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Wabbajack UNLOCKED 4.0 β€” Modding Tools

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JustRun
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Post by JustRun »

loregamer wrote: ↑ February 8th, 2026, 04:22
JustRun wrote: ↑ February 8th, 2026, 03:41
Credit me for the idea lol
***** what


Joking obviously
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loregamer
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Post by loregamer »

It looks like we can switch WebView2 to use CefGlue relatively painlessly. Will update the plan document @JustRun
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Post by JustRun »

loregamer wrote: ↑ February 8th, 2026, 16:35
It looks like we can switch WebView2 to use CefGlue relatively painlessly. Will update the plan document @JustRun
check if we can add tempermonkey support, there are nexusmods plugins that can make the mod downloading process MUCH MUCH faster and painless

am downloading the source code and gonna check if it is possible to even make wabbajack openable on linux, ill make a virtual machine even, my pc can handle it
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Post by JustRun »

for linux there a lot of options for ui such as avalonia ui and maui but idk man, i only know how to make small games and stuff but ill read the docs and check online for the best option
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Post by JustRun »

oh and yeah i can do localization for wabbajack, and i have friends that might be interested
chinese, arabic, russian..........
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Post by JustRun »

Image
Update : Virtual machine ready to go
Kubuntu but i can also add arch, fedora, debian and steam os.
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JustRun
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Post by JustRun »

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Update on the porting process :
Last edited by JustRun on February 9th, 2026, 20:11, edited 1 time in total.
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Post by loregamer »

I'm pretty sure if I just update the plan file to be for CefGlue and ask Claude Opus 4.6 to go to work on it, then it'll get the job done. I'm just protective over my tokens right now since weekly usage limit on Claude seems really restrictive now @JustRun

I'll get to it... eventually
Last edited by loregamer on February 9th, 2026, 20:37, edited 1 time in total.
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JustRun
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Post by JustRun »

loregamer wrote: ↑ February 9th, 2026, 20:37
I'm pretty sure if I just update the plan file to be for CefGlue and ask Claude Opus 4.6 to go to work on it, then it'll get the job done. I'm just protective over my tokens right now since weekly usage limit on Claude seems really restrictive now @JustRun

I'll get to it... eventually
bruh am literally going around doing trial and error, ill update yall if i do anything significant
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Post by loregamer »

JustRun wrote: ↑ February 9th, 2026, 20:44
loregamer wrote: ↑ February 9th, 2026, 20:37
I'm pretty sure if I just update the plan file to be for CefGlue and ask Claude Opus 4.6 to go to work on it, then it'll get the job done. I'm just protective over my tokens right now since weekly usage limit on Claude seems really restrictive now @JustRun

I'll get to it... eventually
bruh am literally going around doing trial and error, ill update yall if i do anything significant
What exactly are you testing on Linux? I don't want to send you on a debug warpath for stuff I'll implement in future versions tbh
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Post by loregamer »

Just realized, boomerposters are having to read two zoomers interacting
Last edited by loregamer on February 9th, 2026, 20:50, edited 1 time in total.
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JustRun
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Post by JustRun »

loregamer wrote: ↑ February 9th, 2026, 20:49
JustRun wrote: ↑ February 9th, 2026, 20:44
loregamer wrote: ↑ February 9th, 2026, 20:37
I'm pretty sure if I just update the plan file to be for CefGlue and ask Claude Opus 4.6 to go to work on it, then it'll get the job done. I'm just protective over my tokens right now since weekly usage limit on Claude seems really restrictive now @JustRun

I'll get to it... eventually
bruh am literally going around doing trial and error, ill update yall if i do anything significant
What exactly are you testing on Linux? I don't want to send you on a debug warpath for stuff I'll implement in future versions tbh
Fair but am not totally serious am just attempting to port the ui to avalonia UI like a chimp
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Post by JustRun »

finished one part, yet have many more
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Post by loregamer »

JustRun wrote: ↑ February 9th, 2026, 21:04
finished one part, yet have many more
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Appreciate you doing this :wise:
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Post by JustRun »

so, i regret spending 6 hours on it lol
i can't test it until ALL parts are done + am ain't good with avalonia ui, at least i tried
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Post by JustRun »

ill help with smaller things, if there is any, ill do
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Post by Well Fed Ethiopian »

loregamer wrote: ↑ January 30th, 2026, 05:46
Where are you new frens coming from?
sorry for the late reply. I was scouring the net for a way to avoid paying nexus premium to DL a list. Ended up here luckily. Sadly nobody is mentioning wabba unlocked on the posts I went through, and you only get here if you are really trying to avoid paying nexus premium
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Post by Well Fed Ethiopian »

JustRun wrote: ↑ February 5th, 2026, 12:14
loregamer wrote: ↑ February 3rd, 2026, 22:57
MrFred0 wrote: ↑ February 3rd, 2026, 22:11
Is there any reason for the Wabbajack admins to be this mad, like... at all? I don't really see what they're losing from this.
lmao
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I don't think Wabbajack authors have said much about my fork, though. Not publicly, anyway. I just know they ban discussion over it

The fork was only taken down on Github because I pushed files with the ****** word on an unrelated repo and got banned, btw. I was following the proper licensing per the Wabbajack repo
this is so ******* stupid, they are just hating on a fork that is just better then theirs, they don't even tell you why they hate it or something, the word " mod piracy " alone shows how ******** they are.
Bra If you can save someone money and provide some **** free in this world that is based upon Greed, you're doing a community service, and realistically as long as all parties affected can put a roof over their head, you're benefitting the world. That's an objective argument that anyone who hates this work can jam as far up their *** as they find enjoyable. What are they really bitching about? Not paying Todd Howards bonus? The nerd has sold us multiple dreams, some of which even have 16 times the detail. So then, is it not giving nexus a cut? That's not going to work since I guarantee that most of them would have been bitching about nexus archiving mods or whatever **** went down. I fucken downloaded ultravoilence which is a cyberpunk list. I picked up cyberpunk 2077 day one after enjoying witcher 3, and it was absolute half baked toilet trash. I wouldn't give CDPR the steam of my **** after that ****. THANK **** FOR WABBA UNLOCKED. And I don't blame the devs for a half baked cyberpunk, it's obviously not their fault.
Anyway, hating on wabba unlocked is absolutely hilarious. If you want to truly break it down, you're in a world that is falling apart because the people who have power have literally stolen everything. Crying about a wabba fork that means people can download lists for free instead of clicking 2000 times lmfao. Kids in school are learning the world is full of **** and they aren't playing the rigged game. We legit have about 3-5 years of peace and then a descent to hell because the world fully relied on exploiting suckers. I want the people who complain about people who use this fork to remember that they did and come back here in 5 years when you're looking for ways to get free **** because you can't afford **** all and you can finally see that you'll have to defend your mortgage yourself.

Thanks again to the author of wabba unlocked!
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Post by HalNeinThousand »

Thanks for the fork @loregamer !

I really got annoyed with the timer for large modlists, so I looked through the source code and changed the JS code injection to directly query the backend for the download link (same method that gets called when the timer reaches 0). It still needs to open a browser window for the Cloudflare stuff and the login cookie, but it completely skips the timer.
Everything ran fine on a local build, and I was too lazy to go through forking and PRing so I'll just post the snippet here if it's of any use.

It just replaces the RunJavaScript method inside \Wabbajack.App.Wpf\UserIntervention\ManualDownloadHandler.cs here, no other changes.

