..bdced3c 100644 --- a/LOOT-FAQs.md +++ b/LOOT-FAQs.md @@ -1,87 +1,67 @@ A collection of hopefully helpful FAQs and their answers. ---- +##### What happened to BOSS v3? -**Q.** What happened to BOSS v3? +LOOT is BOSS v3. It got turned into a separate utility because concerns were raised about the major changes in expected functionality between v2 and v3. -**A.** LOOT is BOSS v3. It got turned into a separate utility because concerns were raised about the major changes in expected functionality between v2 and v3. +##### Do I have to switch from BOSS to LOOT? ---- +No. However, most of BOSS's current contributors are now more interested in contributing to LOOT, so BOSS will likely lag further behind in getting unrecognised plugins recognised as time goes on. One of the many improvements in LOOT is that it has no unrecognised plugins. -**Q.** Do I have to switch from BOSS to LOOT? +##### Is there anything I should bear in mind when switching to LOOT? -**A.** No. However, most of BOSS's current contributors are now more interested in contributing to LOOT, so BOSS will likely lag further behind in getting unrecognised plugins recognised as time goes on. One of the many improvements in LOOT is that it has no unrecognised plugins. - ---- - -**Q.** Is there anything I should bear in mind when switching to LOOT? - -**A.** 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: +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: 1. Make a backup of your current `.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. 2. Make a backup of your load order files, `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. ---- +##### I have a SkyProc patcher that runs BOSS. How do I get it to run LOOT instead? -**Q.** I have a SkyProc patcher that runs BOSS. How do I get it to run LOOT instead? - -**A.** LOOT support may be added to SkyProc patchers in time. Until then, you can do the following: +LOOT support may be added to SkyProc patchers in time. Until then, you can do the following: 1. Run LOOT. 2. Run your SkyProc patcher(s) with the `-NOBOSS` argument. 3. Have fun. ---- +##### How can LOOT not have unrecognised plugins? -**Q.** How can LOOT not have unrecognised plugins? +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. -**A.** 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. +##### Does LOOT sort based only on plugin content? ---- +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. -**Q.** Does LOOT sort based only on plugin content? +##### How can the load order LOOT gives be right if BOSS gives a very different load order? -**A.** 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. ---- +##### I'm still suspicious that LOOT is ordering plugin X after plugin Y. How do I double-check the ordering? -**Q.** How can the load order LOOT gives be right if BOSS gives a very different load order? +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. Alternatively, selecting a plugin in LOOT before applying a sorted load order and ticking the "Show only conflicting plugins" checkbox will let you see if the two plugins conflict at all (though it will also show plugins with BSAs if the selected plugin loads a BSA). -**A.** 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. +##### OK, but I still have specific reasons to have in *my* game a different load order than the one LOOT proposes. What do I do? ---- - -**Q.** I'm still suspicious that LOOT is ordering plugin X after plugin Y. How do I double-check the ordering? - -**A.** 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. Alternatively, selecting a plugin in LOOT before applying a sorted load order and ticking the "Show only conflicting plugins" checkbox will let you see if the two plugins conflict at all (though it will also show plugins with BSAs if the selected plugin loads a BSA). - ---- - -**Q.** OK, but I still have specific reasons to have in *my* game a different load order than the one LOOT proposes. What do I do? - -**A.** Users can supply metadata themselves to alter the order LOOT gives. It's not as precise as the user rules feature offered by BOSS, due to the nature of LOOT's ordering system, but there are two types of metadata that can be supplied to change load order: +Users can supply metadata themselves to alter the order LOOT gives. It's not as precise as the user rules feature offered by BOSS, due to the nature of LOOT's ordering system, but there are two types of metadata that can be supplied to change load order: * 'Load After' entries can be used for pairs of specific plugins. * Priority values can be used when the plugin needs to load before or after many other plugins. Be sure to read LOOT's readme for more information on these. ---- +##### I've run LOOT with obsolete versions of some plugins and LOOT didn't tell me to update them! How come? -**Q.** I've run LOOT with obsolete versions of some plugins and LOOT didn't tell me to update them! How come? +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. -**A.** 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. +##### I'm getting Git errors when LOOT tries to update its masterlist. How do I fix this? ---- +Try deleting the `.git` folder in `%LOCALAPPDATA%\LOOT\\`. If that doesn't work, make sure any firewalls or security software you have installed aren't stopping LOOT from reaching the online masterlist. -**Q.** I'm having Internet problems and LOOT can't seem to update its masterlist. Is there a manual workaround? +##### I'm still having problems updating LOOT's masterlists. Is there a manual workaround? -**A.** Yes. Download [this file](https://raw.githubusercontent.com/loot/skyrim/master/masterlist.yaml) and place it in the `%LOCALAPPDATA%\LOOT\Skyrim` folder. Replace Skyrim with `oblivion`, `fallout3` or `falloutnv` as necessary, in the URL and the folder path. +Yes. Download [this file](https://raw.githubusercontent.com/loot/skyrim/master/masterlist.yaml) and place it in the `%LOCALAPPDATA%\LOOT\Skyrim` folder. Replace Skyrim with `oblivion`, `fallout3` or `falloutnv` as necessary, in the URL and the folder path. ---- - -**Q.** LOOT ran without any errors, but the load order hasn't changed to match what LOOT has in its report. Why? +##### LOOT ran without any errors, but the load order hasn't changed to match what LOOT has in its report. Why? **A.** If you're sorting for Skyrim, make sure that you haven't replaced or renamed your `TESV.exe`, as this interferes with LOOT's ability to decide how to set the load order. \ No newline at end of file From 605972a37cdc55a78995b3140d1dbe04f7bc0090 Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Sun, 18 May 2014 00:34:55 -0700 Subject: [PATCH 131/236] Updated LOOT FAQs (markdown) --- LOOT-FAQs.md | 17 ++++++++++++++++- 1 file changed, 16 insertions(+), 1 deletion(-) diff --git a/LOOT-FAQs.md b/LOOT-FAQs.md index bdced3c..57bed50 100644 --- a/LOOT-FAQs.md +++ b/LOOT-FAQs.md @@ -1,5 +1,20 @@ -A collection of hopefully helpful FAQs and their answers. +### Contents +1. [What happened to BOSS v3?](#what-happened-to-boss-v3) +2. [Do I have to switch from BOSS to LOOT?](#do-i-have-to-switch-from-boss-to-loot) +3. [Is there anything I should bear in mind when switching to LOOT?](#is-there-anything-i-should-bear-in-mind-when-switching-to-loot) +4. [I have a SkyProc patcher that runs BOSS. How do I get it to run LOOT instead?](#i-have-a-skyproc-patcher-that-runs-boss-how-do-i-get-it-to-run-loot-instead) +5. [How can LOOT not have unrecognised plugins?](#how-can-loot-not-have-unrecognised-plugins) +6. [Does LOOT sort based only on plugin content?](#does-loot-sort-based-only-on-plugin-content) +7. [How can the load order LOOT gives be right if BOSS gives a very different load order?](#how-can-the-load-order-loot-gives-be-right-if-boss-gives-a-very-different-load-order) +8. [I'm still suspicious that LOOT is ordering plugin X after plugin Y. How do I double-check the ordering?](#im-still-suspicious-that-loot-is-ordering-plugin-x-after-plugin-y-how-do-i-double-check-the-ordering) +9. [OK, but I still have specific reasons to have in my game a different load order than the one LOOT proposes. What do I do?](#ok-but-i-still-have-specific-reasons-to-have-in-my-game-a-different-load-order-than-the-one-loot-proposes-what-do-i-do) +10. [I've run LOOT with obsolete versions of some plugins and LOOT didn't tell me to update them! How come?](#ive-run-loot-with-obsolete-versions-of-some-plugins-and-loot-didnt-tell-me-to-update-them-how-come) +11. [I'm getting Git errors when LOOT tries to update its masterlist. How do I fix this?](#im-getting-git-errors-when-loot-tries-to-update-its-masterlist-how-do-i-fix-this) +12. [I'm still having problems updating LOOT's masterlists. Is there a manual workaround?](#im-still-having-problems-updating-loots-masterlists-is-there-a-manual-workaround) +13. [LOOT ran without any errors, but the load order hasn't changed to match what LOOT has in its report. Why?](#loot-ran-without-any-errors-but-the-load-order-hasnt-changed-to-match-what-loot-has-in-its-report-why) + +### Questions ##### What happened to BOSS v3? LOOT is BOSS v3. It got turned into a separate utility because concerns were raised about the major changes in expected functionality between v2 and v3. From 1987215c49fbe33c1509c38b108b6e21a306071e Mon Sep 17 00:00:00 2001 From: SilentSpike Date: Sat, 31 May 2014 03:03:14 -0700 Subject: [PATCH 132/236] Updated Thread Management (markdown) --- Thread-Management.md | 1 + 1 file changed, 1 insertion(+) diff --git a/Thread-Management.md b/Thread-Management.md index 73ee58d..2e5b6ae 100644 --- a/Thread-Management.md +++ b/Thread-Management.md @@ -39,5 +39,6 @@ Previous threads: [topic=1492334]Thread #5[/topic] [topic=1496381]Thread #6[/topic] [topic=1498392]Thread #7[/topic] +[topic=1499946]Thread #8[/topic] [/spoiler] ``` \ No newline at end of file From 408700db597f42ec329ec47bb6570789362f17b3 Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Thu, 26 Jun 2014 08:45:54 -0700 Subject: [PATCH 133/236] Updated LOOT FAQs (markdown) --- LOOT-FAQs.md | 14 +++++++++++++- 1 file changed, 13 insertions(+), 1 deletion(-) diff --git a/LOOT-FAQs.md b/LOOT-FAQs.md index 57bed50..94f7f48 100644 --- a/LOOT-FAQs.md +++ b/LOOT-FAQs.md @@ -13,6 +13,8 @@ 11. [I'm getting Git errors when LOOT tries to update its masterlist. How do I fix this?](#im-getting-git-errors-when-loot-tries-to-update-its-masterlist-how-do-i-fix-this) 12. [I'm still having problems updating LOOT's masterlists. Is there a manual workaround?](#im-still-having-problems-updating-loots-masterlists-is-there-a-manual-workaround) 13. [LOOT ran without any errors, but the load order hasn't changed to match what LOOT has in its report. Why?](#loot-ran-without-any-errors-but-the-load-order-hasnt-changed-to-match-what-loot-has-in-its-report-why) +14. [LOOT's report is blank. How do I fix this?](#loots-report-is-blank-how-do-i-fix-this) +15. [I'm seeing empty box characters in the metadata editor window's plugins list. What are these?](im-seeing-empty-box-characters-in-the-metadata-editor-windows-plugins-list-what-are-these) ### Questions ##### What happened to BOSS v3? @@ -79,4 +81,14 @@ Yes. Download [this file](https://raw.githubusercontent.com/loot/skyrim/master/m ##### LOOT ran without any errors, but the load order hasn't changed to match what LOOT has in its report. Why? -**A.** If you're sorting for Skyrim, make sure that you haven't replaced or renamed your `TESV.exe`, as this interferes with LOOT's ability to decide how to set the load order. \ No newline at end of file +**A.** If you're sorting for Skyrim, make sure that you haven't replaced or renamed your `TESV.exe`, as this interferes with LOOT's ability to decide how to set the load order. + +##### LOOT's report is blank. How do I fix this? + +LOOT uses Windows' internal web browser to display its report. This web browser is basically Internet Explorer, but it's present even if you have Internet Explorer disabled. If it's not displaying LOOT's report properly, this may be because it isn't up-to-date. + +To update the internal web browser, make sure Internet Explorer is enabled in the "Turn Windows features on/off" control panel, and install the latest updates available through Windows update. That should be enough to fix the report display, and you can disable Internet Explorer again if you so wish. + +##### I'm seeing empty box characters in the metadata editor window's plugins list. What are these? + +They are supposed to be ticks and crosses, but there's a bug in Windows that means they don't always get displayed correctly. [This page](https://superuser.com/questions/371282/my-windows-7-has-suddenly-stopped-displaying-unicode-symbols) describes some possible workarounds for the issue. \ No newline at end of file From 05a85b42f6049fcdc737cf8be990f8ec02ad4bf4 Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Fri, 27 Jun 2014 03:36:37 -0700 Subject: [PATCH 134/236] Updated LOOT FAQs (markdown) --- LOOT-FAQs.md | 8 ++++++++ 1 file changed, 8 insertions(+) diff --git a/LOOT-FAQs.md b/LOOT-FAQs.md index 94f7f48..a23103f 100644 --- a/LOOT-FAQs.md +++ b/LOOT-FAQs.md @@ -1,5 +1,7 @@ ### Contents +#### General Information + 1. [What happened to BOSS v3?](#what-happened-to-boss-v3) 2. [Do I have to switch from BOSS to LOOT?](#do-i-have-to-switch-from-boss-to-loot) 3. [Is there anything I should bear in mind when switching to LOOT?](#is-there-anything-i-should-bear-in-mind-when-switching-to-loot) @@ -8,8 +10,14 @@ 6. [Does LOOT sort based only on plugin content?](#does-loot-sort-based-only-on-plugin-content) 7. [How can the load order LOOT gives be right if BOSS gives a very different load order?](#how-can-the-load-order-loot-gives-be-right-if-boss-gives-a-very-different-load-order) 8. [I'm still suspicious that LOOT is ordering plugin X after plugin Y. How do I double-check the ordering?](#im-still-suspicious-that-loot-is-ordering-plugin-x-after-plugin-y-how-do-i-double-check-the-ordering) + +#### Using LOOT + 9. [OK, but I still have specific reasons to have in my game a different load order than the one LOOT proposes. What do I do?](#ok-but-i-still-have-specific-reasons-to-have-in-my-game-a-different-load-order-than-the-one-loot-proposes-what-do-i-do) 10. [I've run LOOT with obsolete versions of some plugins and LOOT didn't tell me to update them! How come?](#ive-run-loot-with-obsolete-versions-of-some-plugins-and-loot-didnt-tell-me-to-update-them-how-come) + +#### Common Issues + 11. [I'm getting Git errors when LOOT tries to update its masterlist. How do I fix this?](#im-getting-git-errors-when-loot-tries-to-update-its-masterlist-how-do-i-fix-this) 12. [I'm still having problems updating LOOT's masterlists. Is there a manual workaround?](#im-still-having-problems-updating-loots-masterlists-is-there-a-manual-workaround) 13. [LOOT ran without any errors, but the load order hasn't changed to match what LOOT has in its report. Why?](#loot-ran-without-any-errors-but-the-load-order-hasnt-changed-to-match-what-loot-has-in-its-report-why) From 7f7ae2309a0cb894d85b6581036337ae6109f145 Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Mon, 30 Jun 2014 06:50:32 -0700 Subject: [PATCH 135/236] Updated Error Reporting (markdown) --- Error-Reporting.md => How-To-Report-Issues-Helpfully.md | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) rename Error-Reporting.md => How-To-Report-Issues-Helpfully.md (79%) diff --git a/Error-Reporting.md b/How-To-Report-Issues-Helpfully.md similarity index 79% rename from Error-Reporting.md rename to How-To-Report-Issues-Helpfully.md index b30abb8..58e1611 100644 --- a/Error-Reporting.md +++ b/How-To-Report-Issues-Helpfully.md @@ -2,4 +2,6 @@ If LOOT is crashing, or there is some other problem that's not due to missing or 1. In LOOT's settings, set the debug verbosity to its medium setting. 2. Run LOOT again to replicate the issue. -3. Upload the debug log that is generated at `%LOCALAPPDATA%\LOOT\LOOTDebugLog.txt` to some location you can share it from. If the log is less than 512 KB, you can upload it to [Pastebin](http://pastebin.com/) without requiring an account. Otherwise, a service such as Dropbox, Google Drive, OneDrive, etc. can be used. Please don't use filesharing websites with countdown timers or captchas. \ No newline at end of file +3. Upload the debug log that is generated at `%LOCALAPPDATA%\LOOT\LOOTDebugLog.txt` to some location you can share it from. If the log is less than 512 KB, you can upload it to [Pastebin](http://pastebin.com/) without requiring an account. Otherwise, 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. \ No newline at end of file From 62f154aeb4f597ed6799bafd9cb6ca9eece9244c Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Wed, 2 Jul 2014 03:28:24 -0700 Subject: [PATCH 136/236] Updated _Sidebar (markdown) --- _Sidebar.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/_Sidebar.md b/_Sidebar.md index 821d9d6..2a92cfe 100644 --- a/_Sidebar.md +++ b/_Sidebar.md @@ -1,7 +1,7 @@ #### General * [[FAQs|LOOT-FAQs]] -* [[Error Reporting|Error-Reporting]] +* [[How To Report Issues Helpfully|How-To-Report-Issues-Helpfully]] #### Contributing From f5a947f10ca37e973075b4c73aa4bafa982b5e98 Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Wed, 2 Jul 2014 03:30:39 -0700 Subject: [PATCH 137/236] Updated LOOT FAQs (markdown) --- LOOT-FAQs.md | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) diff --git a/LOOT-FAQs.md b/LOOT-FAQs.md index a23103f..f8fbbdc 100644 --- a/LOOT-FAQs.md +++ b/LOOT-FAQs.md @@ -93,7 +93,9 @@ Yes. Download [this file](https://raw.githubusercontent.com/loot/skyrim/master/m ##### LOOT's report is blank. How do I fix this? -LOOT uses Windows' internal web browser to display its report. This web browser is basically Internet Explorer, but it's present even if you have Internet Explorer disabled. If it's not displaying LOOT's report properly, this may be because it isn't up-to-date. +LOOT uses Windows' internal web browser to display its report. This web browser is basically Internet Explorer, but it's present even if you have Internet Explorer disabled. If it's not displaying LOOT's report properly, this may be because it isn't up-to-date. + +The report display has been tested using IE 11, which is available to all Windows 7 and 8.x users. Windows Vista users can only update as far as IE 10, and though the report should display with this version, it is untested. To update the internal web browser, make sure Internet Explorer is enabled in the "Turn Windows features on/off" control panel, and install the latest updates available through Windows update. That should be enough to fix the report display, and you can disable Internet Explorer again if you so wish. From e73187322e4dd3040ed4b2f8fff8a9a28c216111 Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Thu, 10 Jul 2014 13:07:14 -0700 Subject: [PATCH 138/236] Updated LOOT FAQs (markdown) --- LOOT-FAQs.md | 2 ++ 1 file changed, 2 insertions(+) diff --git a/LOOT-FAQs.md b/LOOT-FAQs.md index f8fbbdc..0714cb1 100644 --- a/LOOT-FAQs.md +++ b/LOOT-FAQs.md @@ -99,6 +99,8 @@ The report display has been tested using IE 11, which is available to all Window To update the internal web browser, make sure Internet Explorer is enabled in the "Turn Windows features on/off" control panel, and install the latest updates available through Windows update. That should be enough to fix the report display, and you can disable Internet Explorer again if you so wish. +If you're still not seeing the report fill with content, IE may be blocking Javascript from running on the page. Open "Internet Options" and make sure that the "Allow active content to run in files on My Computer" option is enabled. + ##### I'm seeing empty box characters in the metadata editor window's plugins list. What are these? They are supposed to be ticks and crosses, but there's a bug in Windows that means they don't always get displayed correctly. [This page](https://superuser.com/questions/371282/my-windows-7-has-suddenly-stopped-displaying-unicode-symbols) describes some possible workarounds for the issue. \ No newline at end of file From 7b498dd5d96120a017a99fbfce9ee0fdd58fc878 Mon Sep 17 00:00:00 2001 From: "Frederik \"Freso\" S. Olesen" Date: Fri, 8 Aug 2014 07:44:21 +0200 Subject: [PATCH 139/236] Remove note about "Thread History.txt" files. The files have been removed from the masterlist repositories, so there's no need to mention it here. --- Thread-Management.md | 2 -- 1 file changed, 2 deletions(-) diff --git a/Thread-Management.md b/Thread-Management.md index 2e5b6ae..a6f5b5c 100644 --- a/Thread-Management.md +++ b/Thread-Management.md @@ -6,8 +6,6 @@ When a thread nears 200 posts, a new thread should be opened with the title `[RE 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 link at the bottom of the website's [root index.html file](https://github.com/loot/loot.github.io/blob/master/index.html). The masterlists may also have a link to the forum thread that would need updating, so quickly check them. -Note that LOOT currently only has the one forum thread, and the thread histories stored in each repository are a leftover from BOSS, and should be ignored. - ### The Opening Post 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. From 338ee51fcda8e1d981e61934a3a34fff21e46285 Mon Sep 17 00:00:00 2001 From: "Frederik \"Freso\" S. Olesen" Date: Fri, 8 Aug 2014 07:53:05 +0200 Subject: [PATCH 140/236] Update thread boilerplate readme link to 0.6.0. --- Thread-Management.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Thread-Management.md b/Thread-Management.md index a6f5b5c..fe82447 100644 --- a/Thread-Management.md +++ b/Thread-Management.md @@ -26,7 +26,7 @@ While sorting, LOOT checks for load order errors such as incompatibilities and m LOOT can be downloaded from its [url=http://loot.github.io]website[/url]. -[i]See the [url=http://loot.github.io/docs/0.5.0/LOOT%20Readme.html]readme[/url] for more information.[/i] +[i]See the [url=http://loot.github.io/docs/0.6.0/LOOT%20Readme.html]readme[/url] for more information.[/i] Previous threads: [spoiler] From ce6ffb5ffea89faafbc9d291e75dd83976b52c39 Mon Sep 17 00:00:00 2001 From: "Frederik \"Freso\" S. Olesen" Date: Fri, 8 Aug 2014 07:55:51 +0200 Subject: [PATCH 141/236] Add thread 9-11 to thread boilerplate. --- Thread-Management.md | 5 ++++- 1 file changed, 4 insertions(+), 1 deletion(-) diff --git a/Thread-Management.md b/Thread-Management.md index fe82447..f274d39 100644 --- a/Thread-Management.md +++ b/Thread-Management.md @@ -38,5 +38,8 @@ Previous threads: [topic=1496381]Thread #6[/topic] [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] [/spoiler] -``` \ No newline at end of file +``` From 244a4bba9b5ac0b7f65984e07efbff9801eba72c Mon Sep 17 00:00:00 2001 From: "Frederik \"Freso\" S. Olesen" Date: Tue, 12 Aug 2014 19:36:54 +0200 Subject: [PATCH 142/236] Initial draft of a "Global Priorities" wiki page. Based on loot/skyrim#26 and loot/oblivion#7. --- Global-Priorities.md | 66 ++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 66 insertions(+) create mode 100644 Global-Priorities.md diff --git a/Global-Priorities.md b/Global-Priorities.md new file mode 100644 index 0000000..e82de05 --- /dev/null +++ b/Global-Priorities.md @@ -0,0 +1,66 @@ +*(Some introductory text about global priorities, how they work, etc. should go here...)* + +Below are the global priorities as they are grouped for the games currently supported by LOOT. + +# Skyrim + +``` +-1999000 = -999000 Skyrim.esm, Update.esm +-1980000 = -980000 DLC, Unofficial Patches, SPO +-1960000 = -960000 Falskar, Wyrmstooth +-1950000 = -950000 +-1940000 = -940000 +-1930000 = -930000 +-1920000 = -920000 +-1910000 = -910000 +-1900000 = -900000 +-1890000 = -890000 +0 +1910000 = 991000 Bash Patch +1920000 = 992000 Post Bash Patch +1930000 = 993000 Dynamic Patches (Sky Proc) +1940000 = 994000 Qotsafan Compatibility Patches +1950000 = 995000 +1960000 = 996000 +1970000 = 997000 Deadly Combat PISE Patches +1980000 = 998000 +1990000 = 999000 +``` + +See loot/skyrim#26 for details. + +# Oblivion + +``` +-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. + +# Fallout: New Vegas + +*To be determined...* + +# Fallout 3 + +*To be determined...* From a632c35ae3a942c6943de0436f47377a1f8c697b Mon Sep 17 00:00:00 2001 From: "Frederik \"Freso\" S. Olesen" Date: Tue, 12 Aug 2014 19:40:04 +0200 Subject: [PATCH 143/236] Make the issue links work. Apparently GitHub doesn't do its autolinking on WikiPages. --- Global-Priorities.md | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/Global-Priorities.md b/Global-Priorities.md index e82de05..646d319 100644 --- a/Global-Priorities.md +++ b/Global-Priorities.md @@ -27,7 +27,7 @@ Below are the global priorities as they are grouped for the games currently supp 1990000 = 999000 ``` -See loot/skyrim#26 for details. +See [loot/skyrim#26](https://github.com/loot/skyrim/issues/26) for details. # Oblivion @@ -55,7 +55,7 @@ See loot/skyrim#26 for details. 400990000 = 999000 ``` -See loot/oblivion#7 for details. +See [loot/oblivion#7](https://github.com/loot/oblivion/issues/7) for details. # Fallout: New Vegas From 5d46301490d577a92b2bf2c8fa985ffb7f274861 Mon Sep 17 00:00:00 2001 From: "Frederik \"Freso\" S. Olesen" Date: Tue, 12 Aug 2014 19:42:17 +0200 Subject: [PATCH 144/236] Add anchor links to the priority lists. For easier navigation. --- Global-Priorities.md | 6 +++++- 1 file changed, 5 insertions(+), 1 deletion(-) diff --git a/Global-Priorities.md b/Global-Priorities.md index 646d319..64ab44a 100644 --- a/Global-Priorities.md +++ b/Global-Priorities.md @@ -1,6 +1,10 @@ *(Some introductory text about global priorities, how they work, etc. should go here...)* -Below are the global priorities as they are grouped for the games currently supported by LOOT. +Below are the global priorities as they are grouped for the games currently supported by LOOT: +- [Skyrim](#skyrim) +- [Oblivion](#oblivion) +- [Fallout: New Vegas](#fallout-new-vegas) +- [Fallout 3](#fallout-3) # Skyrim From 4aeb1a36f7b22e88c5e724e883c163382037fa38 Mon Sep 17 00:00:00 2001 From: "Frederik \"Freso\" S. Olesen" Date: Tue, 12 Aug 2014 20:09:31 +0200 Subject: [PATCH 145/236] Attempt at a description of global priorities. --- Global-Priorities.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Global-Priorities.md b/Global-Priorities.md index 64ab44a..7252dce 100644 --- a/Global-Priorities.md +++ b/Global-Priorities.md @@ -1,4 +1,4 @@ -*(Some introductory text about global priorities, how they work, etc. should go here...)* +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](https://loot.github.io/docs/dev/LOOT%20Metadata%20Syntax.html#structs-plugin): 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: - [Skyrim](#skyrim) From 0c8f4a6f62cd249a2d636db9d0346ce163577397 Mon Sep 17 00:00:00 2001 From: "Frederik \"Freso\" S. Olesen" Date: Wed, 13 Aug 2014 00:33:39 +0200 Subject: [PATCH 146/236] Add note on current usage in fallout3 masterlist. --- Global-Priorities.md | 9 ++++++++- 1 file changed, 8 insertions(+), 1 deletion(-) diff --git a/Global-Priorities.md b/Global-Priorities.md index 7252dce..43a2b4d 100644 --- a/Global-Priorities.md +++ b/Global-Priorities.md @@ -67,4 +67,11 @@ See [loot/oblivion#7](https://github.com/loot/oblivion/issues/7) for details. # Fallout 3 -*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.* From 835ebf3b205fad6ee32b57565d339d57cff3cdfc Mon Sep 17 00:00:00 2001 From: "Frederik \"Freso\" S. Olesen" Date: Tue, 26 Aug 2014 19:43:34 +0200 Subject: [PATCH 147/236] Document LOOT 0.7.0 and Mod Organizer 1.2.10 not working together. Closes loot/loot#233. --- LOOT-FAQs.md | 9 +++++++-- 1 file changed, 7 insertions(+), 2 deletions(-) diff --git a/LOOT-FAQs.md b/LOOT-FAQs.md index 0714cb1..dc46f52 100644 --- a/LOOT-FAQs.md +++ b/LOOT-FAQs.md @@ -22,7 +22,8 @@ 12. [I'm still having problems updating LOOT's masterlists. Is there a manual workaround?](#im-still-having-problems-updating-loots-masterlists-is-there-a-manual-workaround) 13. [LOOT ran without any errors, but the load order hasn't changed to match what LOOT has in its report. Why?](#loot-ran-without-any-errors-but-the-load-order-hasnt-changed-to-match-what-loot-has-in-its-report-why) 14. [LOOT's report is blank. How do I fix this?](#loots-report-is-blank-how-do-i-fix-this) -15. [I'm seeing empty box characters in the metadata editor window's plugins list. What are these?](im-seeing-empty-box-characters-in-the-metadata-editor-windows-plugins-list-what-are-these) +15. [LOOT's window is blank when I'm starting it through Mod Organizer. What's up?](#loots-window-is-blank-when-im-starting-it-through-mod-organizer-whats-up) +16. [I'm seeing empty box characters in the metadata editor window's plugins list. What are these?](im-seeing-empty-box-characters-in-the-metadata-editor-windows-plugins-list-what-are-these) ### Questions ##### What happened to BOSS v3? @@ -101,6 +102,10 @@ To update the internal web browser, make sure Internet Explorer is enabled in th If you're still not seeing the report fill with content, IE may be blocking Javascript from running on the page. Open "Internet Options" and make sure that the "Allow active content to run in files on My Computer" option is enabled. +##### LOOT's window is blank when I'm starting it through Mod Organizer. What's up? + +Mod Organizer 1.2.10 has a bug preventing LOOT 0.7.0 from working properly. This will be fixed with Mod Organizer 1.2.11, but until that is released, you will need to downgrade to Mod Organizer 1.2.9. + ##### I'm seeing empty box characters in the metadata editor window's plugins list. What are these? -They are supposed to be ticks and crosses, but there's a bug in Windows that means they don't always get displayed correctly. [This page](https://superuser.com/questions/371282/my-windows-7-has-suddenly-stopped-displaying-unicode-symbols) describes some possible workarounds for the issue. \ No newline at end of file +They are supposed to be ticks and crosses, but there's a bug in Windows that means they don't always get displayed correctly. [This page](https://superuser.com/questions/371282/my-windows-7-has-suddenly-stopped-displaying-unicode-symbols) describes some possible workarounds for the issue. From e1e9abb8629e2908e5f82b9d3087d2a982de35b1 Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Wed, 27 Aug 2014 09:05:31 -0700 Subject: [PATCH 148/236] Updated LOOT FAQs (markdown) --- LOOT-FAQs.md | 28 ++++++++++++++++++++++++++++ 1 file changed, 28 insertions(+) diff --git a/LOOT-FAQs.md b/LOOT-FAQs.md index dc46f52..7a14822 100644 --- a/LOOT-FAQs.md +++ b/LOOT-FAQs.md @@ -24,8 +24,16 @@ 14. [LOOT's report is blank. How do I fix this?](#loots-report-is-blank-how-do-i-fix-this) 15. [LOOT's window is blank when I'm starting it through Mod Organizer. What's up?](#loots-window-is-blank-when-im-starting-it-through-mod-organizer-whats-up) 16. [I'm seeing empty box characters in the metadata editor window's plugins list. What are these?](im-seeing-empty-box-characters-in-the-metadata-editor-windows-plugins-list-what-are-these) +17. [LOOT shows the wrong or no version number for some plugins. Why?](loot-shows-the-wrong-or-no-version-number-for-some-plugins-why) +18. [A game is installed, but LOOT cannot detect it. How do I fix this?](a-game-is-installed-but-LOOT-cannot-detect-it-how-do-i-fix-this) +19. [When LOOT updates the load order, it removes line breaks from `plugins.txt` and `loadorder.txt`. Won't this break something?](when-loot-updates-the-load-order-it-removes-line-breaks-from-pluginstxt-and-loadordertxt-wont-this-break-something) ### Questions + +--- + +#### General Information + ##### What happened to BOSS v3? LOOT is BOSS v3. It got turned into a separate utility because concerns were raised about the major changes in expected functionality between v2 and v3. @@ -67,6 +75,10 @@ There can be more than one correct load order for a given set of plugins. For ex 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. Alternatively, selecting a plugin in LOOT before applying a sorted load order and ticking the "Show only conflicting plugins" checkbox will let you see if the two plugins conflict at all (though it will also show plugins with BSAs if the selected plugin loads a BSA). +--- + +#### Using LOOT + ##### OK, but I still have specific reasons to have in *my* game a different load order than the one LOOT proposes. What do I do? Users can supply metadata themselves to alter the order LOOT gives. It's not as precise as the user rules feature offered by BOSS, due to the nature of LOOT's ordering system, but there are two types of metadata that can be supplied to change load order: @@ -80,6 +92,10 @@ 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. +--- + +#### Common Issues + ##### I'm getting Git errors when LOOT tries to update its masterlist. How do I fix this? Try deleting the `.git` folder in `%LOCALAPPDATA%\LOOT\\`. If that doesn't work, make sure any firewalls or security software you have installed aren't stopping LOOT from reaching the online masterlist. @@ -109,3 +125,15 @@ Mod Organizer 1.2.10 has a bug preventing LOOT 0.7.0 from working properly. This ##### I'm seeing empty box characters in the metadata editor window's plugins list. What are these? They are supposed to be ticks and crosses, but there's a bug in Windows that means they don't always get displayed correctly. [This page](https://superuser.com/questions/371282/my-windows-7-has-suddenly-stopped-displaying-unicode-symbols) describes some possible workarounds for the issue. + +##### LOOT shows the wrong or no version number for some plugins. Why? + +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. + +##### A game is installed, but LOOT cannot detect it. How do I fix this? + +Steam likes to remove 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. + +##### When LOOT updates the load order, it removes line breaks from `plugins.txt` and `loadorder.txt`. Won't this break something? + +LOOT has probably just replaced the `CR LF` line breaks with `LF` line breaks. It doesn't make any difference to the game. \ No newline at end of file From 0be3e955660d4a4e13033eea4914923b095e6fb8 Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Wed, 27 Aug 2014 09:06:07 -0700 Subject: [PATCH 149/236] Updated LOOT FAQs (markdown) --- LOOT-FAQs.md | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/LOOT-FAQs.md b/LOOT-FAQs.md index 7a14822..9a42af5 100644 --- a/LOOT-FAQs.md +++ b/LOOT-FAQs.md @@ -23,10 +23,10 @@ 13. [LOOT ran without any errors, but the load order hasn't changed to match what LOOT has in its report. Why?](#loot-ran-without-any-errors-but-the-load-order-hasnt-changed-to-match-what-loot-has-in-its-report-why) 14. [LOOT's report is blank. How do I fix this?](#loots-report-is-blank-how-do-i-fix-this) 15. [LOOT's window is blank when I'm starting it through Mod Organizer. What's up?](#loots-window-is-blank-when-im-starting-it-through-mod-organizer-whats-up) -16. [I'm seeing empty box characters in the metadata editor window's plugins list. What are these?](im-seeing-empty-box-characters-in-the-metadata-editor-windows-plugins-list-what-are-these) -17. [LOOT shows the wrong or no version number for some plugins. Why?](loot-shows-the-wrong-or-no-version-number-for-some-plugins-why) -18. [A game is installed, but LOOT cannot detect it. How do I fix this?](a-game-is-installed-but-LOOT-cannot-detect-it-how-do-i-fix-this) -19. [When LOOT updates the load order, it removes line breaks from `plugins.txt` and `loadorder.txt`. Won't this break something?](when-loot-updates-the-load-order-it-removes-line-breaks-from-pluginstxt-and-loadordertxt-wont-this-break-something) +16. [I'm seeing empty box characters in the metadata editor window's plugins list. What are these?](#im-seeing-empty-box-characters-in-the-metadata-editor-windows-plugins-list-what-are-these) +17. [LOOT shows the wrong or no version number for some plugins. Why?](#loot-shows-the-wrong-or-no-version-number-for-some-plugins-why) +18. [A game is installed, but LOOT cannot detect it. How do I fix this?](#a-game-is-installed-but-LOOT-cannot-detect-it-how-do-i-fix-this) +19. [When LOOT updates the load order, it removes line breaks from `plugins.txt` and `loadorder.txt`. Won't this break something?](#when-loot-updates-the-load-order-it-removes-line-breaks-from-pluginstxt-and-loadordertxt-wont-this-break-something) ### Questions From 16ea513ddf4ad7c184748ef514af16b1acdea12b Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Wed, 27 Aug 2014 09:06:40 -0700 Subject: [PATCH 150/236] Updated LOOT FAQs (markdown) --- LOOT-FAQs.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/LOOT-FAQs.md b/LOOT-FAQs.md index 9a42af5..acd9305 100644 --- a/LOOT-FAQs.md +++ b/LOOT-FAQs.md @@ -25,7 +25,7 @@ 15. [LOOT's window is blank when I'm starting it through Mod Organizer. What's up?](#loots-window-is-blank-when-im-starting-it-through-mod-organizer-whats-up) 16. [I'm seeing empty box characters in the metadata editor window's plugins list. What are these?](#im-seeing-empty-box-characters-in-the-metadata-editor-windows-plugins-list-what-are-these) 17. [LOOT shows the wrong or no version number for some plugins. Why?](#loot-shows-the-wrong-or-no-version-number-for-some-plugins-why) -18. [A game is installed, but LOOT cannot detect it. How do I fix this?](#a-game-is-installed-but-LOOT-cannot-detect-it-how-do-i-fix-this) +18. [A game is installed, but LOOT cannot detect it. How do I fix this?](#a-game-is-installed-but-loot-cannot-detect-it-how-do-i-fix-this) 19. [When LOOT updates the load order, it removes line breaks from `plugins.txt` and `loadorder.txt`. Won't this break something?](#when-loot-updates-the-load-order-it-removes-line-breaks-from-pluginstxt-and-loadordertxt-wont-this-break-something) ### Questions From 37a48826670897f51e2ecf51b9589f1ec9557fc4 Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Wed, 27 Aug 2014 10:32:00 -0700 Subject: [PATCH 151/236] Updated _Sidebar (markdown) --- _Sidebar.md | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) diff --git a/_Sidebar.md b/_Sidebar.md index 2a92cfe..9b0e835 100644 --- a/_Sidebar.md +++ b/_Sidebar.md @@ -8,6 +8,7 @@ * [[How To Contribute|How-To-Contribute]] * [[Masterlist Editing|Masterlist-Editing]] * [[Quickly Testing Your Masterlist Changes|Quickly-Testing-Your-Masterlist-Changes]] +* [[Translating LOOT|Translating-LOOT]] ##### Team Stuff @@ -16,4 +17,5 @@ * [[Team Policies|Team-Policies]] * [[Resolving Conflicts|Resolving-Conflicts]] * [[Thread Management|Thread-Management]] -* [[Making A Release|Making-A-Release]] \ No newline at end of file +* [[Making A Release|Making-A-Release]] +* [[Global Priorities|Global-Priorities]] \ No newline at end of file From 6aadd6278ef268f0b402d95799636df329e70035 Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Wed, 27 Aug 2014 10:35:43 -0700 Subject: [PATCH 152/236] Updated How To Contribute (markdown) --- How-To-Contribute.