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Changelog

Version numbers are shared between libloadorder and libloadorder-ffi. This changelog does not include libloadorder-ffi changes.

[18.8.1] - 2026-04-16

This is a re-release of v18.8.0 with the correct commit tagged and the version number incremented to distinguish it from the yanked release.

[18.8.0] - 2026-04-16

This release was yanked because the wrong commit was tagged as the release.

Fixed

  • In situations where games sort plugins by timestamp, libloadorder's fallback sorting for when two plugins have the same timestamp was to sort by case-sensitive filename comparison. Testing found that the games actually sort by uppercased filenames, so libloadorder has been updated to match that behaviour.
  • In situations where Starfield sorts plugins by timestamp, testing previously found that it sorted by ascending filename order, but in recent testing of Starfield v1.16.236.0 it used descending filename order (matching most other supported games), so libloadorder has been updated to match that behaviour.
  • When Starfield's ini files have sTestFile entries, testing had previously found that the plugins given by those entries were loaded in timestamp order, but testing with Starfield v1.16.236.0 found that it loaded the plugins in order of the sTestFile entry indexes, and would update plugins.txt to list all other (non-hardcoded) plugins after the sTestFile entry plugins, so libloadorder has been updated to match that behaviour.
  • When loading a load order that contained an inactive master, one or more blueprint masters and no non-master plugins, the inactive master was incorrectly positioned after the blueprint masters if it had a more recent modification timestamp.

Changed

  • When saving a Starfield load order, blueprint plugins and plugins with names that start with BlueprintShips- are no longer written to plugins.txt, to reflect that Starfield will remove them when it starts. This means that it is effectively no longer possible to explicitly activate such plugins, or to give them consistent load order positions unless they are blueprint masters.

    Blueprint non-masters and plugins with names that begin with BlueprintShips- but do not have a .esm file extension and/or that are not blueprint plugins should be considered unsupported and their use avoided, as Starfield's behaviour indicates that it probably intends for all blueprint plugins to be blueprint masters, and for all BlueprintShips- plugins to be blueprint masters that use the .esm file extension.

[18.7.0] - 2026-04-07

Added

  • libloadorder's Cargo config now includes package.rust-version, set to 1.82.
  • Starfield's new SFBGS00D.esm, SFBGS047.esm and SFBGS050.esm plugins are now recognised as hardcoded to load in that order, following SFBGS008.esm.

Changed

  • Libloadorder now tracks whether plugins are explicitly or implicitly active. Plugins that are activated by plugins.txt (or the game's equivalent, e.g. Morrowind.ini for Morrowind) entries are treated as explicitly active, while other reasons for being active (such as being hardcoded by the game to always be active, listed in CCC files, specified as test files in game .ini files, identified by .nam files, or activated by other plugins being active) are treated as implicitly active.

    WritableLoadOrder::activate() and WritableLoadOrder::set_active_plugins() explicitly activate the plugins that they are given.

    WritableLoadOrder::save()'s behaviour is unchanged, so while it may record some implicitly active plugins as explicitly active when writing to plugins.txt (or equivalent files), it will not make the same changes to libloadorder's current state.

  • WritableLoadOrder::deactivate() will now error if you try to deactivate a plugin that is implicitly activated by another plugin. For example, if the game is Starfield and A.esp is active, then you can't deactivate BlueprintShips-A.esm.

  • WritableLoadOrder::deactivate() will now also deactivate any other plugins that are implicitly active only due to the given plugin. For example, if the game is Starfield and A.esp is active, then deactivating it will also deactivate BlueprintShips-A.esm, unless the latter is explicitly active or has another reason for being implicitly active (e.g. because A.esm is active).

[18.6.0] - 2026-03-26

Added

  • Added support for implicitly activating Starfield BlueprintShips plugins.

    Starfield treats a plugin named BlueprintShips-X.esm (where X can be anything) as active even if it is not listed as active in plugins.txt (or not listed in plugins.txt at all), so long as there is an active plugin named X.esm, X.esp or X.esl. I.e. activating X.esm will also activate BlueprintShips-X.esm if it exists.

    libloadorder now follows this behaviour when WritableLoadOrder::load() or WritableLoadOrder::activate() are called. When activating a plugin, it now validates that any implicitly-activated BlueprintShips plugin would not increase the active plugins counts past their limits. WritableLoadOrder::set_active_plugins() now validates that the given plugins include all BlueprintShips plugins that would be implicitly activated by other plugins given to the function.

    libloadorder does not automatically deactivate a BlueprintShips plugin that was implicitly activated by another plugin when that other plugin is deactivated, as libloadorder doesn't currently track whether a plugin was implicitly or explicitly activated.

  • Add support for persisting blueprint master load order across Starfield starts.

    When Starfield starts, it reads plugins.txt, and then removes all blueprint plugins and BlueprintShips plugins from plugins.txt. This means that those plugins cannot have their load order persisted in plugins.txt across multiple Starfield starts. However, any blueprint masters that are implicitly (not explicitly) active are appended to the load order in ascending order of their modification timestamps.

    WritableLoadOrder::save() now writes the modification timestamps of any blueprint masters present so that they match the load order being saved. This is done in addition to including the blueprint masters in plugins.txt.

    This preserves the order of implicitly-active blueprint masters (which all current official blueprint and BlueprintShips plugins are) across multiple Starfield startups. However, it is unable to preserve the order of any other blueprint plugins, or of BlueprintShips plugins that are not blueprint-flagged.

  • WritableLoadOrder::is_ambiguous() now ignores blueprint plugins and BlueprintShips plugins for Starfield, since it's not possible to stop the game from making their load order positions ambiguous, so returning true makes it more difficult to identify when there is ambiguity that can be permanently resolved.

[18.5.1] - 2025-09-29

Changed

  • The accepted dependency version ranges have been widened to include older versions. The oldest accepted version for each dependency is the oldest that libloadorder will build and pass its tests with on x86-64 Windows and Linux.
  • The windows dependency has been replaced by direct dependencies on windows-sys and windows-result.

[18.5.0] - 2025-08-01

Added

  • Support for DLC install paths used by the Microsoft Store's distribution of Starfield.
  • Support for plugin file symlinks for all games on Linux, and for OpenMW and Oblivion Remastered on Windows.

Fixed

  • Reading active plugins from Morrowind.ini now handles whitespace, entries in the wrong section and gaps in the index sequence in the same way as Morrowind's launcher.

Changed

  • Releases are now published to crates.io using Trusted Publishing.
  • Updated rust-ini to 0.21.2.
  • Updated windows to 0.61.3.

Removed

  • The regex dependency.

[18.4.0] - 2025-05-01

Added

  • Support for TES IV: Oblivion Remastered using the new GameId::OblivionRemastered enum variant. Oblivion Remastered uses the textfile-based load order system, and libloadorder will read and write loadorder.txt next to Plugins.txt in the game's Data directory.

Fixed

  • A panic would occur when reading OpenMW config that did not define any user config paths. An error is now returned instead.

Changed

  • Binary content in error messages (including paths) will now be output as ASCII strings with character escapes instead of hexadecimal byte arrays.
  • Some code that used functions that could panic has been rewritten to avoid the risk of changes accidentally introducing panics.
  • Updated esplugin to 6.1.3.

[18.3.0] - 2025-03-26

Added

  • Implemented Ord and PartialOrd on LoadOrderMethod, GameId and GameSettings.
  • Added std::fmt::Debug as a supertrait of WritableLoadOrder.

Changed

  • The Box<dyn error::Error + Send> stored in Error::PluginParsingError is now Box<dyn error::Error + