Version numbers are shared between libloadorder and libloadorder-ffi. This changelog does not include libloadorder-ffi changes.
- The order that is used for Starfield's hardcoded plugins has been updated to
match the order the game uses:
ShatteredSpace.esm
has been moved afterOldMars.esm
.
- Performance regressions introduced in v18.0.0 as part of blueprint plugin
support. Most operations now perform better than in v17.0.1, with the biggest
relative change being
WritableLoadOrder.set_plugin_index()
seeing a 188x improvement, and the slowest functionWritableLoadOrder.load()
seeing a 2x improvement.
- Updated esplugin to 6.1.1.
- Incorrect validation errors when a game's CCC file contained a plugin with a hardcoded load order position.
ShatteredSpace.esm
is now recognised as a Starfield plugin with a hardcoded load order index of01
.
- Starfield's official plugins were treated as being implicitly active, but now
Starfield.esm
,Constellation.esm
,OldMars.esm
,SFBGS003.esm
,SFBGS004.esm
,SFBGS006.esm
,SFBGS007.esm
andSFBGS008.esm
have hardcoded load order indexes, to match the behaviour of Starfield v1.14.70.0. - Updated regex to 1.11.0.
Same as 17.1.0: the breaking changes intended for this release were accidentally in that release. The changelog entry for 17.1.0 has been updated to include those changes.
- Support for blueprint masters, as introduced by Starfield.
- Starfield's
SFBGS004.esm
plugin is now treated as implicitly active. Error::InvalidBlueprintPluginPosition
, which is used when attempting to put a blueprint plugin in a load order position that is invalid.
- The
Error
,GameId
andLoadOrderMethod
enums are now non-exhaustive. - Updated esplugin to 6.1.0.
- Updated regex to 1.10.6.
- Updated rust-ini to 0.21.1.
- Updated windows to 0.58.0.
- The wrong insert position could be calculated for a plugin being inserted into a load order that contains one or more hoisted non-masters.
Error::SystemTimeError
,Error::NotUtf8
andError::GameMasterMustLoadFirst
as they are unused.
- The limit for the number of active full plugins that is enforced when
activating a plugin or setting the load order's active plugins is now reduced
if small or medium plugins are also active, to reflect that small plugins use
the
FE
index and medium plugins use theFD
index.
Starfield.esm
was not allowed to load in any position other than at the start of the load order.- Hoisting plugins when loading the current load order could move them too late in the load order if more than one plugin needed hoisting.
- Load order validation when setting a plugin's index or when setting the load order did not check for master files hoisting other master files.
- Starfield's
Starfield.ccc
file will now be read from theMy Games\Starfield
directory as well as its install directory, with the former taking precedence over the latter, to match the game's behaviour. - Starfield plugins will now be loaded from the
My Games\Starfield\Data
directory as well as the game install path'sData
directory, but only for plugins that are present in both directories. This matches the game's behaviour. - Support for medium plugins (introduced by Starfield), which are now counted separately to full plugins when checking active plugin limits, as they have their own limit of 256 active medium plugins.
- Master files are now hoisted to load before other master files that depend on them, to match the behaviour of all supported games.
- Starfield's
Starfield.esm
,Constellation.esm
andOldMars.esm
are no longer treated as hardcoded: instead, they are now treated as implicitly active, along withBlueprintShips-Starfield.esm
,SFBGS003.esm
,SFBGS006.esm
,SFBGS007.esm
andSFBGS008.esm
. - Plugins that have the update flag (introduced by Starfield) set are no longer given special treatment when checking active plugin limits, to match Starfield's current behaviour. Previously such plugins would not count towards the maximum number of plugins you could have active at the same time.
Error::TooManyActivePlugins
has gained amedium_count
field, and itsnormal_count
field has been renamed tofull_count
to match the terminology introduced by Starfield.- Updated esplugin to 6.0.0.
- Updated libc to 0.2.155.
- Updated regex to 1.10.5.
- Updated windows to 0.57.0.
- If a non-master plugin was a master of two master plugins, it would be hoisted to load before the master that loaded second instead of the master that loaded first.
- Support for Fallout 4 from the Epic Games Store.
Cargo.lock
is no longer ignored by Git.