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/How-To-Contribute.md b/How-To-Contribute.md index 31c1fa0..e10de62 100644 --- a/How-To-Contribute.md +++ b/How-To-Contribute.md @@ -24,7 +24,7 @@ Open the repository that contains the file(s) you want to edit in GFW, then clic 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 GFW. 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|Masterlist-Editing]] page for more information. +If you're editing a masterlist, see the [[Masterlist Editing|Masterlist-Editing]] page for more information. If you're adding or updating a translation, the [[Translating LOOT|Translating-LOOT]] page is for you. ### Joining the Team From a63d51b52312fd8ce9d4c070834bea97c6fe36f2 Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Wed, 27 Aug 2014 11:28:45 -0700 Subject: [PATCH 153/236] Created Translating LOOT (markdown) --- Translating-LOOT.md | 48 +++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 48 insertions(+) create mode 100644 Translating-LOOT.md diff --git a/Translating-LOOT.md b/Translating-LOOT.md new file mode 100644 index 0000000..701d563 --- /dev/null +++ b/Translating-LOOT.md @@ -0,0 +1,48 @@ +Are you interested in contributing new or updated translations for LOOT? If so, you've come to the right place. + +First of all, if you haven't already read it, [[How To Contribute|How-To-Contribute]] provides a general introduction to contributing to LOOT, including how to get set up. Once you're happy that you know what's what, continue on below. + +### General Information + +LOOT supports translation into other languages, with the following limitations: + +* Debug log messages and error messages generated by the libraries LOOT uses cannot be translated. +* Masterlist messages can be translated, but translations must be submitted to the masterlist maintainers for addition. Translating masterlist messages won't be covered here. +* The languages LOOT supports is hardcoded, so LOOT must be updated to include new translations. + +To translate everything but masterlist messages, first fork the [source code repository](https://github.com/loot/loot). All file paths given below are relative to the base folder of that repository. + +### Translating the Installer + +1. Open the installer script at `src/installer.nsi` in a text editor of your choice. +2. The English strings are located in the section with the heading `English Strings`. Create a copy of this section below the original. +3. Translate the quoted strings in the copied section, replacing the English text. For the lines beginning `VIAddVersionKey`, only translate the second quoted string. +4. Add an `!insertmacro MUI_LANGUAGE ""` line to the section with the headering `Languages`. `` is the NSIS name for your language: a perhaps incomplete example of accepted values can be found in [this script](http://nsis.sourceforge.net/Examples/Modern%20UI/MultiLanguage.nsi). +3. Save your changes. + +### Translating the LOOT application + +1. Download and install the latest version of [Poedit](http://www.poedit.net/). +2. If you are starting a new translation, select `File->New catalogue from POT file...` and choose the template file at `resources/l10n/template.pot`. In the `Catalog properties` dialog, just click `OK` without changing anything. +3. If you are updating a previous translation, open in Poedit the `loot.po` translation file in the relevant subdirectory of `resources/l10n`, then select `Catalogue->Update from POT file...` and choose the template file you downloaded. Click `OK` in the `Update summary` dialog. +4. Edit the translation file to add or update translations of the programs' text. Strings that were added since the last translation are displayed in bold and dark blue, and strings you have edited the translations of are marked with a star to the left of their source text in the main list. +5. Save the translation file with the filename `loot.po` in `resources/l10n//LC_MESSAGES/`, where `` is your language's locale code. + +Some languages may use different words or phrases for different contexts where only one word or phrase may be used for all contexts in English. While no contextual information is supplied to translators by default, it can be added on request. To request the addition of contextual information to a text string, create an issue for your request in LOOT's [source code issue tracker](https://github.com/loot/loot/issues), quoting the string for which you are requesting contextual information. + +Some strings to be translated may contain special characters. Different types of special character that may be encountered are: + +* Backslashes (`\`) must be escaped using another backslash, so if you wanted to display a single backslash `\`, you would put `\\` in your translated string. +* Double-quotation marks (`"`) must be preceded by a backslash, ie. `\"`, or LOOT will crash when it tries to display the string. +* Formatting placeholders are used so that LOOT can substitute text or numbers that are generated at runtime into pre-made strings. They appear as a number surrounded by percentage signs, eg. `%1%`. If formatting placeholders are used in the untranslated string, they **must all** be present in the translated string, or LOOT will crash when it tries to display the translated string. Placeholders can be moved around so that the sentence makes grammatical sense in the target language. + +### Adding A New Translation + +If you're adding a new translation, LOOT's source code must be updated to recognise it. You can do this yourself and include the changes in your translation's pull requests if you wish. The files and functions which must be updated are given below. + +* In [helpers.h](https://github.com/loot/loot/tree/master/src/backend/helpers.h), add a constant for the language to the `Language` class, and update `Language::Names()`. +* In [helpers.cpp](https://github.com/loot/loot/tree/master/src/backend/helpers.cpp), update `Language::Language(const std::string& nameOrCode)` and `Language::Construct(const unsigned int code)`. +* Add constants for the language in [api.h](https://github.com/loot/loot/tree/master/src/api/api.h) and [api.cpp](https://github.com/loot/loot/tree/master/src/api/api.cpp). +* In [archive.py](https://github.com/loot/loot/tree/master/src/archive.py), add the language folder to the inline list on line 68. +* In [installer.nsi](https://github.com/loot/loot/tree/master/src/installer.nsi), add entries for the language folder to the install and uninstall sections. +* In [LOOT Metadata Syntax.html](https://github.com/loot/loot/blob/master/docs/LOOT%20Metadata%20Syntax.html), add a row for your language to the Language Codes table. \ No newline at end of file From 420f2678aac4663136606e548e1d786e128ebccf Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Wed, 27 Aug 2014 14:50:30 -0700 Subject: [PATCH 154/236] Destroyed Translating LOOT (markdown) --- Translating-LOOT.md | 48 --------------------------------------------- 1 file changed, 48 deletions(-) delete mode 100644 Translating-LOOT.md diff --git a/Translating-LOOT.md b/Translating-LOOT.md deleted file mode 100644 index 701d563..0000000 --- a/Translating-LOOT.md +++ /dev/null @@ -1,48 +0,0 @@ -Are you interested in contributing new or updated translations for LOOT? If so, you've come to the right place. - -First of all, if you haven't already read it, [[How To Contribute|How-To-Contribute]] provides a general introduction to contributing to LOOT, including how to get set up. Once you're happy that you know what's what, continue on below. - -### General Information - -LOOT supports translation into other languages, with the following limitations: - -* Debug log messages and error messages generated by the libraries LOOT uses cannot be translated. -* Masterlist messages can be translated, but translations must be submitted to the masterlist maintainers for addition. Translating masterlist messages won't be covered here. -* The languages LOOT supports is hardcoded, so LOOT must be updated to include new translations. - -To translate everything but masterlist messages, first fork the [source code repository](https://github.com/loot/loot). All file paths given below are relative to the base folder of that repository. - -### Translating the Installer - -1. Open the installer script at `src/installer.nsi` in a text editor of your choice. -2. The English strings are located in the section with the heading `English Strings`. Create a copy of this section below the original. -3. Translate the quoted strings in the copied section, replacing the English text. For the lines beginning `VIAddVersionKey`, only translate the second quoted string. -4. Add an `!insertmacro MUI_LANGUAGE ""` line to the section with the headering `Languages`. `` is the NSIS name for your language: a perhaps incomplete example of accepted values can be found in [this script](http://nsis.sourceforge.net/Examples/Modern%20UI/MultiLanguage.nsi). -3. Save your changes. - -### Translating the LOOT application - -1. Download and install the latest version of [Poedit](http://www.poedit.net/). -2. If you are starting a new translation, select `File->New catalogue from POT file...` and choose the template file at `resources/l10n/template.pot`. In the `Catalog properties` dialog, just click `OK` without changing anything. -3. If you are updating a previous translation, open in Poedit the `loot.po` translation file in the relevant subdirectory of `resources/l10n`, then select `Catalogue->Update from POT file...` and choose the template file you downloaded. Click `OK` in the `Update summary` dialog. -4. Edit the translation file to add or update translations of the programs' text. Strings that were added since the last translation are displayed in bold and dark blue, and strings you have edited the translations of are marked with a star to the left of their source text in the main list. -5. Save the translation file with the filename `loot.po` in `resources/l10n//LC_MESSAGES/`, where `` is your language's locale code. - -Some languages may use different words or phrases for different contexts where only one word or phrase may be used for all contexts in English. While no contextual information is supplied to translators by default, it can be added on request. To request the addition of contextual information to a text string, create an issue for your request in LOOT's [source code issue tracker](https://github.com/loot/loot/issues), quoting the string for which you are requesting contextual information. - -Some strings to be translated may contain special characters. Different types of special character that may be encountered are: - -* Backslashes (`\`) must be escaped using another backslash, so if you wanted to display a single backslash `\`, you would put `\\` in your translated string. -* Double-quotation marks (`"`) must be preceded by a backslash, ie. `\"`, or LOOT will crash when it tries to display the string. -* Formatting placeholders are used so that LOOT can substitute text or numbers that are generated at runtime into pre-made strings. They appear as a number surrounded by percentage signs, eg. `%1%`. If formatting placeholders are used in the untranslated string, they **must all** be present in the translated string, or LOOT will crash when it tries to display the translated string. Placeholders can be moved around so that the sentence makes grammatical sense in the target language. - -### Adding A New Translation - -If you're adding a new translation, LOOT's source code must be updated to recognise it. You can do this yourself and include the changes in your translation's pull requests if you wish. The files and functions which must be updated are given below. - -* In [helpers.h](https://github.com/loot/loot/tree/master/src/backend/helpers.h), add a constant for the language to the `Language` class, and update `Language::Names()`. -* In [helpers.cpp](https://github.com/loot/loot/tree/master/src/backend/helpers.cpp), update `Language::Language(const std::string& nameOrCode)` and `Language::Construct(const unsigned int code)`. -* Add constants for the language in [api.h](https://github.com/loot/loot/tree/master/src/api/api.h) and [api.cpp](https://github.com/loot/loot/tree/master/src/api/api.cpp). -* In [archive.py](https://github.com/loot/loot/tree/master/src/archive.py), add the language folder to the inline list on line 68. -* In [installer.nsi](https://github.com/loot/loot/tree/master/src/installer.nsi), add entries for the language folder to the install and uninstall sections. -* In [LOOT Metadata Syntax.html](https://github.com/loot/loot/blob/master/docs/LOOT%20Metadata%20Syntax.html), add a row for your language to the Language Codes table. \ No newline at end of file From de366297743938553d9ef18efbf88dea7d2817ba Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Wed, 27 Aug 2014 14:50:41 -0700 Subject: [PATCH 155/236] Updated _Sidebar (markdown) --- _Sidebar.md | 1 - 1 file changed, 1 deletion(-) diff --git a/_Sidebar.md b/_Sidebar.md index 9b0e835..db59161 100644 --- a/_Sidebar.md +++ b/_Sidebar.md @@ -8,7 +8,6 @@ * [[How To Contribute|How-To-Contribute]] * [[Masterlist Editing|Masterlist-Editing]] * [[Quickly Testing Your Masterlist Changes|Quickly-Testing-Your-Masterlist-Changes]] -* [[Translating LOOT|Translating-LOOT]] ##### Team Stuff From 7464167abadb770ccd1337d5c1efc3c6d90e9a4e Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Wed, 27 Aug 2014 14:51:53 -0700 Subject: [PATCH 156/236] Updated How To Contribute (markdown) --- How-To-Contribute.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/How-To-Contribute.md b/How-To-Contribute.md index e10de62..31c1fa0 100644 --- a/How-To-Contribute.md +++ b/How-To-Contribute.md @@ -24,7 +24,7 @@ Open the repository that contains the file(s) you want to edit in GFW, then clic 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 GFW. 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|Masterlist-Editing]] page for more information. If you're adding or updating a translation, the [[Translating LOOT|Translating-LOOT]] page is for you. +If you're editing a masterlist, see the [[Masterlist Editing|Masterlist-Editing]] page for more information. ### Joining the Team From 2fb45a3c3287b4a370806779e129aa09bb5d0e7b Mon Sep 17 00:00:00 2001 From: "Frederik \"Freso\" S. Olesen" Date: Sun, 31 Aug 2014 19:57:09 +0200 Subject: [PATCH 157/236] "7-zip" -> "7-Zip" --- Making-A-Release.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Making-A-Release.md b/Making-A-Release.md index 45b874d..c9bca67 100644 --- a/Making-A-Release.md +++ b/Making-A-Release.md @@ -9,7 +9,7 @@ What needs to be done to release a new version of LOOT. 1. Build an x86 LOOT executable. 2. Compile the installer. -3. Put together the 7-zip archive. +3. Put together the 7-Zip archive. 4. Create a release on GitHub and add the installer and archive to it. ### Website From 98ae025f792bac53cbe88490b742242a7d759852 Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Mon, 1 Sep 2014 04:58:28 -0700 Subject: [PATCH 158/236] Updated LOOT FAQs (markdown) --- LOOT-FAQs.md | 7 ++++++- 1 file changed, 6 insertions(+), 1 deletion(-) diff --git a/LOOT-FAQs.md b/LOOT-FAQs.md index acd9305..b5d75a9 100644 --- a/LOOT-FAQs.md +++ b/LOOT-FAQs.md @@ -27,6 +27,7 @@ 17. [LOOT shows the wrong or no version number for some plugins. Why?](#loot-shows-the-wrong-or-no-version-number-for-some-plugins-why) 18. [A game is installed, but LOOT cannot detect it. How do I fix this?](#a-game-is-installed-but-loot-cannot-detect-it-how-do-i-fix-this) 19. [When LOOT updates the load order, it removes line breaks from `plugins.txt` and `loadorder.txt`. Won't this break something?](#when-loot-updates-the-load-order-it-removes-line-breaks-from-pluginstxt-and-loadordertxt-wont-this-break-something) +20. [Some of LOOT's user interface is cut off by the edge of its window. Why?](some-of-loots-user-interface-is-cut-off-by-the-edge-of-its-window-why) ### Questions @@ -136,4 +137,8 @@ Steam likes to remove the game's Registry entry when the game is updated or its ##### When LOOT updates the load order, it removes line breaks from `plugins.txt` and `loadorder.txt`. Won't this break something? -LOOT has probably just replaced the `CR LF` line breaks with `LF` line breaks. It doesn't make any difference to the game. \ No newline at end of file +LOOT has probably just replaced the `CR LF` line breaks with `LF` line breaks. It doesn't make any difference to the game. + +##### Some of LOOT's user interface is cut off by the edge of its window. Why? + +This is probably due to your display scaling settings, and may also affect other applications. Try setting your scaling to 100% to avoid the issue. \ No newline at end of file From a31c374e99f88eb3ada05b1c12a0c69dcbc9f554 Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Mon, 1 Sep 2014 04:59:19 -0700 Subject: [PATCH 159/236] Forgot the link hash. --- LOOT-FAQs.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/LOOT-FAQs.md b/LOOT-FAQs.md index b5d75a9..08c7f51 100644 --- a/LOOT-FAQs.md +++ b/LOOT-FAQs.md @@ -27,7 +27,7 @@ 17. [LOOT shows the wrong or no version number for some plugins. Why?](#loot-shows-the-wrong-or-no-version-number-for-some-plugins-why) 18. [A game is installed, but LOOT cannot detect it. How do I fix this?](#a-game-is-installed-but-loot-cannot-detect-it-how-do-i-fix-this) 19. [When LOOT updates the load order, it removes line breaks from `plugins.txt` and `loadorder.txt`. Won't this break something?](#when-loot-updates-the-load-order-it-removes-line-breaks-from-pluginstxt-and-loadordertxt-wont-this-break-something) -20. [Some of LOOT's user interface is cut off by the edge of its window. Why?](some-of-loots-user-interface-is-cut-off-by-the-edge-of-its-window-why) +20. [Some of LOOT's user interface is cut off by the edge of its window. Why?](#some-of-loots-user-interface-is-cut-off-by-the-edge-of-its-window-why) ### Questions From da628c5aaa37be7e4eb46f2789902f1466128041 Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Mon, 1 Sep 2014 07:07:08 -0700 Subject: [PATCH 160/236] Removed metadata merging section, the current release doesn't merge metadata. --- Masterlist-Editing.md | 19 ------------------- 1 file changed, 19 deletions(-) diff --git a/Masterlist-Editing.md b/Masterlist-Editing.md index b5b1773..1f53a7f 100644 --- a/Masterlist-Editing.md +++ b/Masterlist-Editing.md @@ -71,25 +71,6 @@ http://loot.github.io/search/?game=&search= where `` can be one of `oblivion`, `skyrim`, `fallout3` and `falloutnv`. `` is the string you want to search for. -### Multiple Matching Plugin Entries - -If a plugin has more than one matching entry in the masterlist, they are partially merged, making having multiple matching entries a useful strategy in some cases. - -Plugin Data Structure Field | Merge Behaviour (merging B into A) -----------------------------|----------------------------------- -`name` | Not merged -`enabled` | Replaced but must be `true` anyway. -`priority` | Replaced by B's value. -`after` | Merged. If A and B both contain an entry with the same name value, B's copy is skipped. -`req` | Merged. If A and B both contain an entry with the same name value, B's copy is skipped. -`inc` | Merged. If A and B both contain an entry with the same name value, B's copy is skipped. -`msg` | Merged. If A and B both contain an entry with the same content string (if there are multiple content strings, the first is checked), then B's copy is skipped. -`tag` | Merged. If A and B both contain an entry with the same name value, B's copy is skipped, unless one is suggesting the tag for addition and the other is suggesting it for removal, in which case both entries are kept. -`url` | Currently skipped by the parser, so neither A nor B will contain any entries anyway. -`dirty` | Merged. If A and B both contain an entry with the same crc value, B's copy is skipped. - -Merging only takes place if both entries have their `enabled` field set to `true` (which is the default if unspecified). - ### Common Metadata 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. From d7b60a034f4efcfe51a724d670123fd47dde4acb Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Tue, 2 Sep 2014 09:39:39 -0700 Subject: [PATCH 161/236] Updated LOOT FAQs (markdown) --- LOOT-FAQs.md | 4 +++- 1 file changed, 3 insertions(+), 1 deletion(-) diff --git a/LOOT-FAQs.md b/LOOT-FAQs.md index 08c7f51..9584ff4 100644 --- a/LOOT-FAQs.md +++ b/LOOT-FAQs.md @@ -117,7 +117,9 @@ The report display has been tested using IE 11, which is available to all Window To update the internal web browser, make sure Internet Explorer is enabled in the "Turn Windows features on/off" control panel, and install the latest updates available through Windows update. That should be enough to fix the report display, and you can disable Internet Explorer again if you so wish. -If you're still not seeing the report fill with content, IE may be blocking Javascript from running on the page. Open "Internet Options" and make sure that the "Allow active content to run in files on My Computer" option is enabled. +If you're still not seeing the report fill with content, IE may be blocking Javascript from running on the page. Open "Internet Options" and make sure that the "Allow active content to run in files on My Computer" option is enabled. If that doesn't fix it, try replacing the `resources/report/script.js` file in your LOOT folder with [this one](https://raw.githubusercontent.com/loot/loot/master/resources/report/script.js). + + ##### LOOT's window is blank when I'm starting it through Mod Organizer. What's up? From abf19999742e2282347137fa259a695579bb6537 Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Sat, 6 Sep 2014 09:48:13 -0700 Subject: [PATCH 162/236] Added 0.7 debug logging info. --- ...elpfully.md => How To Report Issues Helpfully.md | 13 +++++++------ 1 file changed, 7 insertions(+), 6 deletions(-) rename How-To-Report-Issues-Helpfully.md => How To Report Issues Helpfully.md (81%) diff --git a/How-To-Report-Issues-Helpfully.md b/How To Report Issues Helpfully.md similarity index 81% rename from How-To-Report-Issues-Helpfully.md rename to How To Report Issues Helpfully.md index 58e1611..67fa299 100644 --- a/How-To-Report-Issues-Helpfully.md +++ b/How To Report Issues Helpfully.md @@ -1,7 +1,8 @@ -If LOOT is crashing, or there is some other problem that's not due to missing or incorrect masterlist metadata, the following should be done: - -1. In LOOT's settings, set the debug verbosity to its medium setting. -2. Run LOOT again to replicate the issue. -3. Upload the debug log that is generated at `%LOCALAPPDATA%\LOOT\LOOTDebugLog.txt` to some location you can share it from. If the log is less than 512 KB, you can upload it to [Pastebin](http://pastebin.com/) without requiring an account. Otherwise, a service such as Dropbox, Google Drive, OneDrive, etc. can be used. Please don't use filesharing websites with countdown timers or captchas. - +If LOOT is crashing, or there is some other problem that's not due to missing or incorrect masterlist metadata, the following should be done: + +1. In LOOT's settings, set the debug verbosity to its medium setting. (If you're running the 0.7 alpha, it's an Enable Debug Logging checkbox instead.) +2. Run LOOT again to replicate the issue. +3. Upload the debug log that is generated at `%LOCALAPPDATA%\LOOT\LOOTDebugLog.txt` to some location you can share it from. If the log is less than 512 KB, you can upload it to [Pastebin](http://pastebin.com/) without requiring an account. Otherwise, a service such as Dropbox, Google Drive, OneDrive, etc. can be used. Please don't use filesharing websites with countdown timers or captchas. +4. If you're running the 0.7 alpha, also upload the `%LOCALAPPDATA\LOOT\CEFDebugLog.txt`. + 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. \ No newline at end of file From 549cb3d7a9f659f621045ed4e71a85c4f1d55bfe Mon Sep 17 00:00:00 2001 From: egocarib Date: Wed, 10 Sep 2014 07:18:41 -0700 Subject: [PATCH 163/236] Additional upload suggestion --- ...ort Issues Helpfully.md => How-To-Report-Issues-Helpfully.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) rename How To Report Issues Helpfully.md => How-To-Report-Issues-Helpfully.md (71%) diff --git a/How To Report Issues Helpfully.md b/How-To-Report-Issues-Helpfully.md similarity index 71% rename from How To Report Issues Helpfully.md rename to How-To-Report-Issues-Helpfully.md index 67fa299..5e453b9 100644 --- a/How To Report Issues Helpfully.md +++ b/How-To-Report-Issues-Helpfully.md @@ -2,7 +2,7 @@ If LOOT is crashing, or there is some other problem that's not due to missing or 1. In LOOT's settings, set the debug verbosity to its medium setting. (If you're running the 0.7 alpha, it's an Enable Debug Logging checkbox instead.) 2. Run LOOT again to replicate the issue. -3. Upload the debug log that is generated at `%LOCALAPPDATA%\LOOT\LOOTDebugLog.txt` to some location you can share it from. If the log is less than 512 KB, you can upload it to [Pastebin](http://pastebin.com/) without requiring an account. Otherwise, a service such as Dropbox, Google Drive, OneDrive, etc. can be used. Please don't use filesharing websites with countdown timers or captchas. +3. Upload the debug log that is generated at `%LOCALAPPDATA%\LOOT\LOOTDebugLog.txt` to some location you can share it from. If the log is less than 512 KB, you can upload it to [Pastebin](http://pastebin.com/) without requiring an account. Larger logs can be pasted as a [Gist](https://gist.github.com/) without requiring an account. Otherwise, a service such as Dropbox, Google Drive, OneDrive, etc. can be used. Please don't use filesharing websites with countdown timers or captchas. 4. If you're running the 0.7 alpha, also upload the `%LOCALAPPDATA\LOOT\CEFDebugLog.txt`. 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. \ No newline at end of file From 00d1ade5e51d32c61e98b0a3437752fdb08a9876 Mon Sep 17 00:00:00 2001 From: "Frederik \"Freso\" S. Olesen" Date: Sun, 14 Sep 2014 07:25:24 +0200 Subject: [PATCH 164/236] Fix some whitespace. --- LOOT-FAQs.md | 8 +++----- 1 file changed, 3 insertions(+), 5 deletions(-) diff --git a/LOOT-FAQs.md b/LOOT-FAQs.md index 9584ff4..e9ca147 100644 --- a/LOOT-FAQs.md +++ b/LOOT-FAQs.md @@ -87,7 +87,7 @@ Users can supply metadata themselves to alter the order LOOT gives. It's not as * 'Load After' entries can be used for pairs of specific plugins. * Priority values can be used when the plugin needs to load before or after many other plugins. -Be sure to read LOOT's readme for more information on these. +Be sure to read LOOT's readme for more information on these. ##### I've run LOOT with obsolete versions of some plugins and LOOT didn't tell me to update them! How come? @@ -111,7 +111,7 @@ Yes. Download [this file](https://raw.githubusercontent.com/loot/skyrim/master/m ##### LOOT's report is blank. How do I fix this? -LOOT uses Windows' internal web browser to display its report. This web browser is basically Internet Explorer, but it's present even if you have Internet Explorer disabled. If it's not displaying LOOT's report properly, this may be because it isn't up-to-date. +LOOT uses Windows' internal web browser to display its report. This web browser is basically Internet Explorer, but it's present even if you have Internet Explorer disabled. If it's not displaying LOOT's report properly, this may be because it isn't up-to-date. The report display has been tested using IE 11, which is available to all Windows 7 and 8.x users. Windows Vista users can only update as far as IE 10, and though the report should display with this version, it is untested. @@ -119,8 +119,6 @@ To update the internal web browser, make sure Internet Explorer is enabled in th If you're still not seeing the report fill with content, IE may be blocking Javascript from running on the page. Open "Internet Options" and make sure that the "Allow active content to run in files on My Computer" option is enabled. If that doesn't fix it, try replacing the `resources/report/script.js` file in your LOOT folder with [this one](https://raw.githubusercontent.com/loot/loot/master/resources/report/script.js). - - ##### LOOT's window is blank when I'm starting it through Mod Organizer. What's up? Mod Organizer 1.2.10 has a bug preventing LOOT 0.7.0 from working properly. This will be fixed with Mod Organizer 1.2.11, but until that is released, you will need to downgrade to Mod Organizer 1.2.9. @@ -143,4 +141,4 @@ LOOT has probably just replaced the `CR LF` line breaks with `LF` line breaks. I ##### Some of LOOT's user interface is cut off by the edge of its window. Why? -This is probably due to your display scaling settings, and may also affect other applications. Try setting your scaling to 100% to avoid the issue. \ No newline at end of file +This is probably due to your display scaling settings, and may also affect other applications. Try setting your scaling to 100% to avoid the issue. From ed8f0191cc36542164d19dd1c349404d8c508fbd Mon Sep 17 00:00:00 2001 From: "Frederik \"Freso\" S. Olesen" Date: Sun, 14 Sep 2014 07:26:40 +0200 Subject: [PATCH 165/236] Mod Organizer 1.2.11 has been released. --- LOOT-FAQs.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/LOOT-FAQs.md b/LOOT-FAQs.md index e9ca147..8ab8c49 100644 --- a/LOOT-FAQs.md +++ b/LOOT-FAQs.md @@ -121,7 +121,7 @@ If you're still not seeing the report fill with content, IE may be blocking Java ##### LOOT's window is blank when I'm starting it through Mod Organizer. What's up? -Mod Organizer 1.2.10 has a bug preventing LOOT 0.7.0 from working properly. This will be fixed with Mod Organizer 1.2.11, but until that is released, you will need to downgrade to Mod Organizer 1.2.9. +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, so either upgrade to that, or downgrade to Mod Organizer 1.2.9. ##### I'm seeing empty box characters in the metadata editor window's plugins list. What are these? From 4a5e86b2f37422999b6c6eefefe8ff89c1847294 Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Sat, 1 Nov 2014 08:35:45 -0700 Subject: [PATCH 166/236] Added info about message substitutions being read-only. --- Masterlist-Editing.md | 6 +++++- 1 file changed, 5 insertions(+), 1 deletion(-) diff --git a/Masterlist-Editing.md b/Masterlist-Editing.md index 1f53a7f..242c370 100644 --- a/Masterlist-Editing.md +++ b/Masterlist-Editing.md @@ -146,4 +146,8 @@ That should ensure you have the correct information, so you can start to add the If you add a message, there are two ways to go about getting it translated into the other languages LOOT supports: * If you are fluent in one of the other supported languages, feel free to translate it yourself. Don't just use a translator such as Google Translate though. -* Chances are that you won't be able to translate it into all the languages LOOT supports, so create an issue in the issue tracker for the repository to which the masterlist you're editing belongs. If it's a message defined in the `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. \ No newline at end of file +* Chances are that you won't be able to translate it into all the languages LOOT supports, so create an issue in the issue tracker for the repository to which the masterlist you're editing belongs. If it's a message defined in the `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. + +### Message Substitutions + +LOOT v0.7 adds support for metadata message string substitutions. However, this is implemented so that the substitution occurs during parsing, and the pre-substitution message string and substituted strings are not retained in memory. An example consequence of this is that a metadata file written by LOOT will not retain `subs` keys, or any specifiers in message content strings. \ No newline at end of file From 67873ce5c8ae91310ae7bf0421ee5fe3eb37d561 Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Sat, 1 Nov 2014 09:32:06 -0700 Subject: [PATCH 167/236] Updated Making A Release (markdown) --- Making-A-Release.md | 10 ++++++---- 1 file changed, 6 insertions(+), 4 deletions(-) diff --git a/Making-A-Release.md b/Making-A-Release.md index c9bca67..c1df7b4 100644 --- a/Making-A-Release.md +++ b/Making-A-Release.md @@ -2,15 +2,17 @@ What needs to be done to release a new version of LOOT. ### Preparation -1. Make sure that the version history has been updated, and the release date has been filled in. +1. Make sure that the version history has been updated, and the release date has been filled in in the readme and the API header file. 2. Compile the .mo translation files from the .po files in the `loot` repository. +3. Generate a new LaTeX copy of the API documentation, and from that generate a PDF. ### Packaging & Release 1. Build an x86 LOOT executable. -2. Compile the installer. -3. Put together the 7-Zip archive. -4. Create a release on GitHub and add the installer and archive to it. +2. Build an x86 LOOT API DLL. +2. Run the installer script. +3. Run the archiver archive. +4. Create a release on GitHub and add installer and both archives (application and API) to it. ### Website From 3e5c6b3eaa41caeb6471b2b355f2ab0a96d395b5 Mon Sep 17 00:00:00 2001 From: Sharlikran Date: Fri, 14 Nov 2014 07:04:32 -0800 Subject: [PATCH 168/236] Updated Global Priorities (markdown) --- Global-Priorities.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Global-Priorities.md b/Global-Priorities.md index 43a2b4d..b3dda27 100644 --- a/Global-Priorities.md +++ b/Global-Priorities.md @@ -28,7 +28,7 @@ Below are the global priorities as they are grouped for the games currently supp 1960000 = 996000 1970000 = 997000 Deadly Combat PISE Patches 1980000 = 998000 -1990000 = 999000 +1990000 = 999000 SUM.esp ``` See [loot/skyrim#26](https://github.com/loot/skyrim/issues/26) for details. From b19edde3d8a1e3a322785600eb196e93862aacba Mon Sep 17 00:00:00 2001 From: Sharlikran Date: Fri, 14 Nov 2014 10:34:47 -0800 Subject: [PATCH 169/236] Updated Global Priorities (markdown) --- Global-Priorities.