(though they were almost certainly false positives)
- there is now a 50ms timeout on logging messages
- bugfix: leaked handles after directory searches
Changed pynedit.pro to fetch from 'standard' install location
Changed saveas code to use organizer report rather than uibase - this way it's
not dependant on the vagaries of the include path, and works the same as the
rest of the organiser directory
that appears to remove another search folder AND the configured seach folders seem
to be inherited by processes started from MO (both confirmed only in windows 8.1)
- moved more functionality to game-plugins
- further decoupled management functionality from the UI
- created another "tutorial" which is only a single page with relevant parts of
the ui highlighted with info as tooltips
- addded a workaround for cases where, after a MO update, the stored modlist layout has no size for new columns
- using a webview again for the nexus view of the modinfo dialog
- better error message when bsa parsing fails
- slightly better support for font colors in bbcode converter
- configurator now also uses pyqt5
- bugfix: bsa hashing function converted backslashes to slashes instead of the other way around. hash calculation is still often wrong on folder names...
- process blacklist is now taken from a file if there is one, not hardcoded
- removed workaround for the papyrus compiler
- updated loot client to work with the actual api
- loot client now links with loot32.dll at runtime
- loot client now produces its output in a (json-)file which includes all plugin messages and dirty flags
- fomod installer now tries to parse the xml with several encodings
- fomod installer will now display a diagnostics warning if the jpg imageformat isn't supported
- base preview plugin now tries to be a bit smarter about resizing images to fit the screen
- bugfix: fomod installer no longer tries to open an image even after detecting its invalid
- bugfix: potential null-pointer dereferentiation in getprivateprofile... hooks
- bugfix: potential null-pointer dereferentiation in download manager
- bugfix: internal origin name showed up in one more place
- bugfix: ToString function produced strings that were one (zero-termination-)character too long
- some code cleanup and consolidation
- hook.dll will now report all of its own exceptions
- some more logging during startup
- changed the way urls are encoded for download requests
- now displaying (one of the) process name(s) while waiting for a program to end
- bugfix: spawned processes were forced to leave the job
- extended set of default categories
- more tolerand bbcode parser
- added a few colors for the bbcode parser
- more fixes to qt5 compatibility
- started work on ability to unloading (and thus re-loading) of plugins
- names of plugins are no longer localizable (because those names are also used to store settings)
- added settings to disable individual diagnosis settings
- path of dependencies is now configured in a .pri file instead of environment variablees
- bugfix: if the modid-input is canceled, the id was saved as -1 and wasn't re-requested from the user
- bugfix: moving files with the SHFileOperation-Api didn't update the vfs correctly (still not perfect but better)
- bugfix: attempt to remove the deleter-file seems to have caused error messages for some users
- bugfix: fixed a couple of cases that might have caused the tutorial to hang
Without this the CEF (chromium embedded framework) seems to fail
- bugfix: Fixed an error message when installing a fomod wrapped in an archive
- bugfix: sorting plugins had no effect on non-skyrim games
- bugfix: fomod parser quit installing filelists after one file
- bugfix: function retrieving local appdata path read wrong directory
- added a workaround for download-link handling in chrome
- MO will now create a profile even if the game-launcher has never been run
- bugfix: files weren't cleanly removed from vfs file register
- loot_cli is no longer part of this project. I will probably create a fork of loot that allows command-line usage instead
- loot integration now works with such a modified loot version
- integrated loot will now also integrate incompatibility messages in the MO UI
- overwrite-markers are now updated as the list order is changed
- fnis checker will now always allow the user to ignore fnis errors
- plugin interface now has a function to wait for handles returned from startApplication (which can be job or process handles)
- bugfix: non-mo mods sharing the name with regular mods now have a different internal name
- bugfix: using hotkeys the vanilla game-plugins could be moved
- added a new mod column with icons displaying the content of the mod
- MO now differentiates between mods using an internal name that disambiguates between foreign and regular mods
- when starting an external application MO now wraps the process in a job and waits on that instead. This way MO is not unlocked early when skyrim is started through skse
- mod info dialog no longer offers the esp tab for foreign mods because that caused confusion
- updated translation files
- download directory and mod directory are now created if necessary
- bugfix: staging script created unnecessary copies of translation files
- bugfix: potential invalid array access when trying to determine best mod order
- bugfix: deleter file wasn't removed after esp hiding was disabled
- bugfix: potential access to to un-initialized login reply
- bugfix: changed the initialization order to allow more ui controls to be localized
- Context menu bugfix, previous method of getting rows didn't work when items
were selected in certain ways, e.g. Control-A
- Context menu now uses selectedIndexes(), which always works with all selections.