Code: Select all

            if (md.Url.Host.Contains("nexusmods")) await RunJavaScript($@"
                (async () => {{
                    const fullUrl = 'https://www.nexusmods.com/Core/Libs/Common/Managers/Downloads?GenerateDownloadUrl&fid={System.Web.HttpUtility.ParseQueryString(md.Url.Query).Get("file_id")}&game_id=' + window.notifications_game_id + '&collection_id=0';

                    const response = await fetch(fullUrl, {{
                        method: 'POST',
                        headers: {{ 'Content-Type': 'application/json' }}
                    }});

                    const data = await response.json();
                    const link = document.createElement('a');
                    link.href = data.url;
                    link.download = ''; 
                    document.body.appendChild(link);
                    link.click();
                }})();");
Also one issue, you missed importing \Wabbajack.Reporting\Wabbajack.Reporting.csproj into the fork, it won't compile without it.

Edit: added a basic check for a NexusMods link, ParseQueryString would probably throw an exception for non-Nexus links.
Last edited by HalNeinThousand on February 16th, 2026, 05:17, edited 1 time in total.
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Post by loregamer »

HalNeinThousand wrote: ↑ February 16th, 2026, 04:57
Thanks for the fork @loregamer !

I really got annoyed with the timer for large modlists, so I looked through the source code and changed the JS code injection to directly query the backend for the download link (same method that gets called when the timer reaches 0). It still needs to open a browser window for the Cloudflare stuff and the login cookie, but it completely skips the timer.
Everything ran fine on a local build, and I was too lazy to go through forking and PRing so I'll just post the snippet here if it's of any use.

It just replaces the RunJavaScript method inside \Wabbajack.App.Wpf\UserIntervention\ManualDownloadHandler.cs here, no other changes.

Code: Select all

            if (md.Url.Host.Contains("nexusmods")) await RunJavaScript($@"
                (async () => {{
                    const fullUrl = 'https://www.nexusmods.com/Core/Libs/Common/Managers/Downloads?GenerateDownloadUrl&fid={System.Web.HttpUtility.ParseQueryString(md.Url.Query).Get("file_id")}&game_id=' + window.notifications_game_id + '&collection_id=0';

                    const response = await fetch(fullUrl, {{
                        method: 'POST',
                        headers: {{ 'Content-Type': 'application/json' }}
                    }});

                    const data = await response.json();
                    const link = document.createElement('a');
                    link.href = data.url;
                    link.download = ''; 
                    document.body.appendChild(link);
                    link.click();
                }})();");
Also one issue, you missed importing \Wabbajack.Reporting\Wabbajack.Reporting.csproj into the fork, it won't compile without it.

Edit: added a basic check for a NexusMods link, ParseQueryString would probably throw an exception for non-Nexus links.
Wanna make a pull request?
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HalNeinThousand
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Post by HalNeinThousand »

loregamer wrote: ↑ February 16th, 2026, 14:22
HalNeinThousand wrote: ↑ February 16th, 2026, 04:57
Thanks for the fork @loregamer !

I really got annoyed with the timer for large modlists, so I looked through the source code and changed the JS code injection to directly query the backend for the download link (same method that gets called when the timer reaches 0). It still needs to open a browser window for the Cloudflare stuff and the login cookie, but it completely skips the timer.
Everything ran fine on a local build, and I was too lazy to go through forking and PRing so I'll just post the snippet here if it's of any use.

It just replaces the RunJavaScript method inside \Wabbajack.App.Wpf\UserIntervention\ManualDownloadHandler.cs here, no other changes.

Code: Select all

            if (md.Url.Host.Contains("nexusmods")) await RunJavaScript($@"
                (async () => {{
                    const fullUrl = 'https://www.nexusmods.com/Core/Libs/Common/Managers/Downloads?GenerateDownloadUrl&fid={System.Web.HttpUtility.ParseQueryString(md.Url.Query).Get("file_id")}&game_id=' + window.notifications_game_id + '&collection_id=0';

                    const response = await fetch(fullUrl, {{
                        method: 'POST',
                        headers: {{ 'Content-Type': 'application/json' }}
                    }});

                    const data = await response.json();
                    const link = document.createElement('a');
                    link.href = data.url;
                    link.download = ''; 
                    document.body.appendChild(link);
                    link.click();
                }})();");
Also one issue, you missed importing \Wabbajack.Reporting\Wabbajack.Reporting.csproj into the fork, it won't compile without it.