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Global-Priorities.md b/Global-Priorities.md index b3dda27..39db8e5 100644 --- a/Global-Priorities.md +++ b/Global-Priorities.md @@ -23,12 +23,12 @@ Below are the global priorities as they are grouped for the games currently supp 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 -1990000 = 999000 SUM.esp ``` See [loot/skyrim#26](https://github.com/loot/skyrim/issues/26) for details. From 65fa54b67a87f3265a8f48ab649b1a3b87683895 Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Mon, 17 Nov 2014 13:45:02 -0800 Subject: [PATCH 170/236] Added into to load orders page. --- Introduction-To-Load-Orders.md | 19 +++++++++++++++++++ 1 file changed, 19 insertions(+) create mode 100644 Introduction-To-Load-Orders.md diff --git a/Introduction-To-Load-Orders.md b/Introduction-To-Load-Orders.md new file mode 100644 index 0000000..dc790e8 --- /dev/null +++ b/Introduction-To-Load-Orders.md @@ -0,0 +1,19 @@ +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: + +* If one plugin changes a record added by another plugin, the former must load after the latter. If it doesn't, the game will crash on launch. +* The game can only apply one version of a record, so if multiple plugins contain the same record, the last-loaded plugin's version overrides all others. This is known as the *rule of one*, and it holds true for almost all record types. Some overrides can cause problems in-game, and a good load order is one that arranges plugins to avoid such problems. + +There are a few hardcoded rules related to load order: + +* Master plugins always load before non-master plugins. The difference between the two plugin types isn't really relevant, except that a plugin's type is decided by a setting inside it, and not by its file extension (even though `.esm` stands for Elder Scrolls Master). +* There is a limit of 255 active plugins that can be loaded by the game. This isn't strictly a load *order* thing, but is worth mentioning. +* In Skyrim, `Skyrim.esm` always loads before all other plugins. +* In Skyrim, if `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 255 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%\\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%\\plugins.txt`, and modding utilities generally use `%LOCALAPPDATA%\\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. \ No newline at end of file From f9d77c735ea70606024cc252f997066ff76274a2 Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Mon, 17 Nov 2014 13:50:07 -0800 Subject: [PATCH 171/236] Added mod cleaning page. --- Dirty-Edits,-Mod-Cleaning-&-CRCs.md | 18 ++++++++++++++++++ 1 file changed, 18 insertions(+) create mode 100644 Dirty-Edits,-Mod-Cleaning-&-CRCs.md diff --git a/Dirty-Edits,-Mod-Cleaning-&-CRCs.md b/Dirty-Edits,-Mod-Cleaning-&-CRCs.md new file mode 100644 index 0000000..dbdf386 --- /dev/null +++ b/Dirty-Edits,-Mod-Cleaning-&-CRCs.md @@ -0,0 +1,18 @@ +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](http://cs.elderscrolls.com/constwiki/index.php/TES4Edit_Cleaning_Guide) and [Skyrim](http://www.creationkit.com/TES5Edit_Cleaning_Guide_-_TES5Edit), 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: + +* *CRC value*: CRC values are a highly accurate way of identifying files based on their contents, as if the contents change, so does the CRC value. LOOT identifies an unclean plugin by comparing the installed plugin's CRC value against the CRC values for known unclean versions of that plugin. This identification method has the limitation that it can't detect unclean plugins that aren't already known as such, and won't detect unclean but edited plugins, but it's a lot faster than actually checking for dirty edits in the plugin. +* *ITM Count*: ITM records are a type of dirty edit where a mod has overwritten something in the game without actually changing anything. If another mod higher up in the load order makes an intentional change to that thing, it will have its effect cancelled out by the ITM record, which can cause problems. The ITM count is the number of ITM records found and corrected in the mod plugin. +* *Deleted Reference Count*: Deleted references are a significant cause of crashes and game bugs. They can be fixed by undeleting and disabling the references, which has the same effect without causing issues. The deleted reference count is equivalent to the UDR count, which is the number of deleted references that have been fixed, and the two terms are used interchangeably in many places. +* *Deleted Navmesh Count*: Like deleting records, deleting navmeshes can cause crashes. However, these cannot be automatically corrected, and require manual cleaning. Navmeshes don't exist in Oblivion, so this information doesn't apply. + +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. \ No newline at end of file From 9bf3ff406a6e909e124064e331ee2caac6bc52a6 Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Mon, 17 Nov 2014 13:56:07 -0800 Subject: [PATCH 172/236] Added file permissions instructions page. --- Setting-Windows'-File-Permissions.md | 14 ++++++++++++++ 1 file changed, 14 insertions(+) create mode 100644 Setting-Windows'-File-Permissions.md diff --git a/Setting-Windows'-File-Permissions.md b/Setting-Windows'-File-Permissions.md new file mode 100644 index 0000000..2ac4290 --- /dev/null +++ b/Setting-Windows'-File-Permissions.md @@ -0,0 +1,14 @@ +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: + +1. Install the game outside the `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. +2. Deactivate UAC. This can be done from the Control Panel, and will turn UAC off across the whole of your computer. It is up to you whether you feel that you have adequate security measures in place to do this without risk. +3. Give yourself "Full Control" permissions over your game install folder. This will allow you to make any edits you desire while keeping UAC active and on guard for any edits made by programs you do not run, and also means that you do not need to reinstall your game to a new location. +4. Run LOOT as an Administrator. Right-click the LOOT executable, or the shortcut if launching from a shortcut, and select "Run as administrator". + +For those that wish to take the third option and give themselves "Full Control" permissions, here is a guide: + +1. Right-click the folder you wish to change the permissions for, and select "Properties". +2. In "Properties", select the "Security" tab, and click the "Edit..." button. A UAC prompt may appear, simply allow yourself to continue. +3. In the "Group or user names" box, select the "Users" option. +4. In the lower box, check the box opposite "Full Control" in the "Allow" column. Press OK to exit. If a UAC prompt appears, allow the change. +5. In the "Properties" window, select OK to exit. You should now have Full Control permissions over your chosen folder. \ No newline at end of file From 03505d4716a5330fba08de48e1fa618aac3dfad8 Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Mon, 17 Nov 2014 13:56:43 -0800 Subject: [PATCH 173/236] Updated _Sidebar (markdown) --- _Sidebar.md | 3 +++ 1 file changed, 3 insertions(+) diff --git a/_Sidebar.md b/_Sidebar.md index db59161..61d8d0d 100644 --- a/_Sidebar.md +++ b/_Sidebar.md @@ -2,6 +2,9 @@ * [[FAQs|LOOT-FAQs]] * [[How To Report Issues Helpfully|How-To-Report-Issues-Helpfully]] +* [[Introduction To Load Orders|Introduction-To-Load-Orders]] +* [[Dirty Edits, Mod Cleaning & CRCs|Dirty-Edits,-Mod-Cleaning-&-CRCs]] +* [[Setting Windows' File Permissions|Setting-Windows'-File-Permissions]] #### Contributing From 11550e89122f2304359515f610f8e4d997049710 Mon Sep 17 00:00:00 2001 From: wvmtman Date: Fri, 21 Nov 2014 20:34:05 -0800 Subject: [PATCH 174/236] Created Error Reporting (markdown) --- Error-Reporting.md | 1 + 1 file changed, 1 insertion(+) create mode 100644 Error-Reporting.md diff --git a/Error-Reporting.md b/Error-Reporting.md new file mode 100644 index 0000000..862b4af --- /dev/null +++ b/Error-Reporting.md @@ -0,0 +1 @@ +getting error message when trying to install loot \ No newline at end of file From 3b4767b0a448ccd7948272e5777e1118d306214c Mon Sep 17 00:00:00 2001 From: "Frederik \"Freso\" S. Olesen" Date: Sat, 22 Nov 2014 11:03:25 +0100 Subject: [PATCH 175/236] Revert "Created Error Reporting (markdown)" This reverts commit 11550e89122f2304359515f610f8e4d997049710. --- Error-Reporting.md | 1 - 1 file changed, 1 deletion(-) delete mode 100644 Error-Reporting.md diff --git a/Error-Reporting.md b/Error-Reporting.md deleted file mode 100644 index 862b4af..0000000 --- a/Error-Reporting.md +++ /dev/null @@ -1 +0,0 @@ -getting error message when trying to install loot \ No newline at end of file From d6c0846c2af551fa5c448d830426becbc43a12db Mon Sep 17 00:00:00 2001 From: wvmtman Date: Mon, 1 Dec 2014 09:44:39 -0800 Subject: [PATCH 176/236] Created Error Reporting won't install (markdown) --- Error-Reporting-won't-install.md | 1 + 1 file changed, 1 insertion(+) create mode 100644 Error-Reporting-won't-install.md diff --git a/Error-Reporting-won't-install.md b/Error-Reporting-won't-install.md new file mode 100644 index 0000000..77aa249 --- /dev/null +++ b/Error-Reporting-won't-install.md @@ -0,0 +1 @@ +When trying to install error says the procedure entry point cef_api_hash could not be located in the dynamic link library libcef.dll. Plz help \ No newline at end of file From 43896268fc4a8f53bc34d89cfb0f9c295ed13a47 Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Wed, 3 Dec 2014 05:50:53 -0800 Subject: [PATCH 177/236] Updated LOOT FAQs (markdown) --- LOOT-FAQs.md | 4 ++++ 1 file changed, 4 insertions(+) diff --git a/LOOT-FAQs.md b/LOOT-FAQs.md index 8ab8c49..922318a 100644 --- a/LOOT-FAQs.md +++ b/LOOT-FAQs.md @@ -28,6 +28,7 @@ 18. [A game is installed, but LOOT cannot detect it. How do I fix this?](#a-game-is-installed-but-loot-cannot-detect-it-how-do-i-fix-this) 19. [When LOOT updates the load order, it removes line breaks from `plugins.txt` and `loadorder.txt`. Won't this break something?](#when-loot-updates-the-load-order-it-removes-line-breaks-from-pluginstxt-and-loadordertxt-wont-this-break-something) 20. [Some of LOOT's user interface is cut off by the edge of its window. Why?](#some-of-loots-user-interface-is-cut-off-by-the-edge-of-its-window-why) +21. [I get an Error 12 when trying to update the masterlist. How do I fix this?](#i-get-an-error-12-when-trying-to-update-the-masterlist-how-do-i-fix-this) ### Questions @@ -101,6 +102,8 @@ LOOT isn't omniscient. It may provide warnings for outdated plugins through the Try deleting the `.git` folder in `%LOCALAPPDATA%\LOOT\\`. 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](https://support.microsoft.com/kb/817571) and [here](https://support.microsoft.com/kb/318584), or there's a fix-it utility [here](http://h10025.www1.hp.com/ewfrf/wc/document?cc=uk&lc=en&docname=c01184567). + ##### I'm still having problems updating LOOT's masterlists. Is there a manual workaround? Yes. Download [this file](https://raw.githubusercontent.com/loot/skyrim/master/masterlist.yaml) and place it in the `%LOCALAPPDATA%\LOOT\Skyrim` folder. Replace Skyrim with `oblivion`, `fallout3` or `falloutnv` as necessary, in the URL and the folder path. @@ -142,3 +145,4 @@ LOOT has probably just replaced the `CR LF` line breaks with `LF` line breaks. I ##### Some of LOOT's user interface is cut off by the edge of its window. Why? This is probably due to your display scaling settings, and may also affect other applications. Try setting your scaling to 100% to avoid the issue. + From 0b2f3df3d2fdc892246b45b9ff06bc34251739bc Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Fri, 5 Dec 2014 01:57:12 -0800 Subject: [PATCH 178/236] Updated LOOT FAQs (markdown) --- LOOT-FAQs.md | 13 +++++-------- 1 file changed, 5 insertions(+), 8 deletions(-) diff --git a/LOOT-FAQs.md b/LOOT-FAQs.md index 922318a..4661686 100644 --- a/LOOT-FAQs.md +++ b/LOOT-FAQs.md @@ -19,7 +19,6 @@ #### Common Issues 11. [I'm getting Git errors when LOOT tries to update its masterlist. How do I fix this?](#im-getting-git-errors-when-loot-tries-to-update-its-masterlist-how-do-i-fix-this) -12. [I'm still having problems updating LOOT's masterlists. Is there a manual workaround?](#im-still-having-problems-updating-loots-masterlists-is-there-a-manual-workaround) 13. [LOOT ran without any errors, but the load order hasn't changed to match what LOOT has in its report. Why?](#loot-ran-without-any-errors-but-the-load-order-hasnt-changed-to-match-what-loot-has-in-its-report-why) 14. [LOOT's report is blank. How do I fix this?](#loots-report-is-blank-how-do-i-fix-this) 15. [LOOT's window is blank when I'm starting it through Mod Organizer. What's up?](#loots-window-is-blank-when-im-starting-it-through-mod-organizer-whats-up) @@ -28,7 +27,6 @@ 18. [A game is installed, but LOOT cannot detect it. How do I fix this?](#a-game-is-installed-but-loot-cannot-detect-it-how-do-i-fix-this) 19. [When LOOT updates the load order, it removes line breaks from `plugins.txt` and `loadorder.txt`. Won't this break something?](#when-loot-updates-the-load-order-it-removes-line-breaks-from-pluginstxt-and-loadordertxt-wont-this-break-something) 20. [Some of LOOT's user interface is cut off by the edge of its window. Why?](#some-of-loots-user-interface-is-cut-off-by-the-edge-of-its-window-why) -21. [I get an Error 12 when trying to update the masterlist. How do I fix this?](#i-get-an-error-12-when-trying-to-update-the-masterlist-how-do-i-fix-this) ### Questions @@ -104,13 +102,11 @@ Try deleting the `.git` folder in `%LOCALAPPDATA%\LOOT\\`. If that Alternatively, your WinSock configuration may be corrupt: this can be fixed using the instructions [here](https://support.microsoft.com/kb/817571) and [here](https://support.microsoft.com/kb/318584), or there's a fix-it utility [here](http://h10025.www1.hp.com/ewfrf/wc/document?cc=uk&lc=en&docname=c01184567). -##### I'm still having problems updating LOOT's masterlists. Is there a manual workaround? - -Yes. Download [this file](https://raw.githubusercontent.com/loot/skyrim/master/masterlist.yaml) and place it in the `%LOCALAPPDATA%\LOOT\Skyrim` folder. Replace Skyrim with `oblivion`, `fallout3` or `falloutnv` as necessary, in the URL and the folder path. +If LOOT still can't update its masterlist, you can update manually by downloading [this file](https://raw.githubusercontent.com/loot/skyrim/master/masterlist.yaml) and placing it in the `%LOCALAPPDATA%\LOOT\Skyrim` folder. Replace Skyrim with `oblivion`, `fallout3` or `falloutnv` as necessary, in the URL and the folder path. ##### LOOT ran without any errors, but the load order hasn't changed to match what LOOT has in its report. Why? -**A.** If you're sorting for Skyrim, make sure that you haven't replaced or renamed your `TESV.exe`, as this interferes with LOOT's ability to decide how to set the load order. +If you're sorting for Skyrim, make sure that you haven't replaced or renamed your `TESV.exe`, as this interferes with LOOT's ability to decide how to set the load order. ##### LOOT's report is blank. How do I fix this? @@ -124,7 +120,9 @@ If you're still not seeing the report fill with content, IE may be blocking Java ##### LOOT's window is blank when I'm starting it through Mod Organizer. What's up? -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, so either upgrade to that, or downgrade to Mod Organizer 1.2.9. +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. + +There is also another issue that occasionally 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. ##### I'm seeing empty box characters in the metadata editor window's plugins list. What are these? @@ -145,4 +143,3 @@ LOOT has probably just replaced the `CR LF` line breaks with `LF` line breaks. I ##### Some of LOOT's user interface is cut off by the edge of its window. Why? This is probably due to your display scaling settings, and may also affect other applications. Try setting your scaling to 100% to avoid the issue. - From e6aa2b5386979f5621aee51a5023d20737673650 Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Wed, 17 Dec 2014 02:21:46 -0800 Subject: [PATCH 179/236] Updated How To Report Issues Helpfully (markdown) --- How-To-Report-Issues-Helpfully.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/How-To-Report-Issues-Helpfully.md b/How-To-Report-Issues-Helpfully.md index 5e453b9..82430ea 100644 --- a/How-To-Report-Issues-Helpfully.md +++ b/How-To-Report-Issues-Helpfully.md @@ -3,6 +3,6 @@ If LOOT is crashing, or there is some other problem that's not due to missing or 1. In LOOT's settings, set the debug verbosity to its medium setting. (If you're running the 0.7 alpha, it's an Enable Debug Logging checkbox instead.) 2. Run LOOT again to replicate the issue. 3. Upload the debug log that is generated at `%LOCALAPPDATA%\LOOT\LOOTDebugLog.txt` to some location you can share it from. If the log is less than 512 KB, you can upload it to [Pastebin](http://pastebin.com/) without requiring an account. Larger logs can be pasted as a [Gist](https://gist.github.com/) without requiring an account. Otherwise, a service such as Dropbox, Google Drive, OneDrive, etc. can be used. Please don't use filesharing websites with countdown timers or captchas. -4. If you're running the 0.7 alpha, also upload the `%LOCALAPPDATA\LOOT\CEFDebugLog.txt`. +4. If you're running the 0.7 beta, also upload the `%LOCALAPPDATA\LOOT\CEFDebugLog.txt`. 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. \ No newline at end of file From cf1e69b9c08c63105980b665f7fbceb7ae8629be Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Wed, 17 Dec 2014 02:22:04 -0800 Subject: [PATCH 180/236] Updated How To Report Issues Helpfully (markdown) --- How-To-Report-Issues-Helpfully.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/How-To-Report-Issues-Helpfully.md b/How-To-Report-Issues-Helpfully.md index 82430ea..ba82fe4 100644 --- a/How-To-Report-Issues-Helpfully.md +++ b/How-To-Report-Issues-Helpfully.md @@ -1,6 +1,6 @@ If LOOT is crashing, or there is some other problem that's not due to missing or incorrect masterlist metadata, the following should be done: -1. In LOOT's settings, set the debug verbosity to its medium setting. (If you're running the 0.7 alpha, it's an Enable Debug Logging checkbox instead.) +1. In LOOT's settings, set the debug verbosity to its medium setting. (If you're running the 0.7 beta, it's an Enable Debug Logging checkbox instead.) 2. Run LOOT again to replicate the issue. 3. Upload the debug log that is generated at `%LOCALAPPDATA%\LOOT\LOOTDebugLog.txt` to some location you can share it from. If the log is less than 512 KB, you can upload it to [Pastebin](http://pastebin.com/) without requiring an account. Larger logs can be pasted as a [Gist](https://gist.github.com/) without requiring an account. Otherwise, a service such as Dropbox, Google Drive, OneDrive, etc. can be used. Please don't use filesharing websites with countdown timers or captchas. 4. If you're running the 0.7 beta, also upload the `%LOCALAPPDATA\LOOT\CEFDebugLog.txt`. From e7898bdf856187443f1e6bd7ab1ecafc803c1672 Mon Sep 17 00:00:00 2001 From: Sharlikran Date: Sat, 20 Dec 2014 13:46:51 -0800 Subject: [PATCH 181/236] Updated Global Priorities (markdown) --- Global-Priorities.md | 1 + 1 file changed, 1 insertion(+) diff --git a/Global-Priorities.md b/Global-Priorities.md index 39db8e5..3239bd4 100644 --- a/Global-Priorities.md +++ b/Global-Priorities.md @@ -20,6 +20,7 @@ Below are the global priorities as they are grouped for the games currently supp -1900000 = -900000 -1890000 = -890000 0 +1980000 = 980000 Skyrim Climate Overhaul 1910000 = 991000 Bash Patch 1920000 = 992000 Post Bash Patch 1930000 = 993000 Dynamic Patches (Sky Proc) From 122496b3f7b92a032917a4655d03fe05667976ce Mon Sep 17 00:00:00 2001 From: WrinklyNinja Date: Sun, 21 Dec 2014 14:39:29 -0800 Subject: [PATCH 182/236] Updated Making A Release (markdown) --- Making-A-Release.md | 1 + 1 file changed, 1 insertion(+) diff --git a/Making-A-Release.md b/Making-A-Release.md index c1df7b4..bfa1014 100644 --- a/Making-A-Release.md +++ b/Making-A-Release.md @@ -5,6 +5,7 @@ What needs to be done to release a new version of LOOT. 1. Make sure that the version history has been updated, and the release date has been filled in in the readme and the API header file. 2. Compile the .mo translation files from the .po files in the `loot` repository. 3. Generate a new LaTeX copy of the API documentation, and from that generate a PDF. +4. Update the version numbers in `src/backend/globals.cpp`, `src/resource.rc` and `src/installer.nsi`. ### Packaging & Release From 40facf1fab7b01bedaa1024cd966868ce642fd11 Mon Sep 17 00:00:00 2001 From: Sharlikran Date: Wed, 31 Dec 2014 18:54:39 -0800 Subject: [PATCH 183/236] Updated Global Priorities (markdown) --- Global-Priorities.md | 1 + 1 file changed, 1 insertion(+) diff --git a/Global-Priorities.md b/Global-Priorities.md index 3239bd4..4582521 100644 --- a/Global-Priorities.md +++ b/Global-Priorities.md @@ -21,6 +21,7 @@ Below are the global priorities as they are grouped for the games currently supp -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) From c01d6dc1fb42b57dd37caf101b66d93bc68f51d4 Mon Sep 17 00:00:00 2001 From: Oliver Hamlet Date: Tue, 6 Jan 2015 21:41:38 +0000 Subject: [PATCH 184/236] Created Using Noto fonts for Chinese and Korean in LOOT (markdown) --- Using-Noto-fonts-for-Chinese-and-Korean-in-LOOT.md | 11 +++++++++++ 1 file changed, 11 insertions(+) create mode 100644 Using-Noto-fonts-for-Chinese-and-Korean-in-LOOT.md diff --git a/Using-Noto-fonts-for-Chinese-and-Korean-in-LOOT.md b/Using-Noto-fonts-for-Chinese-and-Korean-in-LOOT.md new file mode 100644 index 0000000..af0b14c --- /dev/null +++ b/Using-Noto-fonts-for-Chinese-and-Korean-in-LOOT.md @@ -0,0 +1,11 @@ +**Note: This information applies to very recent LOOT code. At time of writing, no release or build has been made available that includes the features described below.** + +As of LOOT v0.7, translations exist for Simplified Chinese and Korean. LOOT supports the use of Google's Noto fonts for these languages, in order to provide a more pleasant reading experience. However, due to their size, they are not included in LOOT's installer or archive. + +To use the Noto fonts with LOOT: + +1. Download the [Simplified Chinese](http://www.google.com/get/noto/#/family/noto-sans-hans) and/or [Korean](http://www.google.com/get/noto/#/family/noto-sans-kore) fonts from Google. +2. Extract the downloaded archives and place the `*.otf` files they contain into your `%LOOT%/resources/report/fonts/` folder, where `%LOOT%` is LOOT's installation directory. +3. If you have LOOT open, close and re-launch it. It will detect and load the Noto fonts. + +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. \ No newline at end of file From 1c3890715da3f1e8144a150e03d229c202833d35 Mon Sep 17 00:00:00 2001 From: Oliver Hamlet Date: Wed, 7 Jan 2015 12:06:26 +0000 Subject: [PATCH 185/236] Updated LOOT FAQs (markdown) --- LOOT-FAQs.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/LOOT-FAQs.md b/LOOT-FAQs.md index 4661686..70e1737 100644 --- a/LOOT-FAQs.md +++ b/LOOT-FAQs.md @@ -122,7 +122,7 @@ If you're still not seeing the report fill with content, IE may be blocking Java 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. -There is also another issue that occasionally 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. +There is also another issue that occasionally 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 also reduces the quality of text displayed in LOOT. ##### I'm seeing empty box characters in the metadata editor window's plugins list. What are these? From 391a9bd35a4264db4074882fbf63e7ea17b6d855 Mon Sep 17 00:00:00 2001 From: Oliver Hamlet Date: Wed, 7 Jan 2015 12:07:21 +0000 Subject: [PATCH 186/236] Updated LOOT FAQs (markdown) --- LOOT-FAQs.md | 2 -- 1 file changed, 2 deletions(-) diff --git a/LOOT-FAQs.md b/LOOT-FAQs.md index 70e1737..4585734 100644 --- a/LOOT-FAQs.md +++ b/LOOT-FAQs.md @@ -116,8 +116,6 @@ The report display has been tested using IE 11, which is available to all Window To update the internal web browser, make sure Internet Explorer is enabled in the "Turn Windows features on/off" control panel, and install the latest updates available through Windows update. That should be enough to fix the report display, and you can disable Internet Explorer again if you so wish. -If you're still not seeing the report fill with content, IE may be blocking Javascript from running on the page. Open "Internet Options" and make sure that the "Allow active content to run in files on My Computer" option is enabled. If that doesn't fix it, try replacing the `resources/report/script.js` file in your LOOT folder with [this one](https://raw.githubusercontent.com/loot/loot/master/resources/report/script.js). - ##### LOOT's window is blank when I'm starting it through Mod Organizer. What's up? 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. From d99b4810bf73ac7717e99c86f459d95e82e4a2f4 Mon Sep 17 00:00:00 2001 From: Oliver Hamlet Date: Tue, 10 Mar 2015 10:34:30 +0000 Subject: [PATCH 187/236] Updated Global Priorities (markdown) --- Global-Priorities.md | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/Global-Priorities.md b/Global-Priorities.md index 4582521..ae16050 100644 --- a/Global-Priorities.md +++ b/Global-Priorities.md @@ -9,8 +9,8 @@ Below are the global priorities as they are grouped for the games currently supp # Skyrim ``` --1999000 = -999000 Skyrim.esm, Update.esm --1980000 = -980000 DLC, Unofficial Patches, SPO +-1999999 = -999999 Update.esm +-1999000 = -999000 DLC, Unofficial Patches, SPO -1960000 = -960000 Falskar, Wyrmstooth -1950000 = -950000 -1940000 = -940000 From 5d7c965002af26031327bb35f008ed1e54f954c0 Mon Sep 17 00:00:00 2001 From: egocarib Date: Tue, 17 Mar 2015 19:10:00 -0500 Subject: [PATCH 188/236] Updated Team Members (markdown) --- Team-Members.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Team-Members.md b/Team-Members.md index 1a23738..a802b5e 100644 --- a/Team-Members.md +++ b/Team-Members.md @@ -6,7 +6,7 @@ Since team members are contact points for LOOT users, the table below gives the
GitHubBethesdaNexus
Aellis-BOSSAellisA.ellis -
egocarib- +
egocarib
Freso
ineedbettername-
LotteryDiscountz From 6d32ca1f301d1dabf8e0215c63b29a365c9a24fe Mon Sep 17 00:00:00 2001 From: Oliver Hamlet Date: Tue, 14 Apr 2015 15:59:25 +0100 Subject: [PATCH 189/236] Updated How To Report Issues Helpfully (markdown) --- How-To-Report-Issues-Helpfully.md | 14 ++++++++++++-- 1 file changed, 12 insertions(+), 2 deletions(-) diff --git a/How-To-Report-Issues-Helpfully.md b/How-To-Report-Issues-Helpfully.md index ba82fe4..f6f5d26 100644 --- a/How-To-Report-Issues-Helpfully.md +++ b/How-To-Report-Issues-Helpfully.md @@ -1,8 +1,18 @@ -If LOOT is crashing, or there is some other problem that's not due to missing or incorrect masterlist metadata, the following should be done: +If LOOT is crashing, or there is some other problem that's not due to missing or incorrect masterlist metadata, the following should be done. 1. In LOOT's settings, set the debug verbosity to its medium setting. (If you're running the 0.7 beta, it's an Enable Debug Logging checkbox instead.) 2. Run LOOT again to replicate the issue. 3. Upload the debug log that is generated at `%LOCALAPPDATA%\LOOT\LOOTDebugLog.txt` to some location you can share it from. If the log is less than 512 KB, you can upload it to [Pastebin](http://pastebin.com/) without requiring an account. Larger logs can be pasted as a [Gist](https://gist.github.com/) without requiring an account. Otherwise, a service such as Dropbox, Google Drive, OneDrive, etc. can be used. Please don't use filesharing websites with countdown timers or captchas. 4. If you're running the 0.7 beta, also upload the `%LOCALAPPDATA\LOOT\CEFDebugLog.txt`. -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. \ No newline at end of file +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 + +If LOOT is crashing on startup, so you can't get to its settings dialog, its settings file can be manually edited to enable debug logging. + +1. Open `%LOCALAPPDATA%\LOOT\settings.yaml` in a text editor, eg. Notepad. +2. Edit the line beginning `Debug Verbosity:` so that it becomes `Debug Verbosity: 2`. +3. Save the file. + +Then run LOOT and upload your debug log as detailed above. \ No newline at end of file From e184fcbc4bdf1b9219196c6cf0f888393017be9d Mon Sep 17 00:00:00 2001 From: Oliver Hamlet Date: Tue, 12 May 2015 18:46:47 +0100 Subject: [PATCH 190/236] Fix typo. --- How-To-Report-Issues-Helpfully.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/How-To-Report-Issues-Helpfully.md b/How-To-Report-Issues-Helpfully.md index f6f5d26..bc2400f 100644 --- a/How-To-Report-Issues-Helpfully.md +++ b/How-To-Report-Issues-Helpfully.md @@ -3,7 +3,7 @@ If LOOT is crashing, or there is some other problem that's not due to missing or 1. In LOOT's settings, set the debug verbosity to its medium setting. (If you're running the 0.7 beta, it's an Enable Debug Logging checkbox instead.) 2. Run LOOT again to replicate the issue. 3. Upload the debug log that is generated at `%LOCALAPPDATA%\LOOT\LOOTDebugLog.txt` to some location you can share it from. If the log is less than 512 KB, you can upload it to [Pastebin](http://pastebin.com/) without requiring an account. Larger logs can be pasted as a [Gist](https://gist.github.com/) without requiring an account. Otherwise, a service such as Dropbox, Google Drive, OneDrive, etc. can be used. Please don't use filesharing websites with countdown timers or captchas. -4. If you're running the 0.7 beta, also upload the `%LOCALAPPDATA\LOOT\CEFDebugLog.txt`. +4. If you're running the 0.7 beta, also upload the `%LOCALAPPDATA%\LOOT\CEFDebugLog.txt`. 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. From 32ff59e96daf282bb44d10a8f42b18f23c25f125 Mon Sep 17 00:00:00 2001 From: Oliver Hamlet Date: Wed, 20 May 2015 15:40:46 +0100 Subject: [PATCH 191/236] Removed v0.6-specific issues from FAQ. --- LOOT-FAQs.md | 21 ++------------------- 1 file changed, 2 insertions(+), 19 deletions(-) diff --git a/LOOT-FAQs.md b/LOOT-FAQs.md index 4585734..abc201a 100644 --- a/LOOT-FAQs.md +++ b/LOOT-FAQs.md @@ -19,10 +19,7 @@ #### Common Issues 11. [I'm getting Git errors when LOOT tries to update its masterlist. How do I fix this?](#im-getting-git-errors-when-loot-tries-to-update-its-masterlist-how-do-i-fix-this) -13. [LOOT ran without any errors, but the load order hasn't changed to match what LOOT has in its report. Why?](#loot-ran-without-any-errors-but-the-load-order-hasnt-changed-to-match-what-loot-has-in-its-report-why) -14. [LOOT's report is blank. How do I fix this?](#loots-report-is-blank-how-do-i-fix-this) 15. [LOOT's window is blank when I'm starting it through Mod Organizer. What's up?](#loots-window-is-blank-when-im-starting-it-through-mod-organizer-whats-up) -16. [I'm seeing empty box characters in the metadata editor window's plugins list. What are these?](#im-seeing-empty-box-characters-in-the-metadata-editor-windows-plugins-list-what-are-these) 17. [LOOT shows the wrong or no version number for some plugins. Why?](#loot-shows-the-wrong-or-no-version-number-for-some-plugins-why) 18. [A game is installed, but LOOT cannot detect it. How do I fix this?](#a-game-is-installed-but-loot-cannot-detect-it-how-do-i-fix-this) 19. [When LOOT updates the load order, it removes line breaks from `plugins.txt` and `loadorder.txt`. Won't this break something?](#when-loot-updates-the-load-order-it-removes-line-breaks-from-pluginstxt-and-loadordertxt-wont-this-break-something) @@ -104,28 +101,12 @@ Alternatively, your WinSock configuration may be corrupt: this can be fixed usin If LOOT still can't update its masterlist, you can update manually by downloading [this file](https://raw.githubusercontent.com/loot/skyrim/master/masterlist.yaml) and placing it in the `%LOCALAPPDATA%\LOOT\Skyrim` folder. Replace Skyrim with `oblivion`, `fallout3` or `falloutnv` as necessary, in the URL and the folder path. -##### LOOT ran without any errors, but the load order hasn't changed to match what LOOT has in its report. Why? - -If you're sorting for Skyrim, make sure that you haven't replaced or renamed your `TESV.exe`, as this interferes with LOOT's ability to decide how to set the load order. - -##### LOOT's report is blank. How do I fix this? - -LOOT uses Windows' internal web browser to display its report. This web browser is basically Internet Explorer, but it's present even if you have Internet Explorer disabled. If it's not displaying LOOT's report properly, this may be because it isn't up-to-date. - -The report display has been tested using IE 11, which is available to all Windows 7 and 8.x users. Windows Vista users can only update as far as IE 10, and though the report should display with this version, it is untested. - -To update the internal web browser, make sure Internet Explorer is enabled in the "Turn Windows features on/off" control panel, and install the latest updates available through Windows update. That should be enough to fix the report display, and you can disable Internet Explorer again if you so wish. - ##### LOOT's window is blank when I'm starting it through Mod Organizer. What's up? 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. There is also another issue that occasionally 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 also reduces the quality of text displayed in LOOT. -##### I'm seeing empty box characters in the metadata editor window's plugins list. What are these? - -They are supposed to be ticks and crosses, but there's a bug in Windows that means they don't always get displayed correctly. [This page](https://superuser.com/questions/371282/my-windows-7-has-suddenly-stopped-displaying-unicode-symbols) describes some possible workarounds for the issue. - ##### LOOT shows the wrong or no version number for some plugins. Why? 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. @@ -134,6 +115,8 @@ As version numbers are supplied by mod authors in a wide range of formats and LO Steam likes to remove 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. + ##### When LOOT updates the load order, it removes line breaks from `plugins.txt` and `loadorder.txt`. Won't this break something? LOOT has probably just replaced the `CR LF` line breaks with `LF` line breaks. It doesn't make any difference to the game. From a13b65eccf4dbace126b6c8f8369f7354687bc4a Mon Sep 17 00:00:00 2001 From: Oliver Hamlet Date: Wed, 20 May 2015 15:43:26 +0100 Subject: [PATCH 192/236] Updated How To Report Issues Helpfully (markdown) --- How-To-Report-Issues-Helpfully.md | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/How-To-Report-Issues-Helpfully.md b/How-To-Report-Issues-Helpfully.md index bc2400f..b5c16e7 100644 --- a/How-To-Report-Issues-Helpfully.md +++ b/How-To-Report-Issues-Helpfully.md @@ -1,9 +1,9 @@ If LOOT is crashing, or there is some other problem that's not due to missing or incorrect masterlist metadata, the following should be done. -1. In LOOT's settings, set the debug verbosity to its medium setting. (If you're running the 0.7 beta, it's an Enable Debug Logging checkbox instead.) +1. In LOOT's settings, toggle the Enable Debug Logging checkbox on. 2. Run LOOT again to replicate the issue. 3. Upload the debug log that is generated at `%LOCALAPPDATA%\LOOT\LOOTDebugLog.txt` to some location you can share it from. If the log is less than 512 KB, you can upload it to [Pastebin](http://pastebin.com/) without requiring an account. Larger logs can be pasted as a [Gist](https://gist.github.com/) without requiring an account. Otherwise, a service such as Dropbox, Google Drive, OneDrive, etc. can be used. Please don't use filesharing websites with countdown timers or captchas. -4. If you're running the 0.7 beta, also upload the `%LOCALAPPDATA%\LOOT\CEFDebugLog.txt`. +4. Also upload the `%LOCALAPPDATA%\LOOT\CEFDebugLog.txt`. 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. @@ -12,7 +12,7 @@ Note that LOOT wipes the log each time it starts, so if you encounter an issue, If LOOT is crashing on startup, so you can't get to its settings dialog, its settings file can be manually edited to enable debug logging. 1. Open `%LOCALAPPDATA%\LOOT\settings.yaml` in a text editor, eg. Notepad. -2. Edit the line beginning `Debug Verbosity:` so that it becomes `Debug Verbosity: 2`. +2. Edit the line beginning `enableDebugLogging:` so that it becomes `enableDebugLogging: true`. 3. Save the file. Then run LOOT and upload your debug log as detailed above. \ No newline at end of file From 4eaa8aa7f29c6313160bfef541c62d0445741f1a Mon Sep 17 00:00:00 2001 From: Oliver Hamlet Date: Wed, 20 May 2015 15:47:25 +0100 Subject: [PATCH 193/236] Removed another v0.6-specific FAQ. --- LOOT-FAQs.md | 7 +------ 1 file changed, 1 insertion(+), 6 deletions(-) diff --git a/LOOT-FAQs.md b/LOOT-FAQs.md index abc201a..5b0c82a 100644 --- a/LOOT-FAQs.md +++ b/LOOT-FAQs.md @@ -23,7 +23,6 @@ 17. [LOOT shows the wrong or no version number for some plugins. Why?](#loot-shows-the-wrong-or-no-version-number-for-some-plugins-why) 18. [A game is installed, but LOOT cannot detect it. How do I fix this?](#a-game-is-installed-but-loot-cannot-detect-it-how-do-i-fix-this) 19. [When LOOT updates the load order, it removes line breaks from `plugins.txt` and `loadorder.txt`. Won't this break something?](#when-loot-updates-the-load-order-it-removes-line-breaks-from-pluginstxt-and-loadordertxt-wont-this-break-something) -20. [Some of LOOT's user interface is cut off by the edge of its window. Why?](#some-of-loots-user-interface-is-cut-off-by-the-edge-of-its-window-why) ### Questions @@ -119,8 +118,4 @@ Another cause may be that the game is installed in a location where you does not ##### When LOOT updates the load order, it removes line breaks from `plugins.txt` and `loadorder.txt`. Won't this break something? -LOOT has probably just replaced the `CR LF` line breaks with `LF` line breaks. It doesn't make any difference to the game. - -##### Some of LOOT's user interface is cut off by the edge of its window. Why? - -This is probably due to your display scaling settings, and may also affect other applications. Try setting your scaling to 100% to avoid the issue. +LOOT has probably just replaced the `CR LF` line breaks with `LF` line breaks. It doesn't make any difference to the game. \ No newline at end of file From b74a873cc5c5dd1a87329a93ae8f36c37ed26c71 Mon Sep 17 00:00:00 2001 From: Oliver Hamlet Date: Thu, 21 May 2015 10:49:51 +0100 Subject: [PATCH 194/236] Updated How To Report Issues Helpfully (markdown) --- How-To-Report-Issues-Helpfully.md | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/How-To-Report-Issues-Helpfully.md b/How-To-Report-Issues-Helpfully.md index b5c16e7..b335f00 100644 --- a/How-To-Report-Issues-Helpfully.md +++ b/How-To-Report-Issues-Helpfully.md @@ -7,12 +7,12 @@ If LOOT is crashing, or there is some other problem that's not due to missing or 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 +### If you can't reach the settings dialog -If LOOT is crashing on startup, so you can't get to its settings dialog, its settings file can be manually edited to enable debug logging. +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. 1. Open `%LOCALAPPDATA%\LOOT\settings.yaml` in a text editor, eg. Notepad. -2. Edit the line beginning `enableDebugLogging:` so that it becomes `enableDebugLogging: true`. +2. Replace the text `enableDebugLogging: false` with `enableDebugLogging: true`. 3. Save the file. Then run LOOT and upload your debug log as detailed above. \ No newline at end of file From 0874f2529d3c5b26947bb8bc9883469b91e9b1fd Mon Sep 17 00:00:00 2001 From: Oliver Hamlet Date: Mon, 15 Jun 2015 19:04:35 +0100 Subject: [PATCH 195/236] Updated Dirty Edits, Mod Cleaning & CRCs (markdown) --- Dirty-Edits,-Mod-Cleaning-&-CRCs.md | 5 ++++- 1 file changed, 4 insertions(+), 1 deletion(-) diff --git a/Dirty-Edits,-Mod-Cleaning-&-CRCs.md b/Dirty-Edits,-Mod-Cleaning-&-CRCs.md index dbdf386..4e44bd7 100644 --- a/Dirty-Edits,-Mod-Cleaning-&-CRCs.md +++ b/Dirty-Edits,-Mod-Cleaning-&-CRCs.md @@ -6,7 +6,10 @@ The problem of dirty edits is largely a problem of ignorance on the part of mod LOOT identifies and describes unclean plugins using four key pieces of information. They are: -* *CRC value*: CRC values are a highly accurate way of identifying files based on their contents, as if the contents change, so does the CRC value. LOOT identifies an unclean plugin by comparing the installed plugin's CRC value against the CRC values for known unclean versions of that plugin. This identification method has the limitation that it can't detect unclean plugins that aren't already known as such, and won't detect unclean but edited plugins, but it's a lot faster than actually checking for dirty edits in the plugin. +* *CRC value*: CRC values are a highly accurate way of identifying files based on their contents, as if the contents change, so does the CRC value. LOOT identifies an unclean plugin by comparing the installed plugin's CRC value against the CRC values for known unclean versions of that plugin. Although it's a lot faster than actually checking for dirty edits in the plugin, this identification method has a few limitations: + * it can't detect unknown unclean plugins, + * it can't detect plugins that have been edited but not cleaned, + * it may report false positives for ITM records when a plugin is used with different versions (most commonly different localisations) of its dependencies than those it was created with. * *ITM Count*: ITM records are a type of dirty edit where a mod has overwritten something in the game without actually changing anything. If another mod higher up in the load order makes an intentional change to that thing, it will have its effect cancelled out by the ITM record, which can cause problems. The ITM count is the number of ITM records found and corrected in the mod plugin. * *Deleted Reference Count*: Deleted references are a significant cause of crashes and game bugs. They can be fixed by undeleting and disabling the references, which has the same effect without causing issues. The deleted reference count is equivalent to the UDR count, which is the number of deleted references that have been fixed, and the two terms are used interchangeably in many places. * *Deleted Navmesh Count*: Like deleting records, deleting navmeshes can cause crashes. However, these cannot be automatically corrected, and require manual cleaning. Navmeshes don't exist in Oblivion, so this information doesn't apply. From 3375ffc458d949cebae4bd93b25e30c25a2ebbbe Mon Sep 17 00:00:00 2001 From: Oliver Hamlet Date: Fri, 19 Jun 2015 12:49:09 +0100 Subject: [PATCH 196/236] Updated Making A Release (markdown) --- Making-A-Release.md | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) diff --git a/Making-A-Release.md b/Making-A-Release.md index bfa1014..4a92c2e 100644 --- a/Making-A-Release.md +++ b/Making-A-Release.md @@ -3,9 +3,9 @@ What needs to be done to release a new version of LOOT. ### Preparation 1. Make sure that the version history has been updated, and the release date has been filled in in the readme and the API header file. -2. Compile the .mo translation files from the .po files in the `loot` repository. -3. Generate a new LaTeX copy of the API documentation, and from that generate a PDF. -4. Update the version numbers in `src/backend/globals.cpp`, `src/resource.rc` and `src/installer.nsi`. +2. Update the version numbers in `src/api/api.h`, `src/backend/globals.cpp`, `src/resource.rc` and `src/installer.nsi`. +3. Compile the .mo translation files from the .po files in the `loot` repository. +4. Generate a new LaTeX copy of the API documentation, and from that generate a PDF. ### Packaging & Release From 527c884d7435ff51d87e4d3b69f313c5f0a84999 Mon Sep 17 00:00:00 2001 From: Oliver Hamlet Date: Fri, 19 Jun 2015 12:58:55 +0100 Subject: [PATCH 197/236] Updated Making A Release (markdown) --- Making-A-Release.md | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/Making-A-Release.md b/Making-A-Release.md index 4a92c2e..fbc19fa 100644 --- a/Making-A-Release.md +++ b/Making-A-Release.md @@ -2,8 +2,8 @@ What needs to be done to release a new version of LOOT. ### Preparation -1. Make sure that the version history has been updated, and the release date has been filled in in the readme and the API header file. -2. Update the version numbers in `src/api/api.h`, `src/backend/globals.cpp`, `src/resource.rc` and `src/installer.nsi`. +1. Make sure that the release date and version history have been updated in the readme and `src/api/api.h`. +2. Update the version numbers in `src/api/api.h`, `src/backend/globals.cpp.in`, `src/resource.rc` and `src/installer.nsi`. 