-
Error::IoError
,Error::NoFilename
,Error::PluginParsingError
,Error::TooManyActivePlugins
,Error::DuplicatePlugin
,Error::NonMasterBeforeMaster
,Error::GameMasterMustLoadFirst
,Error::IniParsingError
andError::VdfParsingError
now hold contextual data. -
Error::DecodeError
now holds aVec<u8>
. -
Error::EncodeError
now holds aString
. -
Updated to Rust's 2021 edition.
-
Updated esplugin to 5.0.0.
-
Updated rust-ini to 0.21.0.
-
Updated windows to 0.56.0.
Error::InvalidPlugin
as it doesn't provide any value over more granular errors now that they hold contextual data.Error::InvalidRegex
as it was only used for a hardcoded regex.- The filetime dependency.
- Removing a master file that is responsible for hoisting another plugin was not validated correctly. The validation logic now correctly prevents such masters from being removed until the plugin(s) they hoist are removed first, unless the next master in the load order also hoists the same plugin(s) or the master being removed is the last master in the load order.
- Case insensitivity is now consistently implemented using case folding instead of a mix of case folding and lowercasing.
- Updated rust-ini to 0.20.0.
- Updated keyvalues-parser to 0.2.0.
- Updated windows to 0.52.0.
- When parsing ini files, single and double quote characters are no longer treated as special characters, and backslashes are no longer treated as potentially the start of an escape sequence.
-
If two plugins in a timestamp-based load order have the same timestamp, they are now sorted in descending filename order instead of ascending filename order, matching the behaviour of all relevant games.
-
Plugins that are installed but not listed in the load order file (if relevant) or the active plugins file (if the load order file is not relevant or does not exist) are now sorted by ascending file modification timestamp instead of ascending filename.
If two plugins share the same timestamp, then they are sorted by filename. For Starfield, the filename sort order is ascending, while for all other games it is descending.
This matches the games' behaviour for unlisted implicitly active plugins, and matches the behaviour of xEdit and Wrye Bash for all unlisted plugins.
-
WritableLoadOrder::save()
for asterisk-based load orders now sets the load order by setting plugin timestamps whenplugins.txt
is being ignored, in addition to writingplugins.txt
. This ensures that the load order that is saved is seen when it is next loaded, even ifplugins.txt
is still ignored. -
WritableLoadOrder::is_ambiguous()
now always returns false for timestamp-based load orders, because there is never any real ambiguity. -
WritableLoadOrder::is_ambiguous()
for asterisk-based load orders now ignores implicitly active plugins when checking that plugins are listed inplugins.txt
. Previously it only ignored early-loading plugins, which was incorrect because implicitly-active plugin load order positions are always well-defined.
- Support for Starfield, using
GameId::Starfield
. - Support for detecting Fallout: New Vegas
.nam
files. Any plugin with the same basename as a.nam
file in the Data folder is now treated as implicitly active. - Support for detecting the correct local app data folders for Microsoft Store installs of Skyrim Special Edition and Fallout 4, and Epic Games Store installs of Fallout: New Vegas.
- Support for plugins activated using the
sTestFile1
throughsTestFile10
ini file properties for all games other than Morrowind, which does not use those properties. Plugins activated using those ini file properties are treated as implicitly active. GameSettings::early_loading_plugins()
andGameSettings::loads_early()
.Error::InvalidEarlyLoadingPluginPosition
, which is now used instead ofError::GameMasterMustLoadFirst
when an early-loading plugin has the wrong position in a load order that is being set.Error::NoDocumentsPath
is used when the user's Documents path cannot be detected.Error::VdfParsingError
is used to represent errors encountered while parsing VDF files. This is currently only done for Starfield's Steam app manifest file.Error::SystemError
is used to represent unknown operating system errors. This is currently only relevant for Microsoft Store installs of Starfield.
- libloadorder now distinguishes between implicitly active plugins and those
that load in specific positions earlier than plugins listed in
plugins.txt
, which are now referred to as early-loading plugins. The set of implicitly active plugins is a superset of early loading plugins plus any plugins activated by.nam
files or ini file properties. Fallout4.ccc
andplugins.txt
are now ignored when Fallout 4 or Fallout 4 VR have any plugins activated using ini file properties, to match the behaviour of Fallout 4. Fallout 4 VR is assumed to have the same behaviour.- Replaced the
app_dirs2
dependency withdirs
. Error::UnrepresentedHoist
's twoString
members are now named to disambiguate them.
