/loot

A load order optimisation tool for Oblivion, Skyrim, Skyrim SE, Fallout 3, Fallout: New Vegas and Fallout 4.

Primary LanguageC++GNU General Public License v3.0GPL-3.0

LOOT

AppVeyor Build Status Travis Build Status Documentation Status

Introduction

LOOT is a plugin load order optimisation tool for TES IV: Oblivion, TES V: Skyrim, TES V: Skyrim Special Edition, Fallout 3, Fallout: New Vegas and Fallout 4. 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.

LOOT 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 warnings and Bash Tag suggestions.

Although LOOT 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 LOOT may be unable to determine this from the plugins themselves. As such, LOOT provides a mechanism for supplying additional plugin metadata so that it may sort them correctly.

LOOT is intended to make using mods easier, and mod users should still possess a working knowledge of mod load ordering. See Introduction To Load Orders for an overview.

Downloads

Releases are hosted on GitHub, and snapshot builds are available on Bintray. The snapshot build archives are named like so:

loot_<last tag>-<revisions since tag>-g<short revision ID>_<branch>.7z

For example LOOT v0.7.0-alpha-2-10-gf6d7e80_dev.7z was built using the revision with shortened commit ID f6d7e80, which is 10 revisions after the revision tagged v0.7.0-alpha-2, and is on the dev branch.

Building LOOT

Windows

Refer to appveyor.yml for the build process. The Appveyor configuration assumes that CMake and Node.js are already installed.

Linux

Refer to .travis.yml for the build process. A local Docker image can be used to ensure the assumed build environment.

Not all LOOT's features have been implemented for Linux builds. Issues labelled linux on LOOT's issue tracker cover such missing features where they can be implemented.

CMake Variables

LOOT uses the following CMake variables to set build parameters:

Parameter Values Default Description
MSVC_STATIC_RUNTIME ON, OFF OFF Whether to link the C++ runtime statically or not when building with MSVC.

You may also need to set BOOST_ROOT if CMake cannot find Boost.

Rebuilding the HTML UI

The GUI's HTML file is automatically built when building the LOOT GUI binary, but it can also be built by running node scripts/build_ui.js from the repository root.

Building The Documentation

The documentation is built using Sphinx. Install Python (2 or 3) and make sure it's accessible from your PATH, then run:

pip install -r docs/requirements.txt
sphinx-build -b html docs build/docs/html

Packaging Releases

Packaging scripts are provided for creating an installer on Windows and compressed archives on Windows and Linux.

Run the scripts/installer.iss Inno Setup script to build an installer executable in the build folder. The script requires the Inno Download Plugin to be installed. If the unofficial Korean and Simplified Chinese Inno Setup translation files are installed alongside the official translation files, then the installer script will also offer those language options. If they are not found, the installer will be built without them.

The archive packaging script requires Git, and on Windows it also requires 7-Zip, while on Linux it requires tar and xz. It can be run using node scripts/archive.js, and creates an archive for LOOT in the build folder. The archives are named as described in the Downloads section above.