3. Compile the .mo translation files from the .po files in the `loot` repository. 4. Generate a new LaTeX copy of the API documentation, and from that generate a PDF. From 3fd97af620a656890b23dbfc6380839105bec245 Mon Sep 17 00:00:00 2001 From: Oliver Hamlet Date: Sun, 21 Jun 2015 11:14:35 +0100 Subject: [PATCH 198/236] Created Masterlist Versioning (markdown) --- Masterlist-Versioning.md | 9 +++++++++ 1 file changed, 9 insertions(+) create mode 100644 Masterlist-Versioning.md diff --git a/Masterlist-Versioning.md b/Masterlist-Versioning.md new file mode 100644 index 0000000..cf6463a --- /dev/null +++ b/Masterlist-Versioning.md @@ -0,0 +1,9 @@ +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. \ No newline at end of file From 0fc727ef36f2e6e2bfcf88321133d9a9d5aa9222 Mon Sep 17 00:00:00 2001 From: Oliver Hamlet Date: Sun, 21 Jun 2015 11:15:03 +0100 Subject: [PATCH 199/236] Updated _Sidebar (markdown) --- _Sidebar.md | 1 + 1 file changed, 1 insertion(+) diff --git a/_Sidebar.md b/_Sidebar.md index 61d8d0d..2e9f9f1 100644 --- a/_Sidebar.md +++ b/_Sidebar.md @@ -11,6 +11,7 @@ * [[How To Contribute|How-To-Contribute]] * [[Masterlist Editing|Masterlist-Editing]] * [[Quickly Testing Your Masterlist Changes|Quickly-Testing-Your-Masterlist-Changes]] +* [[Masterlist Versioning|Masterlist-Versioning]] ##### Team Stuff From 0e6baf3255ebc4979b274becce432179fe354c1f Mon Sep 17 00:00:00 2001 From: Oliver Hamlet Date: Sun, 21 Jun 2015 11:15:24 +0100 Subject: [PATCH 200/236] Updated Home (markdown) --- Home.md | 1 + 1 file changed, 1 insertion(+) diff --git a/Home.md b/Home.md index ed3b5e8..13422c1 100644 --- a/Home.md +++ b/Home.md @@ -7,6 +7,7 @@ If you want to start contributing, you may find the following pages useful: * [[How To Contribute|How-To-Contribute]] * [[Masterlist Editing|Masterlist-Editing]] * [[Quickly Testing Your Masterlist Changes|Quickly-Testing-Your-Masterlist-Changes]] +* [[Masterlist Versioning|Masterlist-Versioning]] The following pages relate to the LOOT team and its management: From 4e8f432c7c55fe065d8ab7cbc03b950dd294621c Mon Sep 17 00:00:00 2001 From: Oliver Hamlet Date: Sun, 21 Jun 2015 11:39:26 +0100 Subject: [PATCH 201/236] Updated Making A Release (markdown) --- Making-A-Release.md | 27 ++++++++++++++------------- 1 file changed, 14 insertions(+), 13 deletions(-) diff --git a/Making-A-Release.md b/Making-A-Release.md index fbc19fa..aac7e03 100644 --- a/Making-A-Release.md +++ b/Making-A-Release.md @@ -7,23 +7,24 @@ What needs to be done to release a new version of LOOT. 3. Compile the .mo translation files from the .po files in the `loot` repository. 4. Generate a new LaTeX copy of the API documentation, and from that generate a PDF. -### Packaging & Release +### Masterlists + +1. If the new release makes metadata syntax changes: + 1. For each masterlist, create a new version branch for that release. + 2. For each masterlist, set the default repository branch on GitHub to the new branch. + 3. Update the default masterlist branch settings for each game, in `src/backend/game/game_settings.cpp` and `src/gui/loot_state.cpp`. +4. Update the "update released" message version check in each masterlist's previous version branch. + +### Packaging 1. Build an x86 LOOT executable. 2. Build an x86 LOOT API DLL. 2. Run the installer script. 3. Run the archiver archive. -4. Create a release on GitHub and add installer and both archives (application and API) to it. -### Website +### Release! -1. Update the link on the homepage to point to the new release. -2. Commit the release's documentation to an appropriate subfolder in the `docs` directory, and update `docs/index.html` to list it. - -### Masterlists - -Update the "update released" message version check in each masterlist: -* Oblivion -* Skyrim -* Fallout 3 -* Fallout: New Vegas \ No newline at end of file +1. Create a release in GitHub's loot/loot repository and add installer and both archives (application and API) to it. +2. Update the link on the LOOT's website homepage to point to the new release. +3. Commit the release's documentation to an appropriate subfolder in the `docs` directory of LOOT's website repository, and update `docs/index.html` to list it. +4. Post an announcement in the official forum thread. \ No newline at end of file From d1c02a5d0196a7ae01eb637168e1ce1eb1c2c089 Mon Sep 17 00:00:00 2001 From: Oliver Hamlet Date: Tue, 30 Jun 2015 20:45:13 +0100 Subject: [PATCH 202/236] Fixed metadata syntax doc link. --- Masterlist-Editing.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Masterlist-Editing.md b/Masterlist-Editing.md index 242c370..4c12f6b 100644 --- a/Masterlist-Editing.md +++ b/Masterlist-Editing.md @@ -2,7 +2,7 @@ The purpose of this page is to give a bit of information to help with editing a ### General Hints -* Look in the masterlists for examples, and see the [Metadata Syntax](http://loot.github.io/docs/dev/LOOT%20Metadata%20Syntax.html) document for the details. +* Look in the masterlists for examples, and see the [Metadata Syntax](http://loot.github.io/docs/0.7.1/LOOT%20Metadata%20Syntax.html) document for the details. * Only make edits/additions you're confident about - otherwise create an issue in the masterlist repository's issue tracker, or discuss in the BethSoft forum thread. * If you're using Notepad++, you can set it to use spaces instead of tabs when you press the tab key on your keyboard, avoiding YAML parsing errors. To do this, go to Settings > Preferences > Tab Settings > Replace by space. A value of 4 is most common. * Make as many silent comments as you want within the masterlists - it doesn't hurt (within reason). However, make sure to put them *above* the line(s) that they refer to. From 48bbd4b0d710dfaccd1c346051684a2f32e3dda0 Mon Sep 17 00:00:00 2001 From: Oliver Hamlet Date: Mon, 17 Aug 2015 09:58:47 +0100 Subject: [PATCH 203/236] Updated How To Report Issues Helpfully (markdown) --- How-To-Report-Issues-Helpfully.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/How-To-Report-Issues-Helpfully.md b/How-To-Report-Issues-Helpfully.md index b335f00..b5a82e0 100644 --- a/How-To-Report-Issues-Helpfully.md +++ b/How-To-Report-Issues-Helpfully.md @@ -2,7 +2,7 @@ If LOOT is crashing, or there is some other problem that's not due to missing or 1. In LOOT's settings, toggle the Enable Debug Logging checkbox on. 2. Run LOOT again to replicate the issue. -3. Upload the debug log that is generated at `%LOCALAPPDATA%\LOOT\LOOTDebugLog.txt` to some location you can share it from. If the log is less than 512 KB, you can upload it to [Pastebin](http://pastebin.com/) without requiring an account. Larger logs can be pasted as a [Gist](https://gist.github.com/) without requiring an account. Otherwise, a service such as Dropbox, Google Drive, OneDrive, etc. can be used. Please don't use filesharing websites with countdown timers or captchas. +3. Upload the debug log that is generated at `%LOCALAPPDATA%\LOOT\LOOTDebugLog.txt` to some location you can share it from. If the log is less than 512 KB, you can upload it to [Pastebin](http://pastebin.com/) without requiring an account. Otherwise, a service such as Dropbox, Google Drive, OneDrive, etc. can be used. Please don't use filesharing websites with countdown timers or captchas. 4. Also upload the `%LOCALAPPDATA%\LOOT\CEFDebugLog.txt`. 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. From 3177395ba3ccb982d01cf3776fc6472b13420f85 Mon Sep 17 00:00:00 2001 From: Oliver Hamlet Date: Wed, 19 Aug 2015 20:19:30 +0100 Subject: [PATCH 204/236] GitHub for Windows -> GitHub Desktop --- Resolving-Conflicts.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Resolving-Conflicts.md b/Resolving-Conflicts.md index f633eeb..11bf668 100644 --- a/Resolving-Conflicts.md +++ b/Resolving-Conflicts.md @@ -1,4 +1,4 @@ -This is where GitHub for Windows falls short - to resolve conflicts, you're probably going to have to use the command line shell at some point. [This page](http://git-scm.com/book/en/Distributed-Git-Contributing-to-a-Project#Private-Small-Team) 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. +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](http://git-scm.com/book/en/Distributed-Git-Contributing-to-a-Project#Private-Small-Team) 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 GfW and the shell where necessary. From d663030db5bac4ed2f1fc6978021d72c359c9b03 Mon Sep 17 00:00:00 2001 From: Oliver Hamlet Date: Wed, 19 Aug 2015 20:21:09 +0100 Subject: [PATCH 205/236] GitHub for Windows -> GitHub Desktop --- How-To-Contribute.md | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/How-To-Contribute.md b/How-To-Contribute.md index 31c1fa0..d2eafe3 100644 --- a/How-To-Contribute.md +++ b/How-To-Contribute.md @@ -5,10 +5,10 @@ This page will guide anyone wishing to contribute to LOOT directly through the p To get started, you'll need: * A GitHub account -* A Git client, e.g. [GitHub for Windows](http://windows.github.com/) +* A Git client, e.g. [GitHub Desktop](http://desktop.github.com/) * A text editor, e.g. [Notepad++](http://notepad-plus-plus.org/) -This guide will assume you're using GitHub for Windows (GFW). +This guide will assume you're using GitHub Desktop. ### Forking a Repository @@ -20,9 +20,9 @@ Forking lets you contribute to the project without worrying about making a mista ### Making Changes -Open the repository that contains the file(s) you want to edit in GFW, then click the gear icon in the upper right corner of the window and select "Open in explorer" to view the repository contents. +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 GFW. There you can make a commit, sync and create a pull request as described in the forking guide linked to above. +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|Masterlist-Editing]] page for more information. From e1451f201def741f20e0d71c525d9a4cc6f36467 Mon Sep 17 00:00:00 2001 From: Oliver Hamlet Date: Sat, 26 Sep 2015 07:52:28 +0100 Subject: [PATCH 206/236] Updated Making A Release (markdown) --- Making-A-Release.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Making-A-Release.md b/Making-A-Release.md index aac7e03..5e54dea 100644 --- a/Making-A-Release.md +++ b/Making-A-Release.md @@ -3,7 +3,7 @@ What needs to be done to release a new version of LOOT. ### Preparation 1. Make sure that the release date and version history have been updated in the readme and `src/api/api.h`. -2. Update the version numbers in `src/api/api.h`, `src/backend/globals.cpp.in`, `src/resource.rc` and `src/installer.nsi`. +2. Update the version numbers in `src/api/api.h`, `src/backend/globals.cpp.in`, `src/resource.rc` and `scripts/installer.iss`. 3. Compile the .mo translation files from the .po files in the `loot` repository. 4. Generate a new LaTeX copy of the API documentation, and from that generate a PDF. From 4bbf30810e0d82e30de6c342c913e9e625b86af2 Mon Sep 17 00:00:00 2001 From: Oliver Hamlet Date: Sun, 27 Sep 2015 13:06:33 +0100 Subject: [PATCH 207/236] Updated Making A Release (markdown) --- Making-A-Release.md | 5 ++--- 1 file changed, 2 insertions(+), 3 deletions(-) diff --git a/Making-A-Release.md b/Making-A-Release.md index 5e54dea..174e83a 100644 --- a/Making-A-Release.md +++ b/Making-A-Release.md @@ -25,6 +25,5 @@ What needs to be done to release a new version of LOOT. ### Release! 1. Create a release in GitHub's loot/loot repository and add installer and both archives (application and API) to it. -2. Update the link on the LOOT's website homepage to point to the new release. -3. Commit the release's documentation to an appropriate subfolder in the `docs` directory of LOOT's website repository, and update `docs/index.html` to list it. -4. Post an announcement in the official forum thread. \ No newline at end of file +2. Commit the release's documentation to an appropriate subfolder in the `docs` directory of LOOT's website repository, and update `docs/index.html` to list it. +3. Post an announcement in the official forum thread. \ No newline at end of file From 683e7df9ed14d966ec557f2e6e17518818247e2f Mon Sep 17 00:00:00 2001 From: Oliver Hamlet Date: Fri, 2 Oct 2015 21:49:03 +0100 Subject: [PATCH 208/236] Updated How To Report Issues Helpfully (markdown) --- How-To-Report-Issues-Helpfully.md | 7 +++++-- 1 file changed, 5 insertions(+), 2 deletions(-) diff --git a/How-To-Report-Issues-Helpfully.md b/How-To-Report-Issues-Helpfully.md index b5a82e0..0cd24d9 100644 --- a/How-To-Report-Issues-Helpfully.md +++ b/How-To-Report-Issues-Helpfully.md @@ -2,8 +2,11 @@ If LOOT is crashing, or there is some other problem that's not due to missing or 1. In LOOT's settings, toggle the Enable Debug Logging checkbox on. 2. Run LOOT again to replicate the issue. -3. Upload the debug log that is generated at `%LOCALAPPDATA%\LOOT\LOOTDebugLog.txt` to some location you can share it from. If the log is less than 512 KB, you can upload it to [Pastebin](http://pastebin.com/) without requiring an account. Otherwise, a service such as Dropbox, Google Drive, OneDrive, etc. can be used. Please don't use filesharing websites with countdown timers or captchas. -4. Also upload the `%LOCALAPPDATA%\LOOT\CEFDebugLog.txt`. +3. Upload the `LOOTDebugLog.txt` and `CEFDebugLog.txt` files generated in the `%LOCALAPPDATA%\LOOT` folder. + +It's best to report the issue on the LOOT application's [issue tracker](https://github.com/loot/loot/issues/new), where you can upload the log files by attaching them to your report, but doing so requires a GitHub account. + +Otherwise, if the log is less than 512 KB, you can upload it to [Pastebin](http://pastebin.com/) without requiring an account. Otherwise, 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. From 2235f8ae23a57b204e6f2e33ef19b60285eab9fe Mon Sep 17 00:00:00 2001 From: Oliver Hamlet Date: Sun, 18 Oct 2015 19:16:36 +0100 Subject: [PATCH 209/236] Updated How To Report Issues Helpfully (markdown) --- How-To-Report-Issues-Helpfully.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/How-To-Report-Issues-Helpfully.md b/How-To-Report-Issues-Helpfully.md index 0cd24d9..d9ee473 100644 --- a/How-To-Report-Issues-Helpfully.md +++ b/How-To-Report-Issues-Helpfully.md @@ -4,7 +4,7 @@ If LOOT is crashing, or there is some other problem that's not due to missing or 2. Run LOOT again to replicate the issue. 3. Upload the `LOOTDebugLog.txt` and `CEFDebugLog.txt` files generated in the `%LOCALAPPDATA%\LOOT` folder. -It's best to report the issue on the LOOT application's [issue tracker](https://github.com/loot/loot/issues/new), where you can upload the log files by attaching them to your report, but doing so requires a GitHub account. +It's best to report the issue on the LOOT application's [issue tracker](https://github.com/loot/loot/issues/new), where you can upload the log files by attaching them to your report (drag 'n' drop them into the text box), but doing so requires a GitHub account. Otherwise, if the log is less than 512 KB, you can upload it to [Pastebin](http://pastebin.com/) without requiring an account. Otherwise, a service such as Dropbox, Google Drive, OneDrive, etc. can be used. Please don't use filesharing websites with countdown timers or captchas. From 504bed22d5e56f85a7575c480dc70d8e57400cf4 Mon Sep 17 00:00:00 2001 From: Oliver Hamlet Date: Wed, 9 Dec 2015 18:34:31 +0000 Subject: [PATCH 210/236] Updated How To Report Issues Helpfully (markdown) --- How-To-Report-Issues-Helpfully.md | 32 +++++++++++++++++++++++++++---- 1 file changed, 28 insertions(+), 4 deletions(-) diff --git a/How-To-Report-Issues-Helpfully.md b/How-To-Report-Issues-Helpfully.md index d9ee473..bc23f49 100644 --- a/How-To-Report-Issues-Helpfully.md +++ b/How-To-Report-Issues-Helpfully.md @@ -1,16 +1,40 @@ -If LOOT is crashing, or there is some other problem that's not due to missing or incorrect masterlist metadata, the following should be done. +### Identifying The Issue + +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: + +1. A metadata issue. It's probably this type if LOOT displays incorrect information, such as incorrect messages and Bash Tag suggestions. It's also probably a metadata issue if LOOT sorts your mods incorrectly, as it's most likely because it's lacking some sorting metadata, or the sorting metadata it has is incorrect. +2. An application issue. It's probably this type if LOOT behaves incorrectly or unexpectedly, such as crashing or doing the wrong thing when you click on a button. Some sorting mistakes can also be due to application issues, but it's best to treat them as metadata issues unless you know otherwise. + +Metadata issues are also game-specific, so make a note of which game you're having the issue with. + +### Reporting The Issue + +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. + +* [Oblivion metadata](https://github.com/loot/oblivion/issues/new) +* [Skyrim metadata](https://github.com/loot/skyrim/issues/new) +* [Fallout 3 metadata](https://github.com/loot/fallout3/issues/new) +* [Fallout: New Vegas metadata](https://github.com/loot/falloutnv/issues/new) +* [Fallout 4 metadata](https://github.com/loot/fallout4/issues/new) +* [LOOT application](https://github.com/loot/loot/issues/new) + +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. + +#### Supplying Debug Logs For Application Issues + +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. 1. In LOOT's settings, toggle the Enable Debug Logging checkbox on. 2. Run LOOT again to replicate the issue. 3. Upload the `LOOTDebugLog.txt` and `CEFDebugLog.txt` files generated in the `%LOCALAPPDATA%\LOOT` folder. -It's best to report the issue on the LOOT application's [issue tracker](https://github.com/loot/loot/issues/new), where you can upload the log files by attaching them to your report (drag 'n' drop them into the text box), but doing so requires a GitHub account. +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, if the log is less than 512 KB, you can upload it to [Pastebin](http://pastebin.com/) without requiring an account. Otherwise, a service such as Dropbox, Google Drive, OneDrive, etc. can be used. Please don't use filesharing websites with countdown timers or captchas. +Otherwise, [Pastebin](http://pastebin.com/) 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 you can't reach the settings dialog +##### If you can't reach the settings dialog 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. From 262f53f0ae39250858453e9da399df32b0d3db1b Mon Sep 17 00:00:00 2001 From: Oliver Hamlet Date: Thu, 10 Mar 2016 21:10:03 +0000 Subject: [PATCH 211/236] Add info about proxy support --- LOOT-FAQs.md | 17 ++++++++++++++++- 1 file changed, 16 insertions(+), 1 deletion(-) diff --git a/LOOT-FAQs.md b/LOOT-FAQs.md index 5b0c82a..f769ea5 100644 --- a/LOOT-FAQs.md +++ b/LOOT-FAQs.md @@ -23,6 +23,7 @@ 17. [LOOT shows the wrong or no version number for some plugins. Why?](#loot-shows-the-wrong-or-no-version-number-for-some-plugins-why) 18. [A game is installed, but LOOT cannot detect it. How do I fix this?](#a-game-is-installed-but-loot-cannot-detect-it-how-do-i-fix-this) 19. [When LOOT updates the load order, it removes line breaks from `plugins.txt` and `loadorder.txt`. Won't this break something?](#when-loot-updates-the-load-order-it-removes-line-breaks-from-pluginstxt-and-loadordertxt-wont-this-break-something) +20. [I'm using a proxy to connect to the Internet. How do I configure LOOT's masterlist updater to use it?](im-using-a-proxy-to-connect-to-the-internet-how-do-i-configure-loots-masterlist-updater-to-use-it) ### Questions @@ -118,4 +119,18 @@ Another cause may be that the game is installed in a location where you does not ##### When LOOT updates the load order, it removes line breaks from `plugins.txt` and `loadorder.txt`. Won't this break something? -LOOT has probably just replaced the `CR LF` line breaks with `LF` line breaks. It doesn't make any difference to the game. \ No newline at end of file +LOOT has probably just replaced the `CR LF` line breaks with `LF` line breaks. It doesn't make any difference to the game. + +##### I'm using a proxy to connect to the Internet. How do I configure LOOT's masterlist updater to use it? + +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: + +1. Opening the System item in the Control Panel. +2. Open the System Properties dialog by clicking the "Advanced system settings" item in the sidebar. +3. Open the Environmental Variables dialog by clicking the "Environmental Variables..." button in the "Advanced" tab. +4. In the User variables section, click the "New..." button. +5. Put https_proxy as the variable name, and the proxy URL as the variable value in the New User Variable dialog. +6. Click "OK", then "OK" in the Environmental Variables dialog. +7. Relaunch LOOT. \ No newline at end of file From e9333b65377172ed5ca130bd51683751ad271585 Mon Sep 17 00:00:00 2001 From: Oliver Hamlet Date: Mon, 28 Mar 2016 09:52:32 +0100 Subject: [PATCH 212/236] Updated Introduction To Load Orders (markdown) --- Introduction-To-Load-Orders.md | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/Introduction-To-Load-Orders.md b/Introduction-To-Load-Orders.md index dc790e8..91d75af 100644 --- a/Introduction-To-Load-Orders.md +++ b/Introduction-To-Load-Orders.md @@ -14,6 +14,6 @@ There are a few hardcoded rules related to load order: * In Skyrim, `Skyrim.esm` always loads before all other plugins. * In Skyrim, if `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 255 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. +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%\\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%\\plugins.txt`, and modding utilities generally use `%LOCALAPPDATA%\\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. \ No newline at end of file From 7c402504c938bfbb781f7ceb793193040aacd16a Mon Sep 17 00:00:00 2001 From: Oliver Hamlet Date: Fri, 8 Apr 2016 17:36:57 +0100 Subject: [PATCH 213/236] Move wiki pages into new site subdirectories --- Error-Reporting-won't-install.md | 1 - Home.md | 18 ---- _Sidebar.md | 24 ----- .../contributing/Global-Priorities.md | 0 .../contributing/How-To-Contribute.md | 0 .../contributing/Masterlist-Editing.md | 0 .../contributing/Masterlist-Versioning.md | 0 ...Quickly-Testing-Your-Masterlist-Changes.md | 0 .../contributing/Resolving-Conflicts.md | 0 .../help/Dirty-Edits,-Mod-Cleaning-&-CRCs.md | 0 .../help/How-To-Report-Issues-Helpfully.md | 88 +++++++++---------- .../help/Introduction-To-Load-Orders.md | 0 LOOT-FAQs.md => docs/help/LOOT-FAQs.md | 0 .../help/Setting-Windows'-File-Permissions.md | 0 ...to-fonts-for-Chinese-and-Korean-in-LOOT.md | 0 .../team/Making-A-Release.md | 0 .../team/Team-Member-Responsibilities.md | 0 Team-Members.md => docs/team/Team-Members.md | 0 .../team/Team-Policies.md | 0 .../team/Thread-Management.md | 0 20 files changed, 44 insertions(+), 87 deletions(-) delete mode 100644 Error-Reporting-won't-install.md delete mode 100644 Home.md delete mode 100644 _Sidebar.md rename Global-Priorities.md => docs/contributing/Global-Priorities.md (100%) rename How-To-Contribute.md => docs/contributing/How-To-Contribute.md (100%) rename Masterlist-Editing.md => docs/contributing/Masterlist-Editing.md (100%) rename Masterlist-Versioning.md => docs/contributing/Masterlist-Versioning.md (100%) rename Quickly-Testing-Your-Masterlist-Changes.md => docs/contributing/Quickly-Testing-Your-Masterlist-Changes.md (100%) rename Resolving-Conflicts.md => docs/contributing/Resolving-Conflicts.md (100%) rename Dirty-Edits,-Mod-Cleaning-&-CRCs.md => docs/help/Dirty-Edits,-Mod-Cleaning-&-CRCs.md (100%) rename How-To-Report-Issues-Helpfully.md => docs/help/How-To-Report-Issues-Helpfully.md (98%) rename Introduction-To-Load-Orders.md => docs/help/Introduction-To-Load-Orders.md (100%) rename LOOT-FAQs.md => docs/help/LOOT-FAQs.md (100%) rename Setting-Windows'-File-Permissions.md => docs/help/Setting-Windows'-File-Permissions.md (100%) rename Using-Noto-fonts-for-Chinese-and-Korean-in-LOOT.md => docs/help/Using-Noto-fonts-for-Chinese-and-Korean-in-LOOT.md (100%) rename Making-A-Release.md => docs/team/Making-A-Release.md (100%) rename Team-Member-Responsibilities.md => docs/team/Team-Member-Responsibilities.md (100%) rename Team-Members.md => docs/team/Team-Members.md (100%) rename Team-Policies.md => docs/team/Team-Policies.md (100%) rename Thread-Management.md => docs/team/Thread-Management.md (100%) diff --git a/Error-Reporting-won't-install.md b/Error-Reporting-won't-install.md deleted file mode 100644 index 77aa249..0000000 --- a/Error-Reporting-won't-install.md +++ /dev/null @@ -1 +0,0 @@ -When trying to install error says the procedure entry point cef_api_hash could not be located in the dynamic link library libcef.dll. Plz help \ No newline at end of file diff --git a/Home.md b/Home.md deleted file mode 100644 index 13422c1..0000000 --- a/Home.md +++ /dev/null @@ -1,18 +0,0 @@ -Welcome to the LOOT project wiki! - -If you have questions, check out the [[FAQs|LOOT-FAQs]] to see if they've already been answered. - -If you want to start contributing, you may find the following pages useful: - -* [[How To Contribute|How-To-Contribute]] -* [[Masterlist Editing|Masterlist-Editing]] -* [[Quickly Testing Your Masterlist Changes|Quickly-Testing-Your-Masterlist-Changes]] -* [[Masterlist Versioning|Masterlist-Versioning]] - -The following pages relate to the LOOT team and its management: - -* [[Team Members|Team-Members]] -* [[Team Member Responsibilities|Team-Member-Responsibilities]] -* [[Team Policies|Team-Policies]] -* [[Resolving Conflicts|Resolving-Conflicts]] -* [[Making A Release|Making-A-Release]] \ No newline at end of file diff --git a/_Sidebar.md b/_Sidebar.md deleted file mode 100644 index 2e9f9f1..0000000 --- a/_Sidebar.md +++ /dev/null @@ -1,24 +0,0 @@ -#### General - -* [[FAQs|LOOT-FAQs]] -* [[How To Report Issues Helpfully|How-To-Report-Issues-Helpfully]] -* [[Introduction To Load Orders|Introduction-To-Load-Orders]] -* [[Dirty Edits, Mod Cleaning & CRCs|Dirty-Edits,-Mod-Cleaning-&-CRCs]] -* [[Setting Windows' File Permissions|Setting-Windows'-File-Permissions]] - -#### Contributing - -* [[How To Contribute|How-To-Contribute]] -* [[Masterlist Editing|Masterlist-Editing]] -* [[Quickly Testing Your Masterlist Changes|Quickly-Testing-Your-Masterlist-Changes]] -* [[Masterlist Versioning|Masterlist-Versioning]] - -##### Team Stuff - -* [[Team Members|Team-Members]] -* [[Team Member Responsibilities|Team-Member-Responsibilities]] -* [[Team Policies|Team-Policies]] -* [[Resolving Conflicts|Resolving-Conflicts]] -* [[Thread Management|Thread-Management]] -* [[Making A Release|Making-A-Release]] -* [[Global Priorities|Global-Priorities]] \ No newline at end of file diff --git a/Global-Priorities.md b/docs/contributing/Global-Priorities.md similarity index 100% rename from Global-Priorities.md rename to docs/contributing/Global-Priorities.md diff --git a/How-To-Contribute.md b/docs/contributing/How-To-Contribute.md similarity index 100% rename from How-To-Contribute.md rename to docs/contributing/How-To-Contribute.md diff --git a/Masterlist-Editing.md b/docs/contributing/Masterlist-Editing.md similarity index 100% rename from Masterlist-Editing.md rename to docs/contributing/Masterlist-Editing.md diff --git a/Masterlist-Versioning.md b/docs/contributing/Masterlist-Versioning.md similarity index 100% rename from Masterlist-Versioning.md rename to docs/contributing/Masterlist-Versioning.md diff --git a/Quickly-Testing-Your-Masterlist-Changes.md b/docs/contributing/Quickly-Testing-Your-Masterlist-Changes.md similarity index 100% rename from Quickly-Testing-Your-Masterlist-Changes.md rename to docs/contributing/Quickly-Testing-Your-Masterlist-Changes.md diff --git a/Resolving-Conflicts.md b/docs/contributing/Resolving-Conflicts.md similarity index 100% rename from Resolving-Conflicts.md rename to docs/contributing/Resolving-Conflicts.md diff --git a/Dirty-Edits,-Mod-Cleaning-&-CRCs.md b/docs/help/Dirty-Edits,-Mod-Cleaning-&-CRCs.md similarity index 100% rename from Dirty-Edits,-Mod-Cleaning-&-CRCs.md rename to docs/help/Dirty-Edits,-Mod-Cleaning-&-CRCs.md diff --git a/How-To-Report-Issues-Helpfully.md b/docs/help/How-To-Report-Issues-Helpfully.md similarity index 98% rename from How-To-Report-Issues-Helpfully.md rename to docs/help/How-To-Report-Issues-Helpfully.md index bc23f49..4a7b958 100644 --- a/How-To-Report-Issues-Helpfully.md +++ b/docs/help/How-To-Report-Issues-Helpfully.md @@ -1,45 +1,45 @@ -### Identifying The Issue - -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: - -1. A metadata issue. It's probably this type if LOOT displays incorrect information, such as incorrect messages and Bash Tag suggestions. It's also probably a metadata issue if LOOT sorts your mods incorrectly, as it's most likely because it's lacking some sorting metadata, or the sorting metadata it has is incorrect. -2. An application issue. It's probably this type if LOOT behaves incorrectly or unexpectedly, such as crashing or doing the wrong thing when you click on a button. Some sorting mistakes can also be due to application issues, but it's best to treat them as metadata issues unless you know otherwise. - -Metadata issues are also game-specific, so make a note of which game you're having the issue with. - -### Reporting The Issue - -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. - -* [Oblivion metadata](https://github.com/loot/oblivion/issues/new) -* [Skyrim metadata](https://github.com/loot/skyrim/issues/new) -* [Fallout 3 metadata](https://github.com/loot/fallout3/issues/new) -* [Fallout: New Vegas metadata](https://github.com/loot/falloutnv/issues/new) -* [Fallout 4 metadata](https://github.com/loot/fallout4/issues/new) -* [LOOT application](https://github.com/loot/loot/issues/new) - -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. - -#### Supplying Debug Logs For Application Issues - -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. - -1. In LOOT's settings, toggle the Enable Debug Logging checkbox on. -2. Run LOOT again to replicate the issue. -3. Upload the `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](http://pastebin.com/) 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 you can't reach the settings dialog - -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. - -1. Open `%LOCALAPPDATA%\LOOT\settings.yaml` in a text editor, eg. Notepad. -2. Replace the text `enableDebugLogging: false` with `enableDebugLogging: true`. -3. Save the file. - +### Identifying The Issue + +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: + +1. A metadata issue. It's probably this type if LOOT displays incorrect information, such as incorrect messages and Bash Tag suggestions. It's also probably a metadata issue if LOOT sorts your mods incorrectly, as it's most likely because it's lacking some sorting metadata, or the sorting metadata it has is incorrect. +2. An application issue. It's probably this type if LOOT behaves incorrectly or unexpectedly, such as crashing or doing the wrong thing when you click on a button. Some sorting mistakes can also be due to application issues, but it's best to treat them as metadata issues unless you know otherwise. + +Metadata issues are also game-specific, so make a note of which game you're having the issue with. + +### Reporting The Issue + +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. + +* [Oblivion metadata](https://github.com/loot/oblivion/issues/new) +* [Skyrim metadata](https://github.com/loot/skyrim/issues/new) +* [Fallout 3 metadata](https://github.com/loot/fallout3/issues/new) +* [Fallout: New Vegas metadata](https://github.com/loot/falloutnv/issues/new) +* [Fallout 4 metadata](https://github.com/loot/fallout4/issues/new) +* [LOOT application](https://github.com/loot/loot/issues/new) + +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. + +#### Supplying Debug Logs For Application Issues + +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. + +1. In LOOT's settings, toggle the Enable Debug Logging checkbox on. +2. Run LOOT again to replicate the issue. +3. Upload the `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](http://pastebin.com/) 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 you can't reach the settings dialog + +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. + +1. Open `%LOCALAPPDATA%\LOOT\settings.yaml` in a text editor, eg. Notepad. +2. Replace the text `enableDebugLogging: false` with `enableDebugLogging: true`. +3. Save the file. + Then run LOOT and upload your debug log as detailed above. \ No newline at end of file diff --git a/Introduction-To-Load-Orders.md b/docs/help/Introduction-To-Load-Orders.md similarity index 100% rename from Introduction-To-Load-Orders.md rename to docs/help/Introduction-To-Load-Orders.md diff --git a/LOOT-FAQs.md b/docs/help/LOOT-FAQs.md similarity index 100% rename from LOOT-FAQs.md rename to docs/help/LOOT-FAQs.md diff --git a/Setting-Windows'-File-Permissions.md b/docs/help/Setting-Windows'-File-Permissions.md similarity index 100% rename from Setting-Windows'-File-Permissions.md rename to docs/help/Setting-Windows'-File-Permissions.md diff --git a/Using-Noto-fonts-for-Chinese-and-Korean-in-LOOT.md b/docs/help/Using-Noto-fonts-for-Chinese-and-Korean-in-LOOT.md similarity index 100% rename from Using-Noto-fonts-for-Chinese-and-Korean-in-LOOT.md rename to docs/help/Using-Noto-fonts-for-Chinese-and-Korean-in-LOOT.md diff --git a/Making-A-Release.md b/docs/team/Making-A-Release.md similarity index 100% rename from Making-A-Release.md rename to docs/team/Making-A-Release.md diff --git a/Team-Member-Responsibilities.md b/docs/team/Team-Member-Responsibilities.md similarity index 100% rename from Team-Member-Responsibilities.md rename to docs/team/Team-Member-Responsibilities.md diff --git a/Team-Members.md b/docs/team/Team-Members.md similarity index 100% rename from Team-Members.md rename to docs/team/Team-Members.md diff --git a/Team-Policies.md b/docs/team/Team-Policies.md similarity index 100% rename from Team-Policies.md rename to docs/team/Team-Policies.md diff --git a/Thread-Management.md b/docs/team/Thread-Management.md similarity index 100% rename from Thread-Management.md rename to docs/team/Thread-Management.md From 9760582693ba95da301fd5a358ca5f32d2c8c68c Mon Sep 17 00:00:00 2001 From: Oliver Hamlet Date: Sat, 9 Apr 2016 10:36:25 +0100 Subject: [PATCH 214/236] Convert wiki pages' Markdown to HTML using Pandoc --- docs/contributing/Global-Priorities.html | 57 +++++++ docs/contributing/Global-Priorities.md | 79 --------- docs/contributing/How-To-Contribute.html | 30 ++++ docs/contributing/How-To-Contribute.md | 46 ------ docs/contributing/Masterlist-Editing.html | 120 ++++++++++++++ docs/contributing/Masterlist-Editing.md | 153 ------------------ docs/contributing/Masterlist-Versioning.html | 5 + docs/contributing/Masterlist-Versioning.md | 9 -- ...ickly-Testing-Your-Masterlist-Changes.html | 8 + ...Quickly-Testing-Your-Masterlist-Changes.md | 8 - docs/contributing/Resolving-Conflicts.html | 44 +++++ docs/contributing/Resolving-Conflicts.md | 74 --------- .../Dirty-Edits,-Mod-Cleaning-&-CRCs.html | 16 ++ docs/help/Dirty-Edits,-Mod-Cleaning-&-CRCs.md | 21 --- docs/help/How-To-Report-Issues-Helpfully.html | 36 +++++ docs/help/How-To-Report-Issues-Helpfully.md | 45 ------ docs/help/Introduction-To-Load-Orders.html | 16 ++ docs/help/Introduction-To-Load-Orders.md | 19 --- docs/help/LOOT-FAQs.html | 94 +++++++++++ docs/help/LOOT-FAQs.md | 136 ---------------- .../Setting-Windows'-File-Permissions.html | 15 ++ .../help/Setting-Windows'-File-Permissions.md | 14 -- ...-fonts-for-Chinese-and-Korean-in-LOOT.html | 9 ++ ...to-fonts-for-Chinese-and-Korean-in-LOOT.md | 11 -- docs/team/Making-A-Release.html | 29 ++++ docs/team/Making-A-Release.md | 29 ---- docs/team/Team-Member-Responsibilities.html | 18 +++ docs/team/Team-Member-Responsibilities.md | 24 --- docs/team/Team-Members.html | 21 +++ docs/team/Team-Members.md | 23 --- docs/team/Team-Policies.html | 8 + docs/team/Team-Policies.md | 15 -- ...d-Management.md => Thread-Management.html} | 26 ++- 33 files changed, 535 insertions(+), 723 deletions(-) create mode 100644 docs/contributing/Global-Priorities.html delete mode 100644 docs/contributing/Global-Priorities.md create mode 100644 docs/contributing/How-To-Contribute.html delete mode 100644 docs/contributing/How-To-Contribute.md create mode 100644 docs/contributing/Masterlist-Editing.html delete mode 100644 docs/contributing/Masterlist-Editing.md create mode 100644 docs/contributing/Masterlist-Versioning.html delete mode 100644 docs/contributing/Masterlist-Versioning.md create mode 100644 docs/contributing/Quickly-Testing-Your-Masterlist-Changes.html delete mode 100644 docs/contributing/Quickly-Testing-Your-Masterlist-Changes.md create mode 100644 docs/contributing/Resolving-Conflicts.html delete mode 100644 docs/contributing/Resolving-Conflicts.md create mode 100644 docs/help/Dirty-Edits,-Mod-Cleaning-&-CRCs.html delete mode 100644 docs/help/Dirty-Edits,-Mod-Cleaning-&-CRCs.md create mode 100644 docs/help/How-To-Report-Issues-Helpfully.html delete mode 100644 docs/help/How-To-Report-Issues-Helpfully.md create mode 100644 docs/help/Introduction-To-Load-Orders.html delete mode 100644 docs/help/Introduction-To-Load-Orders.md create mode 100644 docs/help/LOOT-FAQs.html delete mode 100644 docs/help/LOOT-FAQs.md create mode 100644 docs/help/Setting-Windows'-File-Permissions.html delete mode 100644 docs/help/Setting-Windows'-File-Permissions.md create mode 100644 docs/help/Using-Noto-fonts-for-Chinese-and-Korean-in-LOOT.html delete mode 100644 docs/help/Using-Noto-fonts-for-Chinese-and-Korean-in-LOOT.md create mode 100644 docs/team/Making-A-Release.html delete mode 100644 docs/team/Making-A-Release.md create mode 100644 docs/team/Team-Member-Responsibilities.html delete mode 100644 docs/team/Team-Member-Responsibilities.md create mode 100644 docs/team/Team-Members.html delete mode 100644 docs/team/Team-Members.md create mode 100644 docs/team/Team-Policies.html delete mode 100644 docs/team/Team-Policies.md rename docs/team/{Thread-Management.md => Thread-Management.html} (50%) diff --git a/docs/contributing/Global-Priorities.html b/docs/contributing/Global-Priorities.html new file mode 100644 index 0000000..e1b95c9 --- /dev/null +++ b/docs/contributing/Global-Priorities.html @@ -0,0 +1,57 @@ +