- libloadorder now looks for
Oblivion.ini
'sbUseMyGamesDirectory
property in the ini file'sGeneral
section, instead of anywhere in the file.
GameSettings::active_plugins_file()
now returns a path ending inPlugins.txt
instead ofplugins.txt
for all games other than Morrowind, to case-sensitively match the filenames used by the games.
GameSettings::active_plugins_file()
now returns a path ending inPlugins.txt
instead ofplugins.txt
for Oblivion and Nehrim, to case-sensitively match the filenames created by those games.
GameSettings::new()
is now available on Linux. Calling it for any game other than Morrowind will always fail, as all other games use a local data path, which must be provided on Linux.
- A typo in the
Error::GameMasterMustLoadFirst
error message.
-
Support for providing the paths to any plugins directories other than the game's plugins directory that contain plugins which should be considered part of the load order. This is intended to support the Microsoft Store's Fallout 4 DLCs, which are installed outside of the base game's install path.
- libloadorder will detect if a given Fallout 4 path is for a Microsoft Store
install by looking for
appxmanifest.xml
in the game directory when creating aGameSettings
struct. If found, libloadorder will initialise the settings with the paths to the external DLC data directories in case the DLCs are installed. GameSettings::set_additional_plugins_directories()
can be used to customise the paths that libloadorder will take into account.WritableLoadOrder::game_settings_mut()
can be used to get a mutableGameSettings
reference from aWritableLoadOrder
impl.
- libloadorder will detect if a given Fallout 4 path is for a Microsoft Store
install by looking for
- Support for Enderal: Forgotten Stories and Enderal: Forgotten Stories (Special
Edition), which are total conversion mods for Skyrim and Skyrim Special
Edition respectively. They operate in the same way as their base games, but
store their load orders in different directories. If given the
Skyrim
orSkyrimSE
game IDs and a game path but no local path, libloadorder will now check forEnderal Launcher.exe
in the game path and use the appropriate local path.
- Excess active plugins are no longer deactivated on load. This means that changing the load order when there are more than the game's supported number of plugins active will no longer risk deactivating any plugins.
- Performance improvements to loading plugins, setting active plugins and counting the number of active plugins.
GameSettings::new()
now sets the local app data folder name for Skyrim SE toSkyrim Special Edition EPIC
if the game install path does not containGalaxy64.dll
and does containEOSSDK-Win64-Shipping.dll
. TheEOSSDK-Win64-Shipping.dll
file is present when the Epic Games Store's distribution of Skyrim SE is installed.
GameSettings::new()
now sets the local app data folder name for Skyrim SE toSkyrim Special Edition GOG
if the game install path containsGalaxy64.dll
, and otherwise usesSkyrim Special Edition
as before. TheGalaxy64.dll
file is present when GOG's distribution of Skyrim SE is installed.
- Updated to Rust's 2018 edition.
- If Oblivion's
Oblivion.ini
could not be found or read, or if it did not contain thebUseMyGamesDirectory
setting, the game's install path would be used as the parent directory forplugins.txt
. It now correctly defaults to using the game's local app data directory, and only uses the install path ifbUseMyGamesDirectory=0
is found.
- Updated esplugin to v4.0.0.
- The encoding dependency has been replaced by a dependency on encoding_rs.
WritableLoadOrder::is_ambiguous()
for checking if all currently-loaded plugins have a well defined load order position and that all data sources are consistent.
GameId::supports_light_masters()
has been renamed toGameId::supports_light_plugins()
to reflect that not all light-flagged plugins are masters.- Updated to esplugin v3.4.0.
- Updated to criterion v0.3.0.
- The app_dirs dependency has been replaced by a dependency on app_dirs2.
- Bare trait object deprecation warnings.
- Fixed the casing of
Hearthfires.esm
toHearthFires.esm
in the hardcoded plugin lists for Skyrim and Skyrim Special Edition, to fix recognising that plugin on case-sensitive filesystems.
WritableLoadOrder::add()
inserts the given plugin into the load order at the latest valid position, and returns the plugin's new index on success.WritableLoadOrder::remove()
removes the given plugin from the load order.
WritableLoadOrder::activate()
andWritableLoadOrder::set_active_plugins()
will now error if attempting to activate a plugin that has no existing load order position.WritableLoadOrder::set_plugin_index()
now returns the index set for the given plugin on success, which can be useful if passing a index larger than the length of the load order.
WritableLoadOrder
'sload()
,set_load_order()
,set_plugin_index()
,set_active_plugins()
andactivate()
now all respect the game behaviour of 'hoisting' non-master plugins that are masters of master plugins to load immediately before the earliest master plugin that depends on them. It is now an error to attempt to set a load order that contains a plugin in an unhoisted position that the game will hoist.WritableLoadOrder::is_self_consistent()
now falls back to readingloadorder.txt
as encoded in Windows-1252 if it is not encoded in valid UTF-8, for compatibility with utilities that incorrectly encode it in Windows-1252 and consistency withWritableLoadOrder::load()
.
- Fallout 4's Ultra High Resolution DLC plugin is now recognised as always being active if installed.
WritableLoadOrder::set_load_order()
no longer errors if given a load order that doesn't include all installed plugins, as libloadorder might wrongly detect invalid plugins as valid when expecting them to be present. Instead, the load order is set as given, so missing plugins' load order positions are left undefined.- Updated esplugin dependency to 2.0.0.
WritableLoadOrder
no longer has the private traitMutableLoadOrder
as a supertrait. Instead, it hasReadableLoadOrder
as a supertrait (which was previously a supertrait ofMutableLoadOrder
).ReadableLoadOrder::plugins()
, as it returned the privatePlugin
type and should not have been exposed.
- Updated message for
Error::GameMasterMustLoadFirst
to more accurately reflect that it is now used for incorrectly positioned hardcoded plugins in general. - Updated esplugin dependency to 1.0.10.
- Updated regex dependency.
- Check that hardcoded plugins load in their correct positions in the load order
passed to
WritableLoadOrder::set_load_order()
.
- Switched from tempfile to tempdir for creating temporary directories for tests.
WritableLoadOrder::load()
would incorrectly move light-master-flagged plugins with the.esp
file extension to load before non-masters. It now allows such plugins to load in amongst non-masters.
- Support for Skyrim VR using
GameId::SkyrimVR
.
WritableLoadOrder::load()
now falls back to readingloadorder.txt
as encoded in Windows-1252 if it is not encoded in valid UTF-8, for compatibility with utilities that incorrectly encode it in Windows-1252.
- Setting a load order for Morrowind, Oblivion, Fallout 3 and Fallout: New Vegas with plugin timestamps earlier than the Unix epoch would fail.
WritableLoadOrder::set_load_order()
would error if given an unghosted plugin name for an installed plugin that was ghosted. It now treats unghosted and ghosted plugin names as equivalent, so they can be used interchangeably.
ReadableLoadOrder
methods now return strings as string slices, making the API more symmetrical and improving performance.WritableLoadOrder::set_load_order()
now errors if passed a load order that does not include all installed plugins. Previously any missing plugins would be appended to the passed load order, which could cause unexpected results.- Extended benchmarks to cover all
ReadableLoadOrder
andWritableLoadOrder
methods, and significantly reduced their running time. - Updated Rayon dependency to 1.0.0.
- Benchmarks for some
ReadableLoadOrder
andWritableLoadOrder
methods, built using Criterion.rs, and which can be run usingcargo bench
.
- Various optimisations that have improved performance in general, with improvements of between 2x to 19x observed for the benchmarked functions.
- The plugins directory was being searched for plugins recursively, which was totally unnecessary and had a potentially huge performance impact (~ 500x for the user who reported the issue). Fixing this also removed the WalkDir dependency.
WritableLoadOrder::set_active_plugins()
was counting normal plugins and light masters according to their file extension, so it wouldn't count false-flagged plugins correctly when validating against the active plugin limits.- Saving a timestamp-based load order would preserve the plugins' existing access times, for correctness the access times are now set to the current time when setting the modification time.
- Support for Fallout 4 VR using
GameId::Fallout4VR
.
