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Wabbajack UNLOCKED 2.3 — Modding Tools

Share things you've made or found for games here.

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loregamer
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Post by loregamer »

Will give it a try. This BSA process is kinda nightmarish, but these aren't new issues. Can you give this thread a read and see if it's the same stuff? @spyk
[Wabbajack Unlocked] BSA Build Process Woes + Missing Exe
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spyk
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Post by spyk »

@loregamer Yes it looks like I am having the same issues. I didn't login to Mega so I am trying again after doing that.
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loregamer
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Post by loregamer »

Unfortunately this is a result of Wabbajack modlist creators being pussies and not just packaging the BSA files themselves, so it’s redoing the process entirely. It’s the most error prone part of the process
Last edited by loregamer on April 12th, 2025, 21:11, edited 1 time in total.
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spyk
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Post by spyk »

Adding the Mega login allowed me to pass the download step. It is currently extracting. If the BSA build fails I will report in the other thread and try an other modlist.
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spyk
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Post by spyk »

Sorry to disappoint but it failed, however it looks like it got almost until the end of the extraction. I tried to keep an eye and last time I checked there were a few GB left to extract.

It failed with a hash mismatch for a creation club file. Is this something that the .wabbajack file enforces or can we disable these checks as well ? Like anything under `mods\Creation Club Files\` is not hash checked as long as the path exists.

Also good to note that all the missing files warnings did not break the download process as long as I was logged in Nexus + Mega.

Code: Select all

03:24:27.554 [ERROR] (Wabbajack.InstallationVM) Hashes for mods\Creation Club Files\ccbgssse037-curios.esl did not match, expected it6+eSu4OCw= got STK4THfMHzw=|System.Exception: Hashes for mods\Creation Club Files\ccbgssse037-curios.esl did not match, expected it6+eSu4OCw= got STK4THfMHzw=
   at Wabbajack.Installer.AInstaller`1.ThrowNonMatchingError(Directive file, Hash gotHash) in G:\Modding\_Github\wabbajack-unlocked\Wabbajack.Installer\AInstaller.cs:line 315
   at Wabbajack.Installer.AInstaller`1.<>c__DisplayClass65_0.<<InstallArchives>b__6>d.MoveNext() in G:\Modding\_Github\wabbajack-unlocked\Wabbajack.Installer\AInstaller.cs:line 287
--- End of stack trace from previous location ---
   at Wabbajack.VFS.Context.<>c__DisplayClass21_0.<<Extract>g__HandleFile|3>d.MoveNext() in G:\Modding\_Github\wabbajack-unlocked\Wabbajack.VFS\Context.cs:line 125
--- End of stack trace from previous location ---
   at Wabbajack.VFS.Context.<>c__DisplayClass21_0.<<Extract>b__4>d.MoveNext() in G:\Modding\_Github\wabbajack-unlocked\Wabbajack.VFS\Context.cs:line 157
--- End of stack trace from previous location ---
   at Wabbajack.Common.AsyncParallelExtensions.PDoAll[TIn](IEnumerable`1 coll, Func`2 mapFn) in G:\Modding\_Github\wabbajack-unlocked\Wabbajack.Common\AsyncParallelExtensions.cs:line 15
   at Wabbajack.VFS.Context.Extract(HashSet`1 files, Func`3 callback, CancellationToken token, Nullable`1 tempFolder, Boolean runInParallel) in G:\Modding\_Github\wabbajack-unlocked\Wabbajack.VFS\Context.cs:line 156
   at Wabbajack.Installer.AInstaller`1.InstallArchives(CancellationToken token) in G:\Modding\_Github\wabbajack-unlocked\Wabbajack.Installer\AInstaller.cs:line 245
   at Wabbajack.Installer.StandardInstaller.Begin(CancellationToken token) in G:\Modding\_Github\wabbajack-unlocked\Wabbajack.Installer\StandardInstaller.cs:line 153
   at Wabbajack.InstallationVM.<BeginInstall>b__160_0() in G:\Modding\_Github\wabbajack-unlocked\Wabbajack.App.Wpf\ViewModels\Installers\InstallationVM.cs:line 678

Full log

Also, I am willing to help debug the errors with a debug build. What IDE / setup do I need to run in debug mode with breakpoints ?
Last edited by spyk on April 13th, 2025, 01:03, edited 1 time in total.
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loregamer
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Post by loregamer »

Ah, that looks promising actually. Looks like a hash check that I missed. Will take a look tonight. Or rather have AI take a look
spyk wrote: April 13th, 2025, 00:59
Also, I am willing to help debug the errors with a debug build. What IDE / setup do I need to run in debug mode with breakpoints ?
Here's the Github repo
https://github.com/loregamer/wabbajack-unlocked

You can run build.bat to build a test build and it'll put it in some weird tmp folder. The buildall.bat that comes with the main version doesn't work.