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: - Skyrim - Oblivion - Fallout: New Vegas - Fallout 3

+

Skyrim

+
-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.

+

Oblivion

+
-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.

+

Fallout: New Vegas

+

To be determined...

+

Fallout 3

+
-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/Global-Priorities.md b/docs/contributing/Global-Priorities.md deleted file mode 100644 index ae16050..0000000 --- a/docs/contributing/Global-Priorities.md +++ /dev/null @@ -1,79 +0,0 @@ -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](https://loot.github.io/docs/dev/LOOT%20Metadata%20Syntax.html#structs-plugin): 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: -- [Skyrim](#skyrim) -- [Oblivion](#oblivion) -- [Fallout: New Vegas](#fallout-new-vegas) -- [Fallout 3](#fallout-3) - -# Skyrim - -``` --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](https://github.com/loot/skyrim/issues/26) for details. - -# Oblivion - -``` --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](https://github.com/loot/oblivion/issues/7) for details. - -# Fallout: New Vegas - -*To be determined...* - -# Fallout 3 - -``` --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..99055ef --- /dev/null +++ b/docs/contributing/How-To-Contribute.html @@ -0,0 +1,30 @@ +

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!

+

Getting Set Up

+

To get started, you'll need:

+ +

This guide will assume you're using GitHub Desktop.

+

Forking a Repository

+

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.

+

Making 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|Masterlist-Editing]] page for more information.

+

Joining the Team

+

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]].

+

Contributing as 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:

+
    +
  1. Make sure that your local repository is in sync with the online repository before and after you make any changes. This helps to avoid conflicts.
  2. +
  3. It's always best to make commits in your own branch, and merge them into the repository's master branch when you're done working. For one-off commits the advantage is not so clear, but if you are making a set of commits with a common theme, a branch will help keep things organised.
  4. +
  5. If you have committed changes to your local repository, and someone else synced their changes to the online repository after you last synced, then you may need to manually merge the changes. You'll know if you have to do this because GFW will give you an error message when you try to sync, in which case see [[Resolving Conflicts|Resolving-Conflicts]].
  6. +
  7. You should also have a read of the [[Team Policies|Team-Policies]] and [[Team Member Responsibilities|Team-Member-Responsibilities]] pages to familiarise yourself with their contents.
  8. +
+

Getting Help

+

If you have any problems or questions regarding anything relating to LOOT, feel free to ask team members questions: the [[Team Members|Team-Members]] page lists members' usernames on the Bethesda Softworks Forums, Nexus Forums and GitHub.

+

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/How-To-Contribute.md b/docs/contributing/How-To-Contribute.md deleted file mode 100644 index d2eafe3..0000000 --- a/docs/contributing/How-To-Contribute.md +++ /dev/null @@ -1,46 +0,0 @@ -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! - -### Getting Set Up - -To get started, you'll need: - -* A GitHub account -* A Git client, e.g. [GitHub Desktop](http://desktop.github.com/) -* A text editor, e.g. [Notepad++](http://notepad-plus-plus.org/) - -This guide will assume you're using GitHub Desktop. - -### Forking a Repository - -To contribute changes, you will need to [fork](http://guides.github.com/overviews/forking/) the repository that contains the file(s) you wish to edit. LOOT's repositories are listed [here](https://github.com/loot). - -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](https://help.github.com/articles/syncing-a-fork) 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. - -### Making 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|Masterlist-Editing]] page for more information. - -### Joining the Team - -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]]. - -### Contributing as 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: - -1. Make sure that your local repository is in sync with the online repository before and after you make any changes. This helps to avoid conflicts. -2. It's always best to make commits in your own branch, and merge them into the repository's `master` branch when you're done working. For one-off commits the advantage is not so clear, but if you are making a set of commits with a common theme, a branch will help keep things organised. -3. If you have committed changes to your local repository, and someone else synced their changes to the online repository after you last synced, then you may need to manually merge the changes. You'll know if you have to do this because GFW will give you an error message when you try to sync, in which case see [[Resolving Conflicts|Resolving-Conflicts]]. -4. You should also have a read of the [[Team Policies|Team-Policies]] and [[Team Member Responsibilities|Team-Member-Responsibilities]] pages to familiarise yourself with their contents. - -### Getting Help - -If you have any problems or questions regarding anything relating to LOOT, feel free to ask team members questions: the [[Team Members|Team-Members]] page lists members' usernames on the Bethesda Softworks Forums, Nexus Forums and GitHub. - -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. \ No newline at end of file diff --git a/docs/contributing/Masterlist-Editing.html b/docs/contributing/Masterlist-Editing.html new file mode 100644 index 0000000..4a2564d --- /dev/null +++ b/docs/contributing/Masterlist-Editing.html @@ -0,0 +1,120 @@ +

The purpose of this page is to give a bit of information to help with editing a masterlist.

+

General Hints

+
    +
  • Look in the masterlists for examples, and see the Metadata Syntax document for the details.
  • +
  • Only make edits/additions you're confident about - otherwise create an issue in the masterlist repository's issue tracker, or discuss in the BethSoft forum thread.
  • +
  • If you're using Notepad++, you can set it to use spaces instead of tabs when you press the tab key on your keyboard, avoiding YAML parsing errors. To do this, go to Settings > Preferences > Tab Settings > Replace by space. A value of 4 is most common.
  • +
  • Make as many silent comments as you want within the masterlists - it doesn't hurt (within reason). However, make sure to put them above the line(s) that they refer to.
  • +
  • Use blank lines to separate mods that are grouped together or where it helps readability.
  • +
  • Where you put a plugin doesn't matter - you may want to see if there are any related plugins in the masterlist already and group them together, or you can just add the plugin to the end of the list.
  • +
  • Test your changes before uploading them, to make sure you didn't make any syntax mistakes. See [[Quickly Testing Your Masterlist Changes|Quickly-Testing-Your-Masterlist-Changes]] for instructions.
  • +
+

Writing Style

+

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.

+
    +
  • Child data nodes should be indented two spaces from their parents, for the best trade-off between compactness and readability.
  • +
  • Maps should be written in YAML's "block" style. Lists should also use the "block" style, unless they contain only one element, in which case the "flow" style can be used for compactness.
  • +
  • Arbitrary string values should be enclosed in single quotes. If the string contains any single quotes, they should be repeated. The string uses below are exempt from quotation, as they have a very limited range of possible values.
  • +
  • Message types
  • +
  • Bash Tag names
  • +
  • YAML map keys
  • +
  • Language codes
  • +
+

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.

+

Adding New Entries

+

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:

+
    +
  • Accounts for syntax variation.
  • +
  • Finds matching regular expression entries.
  • +
  • Checks against the latest masterlist revision, so is always up-to-date.
  • +
  • Case-insensitive.
  • +
+

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 and falloutnv. <search> is the string you want to search for.

+

Common Metadata

+

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.

+

Dirty Edit Metadata

+

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).

+

Intentional ITMs

+

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.

+

Adding Bash Tags

+

Before adding a tag to a mod, it is recommended that you:

+
    +
  1. Check the mod in TES4Edit or equivalent to see if it does actually require that tag.
  2. +
  3. Think about the nature of the mod, is it designed so that it is OK if things get overriden, or will it malfunction if that occurs?
  4. +
  5. Read the mod documentation and the mod description field in Wrye Bash to check whether the mod author has supplied any tags with it, or recommended any to be added.
  6. +
+

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.

+

Translating Messages

+

If you add a message, there are two ways to go about getting it translated into the other languages LOOT supports:

+
    +
  • If you are fluent in one of the other supported languages, feel free to translate it yourself. Don't just use a translator such as Google Translate though.
  • +
  • Chances are that you won't be able to translate it into all the languages LOOT supports, so create an issue in the issue tracker for the repository to which the masterlist you're editing belongs. If it's a message defined in the 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.
  • +
+

Message Substitutions

+

LOOT v0.7 adds support for metadata message string substitutions. However, this is implemented so that the substitution occurs during parsing, and the pre-substitution message string and substituted strings are not retained in memory. An example consequence of this is that a metadata file written by LOOT will not retain subs keys, or any specifiers in message content strings.

diff --git a/docs/contributing/Masterlist-Editing.md b/docs/contributing/Masterlist-Editing.md deleted file mode 100644 index 4c12f6b..0000000 --- a/docs/contributing/Masterlist-Editing.md +++ /dev/null @@ -1,153 +0,0 @@ -The purpose of this page is to give a bit of information to help with editing a masterlist. - -### General Hints - -* Look in the masterlists for examples, and see the [Metadata Syntax](http://loot.github.io/docs/0.7.1/LOOT%20Metadata%20Syntax.html) document for the details. -* Only make edits/additions you're confident about - otherwise create an issue in the masterlist repository's issue tracker, or discuss in the BethSoft forum thread. -* If you're using Notepad++, you can set it to use spaces instead of tabs when you press the tab key on your keyboard, avoiding YAML parsing errors. To do this, go to Settings > Preferences > Tab Settings > Replace by space. A value of 4 is most common. -* Make as many silent comments as you want within the masterlists - it doesn't hurt (within reason). However, make sure to put them *above* the line(s) that they refer to. -* Use blank lines to separate mods that are grouped together or where it helps readability. -* Where you put a plugin doesn't matter - you may want to see if there are any related plugins in the masterlist already and group them together, or you can just add the plugin to the end of the list. -* Test your changes before uploading them, to make sure you didn't make any syntax mistakes. See [[Quickly Testing Your Masterlist Changes|Quickly-Testing-Your-Masterlist-Changes]] for instructions. - -### Writing Style - -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. - -* Child data nodes should be indented two spaces from their parents, for the best trade-off between compactness and readability. -* Maps should be written in YAML's "block" style. Lists should also use the "block" style, unless they contain only one element, in which case the "flow" style can be used for compactness. -* Arbitrary string values should be enclosed in single quotes. If the string contains any single quotes, they should be repeated. The string uses below are exempt from quotation, as they have a very limited range of possible values. - * Message types - * Bash Tag names - * YAML map keys - * Language codes - -The above points are illustrated in the following example. - -```yaml -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' ] -``` -```yaml -{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. - -### Adding New Entries - -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](http://loot.github.io/search/) page to perform a search of the masterlist. This search utility has the following features: - -* Accounts for syntax variation. -* Finds matching regular expression entries. -* Checks against the latest masterlist revision, so is always up-to-date. -* Case-insensitive. - -You can even pass search parameters in the URL, using the syntax - -```yaml -http://loot.github.io/search/?game=&search= -``` - -where `` can be one of `oblivion`, `skyrim`, `fallout3` and `falloutnv`. `` is the string you want to search for. - -### Common Metadata - -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: - -```yaml -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. - -### Dirty Edit Metadata - -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). - -#### Intentional ITMs - -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. - -### Adding Bash Tags - -Before adding a tag to a mod, it is recommended that you: - -1. Check the mod in TES4Edit or equivalent to see if it does actually require that tag. -2. Think about the nature of the mod, is it designed so that it is OK if things get overriden, or will it malfunction if that occurs? -3. Read the mod documentation and the mod description field in Wrye Bash to check whether the mod author has supplied any tags with it, or recommended any to be added. - -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. - -### Translating Messages - -If you add a message, there are two ways to go about getting it translated into the other languages LOOT supports: - -* If you are fluent in one of the other supported languages, feel free to translate it yourself. Don't just use a translator such as Google Translate though. -* Chances are that you won't be able to translate it into all the languages LOOT supports, so create an issue in the issue tracker for the repository to which the masterlist you're editing belongs. If it's a message defined in the `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. - -### Message Substitutions - -LOOT v0.7 adds support for metadata message string substitutions. However, this is implemented so that the substitution occurs during parsing, and the pre-substitution message string and substituted strings are not retained in memory. An example consequence of this is that a metadata file written by LOOT will not retain `subs` keys, or any specifiers in message content strings. \ No newline at end of file diff --git a/docs/contributing/Masterlist-Versioning.html b/docs/contributing/Masterlist-Versioning.html new file mode 100644 index 0000000..ab6c556 --- /dev/null +++ b/docs/contributing/Masterlist-Versioning.html @@ -0,0 +1,5 @@ +

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/Masterlist-Versioning.md b/docs/contributing/Masterlist-Versioning.md deleted file mode 100644 index cf6463a..0000000 --- a/docs/contributing/Masterlist-Versioning.md +++ /dev/null @@ -1,9 +0,0 @@ -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. \ No newline at end of file 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..7f91cd6 --- /dev/null +++ b/docs/contributing/Quickly-Testing-Your-Masterlist-Changes.html @@ -0,0 +1,8 @@ +

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.

+
    +
  1. Run LOOT, and open its settings window.
  2. +
  3. Select the game whose masterlist you want to test, and click "Edit Game...".
  4. +
  5. In the Masterlist Repository URL setting's text box, enter the path to your local repository. Eg. if you have the Skyrim masterlist repository at C:\foo\bar\skyrim, then put that in the box.
  6. +
  7. Apply the settings, then close and relaunch LOOT. LOOT will now update using your local repository instead of the online one.
  8. +
+

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/Quickly-Testing-Your-Masterlist-Changes.md b/docs/contributing/Quickly-Testing-Your-Masterlist-Changes.md deleted file mode 100644 index 7dee5a4..0000000 --- a/docs/contributing/Quickly-Testing-Your-Masterlist-Changes.md +++ /dev/null @@ -1,8 +0,0 @@ -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. - -1. Run LOOT, and open its settings window. -2. Select the game whose masterlist you want to test, and click "Edit Game...". -3. In the Masterlist Repository URL setting's text box, enter the path to your local repository. Eg. if you have the Skyrim masterlist repository at `C:\foo\bar\skyrim`, then put that in the box. -4. Apply the settings, then close and relaunch LOOT. LOOT will now update using your local repository instead of the online one. - -Note that LOOT won't keep your local repository synced with the online one, so you'll have to do that yourself. \ No newline at end of file diff --git a/docs/contributing/Resolving-Conflicts.html b/docs/contributing/Resolving-Conflicts.html new file mode 100644 index 0000000..72b0baa --- /dev/null +++ b/docs/contributing/Resolving-Conflicts.html @@ -0,0 +1,44 @@ +

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 GfW and the shell where necessary.

+

Merging Conflicts In The Same File

+

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 GfW window, click the "sync" button to update the online repository with your merged revision. You're done!

+
An Example
+

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.

diff --git a/docs/contributing/Resolving-Conflicts.md b/docs/contributing/Resolving-Conflicts.md deleted file mode 100644 index 11bf668..0000000 --- a/docs/contributing/Resolving-Conflicts.md +++ /dev/null @@ -1,74 +0,0 @@ -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](http://git-scm.com/book/en/Distributed-Git-Contributing-to-a-Project#Private-Small-Team) 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 GfW and the shell where necessary. - -#### Merging Conflicts In The Same File - -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](http://git-scm.com/docs/git-merge#_how_conflicts_are_presented) 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 ` 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 GfW window, click the "sync" button to update the online repository with your merged revision. You're done! - -##### An Example - -You sync your local repository to the online repository, and open a file containing the following: - -```markdown -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: - -```markdown -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: - -```markdown -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: - -```markdown -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: - -```markdown -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 ` step. \ No newline at end of file diff --git a/docs/help/Dirty-Edits,-Mod-Cleaning-&-CRCs.html b/docs/help/Dirty-Edits,-Mod-Cleaning-&-CRCs.html new file mode 100644 index 0000000..1f5b007 --- /dev/null +++ b/docs/help/Dirty-Edits,-Mod-Cleaning-&-CRCs.html @@ -0,0 +1,16 @@ +

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:

+
    +
  • CRC value: CRC values are a highly accurate way of identifying files based on their contents, as if the contents change, so does the CRC value. LOOT identifies an unclean plugin by comparing the installed plugin's CRC value against the CRC values for known unclean versions of that plugin. Although it's a lot faster than actually checking for dirty edits in the plugin, this identification method has a few limitations:
  • +
  • it can't detect unknown unclean plugins,
  • +
  • it can't detect plugins that have been edited but not cleaned,
  • +
  • it may report false positives for ITM records when a plugin is used with different versions (most commonly different localisations) of its dependencies than those it was created with.
  • +
  • ITM Count: ITM records are a type of dirty edit where a mod has overwritten something in the game without actually changing anything. If another mod higher up in the load order makes an intentional change to that thing, it will have its effect cancelled out by the ITM record, which can cause problems. The ITM count is the number of ITM records found and corrected in the mod plugin.
  • +
  • Deleted Reference Count: Deleted references are a significant cause of crashes and game bugs. They can be fixed by undeleting and disabling the references, which has the same effect without causing issues. The deleted reference count is equivalent to the UDR count, which is the number of deleted references that have been fixed, and the two terms are used interchangeably in many places.
  • +
  • Deleted Navmesh Count: Like deleting records, deleting navmeshes can cause crashes. However, these cannot be automatically corrected, and require manual cleaning. Navmeshes don't exist in Oblivion, so this information doesn't apply.
  • +
+

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/Dirty-Edits,-Mod-Cleaning-&-CRCs.md b/docs/help/Dirty-Edits,-Mod-Cleaning-&-CRCs.md deleted file mode 100644 index 4e44bd7..0000000 --- a/docs/help/Dirty-Edits,-Mod-Cleaning-&-CRCs.md +++ /dev/null @@ -1,21 +0,0 @@ -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](http://cs.elderscrolls.com/constwiki/index.php/TES4Edit_Cleaning_Guide) and [Skyrim](http://www.creationkit.com/TES5Edit_Cleaning_Guide_-_TES5Edit), 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: - -* *CRC value*: CRC values are a highly accurate way of identifying files based on their contents, as if the contents change, so does the CRC value. LOOT identifies an unclean plugin by comparing the installed plugin's CRC value against the CRC values for known unclean versions of that plugin. Although it's a lot faster than actually checking for dirty edits in the plugin, this identification method has a few limitations: - * it can't detect unknown unclean plugins, - * it can't detect plugins that have been edited but not cleaned, - * it may report false positives for ITM records when a plugin is used with different versions (most commonly different localisations) of its dependencies than those it was created with. -* *ITM Count*: ITM records are a type of dirty edit where a mod has overwritten something in the game without actually changing anything. If another mod higher up in the load order makes an intentional change to that thing, it will have its effect cancelled out by the ITM record, which can cause problems. The ITM count is the number of ITM records found and corrected in the mod plugin. -* *Deleted Reference Count*: Deleted references are a significant cause of crashes and game bugs. They can be fixed by undeleting and disabling the references, which has the same effect without causing issues. The deleted reference count is equivalent to the UDR count, which is the number of deleted references that have been fixed, and the two terms are used interchangeably in many places. -* *Deleted Navmesh Count*: Like deleting records, deleting navmeshes can cause crashes. However, these cannot be automatically corrected, and require manual cleaning. Navmeshes don't exist in Oblivion, so this information doesn't apply. - -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. \ No newline at end of file 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..c64856a --- /dev/null +++ b/docs/help/How-To-Report-Issues-Helpfully.html @@ -0,0 +1,36 @@ +

Identifying The Issue

+

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:

+
    +
  1. A metadata issue. It's probably this type if LOOT displays incorrect information, such as incorrect messages and Bash Tag suggestions. It's also probably a metadata issue if LOOT sorts your mods incorrectly, as it's most likely because it's lacking some sorting metadata, or the sorting metadata it has is incorrect.
  2. +
  3. An application issue. It's probably this type if LOOT behaves incorrectly or unexpectedly, such as crashing or doing the wrong thing when you click on a button. Some sorting mistakes can also be due to application issues, but it's best to treat them as metadata issues unless you know otherwise.
  4. +
+

Metadata issues are also game-specific, so make a note of which game you're having the issue with.

+

Reporting The Issue

+

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.

+

Supplying Debug Logs For Application Issues

+

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.

+
    +
  1. In LOOT's settings, toggle the Enable Debug Logging checkbox on.
  2. +
  3. Run LOOT again to replicate the issue.
  4. +
  5. Upload the LOOTDebugLog.txt and CEFDebugLog.txt files generated in the %LOCALAPPDATA%\LOOT folder.
  6. +
+

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 you can't reach the settings dialog
+

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.

+
    +
  1. Open %LOCALAPPDATA%\LOOT\settings.yaml in a text editor, eg. Notepad.
  2. +
  3. Replace the text enableDebugLogging: false with enableDebugLogging: true.
  4. +
  5. Save the file.
  6. +
+

Then run LOOT and upload your debug log as detailed above.

diff --git a/docs/help/How-To-Report-Issues-Helpfully.md b/docs/help/How-To-Report-Issues-Helpfully.md deleted file mode 100644 index 4a7b958..0000000 --- a/docs/help/How-To-Report-Issues-Helpfully.md +++ /dev/null @@ -1,45 +0,0 @@ -### Identifying The Issue - -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: - -1. A metadata issue. It's probably this type if LOOT displays incorrect information, such as incorrect messages and Bash Tag suggestions. It's also probably a metadata issue if LOOT sorts your mods incorrectly, as it's most likely because it's lacking some sorting metadata, or the sorting metadata it has is incorrect. -2. An application issue. It's probably this type if LOOT behaves incorrectly or unexpectedly, such as crashing or doing the wrong thing when you click on a button. Some sorting mistakes can also be due to application issues, but it's best to treat them as metadata issues unless you know otherwise. - -Metadata issues are also game-specific, so make a note of which game you're having the issue with. - -### Reporting The Issue - -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. - -* [Oblivion metadata](https://github.com/loot/oblivion/issues/new) -* [Skyrim metadata](https://github.com/loot/skyrim/issues/new) -* [Fallout 3 metadata](https://github.com/loot/fallout3/issues/new) -* [Fallout: New Vegas metadata](https://github.com/loot/falloutnv/issues/new) -* [Fallout 4 metadata](https://github.com/loot/fallout4/issues/new) -* [LOOT application](https://github.com/loot/loot/issues/new) - -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. - -#### Supplying Debug Logs For Application Issues - -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. - -1. In LOOT's settings, toggle the Enable Debug Logging checkbox on. -2. Run LOOT again to replicate the issue. -3. Upload the `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](http://pastebin.com/) 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 you can't reach the settings dialog - -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. - -1. Open `%LOCALAPPDATA%\LOOT\settings.yaml` in a text editor, eg. Notepad. -2. Replace the text `enableDebugLogging: false` with `enableDebugLogging: true`. -3. Save the file. - -Then run LOOT and upload your debug log as detailed above. \ No newline at end of file diff --git a/docs/help/Introduction-To-Load-Orders.html b/docs/help/Introduction-To-Load-Orders.html new file mode 100644 index 0000000..42f5f8f --- /dev/null +++ b/docs/help/Introduction-To-Load-Orders.html @@ -0,0 +1,16 @@ +

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:

+
    +
  • If one plugin changes a record added by another plugin, the former must load after the latter. If it doesn't, the game will crash on launch.
  • +
  • The game can only apply one version of a record, so if multiple plugins contain the same record, the last-loaded plugin's version overrides all others. This is known as the rule of one, and it holds true for almost all record types. Some overrides can cause problems in-game, and a good load order is one that arranges plugins to avoid such problems.
  • +
+

There are a few hardcoded rules related to load order:

+
    +
  • Master plugins always load before non-master plugins. The difference between the two plugin types isn't really relevant, except that a plugin's type is decided by a setting inside it, and not by its file extension (even though .esm stands for Elder Scrolls Master).
  • +
  • There is a limit of 255 active plugins that can be loaded by the game. This isn't strictly a load order thing, but is worth mentioning.
  • +
  • In Skyrim, Skyrim.esm always loads before all other plugins.
  • +
  • In Skyrim, if 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.

diff --git a/docs/help/Introduction-To-Load-Orders.md b/docs/help/Introduction-To-Load-Orders.md deleted file mode 100644 index 91d75af..0000000 --- a/docs/help/Introduction-To-Load-Orders.md +++ /dev/null @@ -1,19 +0,0 @@ -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: - -* If one plugin changes a record added by another plugin, the former must load after the latter. If it doesn't, the game will crash on launch. -* The game can only apply one version of a record, so if multiple plugins contain the same record, the last-loaded plugin's version overrides all others. This is known as the *rule of one*, and it holds true for almost all record types. Some overrides can cause problems in-game, and a good load order is one that arranges plugins to avoid such problems. - -There are a few hardcoded rules related to load order: - -* Master plugins always load before non-master plugins. The difference between the two plugin types isn't really relevant, except that a plugin's type is decided by a setting inside it, and not by its file extension (even though `.esm` stands for Elder Scrolls Master). -* There is a limit of 255 active plugins that can be loaded by the game. This isn't strictly a load *order* thing, but is worth mentioning. -* In Skyrim, `Skyrim.esm` always loads before all other plugins. -* In Skyrim, if `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%\\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%\\plugins.txt`, and modding utilities generally use `%LOCALAPPDATA%\\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. \ No newline at end of file diff --git a/docs/help/LOOT-FAQs.html b/docs/help/LOOT-FAQs.html new file mode 100644 index 0000000..f25ee26 --- /dev/null +++ b/docs/help/LOOT-FAQs.html @@ -0,0 +1,94 @@ +

Contents

+

General Information

+
    +
  1. What happened to BOSS v3?
  2. +
  3. Do I have to switch from BOSS to LOOT?
  4. +
  5. Is there anything I should bear in mind when switching to LOOT?
  6. +
  7. I have a SkyProc patcher that runs BOSS. How do I get it to run LOOT instead?
  8. +
  9. How can LOOT not have unrecognised plugins?
  10. +
  11. Does LOOT sort based only on plugin content?
  12. +
  13. How can the load order LOOT gives be right if BOSS gives a very different load order?
  14. +
  15. I'm still suspicious that LOOT is ordering plugin X after plugin Y. How do I double-check the ordering?
  16. +
+

Using LOOT

+
    +
  1. OK, but I still have specific reasons to have in my game a different load order than the one LOOT proposes. What do I do?
  2. +
  3. I've run LOOT with obsolete versions of some plugins and LOOT didn't tell me to update them! How come?
  4. +
+

Common Issues

+
    +
  1. I'm getting Git errors when LOOT tries to update its masterlist. How do I fix this?
  2. +
  3. LOOT's window is blank when I'm starting it through Mod Organizer. What's up?
  4. +
  5. LOOT shows the wrong or no version number for some plugins. Why?
  6. +
  7. A game is installed, but LOOT cannot detect it. How do I fix this?
  8. +
  9. When LOOT updates the load order, it removes line breaks from plugins.txt and loadorder.txt. Won't this break something?
  10. +
  11. I'm using a proxy to connect to the Internet. How do I configure LOOT's masterlist updater to use it?
  12. +
+

Questions

+
+

General Information

+
What happened to BOSS v3?
+

LOOT is BOSS v3. It got turned into a separate utility because concerns were raised about the major changes in expected functionality between v2 and v3.

+
Do I have to switch from BOSS to LOOT?
+

No. However, most of BOSS's current contributors are now more interested in contributing to LOOT, so BOSS will likely lag further behind in getting unrecognised plugins recognised as time goes on. One of the many improvements in LOOT is that it has no unrecognised plugins.

+
Is there anything I should bear in mind when switching to LOOT?
+

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:

+
    +
  1. Make a backup of your current .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.
  2. +
  3. Make a backup of your load order files, plugins.txt and loadorder.txt, which are found in the %LOCALAPPDATA%\Skyrim folder.
  4. +
+

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.

+
I have a SkyProc patcher that runs BOSS. How do I get it to run LOOT instead?
+

LOOT support may be added to SkyProc patchers in time. Until then, you can do the following:

+
    +
  1. Run LOOT.
  2. +
  3. Run your SkyProc patcher(s) with the -NOBOSS argument.
  4. +
  5. Have fun.
  6. +
+
How can LOOT not have unrecognised plugins?
+

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.

+
Does LOOT sort based only on plugin content?
+

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.

+
How can the load order LOOT gives be right if BOSS gives a very different load order?
+

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.

+
I'm still suspicious that LOOT is ordering plugin X after plugin Y. How do I double-check the ordering?
+

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. Alternatively, selecting a plugin in LOOT before applying a sorted load order and ticking the "Show only conflicting plugins" checkbox will let you see if the two plugins conflict at all (though it will also show plugins with BSAs if the selected plugin loads a BSA).

+
+

Using LOOT

+
OK, but I still have specific reasons to have in my game a different load order than the one LOOT proposes. What do I do?
+

Users can supply metadata themselves to alter the order LOOT gives. It's not as precise as the user rules feature offered by BOSS, due to the nature of LOOT's ordering system, but there are two types of metadata that can be supplied to change load order:

+
    +
  • 'Load After' entries can be used for pairs of specific plugins.
  • +
  • Priority values can be used when the plugin needs to load before or after many other plugins.
  • +
+

Be sure to read LOOT's readme for more information on these.

+
I've run LOOT with obsolete versions of some plugins and LOOT didn't tell me to update them! How come?
+

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.

+
+

Common Issues

+
I'm getting Git errors when LOOT tries to update its masterlist. How do I fix this?
+

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 or falloutnv as necessary, in the URL and the folder path.

+
LOOT's window is blank when I'm starting it through Mod Organizer. What's up?
+

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.

+

There is also another issue that occasionally 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 also reduces the quality of text displayed in LOOT.

+
LOOT shows the wrong or no version number for some plugins. Why?
+

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.

+
A game is installed, but LOOT cannot detect it. How do I fix this?
+

Steam likes to remove 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.

+
When LOOT updates the load order, it removes line breaks from plugins.txt and loadorder.txt. Won't this break something?
+

LOOT has probably just replaced the CR LF line breaks with LF line breaks. It doesn't make any difference to the game.

+
I'm using a proxy to connect to the Internet. How do I configure LOOT's masterlist updater to use it?
+

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:

+
    +
  1. Opening the System item in the Control Panel.
  2. +
  3. Open the System Properties dialog by clicking the "Advanced system settings" item in the sidebar.
  4. +
  5. Open the Environmental Variables dialog by clicking the "Environmental Variables..." button in the "Advanced" tab.
  6. +
  7. In the User variables section, click the "New..." button.
  8. +
  9. Put https_proxy as the variable name, and the proxy URL as the variable value in the New User Variable dialog.
  10. +
  11. Click "OK", then "OK" in the Environmental Variables dialog.
  12. +
  13. Relaunch LOOT.
  14. +
diff --git a/docs/help/LOOT-FAQs.md b/docs/help/LOOT-FAQs.md deleted file mode 100644 index f769ea5..0000000 --- a/docs/help/LOOT-FAQs.md +++ /dev/null @@ -1,136 +0,0 @@ -### Contents - -#### General Information - -1. [What happened to BOSS v3?](#what-happened-to-boss-v3) -2. [Do I have to switch from BOSS to LOOT?](#do-i-have-to-switch-from-boss-to-loot) -3. [Is there anything I should bear in mind when switching to LOOT?](#is-there-anything-i-should-bear-in-mind-when-switching-to-loot) -4. [I have a SkyProc patcher that runs BOSS. How do I get it to run LOOT instead?](#i-have-a-skyproc-patcher-that-runs-boss-how-do-i-get-it-to-run-loot-instead) -5. [How can LOOT not have unrecognised plugins?](#how-can-loot-not-have-unrecognised-plugins) -6. [Does LOOT sort based only on plugin content?](#does-loot-sort-based-only-on-plugin-content) -7. [How can the load order LOOT gives be right if BOSS gives a very different load order?](#how-can-the-load-order-loot-gives-be-right-if-boss-gives-a-very-different-load-order) -8. [I'm still suspicious that LOOT is ordering plugin X after plugin Y. How do I double-check the ordering?](#im-still-suspicious-that-loot-is-ordering-plugin-x-after-plugin-y-how-do-i-double-check-the-ordering) - -#### Using LOOT - -9. [OK, but I still have specific reasons to have in my game a different load order than the one LOOT proposes. What do I do?](#ok-but-i-still-have-specific-reasons-to-have-in-my-game-a-different-load-order-than-the-one-loot-proposes-what-do-i-do) -10. [I've run LOOT with obsolete versions of some plugins and LOOT didn't tell me to update them! How come?](#ive-run-loot-with-obsolete-versions-of-some-plugins-and-loot-didnt-tell-me-to-update-them-how-come) - -#### Common Issues - -11. [I'm getting Git errors when LOOT tries to update its masterlist. How do I fix this?](#im-getting-git-errors-when-loot-tries-to-update-its-masterlist-how-do-i-fix-this) -15. [LOOT's window is blank when I'm starting it through Mod Organizer. What's up?](#loots-window-is-blank-when-im-starting-it-through-mod-organizer-whats-up) -17. [LOOT shows the wrong or no version number for some plugins. Why?](#loot-shows-the-wrong-or-no-version-number-for-some-plugins-why) -18. [A game is installed, but LOOT cannot detect it. How do I fix this?](#a-game-is-installed-but-loot-cannot-detect-it-how-do-i-fix-this) -19. [When LOOT updates the load order, it removes line breaks from `plugins.txt` and `loadorder.txt`. Won't this break something?](#when-loot-updates-the-load-order-it-removes-line-breaks-from-pluginstxt-and-loadordertxt-wont-this-break-something) -20. [I'm using a proxy to connect to the Internet. How do I configure LOOT's masterlist updater to use it?](im-using-a-proxy-to-connect-to-the-internet-how-do-i-configure-loots-masterlist-updater-to-use-it) - -### Questions - ---- - -#### General Information - -##### What happened to BOSS v3? - -LOOT is BOSS v3. It got turned into a separate utility because concerns were raised about the major changes in expected functionality between v2 and v3. - -##### Do I have to switch from BOSS to LOOT? - -No. However, most of BOSS's current contributors are now more interested in contributing to LOOT, so BOSS will likely lag further behind in getting unrecognised plugins recognised as time goes on. One of the many improvements in LOOT is that it has no unrecognised plugins. - -##### Is there anything I should bear in mind when switching to LOOT? - -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: - -1. Make a backup of your current `.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. -2. Make a backup of your load order files, `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. - -##### I have a SkyProc patcher that runs BOSS. How do I get it to run LOOT instead? - -LOOT support may be added to SkyProc patchers in time. Until then, you can do the following: - -1. Run LOOT. -2. Run your SkyProc patcher(s) with the `-NOBOSS` argument. -3. Have fun. - -##### How can LOOT not have unrecognised plugins? - -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. - -##### Does LOOT sort based only on plugin content? - -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. - -##### How can the load order LOOT gives be right if BOSS gives a very different load order? - -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. - -##### I'm still suspicious that LOOT is ordering plugin X after plugin Y. How do I double-check the ordering? - -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. Alternatively, selecting a plugin in LOOT before applying a sorted load order and ticking the "Show only conflicting plugins" checkbox will let you see if the two plugins conflict at all (though it will also show plugins with BSAs if the selected plugin loads a BSA). - ---- - -#### Using LOOT - -##### OK, but I still have specific reasons to have in *my* game a different load order than the one LOOT proposes. What do I do? - -Users can supply metadata themselves to alter the order LOOT gives. It's not as precise as the user rules feature offered by BOSS, due to the nature of LOOT's ordering system, but there are two types of metadata that can be supplied to change load order: - -* 'Load After' entries can be used for pairs of specific plugins. -* Priority values can be used when the plugin needs to load before or after many other plugins. - -Be sure to read LOOT's readme for more information on these. - -##### I've run LOOT with obsolete versions of some plugins and LOOT didn't tell me to update them! How come? - -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. - ---- - -#### Common Issues - -##### I'm getting Git errors when LOOT tries to update its masterlist. How do I fix this? - -Try deleting the `.git` folder in `%LOCALAPPDATA%\LOOT\\`. 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](https://support.microsoft.com/kb/817571) and [here](https://support.microsoft.com/kb/318584), or there's a fix-it utility [here](http://h10025.www1.hp.com/ewfrf/wc/document?cc=uk&lc=en&docname=c01184567). - -If LOOT still can't update its masterlist, you can update manually by downloading [this file](https://raw.githubusercontent.com/loot/skyrim/master/masterlist.yaml) and placing it in the `%LOCALAPPDATA%\LOOT\Skyrim` folder. Replace Skyrim with `oblivion`, `fallout3` or `falloutnv` as necessary, in the URL and the folder path. - -##### LOOT's window is blank when I'm starting it through Mod Organizer. What's up? - -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. - -There is also another issue that occasionally 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 also reduces the quality of text displayed in LOOT. - -##### LOOT shows the wrong or no version number for some plugins. Why? - -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. - -##### A game is installed, but LOOT cannot detect it. How do I fix this? - -Steam likes to remove 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. - -##### When LOOT updates the load order, it removes line breaks from `plugins.txt` and `loadorder.txt`. Won't this break something? - -LOOT has probably just replaced the `CR LF` line breaks with `LF` line breaks. It doesn't make any difference to the game. - -##### I'm using a proxy to connect to the Internet. How do I configure LOOT's masterlist updater to use it? - -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: - -1. Opening the System item in the Control Panel. -2. Open the System Properties dialog by clicking the "Advanced system settings" item in the sidebar. -3. Open the Environmental Variables dialog by clicking the "Environmental Variables..." button in the "Advanced" tab. -4. In the User variables section, click the "New..." button. -5. Put https_proxy as the variable name, and the proxy URL as the variable value in the New User Variable dialog. -6. Click "OK", then "OK" in the Environmental Variables dialog. -7. Relaunch LOOT. \ No newline at end of file diff --git a/docs/help/Setting-Windows'-File-Permissions.html b/docs/help/Setting-Windows'-File-Permissions.html new file mode 100644 index 0000000..3aa1116 --- /dev/null +++ b/docs/help/Setting-Windows'-File-Permissions.html @@ -0,0 +1,15 @@ +

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:

+
    +
  1. Install the game outside the 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.
  2. +
  3. Deactivate UAC. This can be done from the Control Panel, and will turn UAC off across the whole of your computer. It is up to you whether you feel that you have adequate security measures in place to do this without risk.
  4. +
  5. Give yourself "Full Control" permissions over your game install folder. This will allow you to make any edits you desire while keeping UAC active and on guard for any edits made by programs you do not run, and also means that you do not need to reinstall your game to a new location.
  6. +
  7. Run LOOT as an Administrator. Right-click the LOOT executable, or the shortcut if launching from a shortcut, and select "Run as administrator".
  8. +
+

For those that wish to take the third option and give themselves "Full Control" permissions, here is a guide:

+
    +
  1. Right-click the folder you wish to change the permissions for, and select "Properties".
  2. +
  3. In "Properties", select the "Security" tab, and click the "Edit..." button. A UAC prompt may appear, simply allow yourself to continue.
  4. +
  5. In the "Group or user names" box, select the "Users" option.
  6. +
  7. In the lower box, check the box opposite "Full Control" in the "Allow" column. Press OK to exit. If a UAC prompt appears, allow the change.
  8. +
  9. In the "Properties" window, select OK to exit. You should now have Full Control permissions over your chosen folder.
  10. +
diff --git a/docs/help/Setting-Windows'-File-Permissions.md b/docs/help/Setting-Windows'-File-Permissions.md deleted file mode 100644 index 2ac4290..0000000 --- a/docs/help/Setting-Windows'-File-Permissions.md +++ /dev/null @@ -1,14 +0,0 @@ -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: - -1. Install the game outside the `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. -2. Deactivate UAC. This can be done from the Control Panel, and will turn UAC off across the whole of your computer. It is up to you whether you feel that you have adequate security measures in place to do this without risk. -3. Give yourself "Full Control" permissions over your game install folder. This will allow you to make any edits you desire while keeping UAC active and on guard for any edits made by programs you do not run, and also means that you do not need to reinstall your game to a new location. -4. Run LOOT as an Administrator. Right-click the LOOT executable, or the shortcut if launching from a shortcut, and select "Run as administrator". - -For those that wish to take the third option and give themselves "Full Control" permissions, here is a guide: - -1. Right-click the folder you wish to change the permissions for, and select "Properties". -2. In "Properties", select the "Security" tab, and click the "Edit..." button. A UAC prompt may appear, simply allow yourself to continue. -3. In the "Group or user names" box, select the "Users" option. -4. In the lower box, check the box opposite "Full Control" in the "Allow" column. Press OK to exit. If a UAC prompt appears, allow the change. -5. In the "Properties" window, select OK to exit. You should now have Full Control permissions over your chosen folder. \ No newline at end of file diff --git a/docs/help/Using-Noto-fonts-for-Chinese-and-Korean-in-LOOT.html b/docs/help/Using-Noto-fonts-for-Chinese-and-Korean-in-LOOT.html new file mode 100644 index 0000000..9575c33 --- /dev/null +++ b/docs/help/Using-Noto-fonts-for-Chinese-and-Korean-in-LOOT.html @@ -0,0 +1,9 @@ +

Note: This information applies to very recent LOOT code. At time of writing, no release or build has been made available that includes the features described below.

+

As of LOOT v0.7, translations exist for Simplified Chinese and Korean. LOOT supports the use of Google's Noto fonts for these languages, in order to provide a more pleasant reading experience. However, due to their size, they are not included in LOOT's installer or archive.

+

To use the Noto fonts with LOOT:

+
    +
  1. Download the Simplified Chinese and/or Korean fonts from Google.
  2. +
  3. Extract the downloaded archives and place the *.otf files they contain into your %LOOT%/resources/report/fonts/ folder, where %LOOT% is LOOT's installation directory.
  4. +
  5. If you have LOOT open, close and re-launch it. It will detect and load the Noto fonts.
  6. +
+

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/help/Using-Noto-fonts-for-Chinese-and-Korean-in-LOOT.md b/docs/help/Using-Noto-fonts-for-Chinese-and-Korean-in-LOOT.md deleted file mode 100644 index af0b14c..0000000 --- a/docs/help/Using-Noto-fonts-for-Chinese-and-Korean-in-LOOT.md +++ /dev/null @@ -1,11 +0,0 @@ -**Note: This information applies to very recent LOOT code. At time of writing, no release or build has been made available that includes the features described below.** - -As of LOOT v0.7, translations exist for Simplified Chinese and Korean. LOOT supports the use of Google's Noto fonts for these languages, in order to provide a more pleasant reading experience. However, due to their size, they are not included in LOOT's installer or archive. - -To use the Noto fonts with LOOT: - -1. Download the [Simplified Chinese](http://www.google.com/get/noto/#/family/noto-sans-hans) and/or [Korean](http://www.google.com/get/noto/#/family/noto-sans-kore) fonts from Google. -2. Extract the downloaded archives and place the `*.otf` files they contain into your `%LOOT%/resources/report/fonts/` folder, where `%LOOT%` is LOOT's installation directory. -3. If you have LOOT open, close and re-launch it. It will detect and load the Noto fonts. - -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. \ No newline at end of file diff --git a/docs/team/Making-A-Release.html b/docs/team/Making-A-Release.html new file mode 100644 index 0000000..2abd309 --- /dev/null +++ b/docs/team/Making-A-Release.html @@ -0,0 +1,29 @@ +

What needs to be done to release a new version of LOOT.

+

Preparation

+
    +
  1. Make sure that the release date and version history have been updated in the readme and src/api/api.h.
  2. +
  3. Update the version numbers in src/api/api.h, src/backend/globals.cpp.in, src/resource.rc and scripts/installer.iss.
  4. +
  5. Compile the .mo translation files from the .po files in the loot repository.
  6. +
  7. Generate a new LaTeX copy of the API documentation, and from that generate a PDF.
  8. +
+

Masterlists

+
    +
  1. If the new release makes metadata syntax changes:
  2. +
  3. For each masterlist, create a new version branch for that release.
  4. +
  5. For each masterlist, set the default repository branch on GitHub to the new branch.
  6. +
  7. Update the default masterlist branch settings for each game, in src/backend/game/game_settings.cpp and src/gui/loot_state.cpp.
  8. +
  9. Update the "update released" message version check in each masterlist's previous version branch.
  10. +
+

Packaging

+
    +
  1. Build an x86 LOOT executable.
  2. +
  3. Build an x86 LOOT API DLL.
  4. +
  5. Run the installer script.
  6. +
  7. Run the archiver archive.
  8. +
+

Release!

+
    +
  1. Create a release in GitHub's loot/loot repository and add installer and both archives (application and API) to it.
  2. +
  3. Commit the release's documentation to an appropriate subfolder in the docs directory of LOOT's website repository, and update docs/index.html to list it.
  4. +
  5. Post an announcement in the official forum thread.
  6. +
diff --git a/docs/team/Making-A-Release.md b/docs/team/Making-A-Release.md deleted file mode 100644 index 174e83a..0000000 --- a/docs/team/Making-A-Release.md +++ /dev/null @@ -1,29 +0,0 @@ -What needs to be done to release a new version of LOOT. - -### Preparation - -1. Make sure that the release date and version history have been updated in the readme and `src/api/api.h`. -2. Update the version numbers in `src/api/api.h`, `src/backend/globals.cpp.in`, `src/resource.rc` and `scripts/installer.iss`. -3. Compile the .mo translation files from the .po files in the `loot` repository. -4. Generate a new LaTeX copy of the API documentation, and from that generate a PDF. - -### Masterlists - -1. If the new release makes metadata syntax changes: - 1. For each masterlist, create a new version branch for that release. - 2. For each masterlist, set the default repository branch on GitHub to the new branch. - 3. Update the default masterlist branch settings for each game, in `src/backend/game/game_settings.cpp` and `src/gui/loot_state.cpp`. -4. Update the "update released" message version check in each masterlist's previous version branch. - -### Packaging - -1. Build an x86 LOOT executable. -2. Build an x86 LOOT API DLL. -2. Run the installer script. -3. Run the archiver archive. - -### Release! - -1. Create a release in GitHub's loot/loot repository and add installer and both archives (application and API) to it. -2. Commit the release's documentation to an appropriate subfolder in the `docs` directory of LOOT's website repository, and update `docs/index.html` to list it. -3. Post an announcement in the official forum thread. \ No newline at end of file diff --git a/docs/team/Team-Member-Responsibilities.html b/docs/team/Team-Member-Responsibilities.html new file mode 100644 index 0000000..3aef551 --- /dev/null +++ b/docs/team/Team-Member-Responsibilities.html @@ -0,0 +1,18 @@ +

Introduction

+

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 Maintainers

+

For the game(s) which masterlist(s) you maintain:

+
    +
  • Consider and make any changes suggested on the forum thread or by PM (discuss the changes first if you think it is warranted).
  • +
  • Merge any pull requests which make changes you think are appropriate. If a pull request makes any inappropriate changes, discuss them with the author in the pull request's message thread.
  • +
  • Create a new forum thread whenever the current one reaches its 200 post limit. See [[Thread Management|Thread-Management]] for instructions.
  • +
+

Admins

+

When discussions on policy or particular changes reach a stalemate, you get to make a decision on the result. That doesn't mean people will listen, of course... :P It's always good to try to reach consensus, and other admins can also make a different decision, so you might still have to argue it over with them.

+

You're also a more visible contact point for people with queries about LOOT, people may send you PMs with changes too. Just answer queries as best you can, or forward them on to those who you think could answer them better, and either make changes/additions yourself or post them into the relevant thread for the regular maintainers to process.

+

Finally, you're 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:

+
    +
  • If someone who hasn't contributed on GitHub asks for addition to the team, politely refer them to the [[How To Contribute|How-To-Contribute]] wiki page, saying that they can contribute without being a team member.
  • +
  • If someone who has contributed on GitHub asks for addition to the team, take a look at their contributions (on their user page, in the "Repositories contributed to" list) and see if their contributions have been accepted or not to decide whether or not to grant them access. If their most recent pull requests have been rejected, it may be better to reply with a polite "not until we're happy with your contributions" message.
  • +
+

To add a GitHub user to the team, go to the Looters team page and click the "Add member" button, then enter their username in the search box displayed and select the correct match. Then, go to the [[Team Members|Team-Members]] wiki page and add their names to the list.

diff --git a/docs/team/Team-Member-Responsibilities.md b/docs/team/Team-Member-Responsibilities.md deleted file mode 100644 index f4139c4..0000000 --- a/docs/team/Team-Member-Responsibilities.md +++ /dev/null @@ -1,24 +0,0 @@ -### Introduction - -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 Maintainers - -For the game(s) which masterlist(s) you maintain: - -* Consider and make any changes suggested on the forum thread or by PM (discuss the changes first if you think it is warranted). -* Merge any pull requests which make changes you think are appropriate. If a pull request makes any inappropriate changes, discuss them with the author in the pull request's message thread. -* Create a new forum thread whenever the current one reaches its 200 post limit. See [[Thread Management|Thread-Management]] for instructions. - -### Admins - -When discussions on policy or particular changes reach a stalemate, you get to make a decision on the result. That doesn't mean people will listen, of course... :P It's always good to try to reach consensus, and other admins can also make a different decision, so you might still have to argue it over with them. - -You're also a more visible contact point for people with queries about LOOT, people may send you PMs with changes too. Just answer queries as best you can, or forward them on to those who you think could answer them better, and either make changes/additions yourself or post them into the relevant thread for the regular maintainers to process. - -Finally, you're 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: - -* If someone who hasn't contributed on GitHub asks for addition to the team, politely refer them to the [[How To Contribute|How-To-Contribute]] wiki page, saying that they can contribute without being a team member. -* If someone who has contributed on GitHub asks for addition to the team, take a look at their contributions (on their user page, in the "Repositories contributed to" list) and see if their contributions have been accepted or not to decide whether or not to grant them access. If their most recent pull requests have been rejected, it may be better to reply with a polite "not until we're happy with your contributions" message. - -To add a GitHub user to the team, go to the [Looters team page](https://github.com/orgs/loot/teams/looters) and click the "Add member" button, then enter their username in the search box displayed and select the correct match. Then, go to the [[Team Members|Team-Members]] wiki page and add their names to the list. diff --git a/docs/team/Team-Members.html b/docs/team/Team-Members.html new file mode 100644 index 0000000..c6b0f3a --- /dev/null +++ b/docs/team/Team-Members.html @@ -0,0 +1,21 @@ +

Since team members are contact points for LOOT users, the table below gives the usernames of each team member on GitHub, the Bethesda Softworks forums and the Nexus forums, in alphabetical order.

+ +
<thead>
+    <tr><th colspan="3">Member
+    <tr><th>GitHub<th>Bethesda<th>Nexus
+<tbody>
+    <tr><td>Aellis-BOSS<td>Aellis<td>A.ellis
+    <tr><td colspan="3">egocarib
+    <tr><td colspan="3">Freso
+    <tr><td colspan="2">ineedbettername<td>-
+    <tr><td colspan="3">LotteryDiscountz
+    <tr><td colspan="3">niveuseverto
+    <tr><td>noxwyll<td colspan="2">iyumichan
+    <tr><td colspan="3">PacificMorrowind
+    <tr><td colspan="3">Sharlikran
+    <tr><td colspan="2">SilentSpike<td>SilentSpike69
+    <tr><td>TokcDK<td colspan="2">Tokc.D.K.
+    <tr><td>William-Imm<td>William Imm<td>WilliamImm
+    <tr><td colspan="3">WrinklyNinja
+
+

(This page is linked to in the readme, so should not be deleted.)

diff --git a/docs/team/Team-Members.md b/docs/team/Team-Members.md deleted file mode 100644 index a802b5e..0000000 --- a/docs/team/Team-Members.md +++ /dev/null @@ -1,23 +0,0 @@ -Since team members are contact points for LOOT users, the table below gives the usernames of each team member on GitHub, the Bethesda Softworks forums and the Nexus forums, in alphabetical order. - - - - -
Member -
GitHubBethesdaNexus -
Aellis-BOSSAellisA.ellis -
egocarib -
Freso -
ineedbettername- -
LotteryDiscountz -
niveuseverto -
noxwylliyumichan -
PacificMorrowind -
Sharlikran -
SilentSpikeSilentSpike69 -
TokcDKTokc.D.K. -
William-ImmWilliam ImmWilliamImm -
WrinklyNinja -
- -(This page is linked to in the readme, so should not be deleted.) \ No newline at end of file diff --git a/docs/team/Team-Policies.html b/docs/team/Team-Policies.html new file mode 100644 index 0000000..5079912 --- /dev/null +++ b/docs/team/Team-Policies.html @@ -0,0 +1,8 @@ +

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.

+

Plugin Addition

+

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/Team-Policies.md b/docs/team/Team-Policies.md deleted file mode 100644 index c4c167f..0000000 --- a/docs/team/Team-Policies.md +++ /dev/null @@ -1,15 +0,0 @@ -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. - -#### Plugin Addition - -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). - -#### Link Requesting - -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. \ No newline at end of file diff --git a/docs/team/Thread-Management.md b/docs/team/Thread-Management.html similarity index 50% rename from docs/team/Thread-Management.md rename to docs/team/Thread-Management.html index f274d39..71ffa65 100644 --- a/docs/team/Thread-Management.md +++ b/docs/team/Thread-Management.html @@ -1,23 +1,16 @@ -### Introduction - -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 #`, where `` 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 link at the bottom of the website's [root index.html file](https://github.com/loot/loot.github.io/blob/master/index.html). The masterlists may also have a link to the forum thread that would need updating, so quickly check them. - -### The Opening Post - -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] +

Introduction

+

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 link at the bottom of the website's root index.html file. The masterlists may also have a link to the forum thread that would need updating, so quickly check them.

+

The Opening Post

+

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.
+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.
 
@@ -41,5 +34,4 @@ Previous threads:
 [topic=1501586]Thread #9[/topic]
 [topic=1503686]Thread #10[/topic]
 [topic=1504835]Thread #11[/topic]
-[/spoiler]
-```
+[/spoiler]
From 05bcad42ecd2b9394b24c559571e442320da9be8 Mon Sep 17 00:00:00 2001 From: Oliver Hamlet Date: Sat, 9 Apr 2016 10:48:22 +0100 Subject: [PATCH 215/236] Fix team members table conversion --- docs/team/Team-Members.html | 34 +++++++++++++++++----------------- 1 file changed, 17 insertions(+), 17 deletions(-) diff --git a/docs/team/Team-Members.html b/docs/team/Team-Members.html index c6b0f3a..decd974 100644 --- a/docs/team/Team-Members.html +++ b/docs/team/Team-Members.html @@ -1,21 +1,21 @@

Since team members are contact points for LOOT users, the table below gives the usernames of each team member on GitHub, the Bethesda Softworks forums and the Nexus forums, in alphabetical order.

-
<thead>
-    <tr><th colspan="3">Member
-    <tr><th>GitHub<th>Bethesda<th>Nexus
-<tbody>
-    <tr><td>Aellis-BOSS<td>Aellis<td>A.ellis
-    <tr><td colspan="3">egocarib
-    <tr><td colspan="3">Freso
-    <tr><td colspan="2">ineedbettername<td>-
-    <tr><td colspan="3">LotteryDiscountz
-    <tr><td colspan="3">niveuseverto
-    <tr><td>noxwyll<td colspan="2">iyumichan
-    <tr><td colspan="3">PacificMorrowind
-    <tr><td colspan="3">Sharlikran
-    <tr><td colspan="2">SilentSpike<td>SilentSpike69
-    <tr><td>TokcDK<td colspan="2">Tokc.D.K.
-    <tr><td>William-Imm<td>William Imm<td>WilliamImm
-    <tr><td colspan="3">WrinklyNinja
+ + +
Member +
GitHubBethesdaNexus +
Aellis-BOSSAellisA.ellis +
egocarib +
Freso +
ineedbettername- +
LotteryDiscountz +
niveuseverto +
noxwylliyumichan +
PacificMorrowind +
Sharlikran +
SilentSpikeSilentSpike69 +
TokcDKTokc.D.K. +
William-ImmWilliam ImmWilliamImm +
WrinklyNinja

(This page is linked to in the readme, so should not be deleted.)

From 5f81a3991d6f888d8de15c607086548fd32e7c73 Mon Sep 17 00:00:00 2001 From: Oliver Hamlet Date: Sat, 9 Apr 2016 10:48:37 +0100 Subject: [PATCH 216/236] Add YAML frontmatter to new HTML pages --- docs/contributing/Global-Priorities.html | 5 +++++ docs/contributing/How-To-Contribute.html | 5 +++++ docs/contributing/Masterlist-Editing.html | 5 +++++ docs/contributing/Masterlist-Versioning.html | 5 +++++ .../Quickly-Testing-Your-Masterlist-Changes.html | 5 +++++ docs/contributing/Resolving-Conflicts.html | 5 +++++ docs/help/Dirty-Edits,-Mod-Cleaning-&-CRCs.html | 5 +++++ docs/help/How-To-Report-Issues-Helpfully.html | 5 +++++ docs/help/Introduction-To-Load-Orders.html | 5 +++++ docs/help/LOOT-FAQs.html | 5 +++++ docs/help/Setting-Windows'-File-Permissions.html | 5 +++++ .../Using-Noto-fonts-for-Chinese-and-Korean-in-LOOT.html | 5 +++++ docs/team/Making-A-Release.html | 5 +++++ docs/team/Team-Member-Responsibilities.html | 5 +++++ docs/team/Team-Members.html | 5 +++++ docs/team/Team-Policies.html | 5 +++++ docs/team/Thread-Management.html | 5 +++++ 17 files changed, 85 insertions(+) diff --git a/docs/contributing/Global-Priorities.html b/docs/contributing/Global-Priorities.html index e1b95c9..a129fc1 100644 --- a/docs/contributing/Global-Priorities.html +++ b/docs/contributing/Global-Priorities.html @@ -1,3 +1,8 @@ +--- +layout: page +title: Global Priorities +--- +

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: - Skyrim - Oblivion - Fallout: New Vegas - Fallout 3

Skyrim

diff --git a/docs/contributing/How-To-Contribute.html b/docs/contributing/How-To-Contribute.html index 99055ef..2047426 100644 --- a/docs/contributing/How-To-Contribute.html +++ b/docs/contributing/How-To-Contribute.html @@ -1,3 +1,8 @@ +--- +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!

Getting Set Up

To get started, you'll need:

diff --git a/docs/contributing/Masterlist-Editing.html b/docs/contributing/Masterlist-Editing.html index 4a2564d..776bda9 100644 --- a/docs/contributing/Masterlist-Editing.html +++ b/docs/contributing/Masterlist-Editing.html @@ -1,3 +1,8 @@ +--- +layout: page +title: Masterlist Editing +--- +

The purpose of this page is to give a bit of information to help with editing a masterlist.

General Hints

    diff --git a/docs/contributing/Masterlist-Versioning.html b/docs/contributing/Masterlist-Versioning.html index ab6c556..6d581e3 100644 --- a/docs/contributing/Masterlist-Versioning.html +++ b/docs/contributing/Masterlist-Versioning.html @@ -1,3 +1,8 @@ +--- +layout: page +title: Masterlist Versioning +--- +

    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.

    diff --git a/docs/contributing/Quickly-Testing-Your-Masterlist-Changes.html b/docs/contributing/Quickly-Testing-Your-Masterlist-Changes.html index 7f91cd6..a766a29 100644 --- a/docs/contributing/Quickly-Testing-Your-Masterlist-Changes.html +++ b/docs/contributing/Quickly-Testing-Your-Masterlist-Changes.html @@ -1,3 +1,8 @@ +--- +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.

    1. Run LOOT, and open its settings window.
    2. diff --git a/docs/contributing/Resolving-Conflicts.html b/docs/contributing/Resolving-Conflicts.html index 72b0baa..57e6d47 100644 --- a/docs/contributing/Resolving-Conflicts.html +++ b/docs/contributing/Resolving-Conflicts.html @@ -1,3 +1,8 @@ +--- +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 GfW and the shell where necessary.

      Merging Conflicts In The Same File

      diff --git a/docs/help/Dirty-Edits,-Mod-Cleaning-&-CRCs.html b/docs/help/Dirty-Edits,-Mod-Cleaning-&-CRCs.html index 1f5b007..1a5efde 100644 --- a/docs/help/Dirty-Edits,-Mod-Cleaning-&-CRCs.html +++ b/docs/help/Dirty-Edits,-Mod-Cleaning-&-CRCs.html @@ -1,3 +1,8 @@ +--- +layout: page +title: Dirty Edits, Mod Cleaning & CRCs +--- +

      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.

      diff --git a/docs/help/How-To-Report-Issues-Helpfully.html b/docs/help/How-To-Report-Issues-Helpfully.html index c64856a..9bb2ea5 100644 --- a/docs/help/How-To-Report-Issues-Helpfully.html +++ b/docs/help/How-To-Report-Issues-Helpfully.html @@ -1,3 +1,8 @@ +--- +layout: page +title: How To Report Issues Helpfully +--- +

      Identifying The Issue

      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:

        diff --git a/docs/help/Introduction-To-Load-Orders.html b/docs/help/Introduction-To-Load-Orders.html index 42f5f8f..db52761 100644 --- a/docs/help/Introduction-To-Load-Orders.html +++ b/docs/help/Introduction-To-Load-Orders.html @@ -1,3 +1,8 @@ +--- +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:

        diff --git a/docs/help/LOOT-FAQs.html b/docs/help/LOOT-FAQs.html index f25ee26..1a1d794 100644 --- a/docs/help/LOOT-FAQs.html +++ b/docs/help/LOOT-FAQs.html @@ -1,3 +1,8 @@ +--- +layout: page +title: FAQs +--- +

        Contents

        General Information

          diff --git a/docs/help/Setting-Windows'-File-Permissions.html b/docs/help/Setting-Windows'-File-Permissions.html index 3aa1116..19158d1 100644 --- a/docs/help/Setting-Windows'-File-Permissions.html +++ b/docs/help/Setting-Windows'-File-Permissions.html @@ -1,3 +1,8 @@ +--- +layout: page +title: Setting Windows' File Permissions +--- +

          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:

          1. Install the game outside the 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.
          2. diff --git a/docs/help/Using-Noto-fonts-for-Chinese-and-Korean-in-LOOT.html b/docs/help/Using-Noto-fonts-for-Chinese-and-Korean-in-LOOT.html index 9575c33..58aeae4 100644 --- a/docs/help/Using-Noto-fonts-for-Chinese-and-Korean-in-LOOT.html +++ b/docs/help/Using-Noto-fonts-for-Chinese-and-Korean-in-LOOT.html @@ -1,3 +1,8 @@ +--- +layout: page +title: Using Noto Fonts for Chinese and Korean in LOOT +--- +

            Note: This information applies to very recent LOOT code. At time of writing, no release or build has been made available that includes the features described below.

            As of LOOT v0.7, translations exist for Simplified Chinese and Korean. LOOT supports the use of Google's Noto fonts for these languages, in order to provide a more pleasant reading experience. However, due to their size, they are not included in LOOT's installer or archive.

            To use the Noto fonts with LOOT:

            diff --git a/docs/team/Making-A-Release.html b/docs/team/Making-A-Release.html index 2abd309..d0d2a26 100644 --- a/docs/team/Making-A-Release.html +++ b/docs/team/Making-A-Release.html @@ -1,3 +1,8 @@ +--- +layout: page +title: Making A Release +--- +

            What needs to be done to release a new version of LOOT.

            Preparation

              diff --git a/docs/team/Team-Member-Responsibilities.html b/docs/team/Team-Member-Responsibilities.html index 3aef551..6a3de4e 100644 --- a/docs/team/Team-Member-Responsibilities.html +++ b/docs/team/Team-Member-Responsibilities.html @@ -1,3 +1,8 @@ +--- +layout: page +title: Team Member Responsibilities +--- +

              Introduction

              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 Maintainers

              diff --git a/docs/team/Team-Members.html b/docs/team/Team-Members.html index decd974..533f5aa 100644 --- a/docs/team/Team-Members.html +++ b/docs/team/Team-Members.html @@ -1,3 +1,8 @@ +--- +layout: page +title: Team Members +--- +

              Since team members are contact points for LOOT users, the table below gives the usernames of each team member on GitHub, the Bethesda Softworks forums and the Nexus forums, in alphabetical order.

              diff --git a/docs/team/Team-Policies.html b/docs/team/Team-Policies.html index 5079912..147e485 100644 --- a/docs/team/Team-Policies.html +++ b/docs/team/Team-Policies.html @@ -1,3 +1,8 @@ +--- +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.

              Plugin Addition

              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.

              diff --git a/docs/team/Thread-Management.html b/docs/team/Thread-Management.html index 71ffa65..d92b116 100644 --- a/docs/team/Thread-Management.html +++ b/docs/team/Thread-Management.html @@ -1,3 +1,8 @@ +--- +layout: page +title: Thread Management +--- +

              Introduction

              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.

              From 5a751106998348a2094c83a152aa3fddca5996fe Mon Sep 17 00:00:00 2001 From: Oliver Hamlet Date: Sat, 9 Apr 2016 13:29:29 +0100 Subject: [PATCH 217/236] Update documentation index page Use a dropdown to select the LOOT readme version to view, reducing the space taken up by readme links. Also add links to the new docs pages from the wiki, and reduce the font weight of links. --- _layouts/page.html | 5 +-- css/overrides.css | 4 +++ css/style.css | 25 +++++++++++++++ docs/index.html | 76 ++++++++++++++++++++++++++++------------------ 4 files changed, 78 insertions(+), 32 deletions(-) diff --git a/_layouts/page.html b/_layouts/page.html index 62a3d66..70ea1ba 100644 --- a/_layouts/page.html +++ b/_layouts/page.html @@ -3,8 +3,6 @@ LOOT: {{ page.title }} - - @@ -12,6 +10,9 @@ + + +
              diff --git a/css/overrides.css b/css/overrides.css index 6648f48..583b33a 100644 --- a/css/overrides.css +++ b/css/overrides.css @@ -10,3 +10,7 @@ .mdl-textfield { vertical-align: middle; } +/* Override link font weight. */ +a { + font-weight: normal; +} diff --git a/css/style.css b/css/style.css index 8de17c0..b43d1ac 100644 --- a/css/style.css +++ b/css/style.css @@ -112,3 +112,28 @@ code.loot-search-result { code.loot-search-result:first-of-type { border-top: none; } + +/* Scale headings */ +h3 { + font-size: 20px; + line-height: 30px; + margin: 30px 0 20px; +} +h4 { + font-size: 16px; + line-height: 24px; + margin: 24px 0 16px; +} +h5 { + font-size: 14px; + font-weight: 500; + line-height: 21px; + margin: 21px 0 14px; +} + +/* Position readme version selector */ +#versionSelect { + position: relative; + top: -2px; + left: 30px; +} diff --git a/docs/index.html b/docs/index.html index b08408e..b6a2923 100644 --- a/docs/index.html +++ b/docs/index.html @@ -4,40 +4,56 @@ title: Documentation permalink: /docs/ --- -

              Each release of LOOT has its documentation listed below.

              +

              + Readme Files + +

              + -
              v0.8.1
              +

              Help

              -
              v0.8.0
              + +

              Contributing

              -
              v0.7.1
              + +

              Team

              -
              v0.7.0
              - -
              v0.6.1
              - -
              v0.6.0
              - -
              v0.5.0
              - + + From e040233963aa763756d72dc430b6b98cd77a65d3 Mon Sep 17 00:00:00 2001 From: Oliver Hamlet Date: Sat, 9 Apr 2016 13:30:21 +0100 Subject: [PATCH 218/236] Open external sidebar links in a new context --- _layouts/page.html | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/_layouts/page.html b/_layouts/page.html index 70ea1ba..f02d060 100644 --- a/_layouts/page.html +++ b/_layouts/page.html @@ -47,11 +47,11 @@ Wiki
              Support & Discussion
              - + forum Forum Thread - + announcement IRC Channel From aeb8127d3a6f8c208711cd2f2c3b2b4ba271c8e7 Mon Sep 17 00:00:00 2001 From: Oliver Hamlet Date: Sat, 9 Apr 2016 13:29:49 +0100 Subject: [PATCH 219/236] Remove sidebar link to the wiki --- _layouts/page.html | 7 +------ 1 file changed, 1 insertion(+), 6 deletions(-) diff --git a/_layouts/page.html b/_layouts/page.html index f02d060..3f275dc 100644 --- a/_layouts/page.html +++ b/_layouts/page.html @@ -37,15 +37,10 @@ people Credits -
              On GitHub
              - + code Code - - subject - Wiki -
              Support & Discussion
              forum From e1e6ef519a821989e4589e499c81d7af4444805e Mon Sep 17 00:00:00 2001 From: Oliver Hamlet Date: Sat, 9 Apr 2016 13:33:51 +0100 Subject: [PATCH 220/236] Update homepage links to wiki pages To point at the equivalent site pages instead. --- index.html | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) 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.

              From 2e4aa21e8fb782ed231440144db90c69115d14b7 Mon Sep 17 00:00:00 2001 From: Oliver Hamlet Date: Sat, 9 Apr 2016 13:50:34 +0100 Subject: [PATCH 221/236] Update wiki-style links between docs --- docs/contributing/How-To-Contribute.html | 10 +++++----- docs/contributing/Masterlist-Editing.html | 2 +- docs/team/Team-Member-Responsibilities.html | 6 +++--- 3 files changed, 9 insertions(+), 9 deletions(-) diff --git a/docs/contributing/How-To-Contribute.html b/docs/contributing/How-To-Contribute.html index 2047426..f753280 100644 --- a/docs/contributing/How-To-Contribute.html +++ b/docs/contributing/How-To-Contribute.html @@ -19,17 +19,17 @@ title: How To Contribute

              Making 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|Masterlist-Editing]] page for more information.

              +

              If you're editing a masterlist, see the Masterlist Editing page for more information.

              Joining the Team

              -

              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]].

              +

              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.

              Contributing as 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:

              1. Make sure that your local repository is in sync with the online repository before and after you make any changes. This helps to avoid conflicts.
              2. It's always best to make commits in your own branch, and merge them into the repository's master branch when you're done working. For one-off commits the advantage is not so clear, but if you are making a set of commits with a common theme, a branch will help keep things organised.
              3. -
              4. If you have committed changes to your local repository, and someone else synced their changes to the online repository after you last synced, then you may need to manually merge the changes. You'll know if you have to do this because GFW will give you an error message when you try to sync, in which case see [[Resolving Conflicts|Resolving-Conflicts]].
              5. -
              6. You should also have a read of the [[Team Policies|Team-Policies]] and [[Team Member Responsibilities|Team-Member-Responsibilities]] pages to familiarise yourself with their contents.
              7. +
              8. If you have committed changes to your local repository, and someone else synced their changes to the online repository after you last synced, then you may need to manually merge the changes. You'll know if you have to do this because GFW will give you an error message when you try to sync, in which case see Resolving Conflicts.
              9. +
              10. You should also have a read of the Team Policies and Team Member Responsibilities pages to familiarise yourself with their contents.

              Getting Help

              -

              If you have any problems or questions regarding anything relating to LOOT, feel free to ask team members questions: the [[Team Members|Team-Members]] page lists members' usernames on the Bethesda Softworks Forums, Nexus Forums and GitHub.

              +

              If you have any problems or questions regarding anything relating to LOOT, feel free to ask team members questions: the Team Members page lists members' usernames on the Bethesda Softworks Forums, Nexus Forums and GitHub.