- Renamed enableFixMods to multipleSelected so same value can be used to decide
whether to show single or plural version of "Delete save(s)"
-- Save game deletion now does Recycle Bin delete (wishlist #675)
-- Save game deletion now also deletes .skse file (bug #687)
-- Can select and delete multiple save games (ExtendedSelection) (wishlist #675)
-- Uses new SaveGame->saveFiles() method to get filenames (eg .ess & .skse)
-- Context menu - "Fix Mods.." option only appears if 1 save is selected
-- Context menu - delete menu option labelled "Delete save" or "Delete saves",
according to 1 or >1 saves selected.
-- Context menu - delete menu confirmation shows list of all selected saves
-- New - SaveGame->saveFiles(), returns all filenames for save (eg. ess + skse)
-- Moved - SaveGameGameBryo->attachedFiles() to SaveGame->attachedFiles()
-- This allows the getting of save file names with just a SaveGame object, not
a GameBryo object, which would do a full file read including plugins and image etc.
-- Therefore SaveGame is no longer abstract.
- Transfer Saves: re-factored to use new SaveGame->saveFiles() method
-- Removed - TransferSavesDialog->getFilesToProcess, now redundant as information
is now provided by SaveGame class itself.
Extended the new ModOrganizer.pro 'make install' steps, to now also copy
$$(BOOSTPATH)\stage\lib\boost_python-vc*-mt-1*.dll
This is the final install step required, so that now ModOrganizer.exe works
fully when a Qt-Creator "Run" step is performed.
The wildcard should pick up the right version of the library regardless of
MSVC compiler version used.
Updated Qt5 version check to the standardised greaterThan check.
Previously, qmake did not detect when code was changed in the static libraries
So for example, changing code in shared/*.cpp and then Build, would not cause
a re-link and re-deploy of ModOrganizer.exe.
This has been fixed by adding PRE_TARGETDEPS references to each project that
depend on static libraries provided by other sub-projects.
These checks are conditional on debug|release, to point to the correct lib.
List of currently configured static library dependency checks -
organizer - mo_shared.lib, bsatk.lib
hookdll - mo_shared.lib, bsatk.lib
shared - bsatk.lib
bsaExtractor - bsatk.lib
I have tested to confirm that changing a shared file results in re-linking and
re-deplomyent of both ModOrganizer.exe and hook.dll.
Note that dependencies have not been configured for DLLs, as these are
loaded dynamically and so recompilation is not required.
But there could be an argument for configuring DLLs as dependencies too -
as if you make a change in DLL code, you might want all clients of the DLL to
be recompiled to check that they have not been broken by the changes?
The downside of that would be extra re-compilation every time.
Many small formatting changes to the majority of .pro files
Consistent style for Qt version checking, using greaterThan(QT_MAJOR_VERSION, 4)
This seems safest, as would continue to work for a future Qt 6 etc.
Note that this makes redudundant the commit before this one, to organizer.pro
Consistent indenting
Moved some file configuration sections to be together with related sections
Moved some installation-related sections (e.g. OUTDIR/DSTDIR) to be at the bottom,
immediately before the related POST_LINK install lines.
Similarly, in some cases separated out CONFIG(debug,.. checks into separate
LIB/INCLUDE sections (high in file) and installation directory sections (low
in file)
Added config to install required libraries to output(d) directory
If the user adds a Deploy step, that runs 'jom install', he will have the
necessary libraries copied to output(d)\dlls
These libraries are -
7z.dll
Qt4 Core Declarative Gui Network OpenGL Script Sql Svg Webkit Xml XmlPatterns
Different set configured for Qt5, e.g. adding Widgets, Qml, Quick
In a debug build, the 'd' DLLs will be used instead.
Qt4 libraries are copied from system Qt4 installation directory.
This allows the Qt-Creator user to hit "Run" in Qt-C and end up with a complete
install, including all DLLs; no manual Exporer copying required.
This therefore removes the need for post-build steps 10 & 11 in Readme.txt.
Future thought - Update all current POST_LINK (x)copy steps to make install?
Fixed DESTDIR in ModOrganizer.pro
It was pointing to source/output(d) before, should be ..\output(d)
It was not used before so didn't matter, but is now referenced for install.
@@ -10,7 +10,7 @@ Please note that if you only want to work on and build a plugin you can save you
Overview:
---------
As of Juli 2014 MO consists of the following subprojects:
As of July 2014 MO consists of the following subprojects:
- organizer: The main userinterface. heavy usage of various libraries
- hookdll: core library of the virtual file system
- uibase: interop between plugins and the main application as well as some reusable functionality
@@ -23,7 +23,7 @@ As of Juli 2014 MO consists of the following subprojects:
- archive: small wrapper library around 7zip for dealing with mod archives. Requires 7zip
- NCC: extension to NMM to provide a binary with command line interface for fomod installation. This is c# code and does not build with the rest of the project. Requires the rest of NMM
- bossdummy: dummy dll that looks like the boss.dll. This is used instead of the real boss dlls in NCC to save some disk space
- pythonrunner: library for embedding python code. Requires boost_python, python 2.7 and pyqt4
- pythonrunner: library for embedding python code. Requires boost_python, python 2.7 and pyqt5
- loot_cli: this is a command line client of loot. This can be better integrated with MO than the official loot client.
And various plugins:
@@ -51,27 +51,19 @@ There are a few more plugins that are either broken or samples
Requirements:
-------------
Visual C++ compiler 2010 (VC 10.0) or up
- Included in visual c++ express 2010 or windows sdk 7.x
Visual C++ compiler 2013 (VC 12.0) or up
- Included in visual c++ express 2013
- Do install windows sdk too if only for the cdb debugger which is included in that package
Note: If you're having trouble installing the windows sdk, you may be affected by this bug: http://support.microsoft.com/kb/2717426
- i.e. "Qt libraries 5.4.0 for Windows (VS 2013, 722 MB)"
- tested: 5.4.0 for Windows 32-bit (VS 2013, OpenGL, 695 MB)
- Install according to instruction
Qt 5 Compatibility:
MO compiles and mostly runs correctly built with Qt 5.3 and VC++ 2013 but
- python plugins haven't been rewritten to use qt5 yet
- pyqt5 isn't distributed as binaries for python 2.7 so this needs to be set up and built first
- tutorial doesn't work because it seems to be impossible to create a transparent Qt Quick control...
- the previewdds plugin only compiles with the opengl variant of the qt 5 distribution
- Qt5 is a bi*** to distribute
boost libraries (http://www.boost.org/)
- tested: 1.55
- Build according to their instructions (using vc++): http://www.boost.org/doc/libs/1_54_0/more/getting_started/windows.html
- tested: 1.56
- Build according to their instructions (using vc++): http://www.boost.org/doc/libs/1_57_0/more/getting_started/windows.html
- A few of the boost libraries need to be built (the rest is header-only). The only compiled libs MO needs (at the time of writing) are