Also I'm just using Cursor IDE. I am just screaming at AI to make changes (minimally to avoid huge merge conflicts) and then reviewing it after
Last edited by loregamer on April 13th, 2025, 01:21, edited 2 times in total.
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spyk
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Post by spyk »

It worked :toot: I did a new install with your latest commits and it finished till the end without a single error. I just started the installer again over the previous directories without changing anything.

Image


And now allow me to make a revelation: I am trying to play wabajack modlists for pirted games on Linux. So getting Wabbajack-Unlocked to work was just a small part of a longer quest.

This installation happend inside a Windows 10 virtual machine (Tiny 10 version) running on a workstation. The game installation folders are mounted as windows shares (Samba) from the gaming PC to the VM. So Wabbajack was pulling the files from the gaming PC through my LAN during the install. Wabbajack is on the VM and cannot be launched through the network shared folder.

On Linux I am using a BTRFS file system with realtime deduplication so every file exists only once on my disk. For Wine I am using Bottles with the latest Proton-2.27. I prepared clean proton prefix with all necessary dependencies for MO2 and Skyrim, and can launch both without issues. Last piece of the puzzle now that I could install the wabbajack modlist, is to see if I can launch it through Proton in linux.

Conclusion: Congrats for unlocking wabbajack, If I could get the modlist to install in these conditions, anyone else can do it.

I will post an update when I can run it on linux without issues.
Last edited by spyk on April 13th, 2025, 16:48, edited 5 times in total.
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loregamer
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Post by loregamer »

spyk wrote: April 13th, 2025, 16:36
It worked I did a new install with your latest commits and it finished till the end without a single error. I just started the installer again over the previous directories without changing anything.
Oh nice glad it worked. I tried downloading the list myself but then realized I didn't have pirated Creation Kit, gave up and forgot. I'll update the main post, thanks for testing fren :salute:

Really don't understand why they do this at all
Image



I'll update the main post if you get a linux version out
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Post by rusty_shackleford »

loregamer wrote: April 13th, 2025, 18:05
Really don't understand why they do this at all
I'd assume because non-matching files is a big deal?
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Post by loregamer »

rusty_shackleford wrote: April 13th, 2025, 18:06
loregamer wrote: April 13th, 2025, 18:05
Really don't understand why they do this at all
I'd assume because non-matching files is a big deal?
I wish they'd remove the hash checking on the entire directory. Dunno why it's important I'm missing LICENSE.txt or DRM.dll or whatever else

And at least for almost all non Bethesda games, it doesn't even interact with your game folder
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Post by rusty_shackleford »

loregamer wrote: April 13th, 2025, 19:12
rusty_shackleford wrote: April 13th, 2025, 18:06
loregamer wrote: April 13th, 2025, 18:05
Really don't understand why they do this at all
I'd assume because non-matching files is a big deal?
I wish they'd remove the hash checking on the entire directory. Dunno why it's important I'm missing LICENSE.txt or DRM.dll or whatever else

And at least for almost all non Bethesda games, it doesn't even interact with your game folder
Oh, it's hash checking the GAME directory? I thought that was for individual mods.
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Post by spyk »

loregamer wrote: April 13th, 2025, 18:05
thanks for testing fren
My pleasure ! I still cannot fathom they made an open source mod downloader basicly DRM check your game installation. It just makes the whole process error prone even for genuine paid games. I see a bright future for the unlocked version, wait until people start to notice your fork :mrgreen:
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Post by spyk »

spyk wrote: April 13th, 2025, 16:36
I will post an update when I can run it on linux without issues.
Image

Quick update: I managed to launch the modlist on Linux. It had to fix some minor issues but overall it works and the game runs without any errors so far. It means the wabbajack install was truly successful.