              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 index 776bda9..b1a531f 100644 --- a/docs/contributing/Masterlist-Editing.html +++ b/docs/contributing/Masterlist-Editing.html @@ -12,7 +12,7 @@ title: Masterlist Editing
            1. Make as many silent comments as you want within the masterlists - it doesn't hurt (within reason). However, make sure to put them above the line(s) that they refer to.
            2. Use blank lines to separate mods that are grouped together or where it helps readability.
            3. Where you put a plugin doesn't matter - you may want to see if there are any related plugins in the masterlist already and group them together, or you can just add the plugin to the end of the list.
            4. -
            5. Test your changes before uploading them, to make sure you didn't make any syntax mistakes. See [[Quickly Testing Your Masterlist Changes|Quickly-Testing-Your-Masterlist-Changes]] for instructions.
            6. +
            7. Test your changes before uploading them, to make sure you didn't make any syntax mistakes. See Quickly Testing Your Masterlist Changes for instructions.
            8. Writing Style

              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.

              diff --git a/docs/team/Team-Member-Responsibilities.html b/docs/team/Team-Member-Responsibilities.html index 6a3de4e..ca62bd3 100644 --- a/docs/team/Team-Member-Responsibilities.html +++ b/docs/team/Team-Member-Responsibilities.html @@ -10,14 +10,14 @@ title: Team Member Responsibilities
              • Consider and make any changes suggested on the forum thread or by PM (discuss the changes first if you think it is warranted).
              • Merge any pull requests which make changes you think are appropriate. If a pull request makes any inappropriate changes, discuss them with the author in the pull request's message thread.
              • -
              • Create a new forum thread whenever the current one reaches its 200 post limit. See [[Thread Management|Thread-Management]] for instructions.
              • +
              • Create a new forum thread whenever the current one reaches its 200 post limit. See Thread Management for instructions.

              Admins

              When discussions on policy or particular changes reach a stalemate, you get to make a decision on the result. That doesn't mean people will listen, of course... :P It's always good to try to reach consensus, and other admins can also make a different decision, so you might still have to argue it over with them.

              You're also a more visible contact point for people with queries about LOOT, people may send you PMs with changes too. Just answer queries as best you can, or forward them on to those who you think could answer them better, and either make changes/additions yourself or post them into the relevant thread for the regular maintainers to process.

              Finally, you're 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:

                -
              • If someone who hasn't contributed on GitHub asks for addition to the team, politely refer them to the [[How To Contribute|How-To-Contribute]] wiki page, saying that they can contribute without being a team member.
              • +
              • If someone who hasn't contributed on GitHub asks for addition to the team, politely refer them to the How To Contribute wiki page, saying that they can contribute without being a team member.
              • If someone who has contributed on GitHub asks for addition to the team, take a look at their contributions (on their user page, in the "Repositories contributed to" list) and see if their contributions have been accepted or not to decide whether or not to grant them access. If their most recent pull requests have been rejected, it may be better to reply with a polite "not until we're happy with your contributions" message.
              -

              To add a GitHub user to the team, go to the Looters team page and click the "Add member" button, then enter their username in the search box displayed and select the correct match. Then, go to the [[Team Members|Team-Members]] wiki page and add their names to the list.

              +

              To add a GitHub user to the team, go to the Looters team page and click the "Add member" button, then enter their username in the search box displayed and select the correct match. Then, go to the Team Members wiki page and add their names to the list.

              From 06f5d3d1240a91439167e799ba39debafc55c8ab Mon Sep 17 00:00:00 2001 From: Oliver Hamlet Date: Sat, 9 Apr 2016 14:00:52 +0100 Subject: [PATCH 222/236] Improve styling of code in new docs --- css/style.css | 19 +++++++++++++++++++ 1 file changed, 19 insertions(+) diff --git a/css/style.css b/css/style.css index b43d1ac..ca543a9 100644 --- a/css/style.css +++ b/css/style.css @@ -137,3 +137,22 @@ h5 { top: -2px; left: 30px; } + +pre { + border: 1px solid #e1e4e5; + background-color: white; + padding: 8px; + overflow: auto; +} +pre code:not(.loot-search-result) { + padding: 0; + color: black; + border: none; +} + +code:not(.loot-search-result) { + background-color: white; + padding: 2px 5px; + color: #E74C3C; + border: 1px solid #e1e4e5; +} From 212288b18d45b6cc7f537daaf0c5489a3409ee6a Mon Sep 17 00:00:00 2001 From: Oliver Hamlet Date: Sat, 9 Apr 2016 14:03:39 +0100 Subject: [PATCH 223/236] Remove extra heading margin --- css/style.css | 7 ++++++- 1 file changed, 6 insertions(+), 1 deletion(-) diff --git a/css/style.css b/css/style.css index ca543a9..fe50e96 100644 --- a/css/style.css +++ b/css/style.css @@ -138,6 +138,7 @@ h5 { left: 30px; } +/* Improve code styling. */ pre { border: 1px solid #e1e4e5; background-color: white; @@ -149,10 +150,14 @@ pre code:not(.loot-search-result) { color: black; border: none; } - code:not(.loot-search-result) { background-color: white; padding: 2px 5px; color: #E74C3C; border: 1px solid #e1e4e5; } + +/* Remove extra margin above the first heading of a page. */ +h3:first-child { + margin-top: 0; +} From ee592d485b9cb1a43cb186d9282d3489a62811cc Mon Sep 17 00:00:00 2001 From: Oliver Hamlet Date: Sat, 9 Apr 2016 17:12:14 +0100 Subject: [PATCH 224/236] Improve readability of generated HTML --- docs/contributing/Global-Priorities.html | 14 +- docs/contributing/How-To-Contribute.html | 44 ++- docs/contributing/Masterlist-Editing.html | 251 ++++++++++-------- docs/contributing/Masterlist-Versioning.html | 4 + ...ickly-Testing-Your-Masterlist-Changes.html | 12 +- docs/contributing/Resolving-Conflicts.html | 62 +++-- .../Dirty-Edits,-Mod-Cleaning-&-CRCs.html | 23 +- docs/help/How-To-Report-Issues-Helpfully.html | 59 ++-- docs/help/Introduction-To-Load-Orders.html | 21 +- docs/help/LOOT-FAQs.html | 176 +++++++----- .../Setting-Windows'-File-Permissions.html | 27 +- ...-fonts-for-Chinese-and-Korean-in-LOOT.html | 14 +- docs/team/Making-A-Release.html | 56 ++-- docs/team/Team-Member-Responsibilities.html | 31 ++- docs/team/Team-Members.html | 1 + docs/team/Team-Policies.html | 11 +- docs/team/Thread-Management.html | 10 +- 17 files changed, 516 insertions(+), 300 deletions(-) diff --git a/docs/contributing/Global-Priorities.html b/docs/contributing/Global-Priorities.html index a129fc1..cd0419a 100644 --- a/docs/contributing/Global-Priorities.html +++ b/docs/contributing/Global-Priorities.html @@ -3,9 +3,12 @@ layout: page title: Global Priorities --- -

              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".

              +

              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: - Skyrim - Oblivion - Fallout: New Vegas - Fallout 3

              +

              Skyrim

              +
              -1999999 = -999999 Update.esm
               -1999000 = -999000 DLC, Unofficial Patches, SPO
               -1960000 = -960000 Falskar, Wyrmstooth
              @@ -28,8 +31,11 @@ title: Global Priorities
               1960000 = 996000
               1970000 = 997000 Deadly Combat PISE Patches
               1980000 = 998000
              +

              See loot/skyrim#26 for details.

              +

              Oblivion

              +
              -400999000 = -999000 Oblivion.esm
               -400980000 = -980000 DLCShiveringIsles.esp
               -400970000 = -970000 DLCHorseArmor.esp
              @@ -51,12 +57,18 @@ title: Global Priorities
               400970000 = 997000
               400980000 = 998000
               400990000 = 999000
              +

              See loot/oblivion#7 for details.

              +

              Fallout: New Vegas

              +

              To be determined...

              +

              Fallout 3

              +
              -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 index f753280..c6647d0 100644 --- a/docs/contributing/How-To-Contribute.html +++ b/docs/contributing/How-To-Contribute.html @@ -4,32 +4,52 @@ 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!

              -

              Getting Set Up

              + +

              Getting Set Up

              +

              To get started, you'll need:

              + +

              This guide will assume you're using GitHub Desktop.

              -

              Forking a Repository

              + +

              Forking a Repository

              +

              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.

              -

              Making 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.

              + +

              Making 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.

              +

              Joining the Team

              +

              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.

              +

              Contributing as 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:

              -
                -
              1. Make sure that your local repository is in sync with the online repository before and after you make any changes. This helps to avoid conflicts.
              2. -
              3. It's always best to make commits in your own branch, and merge them into the repository's master branch when you're done working. For one-off commits the advantage is not so clear, but if you are making a set of commits with a common theme, a branch will help keep things organised.
              4. -
              5. If you have committed changes to your local repository, and someone else synced their changes to the online repository after you last synced, then you may need to manually merge the changes. You'll know if you have to do this because GFW will give you an error message when you try to sync, in which case see Resolving Conflicts.
              6. -
              7. You should also have a read of the Team Policies and Team Member Responsibilities pages to familiarise yourself with their contents.
              8. + +
                  +
                1. Make sure that your local repository is in sync with the online repository before and after you make any changes. This helps to avoid conflicts.
                2. +
                3. It's always best to make commits in your own branch, and merge them into the repository's master branch when you're done working. For one-off commits the advantage is not so clear, but if you are making a set of commits with a common theme, a branch will help keep things organised.
                4. +
                5. If you have committed changes to your local repository, and someone else synced their changes to the online repository after you last synced, then you may need to manually merge the changes. You'll know if you have to do this because GFW will give you an error message when you try to sync, in which case see Resolving Conflicts.
                6. +
                7. You should also have a read of the Team Policies and Team Member Responsibilities pages to familiarise yourself with their contents.
                +

                Getting Help

                +

                If you have any problems or questions regarding anything relating to LOOT, feel free to ask team members questions: the Team Members page lists members' usernames on the Bethesda Softworks Forums, Nexus Forums and GitHub.

                +

                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 index b1a531f..87fdae0 100644 --- a/docs/contributing/Masterlist-Editing.html +++ b/docs/contributing/Masterlist-Editing.html @@ -4,122 +4,159 @@ title: Masterlist Editing ---

                The purpose of this page is to give a bit of information to help with editing a masterlist.

                -

                General Hints

                -
                  -
                • Look in the masterlists for examples, and see the Metadata Syntax document for the details.
                • -
                • Only make edits/additions you're confident about - otherwise create an issue in the masterlist repository's issue tracker, or discuss in the BethSoft forum thread.
                • -
                • If you're using Notepad++, you can set it to use spaces instead of tabs when you press the tab key on your keyboard, avoiding YAML parsing errors. To do this, go to Settings > Preferences > Tab Settings > Replace by space. A value of 4 is most common.
                • -
                • Make as many silent comments as you want within the masterlists - it doesn't hurt (within reason). However, make sure to put them above the line(s) that they refer to.
                • -
                • Use blank lines to separate mods that are grouped together or where it helps readability.
                • -
                • Where you put a plugin doesn't matter - you may want to see if there are any related plugins in the masterlist already and group them together, or you can just add the plugin to the end of the list.
                • -
                • Test your changes before uploading them, to make sure you didn't make any syntax mistakes. See Quickly Testing Your Masterlist Changes for instructions.
                • -
                -

                Writing Style

                -

                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.

                -
                  -
                • Child data nodes should be indented two spaces from their parents, for the best trade-off between compactness and readability.
                • -
                • Maps should be written in YAML's "block" style. Lists should also use the "block" style, unless they contain only one element, in which case the "flow" style can be used for compactness.
                • -
                • Arbitrary string values should be enclosed in single quotes. If the string contains any single quotes, they should be repeated. The string uses below are exempt from quotation, as they have a very limited range of possible values.
                • -
                • Message types
                • -
                • Bash Tag names
                • -
                • YAML map keys
                • -
                • Language codes
                • -
                -

                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.

                -

                Adding New Entries

                -

                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:

                -
                  -
                • Accounts for syntax variation.
                • -
                • Finds matching regular expression entries.
                • -
                • Checks against the latest masterlist revision, so is always up-to-date.
                • -
                • Case-insensitive.
                • -
                -

                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 and falloutnv. <search> is the string you want to search for.

                -

                Common Metadata

                -

                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 ]
                -   
                +

                General Hints

                + +
                  +
                • Look in the masterlists for examples, and see the Metadata Syntax document for the details.
                • +
                • Only make edits/additions you're confident about - otherwise create an issue in the masterlist repository's issue tracker, or discuss in the BethSoft forum thread.
                • +
                • If you're using Notepad++, you can set it to use spaces instead of tabs when you press the tab key on your keyboard, avoiding YAML parsing errors. To do this, go to Settings > Preferences > Tab Settings > Replace by space. A value of 4 is most common.
                • +
                • Make as many silent comments as you want within the masterlists - it doesn't hurt (within reason). However, make sure to put them above the line(s) that they refer to.
                • +
                • Use blank lines to separate mods that are grouped together or where it helps readability.
                • +
                • Where you put a plugin doesn't matter - you may want to see if there are any related plugins in the masterlist already and group them together, or you can just add the plugin to the end of the list.
                • +
                • Test your changes before uploading them, to make sure you didn't make any syntax mistakes. See Quickly Testing Your Masterlist Changes for instructions.
                • +
                + +

                Writing Style

                + +

                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.

                + +
                  +
                • Child data nodes should be indented two spaces from their parents, for the best trade-off between compactness and readability.
                • +
                • Maps should be written in YAML's "block" style. Lists should also use the "block" style, unless they contain only one element, in which case the "flow" style can be used for compactness.
                • +
                • Arbitrary string values should be enclosed in single quotes. If the string contains any single quotes, they should be repeated. The string uses below are exempt from quotation, as they have a very limited range of possible values. +
                    +
                  • Message types
                  • +
                  • Bash Tag names
                  • +
                  • YAML map keys
                  • +
                  • Language codes
                  • +
                  +
                • +
                + +

                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.

                + +

                Adding New Entries

                + +

                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:

                + +
                  +
                • Accounts for syntax variation.
                • +
                • Finds matching regular expression entries.
                • +
                • Checks against the latest masterlist revision, so is always up-to-date.
                • +
                • Case-insensitive.
                • +
                + +

                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 and falloutnv. <search> is the string you want to search for.

                + +

                Common Metadata

                + +

                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.

                -

                Dirty Edit Metadata

                + +

                Dirty Edit Metadata

                +

                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).

                -

                Intentional ITMs

                + +

                Intentional ITMs

                +

                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.

                -

                Adding Bash Tags

                + +

                Adding Bash Tags

                +

                Before adding a tag to a mod, it is recommended that you:

                -
                  -
                1. Check the mod in TES4Edit or equivalent to see if it does actually require that tag.
                2. -
                3. Think about the nature of the mod, is it designed so that it is OK if things get overriden, or will it malfunction if that occurs?
                4. -
                5. Read the mod documentation and the mod description field in Wrye Bash to check whether the mod author has supplied any tags with it, or recommended any to be added.
                6. + +
                    +
                  1. Check the mod in TES4Edit or equivalent to see if it does actually require that tag.
                  2. +
                  3. Think about the nature of the mod, is it designed so that it is OK if things get overriden, or will it malfunction if that occurs?
                  4. +
                  5. Read the mod documentation and the mod description field in Wrye Bash to check whether the mod author has supplied any tags with it, or recommended any to be added.
                  +

                  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.

                  -

                  Translating Messages

                  + +

                  Translating Messages

                  +

                  If you add a message, there are two ways to go about getting it translated into the other languages LOOT supports:

                    -
                  • If you are fluent in one of the other supported languages, feel free to translate it yourself. Don't just use a translator such as Google Translate though.
                  • -
                  • Chances are that you won't be able to translate it into all the languages LOOT supports, so create an issue in the issue tracker for the repository to which the masterlist you're editing belongs. If it's a message defined in the 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.
                  • +
                  • If you are fluent in one of the other supported languages, feel free to translate it yourself. Don't just use a translator such as Google Translate though.
                  • +
                  • Chances are that you won't be able to translate it into all the languages LOOT supports, so create an issue in the issue tracker for the repository to which the masterlist you're editing belongs. If it's a message defined in the 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.
                  -

                  Message Substitutions

                  +

                  Message Substitutions

                  +

                  LOOT v0.7 adds support for metadata message string substitutions. However, this is implemented so that the substitution occurs during parsing, and the pre-substitution message string and substituted strings are not retained in memory. An example consequence of this is that a metadata file written by LOOT will not retain subs keys, or any specifiers in message content strings.

                  diff --git a/docs/contributing/Masterlist-Versioning.html b/docs/contributing/Masterlist-Versioning.html index 6d581e3..16005b0 100644 --- a/docs/contributing/Masterlist-Versioning.html +++ b/docs/contributing/Masterlist-Versioning.html @@ -4,7 +4,11 @@ title: Masterlist Versioning ---

                  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 index a766a29..55e441b 100644 --- a/docs/contributing/Quickly-Testing-Your-Masterlist-Changes.html +++ b/docs/contributing/Quickly-Testing-Your-Masterlist-Changes.html @@ -4,10 +4,12 @@ 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.

                  -
                    -
                  1. Run LOOT, and open its settings window.
                  2. -
                  3. Select the game whose masterlist you want to test, and click "Edit Game...".
                  4. -
                  5. In the Masterlist Repository URL setting's text box, enter the path to your local repository. Eg. if you have the Skyrim masterlist repository at C:\foo\bar\skyrim, then put that in the box.
                  6. -
                  7. Apply the settings, then close and relaunch LOOT. LOOT will now update using your local repository instead of the online one.
                  8. + +
                      +
                    1. Run LOOT, and open its settings window.
                    2. +
                    3. Select the game whose masterlist you want to test, and click "Edit Game...".
                    4. +
                    5. In the Masterlist Repository URL setting's text box, enter the path to your local repository. Eg. if you have the Skyrim masterlist repository at C:\foo\bar\skyrim, then put that in the box.
                    6. +
                    7. Apply the settings, then close and relaunch LOOT. LOOT will now update using your local repository instead of the online one.
                    +

                    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 index 57e6d47..c5b4f57 100644 --- a/docs/contributing/Resolving-Conflicts.html +++ b/docs/contributing/Resolving-Conflicts.html @@ -4,46 +4,66 @@ 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 GfW and the shell where necessary.

                    -

                    Merging Conflicts In The Same File

                    -

                    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 GfW window, click the "sync" button to update the online repository with your merged revision. You're done!

                    -
                    An Example
                    -

                    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.
                    +

                    Below is some guidance for resolving conflicts using GfW and the shell where necessary.

                    + +

                    Merging Conflicts In The Same File

                    + +

                    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 GfW window, click the "sync" button to update the online repository with your merged revision. You're done!

                    + +
                    An Example
                    + +

                    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 file is to be used to demonstrate conflict resolution.
                     
                     This line has been added by you.
                     
                    -This is the last line of the file.
                    +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 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.
                    +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 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.
                    -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 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.
                    +This is the last line of the file. +

                    Now you are ready to do the git add <file> step.

                    diff --git a/docs/help/Dirty-Edits,-Mod-Cleaning-&-CRCs.html b/docs/help/Dirty-Edits,-Mod-Cleaning-&-CRCs.html index 1a5efde..82bc5a3 100644 --- a/docs/help/Dirty-Edits,-Mod-Cleaning-&-CRCs.html +++ b/docs/help/Dirty-Edits,-Mod-Cleaning-&-CRCs.html @@ -1,21 +1,28 @@ --- layout: page -title: Dirty Edits, Mod Cleaning & CRCs +title: Dirty Edits, Mod Cleaning & CRCs ---

                    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:

                    +
                      -
                    • CRC value: CRC values are a highly accurate way of identifying files based on their contents, as if the contents change, so does the CRC value. LOOT identifies an unclean plugin by comparing the installed plugin's CRC value against the CRC values for known unclean versions of that plugin. Although it's a lot faster than actually checking for dirty edits in the plugin, this identification method has a few limitations:
                    • -
                    • it can't detect unknown unclean plugins,
                    • -
                    • it can't detect plugins that have been edited but not cleaned,
                    • -
                    • it may report false positives for ITM records when a plugin is used with different versions (most commonly different localisations) of its dependencies than those it was created with.
                    • -
                    • ITM Count: ITM records are a type of dirty edit where a mod has overwritten something in the game without actually changing anything. If another mod higher up in the load order makes an intentional change to that thing, it will have its effect cancelled out by the ITM record, which can cause problems. The ITM count is the number of ITM records found and corrected in the mod plugin.
                    • -
                    • Deleted Reference Count: Deleted references are a significant cause of crashes and game bugs. They can be fixed by undeleting and disabling the references, which has the same effect without causing issues. The deleted reference count is equivalent to the UDR count, which is the number of deleted references that have been fixed, and the two terms are used interchangeably in many places.
                    • -
                    • Deleted Navmesh Count: Like deleting records, deleting navmeshes can cause crashes. However, these cannot be automatically corrected, and require manual cleaning. Navmeshes don't exist in Oblivion, so this information doesn't apply.
                    • +
                    • CRC value: CRC values are a highly accurate way of identifying files based on their contents, as if the contents change, so does the CRC value. LOOT identifies an unclean plugin by comparing the installed plugin's CRC value against the CRC values for known unclean versions of that plugin. Although it's a lot faster than actually checking for dirty edits in the plugin, this identification method has a few limitations:
                    • +
                    • it can't detect unknown unclean plugins,
                    • +
                    • it can't detect plugins that have been edited but not cleaned,
                    • +
                    • it may report false positives for ITM records when a plugin is used with different versions (most commonly different localisations) of its dependencies than those it was created with.
                    • +
                    • ITM Count: ITM records are a type of dirty edit where a mod has overwritten something in the game without actually changing anything. If another mod higher up in the load order makes an intentional change to that thing, it will have its effect cancelled out by the ITM record, which can cause problems. The ITM count is the number of ITM records found and corrected in the mod plugin.
                    • +
                    • Deleted Reference Count: Deleted references are a significant cause of crashes and game bugs. They can be fixed by undeleting and disabling the references, which has the same effect without causing issues. The deleted reference count is equivalent to the UDR count, which is the number of deleted references that have been fixed, and the two terms are used interchangeably in many places.
                    • +
                    • Deleted Navmesh Count: Like deleting records, deleting navmeshes can cause crashes. However, these cannot be automatically corrected, and require manual cleaning. Navmeshes don't exist in Oblivion, so this information doesn't apply.
                    +

                    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 index 9bb2ea5..b856558 100644 --- a/docs/help/How-To-Report-Issues-Helpfully.html +++ b/docs/help/How-To-Report-Issues-Helpfully.html @@ -3,39 +3,56 @@ layout: page title: How To Report Issues Helpfully --- -

                    Identifying The Issue

                    +

                    Identifying The Issue

                    +

                    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:

                    -
                      -
                    1. A metadata issue. It's probably this type if LOOT displays incorrect information, such as incorrect messages and Bash Tag suggestions. It's also probably a metadata issue if LOOT sorts your mods incorrectly, as it's most likely because it's lacking some sorting metadata, or the sorting metadata it has is incorrect.
                    2. -
                    3. An application issue. It's probably this type if LOOT behaves incorrectly or unexpectedly, such as crashing or doing the wrong thing when you click on a button. Some sorting mistakes can also be due to application issues, but it's best to treat them as metadata issues unless you know otherwise.
                    4. + +
                        +
                      1. A metadata issue. It's probably this type if LOOT displays incorrect information, such as incorrect messages and Bash Tag suggestions. It's also probably a metadata issue if LOOT sorts your mods incorrectly, as it's most likely because it's lacking some sorting metadata, or the sorting metadata it has is incorrect.
                      2. +
                      3. An application issue. It's probably this type if LOOT behaves incorrectly or unexpectedly, such as crashing or doing the wrong thing when you click on a button. Some sorting mistakes can also be due to application issues, but it's best to treat them as metadata issues unless you know otherwise.
                      +

                      Metadata issues are also game-specific, so make a note of which game you're having the issue with.

                      -

                      Reporting The Issue

                      + +

                      Reporting The Issue

                      +

                      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.

                      -

                      Supplying Debug Logs For Application Issues

                      + +

                      Supplying Debug Logs For Application Issues

                      +

                      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.

                      -
                        -
                      1. In LOOT's settings, toggle the Enable Debug Logging checkbox on.
                      2. -
                      3. Run LOOT again to replicate the issue.
                      4. -
                      5. Upload the LOOTDebugLog.txt and CEFDebugLog.txt files generated in the %LOCALAPPDATA%\LOOT folder.
                      6. + +
                          +
                        1. In LOOT's settings, toggle the Enable Debug Logging checkbox on.
                        2. +
                        3. Run LOOT again to replicate the issue.
                        4. +
                        5. Upload the 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 you can't reach the settings dialog
                        + +
                        If you can't reach the settings dialog
                        +

                        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.

                        -
                          -
                        1. Open %LOCALAPPDATA%\LOOT\settings.yaml in a text editor, eg. Notepad.
                        2. -
                        3. Replace the text enableDebugLogging: false with enableDebugLogging: true.
                        4. -
                        5. Save the file.
                        6. + +
                            +
                          1. Open %LOCALAPPDATA%\LOOT\settings.yaml in a text editor, eg. Notepad.
                          2. +
                          3. Replace the text enableDebugLogging: false with enableDebugLogging: true.
                          4. +
                          5. Save the file.
                          +

                          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 index db52761..fc8362b 100644 --- a/docs/help/Introduction-To-Load-Orders.html +++ b/docs/help/Introduction-To-Load-Orders.html @@ -3,19 +3,26 @@ 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.

                          +

                          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:

                          +
                            -
                          • If one plugin changes a record added by another plugin, the former must load after the latter. If it doesn't, the game will crash on launch.
                          • -
                          • The game can only apply one version of a record, so if multiple plugins contain the same record, the last-loaded plugin's version overrides all others. This is known as the rule of one, and it holds true for almost all record types. Some overrides can cause problems in-game, and a good load order is one that arranges plugins to avoid such problems.
                          • +
                          • If one plugin changes a record added by another plugin, the former must load after the latter. If it doesn't, the game will crash on launch.
                          • +
                          • The game can only apply one version of a record, so if multiple plugins contain the same record, the last-loaded plugin's version overrides all others. This is known as the rule of one, and it holds true for almost all record types. Some overrides can cause problems in-game, and a good load order is one that arranges plugins to avoid such problems.
                          +

                          There are a few hardcoded rules related to load order:

                          +
                            -
                          • Master plugins always load before non-master plugins. The difference between the two plugin types isn't really relevant, except that a plugin's type is decided by a setting inside it, and not by its file extension (even though .esm stands for Elder Scrolls Master).
                          • -
                          • There is a limit of 255 active plugins that can be loaded by the game. This isn't strictly a load order thing, but is worth mentioning.
                          • -
                          • In Skyrim, Skyrim.esm always loads before all other plugins.
                          • -
                          • In Skyrim, if Update.esm is present, it is always loaded. It loads after all other master plugins, unless it has another position explicitly set.
                          • +
                          • Master plugins always load before non-master plugins. The difference between the two plugin types isn't really relevant, except that a plugin's type is decided by a setting inside it, and not by its file extension (even though .esm stands for Elder Scrolls Master).
                          • +
                          • There is a limit of 255 active plugins that can be loaded by the game. This isn't strictly a load order thing, but is worth mentioning.
                          • +
                          • In Skyrim, Skyrim.esm always loads before all other plugins.
                          • +
                          • In Skyrim, if 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.

                          diff --git a/docs/help/LOOT-FAQs.html b/docs/help/LOOT-FAQs.html index 1a1d794..25b2159 100644 --- a/docs/help/LOOT-FAQs.html +++ b/docs/help/LOOT-FAQs.html @@ -3,97 +3,145 @@ layout: page title: FAQs --- -

                          Contents

                          -

                          General Information

                          -
                            -
                          1. What happened to BOSS v3?
                          2. -
                          3. Do I have to switch from BOSS to LOOT?
                          4. -
                          5. Is there anything I should bear in mind when switching to LOOT?
                          6. -
                          7. I have a SkyProc patcher that runs BOSS. How do I get it to run LOOT instead?
                          8. -
                          9. How can LOOT not have unrecognised plugins?
                          10. -
                          11. Does LOOT sort based only on plugin content?
                          12. -
                          13. How can the load order LOOT gives be right if BOSS gives a very different load order?
                          14. -
                          15. I'm still suspicious that LOOT is ordering plugin X after plugin Y. How do I double-check the ordering?
                          16. +

                            Contents

                            + +

                            General Information

                            + +
                              +
                            1. What happened to BOSS v3?
                            2. +
                            3. Do I have to switch from BOSS to LOOT?
                            4. +
                            5. Is there anything I should bear in mind when switching to LOOT?
                            6. +
                            7. I have a SkyProc patcher that runs BOSS. How do I get it to run LOOT instead?
                            8. +
                            9. How can LOOT not have unrecognised plugins?
                            10. +
                            11. Does LOOT sort based only on plugin content?
                            12. +
                            13. How can the load order LOOT gives be right if BOSS gives a very different load order?
                            14. +
                            15. I'm still suspicious that LOOT is ordering plugin X after plugin Y. How do I double-check the ordering?
                            -

                            Using LOOT

                            -
                              -
                            1. OK, but I still have specific reasons to have in my game a different load order than the one LOOT proposes. What do I do?
                            2. -
                            3. I've run LOOT with obsolete versions of some plugins and LOOT didn't tell me to update them! How come?
                            4. + +

                              Using LOOT

                              + +
                                +
                              1. OK, but I still have specific reasons to have in my game a different load order than the one LOOT proposes. What do I do?
                              2. +
                              3. I've run LOOT with obsolete versions of some plugins and LOOT didn't tell me to update them! How come?
                              -

                              Common Issues

                              -
                                -
                              1. I'm getting Git errors when LOOT tries to update its masterlist. How do I fix this?
                              2. -
                              3. LOOT's window is blank when I'm starting it through Mod Organizer. What's up?
                              4. -
                              5. LOOT shows the wrong or no version number for some plugins. Why?
                              6. -
                              7. A game is installed, but LOOT cannot detect it. How do I fix this?
                              8. -
                              9. When LOOT updates the load order, it removes line breaks from plugins.txt and loadorder.txt. Won't this break something?
                              10. -
                              11. I'm using a proxy to connect to the Internet. How do I configure LOOT's masterlist updater to use it?
                              12. + +

                                Common Issues

                                + +
                                  +
                                1. I'm getting Git errors when LOOT tries to update its masterlist. How do I fix this?
                                2. +
                                3. LOOT's window is blank when I'm starting it through Mod Organizer. What's up?
                                4. +
                                5. LOOT shows the wrong or no version number for some plugins. Why?
                                6. +
                                7. A game is installed, but LOOT cannot detect it. How do I fix this?
                                8. +
                                9. When LOOT updates the load order, it removes line breaks from plugins.txt and loadorder.txt. Won't this break something?
                                10. +
                                11. I'm using a proxy to connect to the Internet. How do I configure LOOT's masterlist updater to use it?
                                -

                                Questions

                                -
                                -

                                General Information

                                -
                                What happened to BOSS v3?
                                + +

                                General Information

                                + +
                                What happened to BOSS v3?
                                +

                                LOOT is BOSS v3. It got turned into a separate utility because concerns were raised about the major changes in expected functionality between v2 and v3.

                                -
                                Do I have to switch from BOSS to LOOT?
                                + +
                                Do I have to switch from BOSS to LOOT?
                                +

                                No. However, most of BOSS's current contributors are now more interested in contributing to LOOT, so BOSS will likely lag further behind in getting unrecognised plugins recognised as time goes on. One of the many improvements in LOOT is that it has no unrecognised plugins.

                                -
                                Is there anything I should bear in mind when switching to LOOT?
                                + +
                                Is there anything I should bear in mind when switching to LOOT?
                                +

                                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:

                                -
                                  -
                                1. Make a backup of your current .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.
                                2. -
                                3. Make a backup of your load order files, plugins.txt and loadorder.txt, which are found in the %LOCALAPPDATA%\Skyrim folder.
                                4. + +
                                    +
                                  1. Make a backup of your current .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.
                                  2. +
                                  3. Make a backup of your load order files, 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.

                                  -
                                  I have a SkyProc patcher that runs BOSS. How do I get it to run LOOT instead?
                                  + +
                                  I have a SkyProc patcher that runs BOSS. How do I get it to run LOOT instead?
                                  +

                                  LOOT support may be added to SkyProc patchers in time. Until then, you can do the following:

                                  -
                                    -
                                  1. Run LOOT.
                                  2. -
                                  3. Run your SkyProc patcher(s) with the -NOBOSS argument.
                                  4. -
                                  5. Have fun.
                                  6. + +
                                      +
                                    1. Run LOOT.
                                    2. +
                                    3. Run your SkyProc patcher(s) with the -NOBOSS argument.
                                    4. +
                                    5. Have fun.
                                    -
                                    How can LOOT not have unrecognised plugins?
                                    + +
                                    How can LOOT not have unrecognised plugins?
                                    +

                                    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.

                                    -
                                    Does LOOT sort based only on plugin content?
                                    + +
                                    Does LOOT sort based only on plugin content?
                                    +

                                    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.

                                    -
                                    How can the load order LOOT gives be right if BOSS gives a very different load order?
                                    + +
                                    How can the load order LOOT gives be right if BOSS gives a very different load order?
                                    +

                                    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.

                                    -
                                    I'm still suspicious that LOOT is ordering plugin X after plugin Y. How do I double-check the ordering?
                                    -

                                    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. Alternatively, selecting a plugin in LOOT before applying a sorted load order and ticking the "Show only conflicting plugins" checkbox will let you see if the two plugins conflict at all (though it will also show plugins with BSAs if the selected plugin loads a BSA).

                                    -
                                    -

                                    Using LOOT

                                    -
                                    OK, but I still have specific reasons to have in my game a different load order than the one LOOT proposes. What do I do?
                                    + +
                                    I'm still suspicious that LOOT is ordering plugin X after plugin Y. How do I double-check the ordering?
                                    + +

                                    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. Alternatively, selecting a plugin in LOOT before applying a sorted load order and ticking the "Show only conflicting plugins" checkbox will let you see if the two plugins conflict at all (though it will also show plugins with BSAs if the selected plugin loads a BSA).

                                    + +

                                    Using LOOT

                                    + +
                                    OK, but I still have specific reasons to have in my game a different load order than the one LOOT proposes. What do I do?
                                    +

                                    Users can supply metadata themselves to alter the order LOOT gives. It's not as precise as the user rules feature offered by BOSS, due to the nature of LOOT's ordering system, but there are two types of metadata that can be supplied to change load order:

                                    +
                                      -
                                    • 'Load After' entries can be used for pairs of specific plugins.
                                    • -
                                    • Priority values can be used when the plugin needs to load before or after many other plugins.
                                    • +
                                    • 'Load After' entries can be used for pairs of specific plugins.
                                    • +
                                    • Priority values can be used when the plugin needs to load before or after many other plugins.
                                    +

                                    Be sure to read LOOT's readme for more information on these.

                                    -
                                    I've run LOOT with obsolete versions of some plugins and LOOT didn't tell me to update them! How come?
                                    + +
                                    I've run LOOT with obsolete versions of some plugins and LOOT didn't tell me to update them! How come?
                                    +

                                    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.

                                    -
                                    -

                                    Common Issues

                                    -
                                    I'm getting Git errors when LOOT tries to update its masterlist. How do I fix this?
                                    + +

                                    Common Issues

                                    + +
                                    I'm getting Git errors when LOOT tries to update its masterlist. How do I fix this?
                                    +

                                    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 or falloutnv as necessary, in the URL and the folder path.

                                    -
                                    LOOT's window is blank when I'm starting it through Mod Organizer. What's up?
                                    + +
                                    LOOT's window is blank when I'm starting it through Mod Organizer. What's up?
                                    +

                                    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.

                                    +

                                    There is also another issue that occasionally 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 also reduces the quality of text displayed in LOOT.

                                    -
                                    LOOT shows the wrong or no version number for some plugins. Why?
                                    + +
                                    LOOT shows the wrong or no version number for some plugins. Why?
                                    +

                                    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.

                                    -
                                    A game is installed, but LOOT cannot detect it. How do I fix this?
                                    + +
                                    A game is installed, but LOOT cannot detect it. How do I fix this?
                                    +

                                    Steam likes to remove 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.

                                    -
                                    When LOOT updates the load order, it removes line breaks from plugins.txt and loadorder.txt. Won't this break something?
                                    + +
                                    When LOOT updates the load order, it removes line breaks from plugins.txt and loadorder.txt. Won't this break something?
                                    +

                                    LOOT has probably just replaced the CR LF line breaks with LF line breaks. It doesn't make any difference to the game.