boost_thread (for everything that links agains bsatk) and boost_python (for pythonrunner). You can disable the others to save yourself compile time (even on a modern system compiling boost can easily take an hour)
@@ -87,26 +79,27 @@ zlib (http://www.zlib.net/)
Python 2.7 (32-bit)
- only for pythonrunner
PyQt4 for Python 2.7
- tested: 4.10
PyQt5 for Python 2.7 (http://www.riverbankcomputing.co.uk/software/pyqt/download)
- presumably only for pythonrunner as it's needed for PyQT5
Recommended:
------------
Qt Creator
- http://qt-project.org/downloads#qt-creator
- I.e. "Qt Creator 2.8.1 for Windows (53 MB)"
- included in Qt SDK
- With Qt Creator usually the rule is "the newer the better"
- Start Qt Creator and check if things are set up correctly:
1) Go to Tools > Options > Build & Run > Qt Versions
2.1) If the QtSDK 4.8.x you installed earlier is not auto-detected, click "Add" to add it manually
2.2) Navigate to your <your qt4 installation>\bin\qmake.exe
2.1) If the QtSDK 5.4.x you installed earlier is not auto-detected, click "Add" to add it manually
2.2) Navigate to your <your qt5 installation>\bin\qmake.exe
2.3) Restart qt creator
3) Go to Tools > Options > Build & Run > Kits
3.1) If no Kit is auto-detected (or the auto-detected ones have picked up the wrong qt or vc++ installation) click "Add"
3.2) Enter a Name (i.e. "Qt 4.8.5 MSVC2010 32bit")
3.2) Enter a Name (i.e. "Qt 5.4 MSVC2013 32bit")
3.3) In Compiler select the visual studio compiler installed earlier (may show up as "Microsoft Windows SDK for Windows x). Make sure you select the x86 variant
3.4) CDB should be auto-detected
3.5) Select the qt version set up earlier
@@ -115,25 +108,26 @@ Qt Creator
Set up (using Qt Creator):
--------------------------
1. Using Qt Creator open source/ModOrganizer.pro from your working copy
2. Open the "Projects" tab, open the "Details" for "Build Environment"
3a. Click "Add" to add a variable called "BOOSTPATH" with the path of your boost installation as the value (i.e. C:\code\boost_1_49_0)
3b. Click "Add" to add a variable called "ZLIBPATH" with the path of your zlib installation as the value (i.e. C:\code\zlib-1.2.7)
3c. Click "Add" to add a variable called "SEVENZIPPATH" with the path of your 7zip installation as the value (i.e. C:\code\7zip)
3d. Click "Add" to add a variable called "PYTHONPATH" with the path of your python installation as the value (i.e. C:\code\python)
4. Switch the build configuration at the very top of the same page from "debug" to "release" (or vice versa) and repeat step 3
5. Compile the configuration(s) you want to use (debug and/or release) (Build All). This should compile correctly.
6. <reserved for future use. Maybe grab a coffee?>
7. return to the "projects" tab and switch to "Run Settings"
8. Determine the folder of the qt binaries in the package you downloaded. This could be "QtSDK\Desktop\Qt\4.8.5\msvc2010\bin" or "Qt4.8.5\bin"
1. Create a file called "LocalPaths.pri" in yourModOrganizer\source directory
2. Open that file with any text editor and enter (one entry per line)
2a. BOOSTPATH=<path to your boost installation> (i.e. C:\code\boost_1_56_0)
3. Using Qt Creator open source/ModOrganizer.pro from your working copy
4. Compile the configuration(s) you want to use (debug and/or release) (Build All). This should compile correctly (though right now it produces a lot of warnings in boost headers).