Edit: added a basic check for a NexusMods link, ParseQueryString would probably throw an exception for non-Nexus links.
Wanna make a pull request?
Alright, I'll make one in a day or so.
Edit: done.
Last edited by HalNeinThousand on February 16th, 2026, 19:49, edited 1 time in total.
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Post by tuhoiisa »

Is it possible to use multiple drives as download location?
Last edited by tuhoiisa on February 21st, 2026, 21:50, edited 1 time in total.
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loregamer
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Post by loregamer »

tuhoiisa wrote: ↑ February 21st, 2026, 21:47
Is it possible to use multiple drives as download location?
Not currently
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Post by tuhoiisa »

loregamer wrote: ↑ February 21st, 2026, 21:53
tuhoiisa wrote: ↑ February 21st, 2026, 21:47
Is it possible to use multiple drives as download location?
Not currently
Ah i see thanks. Do u have any plans on that?
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Post by loregamer »

tuhoiisa wrote: ↑ February 21st, 2026, 21:56
loregamer wrote: ↑ February 21st, 2026, 21:53
tuhoiisa wrote: ↑ February 21st, 2026, 21:47
Is it possible to use multiple drives as download location?
Not currently
Ah i see thanks. Do u have any plans on that?
I'll think about it. Don't want to introduce more ways for the fork version to fail
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Post by tuhoiisa »

loregamer wrote: ↑ February 21st, 2026, 21:57
tuhoiisa wrote: ↑ February 21st, 2026, 21:56
Ah i see thanks. Do u have any plans on that?
I'll think about it. Don't want to introduce more ways for the fork version to fail
Thank you :heart:
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Post by Tqrnished »

is there a way to know how many download files are corrupt
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Post by ordovis »

For Linux users:
Follow this guide https://github.com/Omni-guides/Jackify/ ... -Wabbajack, BEFORE running in Steam place the unlocked files in the Wabbajack install directory.

Arch users:
Ensure that you install Jackify from the user repository: https://aur.archlinux.org/packages/jackify-bin
Last edited by ordovis on March 7th, 2026, 17:54, edited 1 time in total.
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Post by Tqrnished »

there's a mod called "pubic hair overlays SE.zip" that keeps downloading as corrupt no matter how many times i delete it, and i cant find it on the internet either. its from the licentia next modlist
"03:25:56.493 [DEBUG] (Wabbajack.Networking.Http.ResumableDownloader) Download for 'Pubic Hair Overlays SE.zip' is starting from 0...
03:25:57.201 [INFO] (Wabbajack.Downloaders.DownloadDispatcher) Finished downloading Pubic Hair Overlays SE.zip. Hash: MxO5vFyEjec=; Size: 16B/1.1MB
03:25:57.201 [WARN] (Wabbajack.Downloaders.DownloadDispatcher) Initial download of Pubic Hair Overlays SE.zip failed, trying mirror
03:25:57.201 [INFO] (Wabbajack.Downloaders.DownloadDispatcher) Downloading Pubic Hair Overlays SE.zip from mirror, hash P73sHnfCED4="
if you have any idea where i find the original mod and download it manually, I'd appreciate it
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Post by DoubleOO7 »

ordovis wrote: ↑ March 7th, 2026, 17:52
For Linux users:
Follow this guide https://github.com/Omni-guides/Jackify/ ... -Wabbajack, BEFORE running in Steam place the unlocked files in the Wabbajack install directory.

Arch users:
Ensure that you install Jackify from the user repository: https://aur.archlinux.org/packages/jackify-bin
NVM I got to working
Last edited by DoubleOO7 on March 9th, 2026, 03:04, edited 3 times in total.
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