                                    -
                                    I'm using a proxy to connect to the Internet. How do I configure LOOT's masterlist updater to use it?
                                    + +
                                    I'm using a proxy to connect to the Internet. How do I configure LOOT's masterlist updater to use it?
                                    +

                                    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:

                                    -
                                      -
                                    1. Opening the System item in the Control Panel.
                                    2. -
                                    3. Open the System Properties dialog by clicking the "Advanced system settings" item in the sidebar.
                                    4. -
                                    5. Open the Environmental Variables dialog by clicking the "Environmental Variables..." button in the "Advanced" tab.
                                    6. -
                                    7. In the User variables section, click the "New..." button.
                                    8. -
                                    9. Put https_proxy as the variable name, and the proxy URL as the variable value in the New User Variable dialog.
                                    10. -
                                    11. Click "OK", then "OK" in the Environmental Variables dialog.
                                    12. -
                                    13. Relaunch LOOT.
                                    14. + +
                                        +
                                      1. Opening the System item in the Control Panel.
                                      2. +
                                      3. Open the System Properties dialog by clicking the "Advanced system settings" item in the sidebar.
                                      4. +
                                      5. Open the Environmental Variables dialog by clicking the "Environmental Variables..." button in the "Advanced" tab.
                                      6. +
                                      7. In the User variables section, click the "New..." button.
                                      8. +
                                      9. Put https_proxy as the variable name, and the proxy URL as the variable value in the New User Variable dialog.
                                      10. +
                                      11. Click "OK", then "OK" in the Environmental Variables dialog.
                                      12. +
                                      13. Relaunch LOOT.
                                      diff --git a/docs/help/Setting-Windows'-File-Permissions.html b/docs/help/Setting-Windows'-File-Permissions.html index 19158d1..909836a 100644 --- a/docs/help/Setting-Windows'-File-Permissions.html +++ b/docs/help/Setting-Windows'-File-Permissions.html @@ -4,17 +4,20 @@ title: Setting Windows' File Permissions ---

                                      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:

                                      -
                                        -
                                      1. Install the game outside the 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.
                                      2. -
                                      3. Deactivate UAC. This can be done from the Control Panel, and will turn UAC off across the whole of your computer. It is up to you whether you feel that you have adequate security measures in place to do this without risk.
                                      4. -
                                      5. Give yourself "Full Control" permissions over your game install folder. This will allow you to make any edits you desire while keeping UAC active and on guard for any edits made by programs you do not run, and also means that you do not need to reinstall your game to a new location.
                                      6. -
                                      7. Run LOOT as an Administrator. Right-click the LOOT executable, or the shortcut if launching from a shortcut, and select "Run as administrator".
                                      8. + +
                                          +
                                        1. Install the game outside the 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.
                                        2. +
                                        3. Deactivate UAC. This can be done from the Control Panel, and will turn UAC off across the whole of your computer. It is up to you whether you feel that you have adequate security measures in place to do this without risk.
                                        4. +
                                        5. Give yourself "Full Control" permissions over your game install folder. This will allow you to make any edits you desire while keeping UAC active and on guard for any edits made by programs you do not run, and also means that you do not need to reinstall your game to a new location.
                                        6. +
                                        7. Run LOOT as an Administrator. Right-click the LOOT executable, or the shortcut if launching from a shortcut, and select "Run as administrator".
                                        -

                                        For those that wish to take the third option and give themselves "Full Control" permissions, here is a guide:

                                        -
                                          -
                                        1. Right-click the folder you wish to change the permissions for, and select "Properties".
                                        2. -
                                        3. In "Properties", select the "Security" tab, and click the "Edit..." button. A UAC prompt may appear, simply allow yourself to continue.
                                        4. -
                                        5. In the "Group or user names" box, select the "Users" option.
                                        6. -
                                        7. In the lower box, check the box opposite "Full Control" in the "Allow" column. Press OK to exit. If a UAC prompt appears, allow the change.
                                        8. -
                                        9. In the "Properties" window, select OK to exit. You should now have Full Control permissions over your chosen folder.
                                        10. + +

                                          For those that wish to take the third option and give themselves "Full Control" permissions, here is a guide:

                                          + +
                                            +
                                          1. Right-click the folder you wish to change the permissions for, and select "Properties".
                                          2. +
                                          3. In "Properties", select the "Security" tab, and click the "Edit..." button. A UAC prompt may appear, simply allow yourself to continue.
                                          4. +
                                          5. In the "Group or user names" box, select the "Users" option.
                                          6. +
                                          7. In the lower box, check the box opposite "Full Control" in the "Allow" column. Press OK to exit. If a UAC prompt appears, allow the change.
                                          8. +
                                          9. In the "Properties" window, select OK to exit. You should now have Full Control permissions over your chosen folder.
                                          diff --git a/docs/help/Using-Noto-fonts-for-Chinese-and-Korean-in-LOOT.html b/docs/help/Using-Noto-fonts-for-Chinese-and-Korean-in-LOOT.html index 58aeae4..6be9371 100644 --- a/docs/help/Using-Noto-fonts-for-Chinese-and-Korean-in-LOOT.html +++ b/docs/help/Using-Noto-fonts-for-Chinese-and-Korean-in-LOOT.html @@ -4,11 +4,15 @@ title: Using Noto Fonts for Chinese and Korean in LOOT ---

                                          Note: This information applies to very recent LOOT code. At time of writing, no release or build has been made available that includes the features described below.

                                          +

                                          As of LOOT v0.7, translations exist for Simplified Chinese and Korean. LOOT supports the use of Google's Noto fonts for these languages, in order to provide a more pleasant reading experience. However, due to their size, they are not included in LOOT's installer or archive.

                                          +

                                          To use the Noto fonts with LOOT:

                                          -
                                            -
                                          1. Download the Simplified Chinese and/or Korean fonts from Google.
                                          2. -
                                          3. Extract the downloaded archives and place the *.otf files they contain into your %LOOT%/resources/report/fonts/ folder, where %LOOT% is LOOT's installation directory.
                                          4. -
                                          5. If you have LOOT open, close and re-launch it. It will detect and load the Noto fonts.
                                          6. + +
                                              +
                                            1. Download the Simplified Chinese and/or Korean fonts from Google.
                                            2. +
                                            3. Extract the downloaded archives and place the *.otf files they contain into your %LOOT%/resources/report/fonts/ folder, where %LOOT% is LOOT's installation directory.
                                            4. +
                                            5. If you have LOOT open, close and re-launch it. It will detect and load the Noto fonts.
                                            -

                                            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.

                                            + +

                                            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/team/Making-A-Release.html b/docs/team/Making-A-Release.html index d0d2a26..261c3ff 100644 --- a/docs/team/Making-A-Release.html +++ b/docs/team/Making-A-Release.html @@ -4,31 +4,39 @@ title: Making A Release ---

                                            What needs to be done to release a new version of LOOT.

                                            -

                                            Preparation

                                            -
                                              -
                                            1. Make sure that the release date and version history have been updated in the readme and src/api/api.h.
                                            2. -
                                            3. Update the version numbers in src/api/api.h, src/backend/globals.cpp.in, src/resource.rc and scripts/installer.iss.
                                            4. -
                                            5. Compile the .mo translation files from the .po files in the loot repository.
                                            6. -
                                            7. Generate a new LaTeX copy of the API documentation, and from that generate a PDF.
                                            8. + +

                                              Preparation

                                              + +
                                                +
                                              1. Make sure that the release date and version history have been updated in the readme and src/api/api.h.
                                              2. +
                                              3. Update the version numbers in src/api/api.h, src/backend/globals.cpp.in, src/resource.rc and scripts/installer.iss.
                                              4. +
                                              5. Compile the .mo translation files from the .po files in the loot repository.
                                              6. +
                                              7. Generate a new LaTeX copy of the API documentation, and from that generate a PDF.
                                              -

                                              Masterlists

                                              -
                                                -
                                              1. If the new release makes metadata syntax changes:
                                              2. -
                                              3. For each masterlist, create a new version branch for that release.
                                              4. -
                                              5. For each masterlist, set the default repository branch on GitHub to the new branch.
                                              6. -
                                              7. Update the default masterlist branch settings for each game, in src/backend/game/game_settings.cpp and src/gui/loot_state.cpp.
                                              8. -
                                              9. Update the "update released" message version check in each masterlist's previous version branch.
                                              10. + +

                                                Masterlists

                                                + +
                                                  +
                                                1. If the new release makes metadata syntax changes:
                                                2. +
                                                3. For each masterlist, create a new version branch for that release.
                                                4. +
                                                5. For each masterlist, set the default repository branch on GitHub to the new branch.
                                                6. +
                                                7. Update the default masterlist branch settings for each game, in src/backend/game/game_settings.cpp and src/gui/loot_state.cpp.
                                                8. +
                                                9. Update the "update released" message version check in each masterlist's previous version branch.
                                                -

                                                Packaging

                                                -
                                                  -
                                                1. Build an x86 LOOT executable.
                                                2. -
                                                3. Build an x86 LOOT API DLL.
                                                4. -
                                                5. Run the installer script.
                                                6. -
                                                7. Run the archiver archive.
                                                8. + +

                                                  Packaging

                                                  + +
                                                    +
                                                  1. Build an x86 LOOT executable.
                                                  2. +
                                                  3. Build an x86 LOOT API DLL.
                                                  4. +
                                                  5. Run the installer script.
                                                  6. +
                                                  7. Run the archiver archive.
                                                  -

                                                  Release!

                                                  -
                                                    -
                                                  1. Create a release in GitHub's loot/loot repository and add installer and both archives (application and API) to it.
                                                  2. -
                                                  3. Commit the release's documentation to an appropriate subfolder in the docs directory of LOOT's website repository, and update docs/index.html to list it.
                                                  4. -
                                                  5. Post an announcement in the official forum thread.
                                                  6. + +

                                                    Release!

                                                    + +
                                                      +
                                                    1. Create a release in GitHub's loot/loot repository and add installer and both archives (application and API) to it.
                                                    2. +
                                                    3. Commit the release's documentation to an appropriate subfolder in the docs directory of LOOT's website repository, and update docs/index.html to list it.
                                                    4. +
                                                    5. Post an announcement in the official forum thread.
                                                    diff --git a/docs/team/Team-Member-Responsibilities.html b/docs/team/Team-Member-Responsibilities.html index ca62bd3..7b14dac 100644 --- a/docs/team/Team-Member-Responsibilities.html +++ b/docs/team/Team-Member-Responsibilities.html @@ -3,21 +3,34 @@ layout: page title: Team Member Responsibilities --- -

                                                    Introduction

                                                    +

                                                    Introduction

                                                    +

                                                    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 Maintainers

                                                    + + +

                                                    Masterlist Maintainers

                                                    +

                                                    For the game(s) which masterlist(s) you maintain:

                                                    +
                                                      -
                                                    • Consider and make any changes suggested on the forum thread or by PM (discuss the changes first if you think it is warranted).
                                                    • -
                                                    • Merge any pull requests which make changes you think are appropriate. If a pull request makes any inappropriate changes, discuss them with the author in the pull request's message thread.
                                                    • -
                                                    • Create a new forum thread whenever the current one reaches its 200 post limit. See Thread Management for instructions.
                                                    • +
                                                    • Consider and make any changes suggested on the forum thread or by PM (discuss the changes first if you think it is warranted).
                                                    • +
                                                    • Merge any pull requests which make changes you think are appropriate. If a pull request makes any inappropriate changes, discuss them with the author in the pull request's message thread.
                                                    • +
                                                    • Create a new forum thread whenever the current one reaches its 200 post limit. See Thread Management for instructions.
                                                    -

                                                    Admins

                                                    + +

                                                    Admins

                                                    +

                                                    When discussions on policy or particular changes reach a stalemate, you get to make a decision on the result. That doesn't mean people will listen, of course... :P It's always good to try to reach consensus, and other admins can also make a different decision, so you might still have to argue it over with them.

                                                    +

                                                    You're also a more visible contact point for people with queries about LOOT, people may send you PMs with changes too. Just answer queries as best you can, or forward them on to those who you think could answer them better, and either make changes/additions yourself or post them into the relevant thread for the regular maintainers to process.

                                                    +

                                                    Finally, you're 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:

                                                    +
                                                      -
                                                    • If someone who hasn't contributed on GitHub asks for addition to the team, politely refer them to the How To Contribute wiki page, saying that they can contribute without being a team member.
                                                    • -
                                                    • If someone who has contributed on GitHub asks for addition to the team, take a look at their contributions (on their user page, in the "Repositories contributed to" list) and see if their contributions have been accepted or not to decide whether or not to grant them access. If their most recent pull requests have been rejected, it may be better to reply with a polite "not until we're happy with your contributions" message.
                                                    • +
                                                    • If someone who hasn't contributed on GitHub asks for addition to the team, politely refer them to the How To Contribute wiki page, saying that they can contribute without being a team member.
                                                    • +
                                                    • If someone who has contributed on GitHub asks for addition to the team, take a look at their contributions (on their user page, in the "Repositories contributed to" list) and see if their contributions have been accepted or not to decide whether or not to grant them access. If their most recent pull requests have been rejected, it may be better to reply with a polite "not until we're happy with your contributions" message.
                                                    -

                                                    To add a GitHub user to the team, go to the Looters team page and click the "Add member" button, then enter their username in the search box displayed and select the correct match. Then, go to the Team Members wiki page and add their names to the list.

                                                    + +

                                                    To add a GitHub user to the team, go to the Looters team page and click the "Add member" button, then enter their username in the search box displayed and select the correct match. Then, go to the Team Members wiki page and add their names to the list.

                                                    + +

                                                    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-Members.html b/docs/team/Team-Members.html index 533f5aa..13cc908 100644 --- a/docs/team/Team-Members.html +++ b/docs/team/Team-Members.html @@ -4,6 +4,7 @@ title: Team Members ---

                                                    Since team members are contact points for LOOT users, the table below gives the usernames of each team member on GitHub, the Bethesda Softworks forums and the Nexus forums, in alphabetical order.

                                                    +
              Member diff --git a/docs/team/Team-Policies.html b/docs/team/Team-Policies.html index 147e485..e0b6bdb 100644 --- a/docs/team/Team-Policies.html +++ b/docs/team/Team-Policies.html @@ -4,10 +4,17 @@ 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.

              -

              Plugin Addition

              + +

              Plugin Addition

              +

              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).

              - + +

              Link Requesting

              +

              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 index d92b116..ad5684d 100644 --- a/docs/team/Thread-Management.html +++ b/docs/team/Thread-Management.html @@ -3,12 +3,18 @@ layout: page title: Thread Management --- -

              Introduction

              +

              Introduction

              +

              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 link at the bottom of the website's root index.html file. The masterlists may also have a link to the forum thread that would need updating, so quickly check them.

              -

              The Opening Post

              + +

              The Opening Post

              +

              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.
              
              From ca0f82febbb78699e9ae13b687c41ff31e588c20 Mon Sep 17 00:00:00 2001
              From: Oliver Hamlet 
              Date: Sat, 9 Apr 2016 17:23:00 +0100
              Subject: [PATCH 225/236] Update FAQ content
              
              ---
               docs/help/LOOT-FAQs.html | 33 ++++++++++++++++-----------------
               1 file changed, 16 insertions(+), 17 deletions(-)
              
              diff --git a/docs/help/LOOT-FAQs.html b/docs/help/LOOT-FAQs.html
              index 25b2159..cdf6d29 100644
              --- a/docs/help/LOOT-FAQs.html
              +++ b/docs/help/LOOT-FAQs.html
              @@ -5,7 +5,7 @@ title: FAQs
               
               

              Contents

              -

              General Information

              +

              Moving From BOSS

              1. What happened to BOSS v3?
              2. @@ -15,12 +15,12 @@ title: FAQs
              3. How can LOOT not have unrecognised plugins?
              4. Does LOOT sort based only on plugin content?
              5. How can the load order LOOT gives be right if BOSS gives a very different load order?
              6. -
              7. I'm still suspicious that LOOT is ordering plugin X after plugin Y. How do I double-check the ordering?

              Using LOOT

              -
                +
                  +
                1. I'm suspicious that LOOT is ordering plugin X after plugin Y. How do I double-check the ordering?
                2. OK, but I still have specific reasons to have in my game a different load order than the one LOOT proposes. What do I do?
                3. I've run LOOT with obsolete versions of some plugins and LOOT didn't tell me to update them! How come?
                @@ -36,15 +36,15 @@ title: FAQs
              1. I'm using a proxy to connect to the Internet. How do I configure LOOT's masterlist updater to use it?
              -

              General Information

              +

              Moving From BOSS

              What happened to BOSS v3?
              -

              LOOT is BOSS v3. It got turned into a separate utility because concerns were raised about the major changes in expected functionality between v2 and v3.

              +

              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.

              Do I have to switch from BOSS to LOOT?
              -

              No. However, most of BOSS's current contributors are now more interested in contributing to LOOT, so BOSS will likely lag further behind in getting unrecognised plugins recognised as time goes on. One of the many improvements in LOOT is that it has no unrecognised plugins.

              +

              No. However, BOSS is no longer maintained for games other than Oblivion, and LOOT generally provides superior functionality.

              Is there anything I should bear in mind when switching to LOOT?
              @@ -79,15 +79,15 @@ title: FAQs

              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.

              -
              I'm still suspicious that LOOT is ordering plugin X after plugin Y. How do I double-check the ordering?
              - -

              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. Alternatively, selecting a plugin in LOOT before applying a sorted load order and ticking the "Show only conflicting plugins" checkbox will let you see if the two plugins conflict at all (though it will also show plugins with BSAs if the selected plugin loads a BSA).

              -

              Using LOOT

              -
              OK, but I still have specific reasons to have in my game a different load order than the one LOOT proposes. What do I do?
              +
              I'm suspicious that LOOT is ordering plugin X after plugin Y. How do I double-check the ordering?
              -

              Users can supply metadata themselves to alter the order LOOT gives. It's not as precise as the user rules feature offered by BOSS, due to the nature of LOOT's ordering system, but there are two types of metadata that can be supplied to change load order:

              +

              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.

              + +
              I have specific reasons to have in my game a different load order than the one LOOT proposes. What do I do?
              + +

              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:

              • 'Load After' entries can be used for pairs of specific plugins.
              • @@ -108,13 +108,13 @@ title: FAQs

                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 or falloutnv as necessary, in the URL and the folder path.

                +

                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.

                LOOT's window is blank when I'm starting it through Mod Organizer. What's up?

                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.

                -

                There is also another issue that occasionally 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 also reduces the quality of text displayed in LOOT.

                +

                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.

                LOOT shows the wrong or no version number for some plugins. Why?
                @@ -122,13 +122,12 @@ title: FAQs
                A game is installed, but LOOT cannot detect it. How do I fix this?
                -

                Steam likes to remove 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.

                - +

                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.

                When LOOT updates the load order, it removes line breaks from plugins.txt and loadorder.txt. Won't this break something?
                -

                LOOT has probably just replaced the CR LF line breaks with LF line breaks. It doesn't make any difference to the game.

                +

                LOOT has just replaced the CR LF line breaks with LF line breaks. It doesn't make any difference to the game.

                I'm using a proxy to connect to the Internet. How do I configure LOOT's masterlist updater to use it?
                From 7df32c0f3ff25ba2c0da5032e09639a27761ce44 Mon Sep 17 00:00:00 2001 From: Oliver Hamlet Date: Sat, 9 Apr 2016 17:30:23 +0100 Subject: [PATCH 226/236] Update Noto font page content --- .../help/Using-Noto-fonts-for-Chinese-and-Korean-in-LOOT.html | 4 +--- 1 file changed, 1 insertion(+), 3 deletions(-) diff --git a/docs/help/Using-Noto-fonts-for-Chinese-and-Korean-in-LOOT.html b/docs/help/Using-Noto-fonts-for-Chinese-and-Korean-in-LOOT.html index 6be9371..c6579f7 100644 --- a/docs/help/Using-Noto-fonts-for-Chinese-and-Korean-in-LOOT.html +++ b/docs/help/Using-Noto-fonts-for-Chinese-and-Korean-in-LOOT.html @@ -3,9 +3,7 @@ layout: page title: Using Noto Fonts for Chinese and Korean in LOOT --- -

                Note: This information applies to very recent LOOT code. At time of writing, no release or build has been made available that includes the features described below.

                - -

                As of LOOT v0.7, translations exist for Simplified Chinese and Korean. LOOT supports the use of Google's Noto fonts for these languages, in order to provide a more pleasant reading experience. However, due to their size, they are not included in LOOT's installer or archive.

                +

                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:

                From dd616eee5792d78bce3270289da98922fff1270c Mon Sep 17 00:00:00 2001 From: Oliver Hamlet Date: Sat, 9 Apr 2016 17:47:16 +0100 Subject: [PATCH 227/236] Delete team members page It's not particularly useful, since most members use the same or similar usernames across GitHub, Bethesda Forums and Nexus Mods and there are enough members visible on the organisation's People page, making it unnecessary overhead that's just likely to become outdated. --- docs/contributing/How-To-Contribute.html | 4 +-- docs/index.html | 1 - docs/team/Team-Member-Responsibilities.html | 4 +-- docs/team/Team-Members.html | 27 --------------------- 4 files changed, 3 insertions(+), 33 deletions(-) delete mode 100644 docs/team/Team-Members.html diff --git a/docs/contributing/How-To-Contribute.html b/docs/contributing/How-To-Contribute.html index c6647d0..4fc24b9 100644 --- a/docs/contributing/How-To-Contribute.html +++ b/docs/contributing/How-To-Contribute.html @@ -35,7 +35,7 @@ title: How To Contribute

                Joining the Team

                -

                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.

                +

                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.

                Contributing as a Team Member

                @@ -50,6 +50,6 @@ title: How To Contribute

                Getting Help

                -

                If you have any problems or questions regarding anything relating to LOOT, feel free to ask team members questions: the Team Members page lists members' usernames on the Bethesda Softworks Forums, Nexus Forums and GitHub.

                +

                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/index.html b/docs/index.html index b6a2923..036782e 100644 --- a/docs/index.html +++ b/docs/index.html @@ -43,7 +43,6 @@ permalink: /docs/

                Team

                  -
                • Team Members
                • Team Member Responsibilities
                • Making A Release
                • Thread Management
                • diff --git a/docs/team/Team-Member-Responsibilities.html b/docs/team/Team-Member-Responsibilities.html index 7b14dac..aa2618c 100644 --- a/docs/team/Team-Member-Responsibilities.html +++ b/docs/team/Team-Member-Responsibilities.html @@ -31,6 +31,4 @@ title: Team Member Responsibilities
                • If someone who has contributed on GitHub asks for addition to the team, take a look at their contributions (on their user page, in the "Repositories contributed to" list) and see if their contributions have been accepted or not to decide whether or not to grant them access. If their most recent pull requests have been rejected, it may be better to reply with a polite "not until we're happy with your contributions" message.
                -

                To add a GitHub user to the team, go to the Looters team page and click the "Add member" button, then enter their username in the search box displayed and select the correct match. Then, go to the Team Members wiki page and add their names to the list.

                - -

                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.

                +

                To add a GitHub user to the team, go to the Looters team page and click the "Add member" button, then enter their username in the search box displayed and select the correct match. Then, 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-Members.html b/docs/team/Team-Members.html deleted file mode 100644 index 13cc908..0000000 --- a/docs/team/Team-Members.html +++ /dev/null @@ -1,27 +0,0 @@ ---- -layout: page -title: Team Members ---- - -

                Since team members are contact points for LOOT users, the table below gives the usernames of each team member on GitHub, the Bethesda Softworks forums and the Nexus forums, in alphabetical order.

                - - - - -
                Member -
                GitHubBethesdaNexus -
                Aellis-BOSSAellisA.ellis -
                egocarib -
                Freso -
                ineedbettername- -
                LotteryDiscountz -
                niveuseverto -
                noxwylliyumichan -
                PacificMorrowind -
                Sharlikran -
                SilentSpikeSilentSpike69 -
                TokcDKTokc.D.K. -
                William-ImmWilliam ImmWilliamImm -
                WrinklyNinja -
                -

                (This page is linked to in the readme, so should not be deleted.)

                From 8c84d0e4482f43cf83846a2117d00823d2059d81 Mon Sep 17 00:00:00 2001 From: Oliver Hamlet Date: Sat, 9 Apr 2016 17:57:14 +0100 Subject: [PATCH 228/236] Update content for Team Member Responsibilities page Update some instructions to reflect GitHub changes, and remove outdated information. --- docs/team/Team-Member-Responsibilities.html | 21 ++++++++++----------- 1 file changed, 10 insertions(+), 11 deletions(-) diff --git a/docs/team/Team-Member-Responsibilities.html b/docs/team/Team-Member-Responsibilities.html index aa2618c..caf5203 100644 --- a/docs/team/Team-Member-Responsibilities.html +++ b/docs/team/Team-Member-Responsibilities.html @@ -7,28 +7,27 @@ title: Team Member Responsibilities

                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

                -

                Masterlist Maintainers

                - -

                For the game(s) which masterlist(s) you maintain:

                +

                Masterlist maintenance involves:

                  -
                • Consider and make any changes suggested on the forum thread or by PM (discuss the changes first if you think it is warranted).
                • -
                • Merge any pull requests which make changes you think are appropriate. If a pull request makes any inappropriate changes, discuss them with the author in the pull request's message thread.
                • -
                • Create a new forum thread whenever the current one reaches its 200 post limit. See Thread Management for instructions.
                • +
                • Considering and making any changes suggested on the forum thread or by PM (discuss the changes first if you think it is warranted).
                • +
                • Merging any pull requests which make changes you think are appropriate. If a pull request makes any inappropriate changes, discuss them with the author in the pull request's message thread.
                • +
                • Create a new forum thread whenever the current one reaches its 200 post limit.
                -

                Admins

                +

                Thread Management

                -

                When discussions on policy or particular changes reach a stalemate, you get to make a decision on the result. That doesn't mean people will listen, of course... :P It's always good to try to reach consensus, and other admins can also make a different decision, so you might still have to argue it over with them.

                +

                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. -

                You're also a more visible contact point for people with queries about LOOT, people may send you PMs with changes too. Just answer queries as best you can, or forward them on to those who you think could answer them better, and either make changes/additions yourself or post them into the relevant thread for the regular maintainers to process.

                +

                Membership Management

                -

                Finally, you're 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:

                +

                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:

                • If someone who hasn't contributed on GitHub asks for addition to the team, politely refer them to the How To Contribute wiki page, saying that they can contribute without being a team member.
                • If someone who has contributed on GitHub asks for addition to the team, take a look at their contributions (on their user page, in the "Repositories contributed to" list) and see if their contributions have been accepted or not to decide whether or not to grant them access. If their most recent pull requests have been rejected, it may be better to reply with a polite "not until we're happy with your contributions" message.
                -

                To add a GitHub user to the team, go to the Looters team page and click the "Add member" button, then enter their username in the search box displayed and select the correct match. Then, ask them to publicize their membership: they don't have to, but it helps people outside the team find members.

                +

                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.

                From 44ee849fafa9008aacd3b7263dcf9654ef53689f Mon Sep 17 00:00:00 2001 From: Oliver Hamlet Date: Sat, 9 Apr 2016 18:00:05 +0100 Subject: [PATCH 229/236] Update Making A Release page content --- docs/team/Making-A-Release.html | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/docs/team/Making-A-Release.html b/docs/team/Making-A-Release.html index 261c3ff..da967af 100644 --- a/docs/team/Making-A-Release.html +++ b/docs/team/Making-A-Release.html @@ -3,7 +3,7 @@ layout: page title: Making A Release --- -

                What needs to be done to release a new version of LOOT.

                +

                This page describes what needs to be done when releasing a new version of LOOT.

                Preparation

                @@ -16,12 +16,12 @@ title: Making A Release

                Masterlists

                +

                Update the "update released" message version check in each masterlist's default branch. If the new release makes metadata syntax changes:

                +
                  -
                1. If the new release makes metadata syntax changes:
                2. For each masterlist, create a new version branch for that release.
                3. For each masterlist, set the default repository branch on GitHub to the new branch.
                4. Update the default masterlist branch settings for each game, in src/backend/game/game_settings.cpp and src/gui/loot_state.cpp.
                5. -
                6. Update the "update released" message version check in each masterlist's previous version branch.

                Packaging

                @@ -30,7 +30,7 @@ title: Making A Release
              • Build an x86 LOOT executable.
              • Build an x86 LOOT API DLL.
              • Run the installer script.
              • -
              • Run the archiver archive.
              • +
              • Run the archiver script.
              • Release!

                From 578f9176014164c61fc872bb2d22a9cc7b9f1849 Mon Sep 17 00:00:00 2001 From: Oliver Hamlet Date: Sat, 9 Apr 2016 18:04:31 +0100 Subject: [PATCH 230/236] Update Thread Management's OP template --- docs/team/Thread-Management.html | 25 ++++++++++++++----------- 1 file changed, 14 insertions(+), 11 deletions(-) diff --git a/docs/team/Thread-Management.html b/docs/team/Thread-Management.html index ad5684d..dba6a61 100644 --- a/docs/team/Thread-Management.html +++ b/docs/team/Thread-Management.html @@ -7,7 +7,7 @@ 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.

                +

                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 link at the bottom of the website's root index.html file. The masterlists may also have a link to the forum thread that would need updating, so quickly check them.

                @@ -21,28 +21,31 @@ A plugin load order optimiser for TES IV: Oblivion, TES V: Skyrim, Fallout 3 and [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. +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]. +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/0.6.0/LOOT%20Readme.html]readme[/url] for more information.[/i] +[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=1457784]Thread #1[/topic] -[topic=1474045]Thread #2[/topic] -[topic=1486582]Thread #3[/topic] -[topic=1490680]Thread #4[/topic] -[topic=1492334]Thread #5[/topic] -[topic=1496381]Thread #6[/topic] [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] [/spoiler]
              From 1a2a4024b3445679c4d75d88f47b44fa3e67e1cb Mon Sep 17 00:00:00 2001 From: Oliver Hamlet Date: Sat, 9 Apr 2016 18:52:50 +0100 Subject: [PATCH 231/236] Update How To Contribute page content Replace reference to repository master branch with default branch, and GFW with GitHub Desktop. --- docs/contributing/How-To-Contribute.html | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/docs/contributing/How-To-Contribute.html b/docs/contributing/How-To-Contribute.html index 4fc24b9..2a3923c 100644 --- a/docs/contributing/How-To-Contribute.html +++ b/docs/contributing/How-To-Contribute.html @@ -43,8 +43,8 @@ title: How To Contribute
              1. Make sure that your local repository is in sync with the online repository before and after you make any changes. This helps to avoid conflicts.
              2. -
              3. It's always best to make commits in your own branch, and merge them into the repository's master branch when you're done working. For one-off commits the advantage is not so clear, but if you are making a set of commits with a common theme, a branch will help keep things organised.
              4. -
              5. If you have committed changes to your local repository, and someone else synced their changes to the online repository after you last synced, then you may need to manually merge the changes. You'll know if you have to do this because GFW will give you an error message when you try to sync, in which case see Resolving Conflicts.
              6. +
              7. It's always best to make commits in a new branch, and merge them into the repository's default branch when you're done working. For one-off commits the advantage is not so clear, but if you are making a set of commits with a common theme, a branch will help keep things organised.
              8. +
              9. If you have committed changes to your local repository, and someone else synced their changes to the online repository after you last synced, then you may need to manually merge the changes. You'll know if you have to do this because GitHub Desktop will give you an error message when you try to sync, in which case see Resolving Conflicts.
              10. You should also have a read of the Team Policies and Team Member Responsibilities pages to familiarise yourself with their contents.
              From e649c0c2bff652c7e167d3688f335bcc8b780b62 Mon Sep 17 00:00:00 2001 From: Oliver Hamlet Date: Sat, 9 Apr 2016 19:09:20 +0100 Subject: [PATCH 232/236] Update Masterlist Editing page content Add fallout4 option to masterlist search parameters information, and reword message substitutions information. --- docs/contributing/Masterlist-Editing.html | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/docs/contributing/Masterlist-Editing.html b/docs/contributing/Masterlist-Editing.html index 87fdae0..72c0ef9 100644 --- a/docs/contributing/Masterlist-Editing.html +++ b/docs/contributing/Masterlist-Editing.html @@ -79,7 +79,7 @@ url: [ 'http://oblivion.nexusmods.com/mods/15256' ]
              http://loot.github.io/search/?game=<game>&search=<search>
              -

              where <game> can be one of oblivion, skyrim, fallout3 and falloutnv. <search> is the string you want to search for.

              +

              where <game> can be one of oblivion, skyrim, fallout3, falloutnv or fallout4. <search> is the string you want to search for.

              Common Metadata

              @@ -159,4 +159,4 @@ plugins:

              Message Substitutions

              -

              LOOT v0.7 adds support for metadata message string substitutions. However, this is implemented so that the substitution occurs during parsing, and the pre-substitution message string and substituted strings are not retained in memory. An example consequence of this is that a metadata file written by LOOT will not retain subs keys, or any specifiers in message content strings.

              +

              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.

              From 33ec05a1ec5cba5fdb45f675b3ff224283d9986c Mon Sep 17 00:00:00 2001 From: Oliver Hamlet Date: Sat, 9 Apr 2016 19:11:44 +0100 Subject: [PATCH 233/236] Update masterlist testing instructions --- docs/contributing/Quickly-Testing-Your-Masterlist-Changes.html | 3 +-- 1 file changed, 1 insertion(+), 2 deletions(-) diff --git a/docs/contributing/Quickly-Testing-Your-Masterlist-Changes.html b/docs/contributing/Quickly-Testing-Your-Masterlist-Changes.html index 55e441b..a727a62 100644 --- a/docs/contributing/Quickly-Testing-Your-Masterlist-Changes.html +++ b/docs/contributing/Quickly-Testing-Your-Masterlist-Changes.html @@ -7,8 +7,7 @@ title: Quickly Testing Your Masterlist Changes
              1. Run LOOT, and open its settings window.
              2. -
              3. Select the game whose masterlist you want to test, and click "Edit Game...".
              4. -
              5. In the Masterlist Repository URL setting's text box, enter the path to your local repository. Eg. if you have the Skyrim masterlist repository at C:\foo\bar\skyrim, then put that in the box.
              6. +
              7. In the Masterlist Repository URL setting's text box for the game you want to test, enter the path to your local repository. Eg. if you have the Skyrim masterlist repository at C:\foo\bar\skyrim, then put that in the box.
              8. Apply the settings, then close and relaunch LOOT. LOOT will now update using your local repository instead of the online one.
              From 88cd4a15e6aeea1ac5c258ff47cd23921123490e Mon Sep 17 00:00:00 2001 From: Oliver Hamlet Date: Sat, 9 Apr 2016 19:16:04 +0100 Subject: [PATCH 234/236] Update Global Priorities page content --- docs/contributing/Global-Priorities.html | 12 ++++++------ 1 file changed, 6 insertions(+), 6 deletions(-) diff --git a/docs/contributing/Global-Priorities.html b/docs/contributing/Global-Priorities.html index cd0419a..1b9e5d4 100644 --- a/docs/contributing/Global-Priorities.html +++ b/docs/contributing/Global-Priorities.html @@ -3,11 +3,11 @@ layout: page title: Global Priorities --- -

              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".

              +

              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: - Skyrim - Oblivion - Fallout: New Vegas - Fallout 3

              +

              Below are the global priorities as they are grouped for the games currently supported by LOOT.

              -

              Skyrim

              +

              Skyrim

              -1999999 = -999999 Update.esm
               -1999000 = -999000 DLC, Unofficial Patches, SPO
              @@ -34,7 +34,7 @@ title: Global Priorities
               
               

              See loot/skyrim#26 for details.

              -

              Oblivion

              +

              Oblivion

              -400999000 = -999000 Oblivion.esm
               -400980000 = -980000 DLCShiveringIsles.esp
              @@ -60,11 +60,11 @@ title: Global Priorities
               
               

              See loot/oblivion#7 for details.

              -

              Fallout: New Vegas

              +

              Fallout: New Vegas

              To be determined...

              -

              Fallout 3

              +

              Fallout 3

              -400999000 = -999000 Official DLCs, Unofficial patch
               -300990000 = -990000 Patches besides the unofficial patch
              
              From 77be53265cd73ab15c7058551e82a03fd1d022bf Mon Sep 17 00:00:00 2001
              From: Oliver Hamlet 
              Date: Sat, 9 Apr 2016 19:20:44 +0100
              Subject: [PATCH 235/236] Update Resolving Conflicts page content
              
              Replace references to GfW with GitHub Desktop.
              ---
               docs/contributing/Resolving-Conflicts.html | 4 ++--
               1 file changed, 2 insertions(+), 2 deletions(-)
              
              diff --git a/docs/contributing/Resolving-Conflicts.html b/docs/contributing/Resolving-Conflicts.html
              index c5b4f57..02cd5a8 100644
              --- a/docs/contributing/Resolving-Conflicts.html
              +++ b/docs/contributing/Resolving-Conflicts.html
              @@ -5,7 +5,7 @@ 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 GfW and the shell where necessary.

              +

              Below is some guidance for resolving conflicts using GitHub Desktop and the shell where necessary.

              Merging Conflicts In The Same File

              @@ -19,7 +19,7 @@ title: Resolving Conflicts

              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 GfW window, click the "sync" button to update the online repository with your merged revision. You're done!

              +

              Back in the GitHub Desktop window, click the "sync" button to update the online repository with your merged revision. You're done!

              An Example
              From c0fa2aa42dd91bfca3eebfac44ff0f63372f30ec Mon Sep 17 00:00:00 2001 From: Oliver Hamlet Date: Tue, 12 Apr 2016 17:23:44 +0100 Subject: [PATCH 236/236] Updated Thread Management page Add a link to thread #22 to the template, and update the thread link updating instructions. --- docs/team/Thread-Management.html | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) diff --git a/docs/team/Thread-Management.html b/docs/team/Thread-Management.html index dba6a61..3001f1f 100644 --- a/docs/team/Thread-Management.html +++ b/docs/team/Thread-Management.html @@ -9,7 +9,7 @@ title: Thread Management

              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 link at the bottom of the website's root index.html file. The masterlists may also have a link to the forum thread that would need updating, so quickly check them.

              +

              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 Opening Post

              @@ -48,4 +48,5 @@ Previous threads: [topic=1519842]Thread #19[/topic] [topic=1531778]Thread #20[/topic] [topic=1557786]Thread #21[/topic] +[topic=1588424]Thread #22[/topic] [/spoiler]