I will add a detailed post for the procedure I followed and the fixes I made, it could serve as a guide for installing/running wabbajack modlists on linux.
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loregamer
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Post by loregamer »

v2.1
Updated to the newest version of Wabbajack (UI revamp)

Image

Password to the zip file is niggajack
Last edited by loregamer on April 14th, 2025, 06:23, edited 1 time in total.
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Post by rusty_shackleford »

rusty_shackleford wrote: February 19th, 2025, 09:07
loregamer wrote: February 19th, 2025, 06:06
I'll probably have to coordinate with @rusty_shackleford if we actually make Wabbajack lists with HQ mods in them. I seem to get cucked by Cloudfare on the download request. Luckily, it gives a report at the end of the failed downloads, their links, and how to manually resolve and setup your list
I'll look into it tomorrow
Is this an issue still? Can't remember if I fixed it or not.
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Post by loregamer »

rusty_shackleford wrote: April 14th, 2025, 06:27
rusty_shackleford wrote: February 19th, 2025, 09:07
loregamer wrote: February 19th, 2025, 06:06
I'll probably have to coordinate with @rusty_shackleford if we actually make Wabbajack lists with HQ mods in them. I seem to get cucked by Cloudfare on the download request. Luckily, it gives a report at the end of the failed downloads, their links, and how to manually resolve and setup your list
I'll look into it tomorrow
Is this an issue still? Can't remember if I fixed it or not.
Yes but I think we should just make combo modpacks instead of Wabbajack lists anyway
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Post by loregamer »

This makes me want to go even further and make the auto downloading window headless
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Post by rusty_shackleford »

https://wiki.wabbajack.org/policies_and ... cense.html
The Wabbajack Codebase is under the GPLv3 license.

Modlists produced by Wabbajack under the CC BY-NC-SA 4.0

As such, Wabbajack modlists may not be paywalled (be it beta pre-release or otherwise). Any quid-pro-quo payment structure in connection with Wabbajack lists is strictly prohibited. [...(the full extent of the written GPLv3 License)]
This violates the GPLv3.
GPLv3 section 10:
You may not impose any further restrictions on the exercise of the rights granted or affirmed under this License.
Last edited by rusty_shackleford on April 14th, 2025, 19:18, edited 1 time in total.
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Post by rusty_shackleford »

GNU.org actually has a question in their FAQ that explicitly covers this:
https://www.gnu.org/licenses/gpl-faq.ht ... ToolsForNF
Last edited by rusty_shackleford on April 14th, 2025, 19:23, edited 1 time in total.
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loregamer
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Post by loregamer »

:twisted: Gonna monetize Wabbajack Unlocked now. It’ll be the funniest irony moment
Last edited by loregamer on April 14th, 2025, 19:25, edited 1 time in total.
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Post by rusty_shackleford »

loregamer wrote: April 14th, 2025, 19:24
:twisted: Gonna monetize Wabbajack Unlocked now. It’ll be the funniest irony moment
You're free to monetize it as GPL-licensed programs can be sold, but know that the GPL is viral: your fork must also be GPLv3.
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loregamer
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Post by loregamer »

Imagine if Nexus enforced GPL licensing

The entire timeline would’ve changed…
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spyk
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Post by spyk »

Quick follow up, I did a new install of JoJ as their modlist was updated and it installed with success as well.

I am also tryin to install a lighter mod list: Halls Of Sovngrade, this one fails at the download step, some files are on nexus but the last one looks like from somewhere else Skyrim_Default.ini and it keeps saying it is missing. Is this supposed to be in the game or downloaded from somewhere. It would be great if the missing files report gave more context for failures outside Nexus

EDIT: solved I just had to keep downloading manually, I missed some files from the mod download page.
Last edited by spyk on April 16th, 2025, 19:29, edited 2 times in total.
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sampah2
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Post by sampah2 »

Hey, just want to thank you for this, gone are the days of using an autoclicker.

Sugestion: i don't know how downloading the mods and the automation you did works exactly, but when using vortex with the autoclicker (trough firefox), i am able to skip the 5 second countdown using this browser extension:
https://github.com/FastForwardTeam/FastForward
Maybe you can do something similar to skip the 5 seconds on Wabbajack? :eyebrows:
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Grimm021
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Post by Grimm021 »

Err.. Got this "Your access to Nexus Mods has been temporarily suspended due to an abnormally high number of requests coming from your IP address. We do this to protect our services from malicious users and, more specifically, DDoS attacks".
They probably have auto clicker bot sorted out?
*nevermind, mods please just delete this. I'm simply failed to login to my nexus account
Last edited by Grimm021 on April 28th, 2025, 16:17, edited 1 time in total.
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loregamer
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Post by loregamer »

Was looking at Wabbajack Skyrim modlists last night. Do ANY of them not ruin the aesthetics of the game?
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