- Updated esplugin, walkdir and rayon dependencies.
- Identify Creation Club plugins using
.ccc
files instead of hardcoding them. - Updated to esplugin v1.0.7.
- Panic that could occur when loading state and implicitly-active plugins were not loaded in the order they appear in the load order.
- Ghosted plugins being written to
plugins.txt
with their.ghost
file extension, when saving a Fallout 4 or Skyrim Special Edition load order. This was broken in v10.0.1.
- Improved performance of setting and saving load order.
- Support for light master plugins, i.e. plugins with a
.esl
file extension, in Fallout 4 and Skyrim Special Edition. - All released Creation Club plugins as of Skyrim SE v1.5.3.0.8 and Fallout 4 v1.10.26.0.0 are recognised as always being active if installed.
- libloadorder has been rewritten in Rust. The library has been split into two
crates:
libloadorder
, which contains the Rust implementation, andlibloadorder-ffi
, which contains the FFI wrapper. - Attempting to write a plugin filename that cannot be encoded in Windows-1252 is now a hard error, instead of that filename getting skipped and a warning code being returned.
- The documentation has been converted to Markdown and split up: the API
reference documentation is stored with the code and generated by rustdoc, and
the general load order documentation is now stored in
/doc
and generated by mdBook.
- Caching of plugin folder, active plugins file and load order file content, as profiling showed it was no longer effective.
- Attempting to deactivate an implicitly active plugin that is not installed now causes an error.
- Attempting to set the active plugins giving an array including an implicitly active plugin that is not installed now causes an error.
- Rewrite the documentation using Sphinx, Breathe and Doxygen to produce better-looking documentation.
- The documentation is no longer generated as a post-build step, to fix builds when the documentation dependencies are not installed.
- A crash caused by missing implicitly-active plugins.
- Implicitly active plugins being positioned incorrectly if one or more were missing.
- The positions of implicitly-active plugins in
plugins.txt
is now ignored.
- Implicitly-active plugins are no longer written to
plugins.txt
for Fallout 4 and Skyrim Special Edition. - The order assumed for Skyrim SE's implicitly active plugins, to match that assumed by Nexus Mod Manager and other utilities.
- Implicitly-active plugins not loading first for Fallout 4 and Skyrim Special Edition.
- Support for Skyrim Special Edition.
- Implicitly-active plugins were not treated as such if the active plugins file was missing.
- Support for building with Clang.
- Updated libespm to 2.5.4.
- Decouple Boost linking and runtime linking, so that one can be linked statically while the other is linked dynamically.
- Support for upcoming Fallout 4 DLC plugins to be recognised as always being active if installed.
- Don't throw if deactivating an implicitly active plugin that is not installed.
- Fallout 4's Far Harbor DLC plugin is now recognised as always being active if installed.
- Fallout 4's Automatron and Wasteland Workshop DLC plugins are now recognised as always being active if installed.
- Documentation is now automatically generated and packaged.
- Getting active plugins now returns them in load order.
- Setting active plugins now appends any plugins that weren't already present to the load order in the order they were given.
- PDF documentation is now generated as a post-build step.
- The
LIBLO_METHOD_ASTERISK
constant to indicate the new load order method now used by Fallout 4.
- Updated Fallout 4 support to use new load order method introduced in Fallout 4 v1.5.
- Mismatched CMake variable names causing build failures.
- Removed the 32/64 suffix from library binary filename.
- Use CMake's
ExternalProject_Add
to resolve dependencies.
- Support for Fallout 4.
- The API is now thread-safe. String output is allocated in thread-local storage and freed when the game handle is destroyed. Error messages are allocated in thread-local storage that exists for the lifetime of the library.
- Moved headers to
include
subdirectory. - Improved generation of 64-bit build project for MSVC.
- Updated to libespm v2.5.0.
- libloadorder now checks that a plugin exists before trying to read its header, improving error handling.
- Internal refactoring.
lo_fix_plugin_lists()
no longer removes invalid plugins.lo_set_load_order()
no longer appends installed plugins that were not specified.- Cached data is now reloaded only when changes are detected in the relevant paths, rather than reloading all data whenever any change is detected.
- Boost.Iostreams and Boost.Regex dependencies.