5. <reserved for future use. Maybe grab a coffee?>
6. return to the "projects" tab and switch to "Run Settings"
7. Determine the folder of the qt binaries in the package you downloaded. This could be "QtSDK\Desktop\Qt\5.4.0\msvc2013\bin" or "Qt5.4.0\bin"
For Release build:
9r. Add a "Run configuration" that points to <your working copy>\output\ModOrganizer.exe
10r. Copy "7z.dll" to <your working copy>\output\dlls
11r. From the qt binaries directory, copy the following files to <your working copy>\output\dlls: QtCore4.dll, QtDeclarative4.dll, QtGui4.dll, QtNetwork4.dll, QtScript4.dll, QtSql4.dll, QtWebkit4.dll, QtXml4.dll, QtXmlPatterns4.dll
8r. Add a "Run configuration" that points to <your working copy>\output\ModOrganizer.exe
9r. Copy "7z.dll" to <your working copy>\output\dlls
10r. From the qt binaries directory, copy the following files to <your working copy>\output\dlls: Qt5Core.dll, Qt5Declarative.dll, Qt5Gui.dll, Qt5Network.dll, Qt5Script.dll, Qt5Sql.dll, Qt5Webkit.dll, Qt5Xml.dll, Qt5XmlPatterns.dll
For Debug build:
9d. Add a "Run configuration" that points to <your working copy>\outputd\ModOrganizer.exe
10d. Copy "7z.dll" to <your working copy>\outputd\dlls
11d. From the qt binaries copy the following files to <your working copy>\outputd\dlls: QtCored4.dll, QtDeclaratived4.dll, QtGuid4.dll, QtNetworkd4.dll, QtScriptd4.dll, QtSqld4.dll, QtWebkitd4.dll, QtXmld4.dll, QtXmlPatternsd4.dll
8d. Add a "Run configuration" that points to <your working copy>\outputd\ModOrganizer.exe
9d. Copy "7z.dll" to <your working copy>\outputd\dlls
10d. From the qt binaries copy the following files to <your working copy>\outputd\dlls: Qt5Cored.dll, Qt5Declaratived.dll, Qt5Guid.dll, Qt5Networkd.dll, Qt5Scriptd.dll, Qt5Sqld.dll, Qt5Webkitd.dll, Qt5Xmld.dll, Qt5XmlPatternsd.dll
Now you should be able to compile and run Mod Organizer.
Please note that when you change anything apart from the "organizer" subproject, qt creator may not pick up on the changes
@@ -171,6 +165,8 @@ Troubleshooting (thanks to Ross):
./bsatk/bsatk.pro
./hookdll/hookdll.pro
Please note if building this, you need to switch OFF -DZLIB_WINAPI ...
2) After building, I try to open {MOPROJECTPATH}\outputd\ModOragnizer.exe and get this error
"The program can't start because QtDeclaratived4.dll is missing from your computer. Try reinstalling the program to fix this problem."
@@ -226,3 +222,52 @@ Troubleshooting (thanks to Ross):
Unlocker: http://www.filehippo.com/download_unlocker/ or http://www.emptyloop.com/unlocker/
Warning: With Unlocker v1.9.2, you must select "Advanced" then uncheck everything to
avoid having some Delta toolbar garbage installed...
5) Problem TT has seen:
Complains about 'qtwebkit4' missing. For some reason this seems to insist on
living with modorganiser.exe
6) Debugging the python proxy: I (TT) don't think this is possible unless you have a debug
build of PyQt. However, a debug build of PyQt requires a debug build of python. There doesn't
appear to be a half way house which is build wiht normal python but debug versions of QT libraries.
You can confuse pyqt by copying the debug QT DLLs to appropriate named files in the DLLs
directory, and removing QT from your project run path, which results in the python proxy
initialising succesfully, but causes mod organiser to crash in strange places.
-------------------
Building with scons
-------------------
1) Download scons from www.scons.org and install
2) Download QT4 (and/or QT5) from https://bitbucket.org/dirkbaechle/scons_qt4 and
https://bitbucket.org/dirkbaechle/scons_qt5. Install as per instructions
3) Copy scons_configure_template.py to scons_configure.py. Edit to point to your
boost/python/zlib/7zip/loot directories as appropriate.
4) Create build kits as follows:
Custom Process step:
Command: <python path>\Scripts\scons.bat
Arguments: -u .
Working directory: %{sourcedir}
Clean Custom Process step:
Command: <python path>\Scripts\scons.bat
Arguments: -c -u .
Working directory: %{sourcedir}
For the release build, add 'CONFIG=release' to the arguments.
If you want to do parallel builds, add -j and a number to the arguments.
However you may need to install pywin32 (but it seems to work OK for me).
-j 4 did the entire build in 2m 15s. scons uses -Z7 to store debugging
information in the .obj files which removes the issues with multiple
processes attempting to access one datafile.
Note. If you want to build a sub project separately, it seems to be better
to open the subproject, set that up with the scons kit and build that as a
project.
Please note: the generated (runnable) output files end up in the build directory,
in the '_ModOrganizer' subdirectory (not at the top level). Named like that
so you can see it! The scons build will also populate the directory with
all the necessary DLLs (but see note 6 above about your build tool path if
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