- Support for MSVC earlier than 2015.
- Moving plugins to the end of the load order.
- Running
lo_fix_plugin_lists()
for Skyrim. - Don't unghost plugin the plugin passed to
lo_set_plugin_active()
if it's not being activated. - Unghost the plugins passed to
lo_set_active_plugins()
. - Passing
lo_set_active_plugins()
one or more plugins that have no existing load order position. lo_get_load_order()
now returns an error code if passed a zero-length plugin array.lo_set_active_plugins()
andlo_set_plugin_active()
now error if passed an invalid plugin.lo_set_active_plugins()
had no effect if it detected the load order had changed and reloaded it.- libloadorder now checks that plugin files are valid instead of just that they exist when performing load order operations.
- Only valid plugins are now read from the active plugins and load order files.
lo_set_load_order()
now retains existing plugin active states.- Setting the load order for a Timestamp-based game now appends plugins that are installed but not given in the input array to the end of the load order.
- Change detection now detects when timestamps have been updated with older values.
- Change detection now stores individual timestamps for each path monitored, so a change in one path is no longer obscured if the others don't change.
- Don't load plugins that don't end in
.esp
,.esm
or.ghost
. - A memory leak when reallocating a string array.
- Error message typo.
- Building the tests against a static library.
- Building without Google Test present.
- Removed unnecessary validity checks when overwriting existing state.
- Plugin data is cached during reading of the load order to improve performance.
- Reading plugins from the load order file and active plugins file when Windows line endings are present.
- The timestamp for the first plugin in the load order was never set for Timestamp-based games.
- Non-unique timestamps causing not all plugins to be redated when setting the load order for Timestamp-based games.
- Crash due to libespm trying to parse plugins that are not installed.
- Validity checks were checking only active plugins when they should have been checking the whole load order.
lo_get_version()
now returns an unsigned integer code as it can fail.lo_fix_plugin_lists()
is now more thorough, also checking that:- The game main master file loads first
- All active plugins are installed
- Masters load before non-masters
- No more than 255 plugins are active
Update.esm
is active if installed (for Skyrim).
lo_create_handle()
now checks that the given paths are valid filesystem paths.lo_set_game_master()
now checks that the given plugin is valid.- Skyrim's game master can no longer be set, as it must be
Skyrim.esm
. - If an invalid load order is loaded, the API functions return
LIBLO_WARN_INVALID_LIST
instead ofLIBLO_OK
.
- Google Test-based tests.
- Travis CI builds.
lo_create_handle()
nulls the file handle output parameter if it fails.- Crash when a zero-length load order is set.
- Crashes due to uncaught exceptions.
- Plugin validity checks now try to parse the file header, rather than just checking the file extension, to catch files that have the correct extension but aren't actually plugin files.
- Too many active plugins being deactivated when more than the maximum number of plugins are active.
lo_create_handle()
now takes a new parameter to allow clients to set the game's local data path. IfNULL
, the Registry is used to look the path up.- Made API function parameters more
const
.
- Getting a plugin's masters for validity checks would always return an empty vector.
- API constants not being exposed.
- Support for MSVC 2012.
- Libespm parsing errors are now propagated through the API.
- Support for Skyrim versions earlier than v1.4.16, as Steam's auto-update means the vast majority of people will be using a newer version, and the support was interfering with a fairly common SKSE usage pattern.
- UTF8-CPP dependency. Boost.Locale is used instead.
- zlib dependency, as libespm no longer requires it when not reading compressed records.
- XP support when building with MSVC 2013.
- DLL linking errors.
- When setting plugin timestamps, libloadorder now recycles existing values, adding new timestamps only when the existing timestamps are non-unique.
- Crash due to error message use-after-free.
- Crash due to libespm parsing failure.
- Compiler error when building with MSVC 2013.
- Unreliable load order change detection based on plugins folder timestamp, which is no longer used.
- Potential crash due to allocation failure when storing an error string.
- Libespm is now used to parse plugin headers.
- More details are now supplied in some error messages.
- Crash when the load order file, active plugins file or their parent paths are missing.
- Filter patches causing missing master errors.
lo_get_load_order()
no longer returns missing plugins.
- First tagged release.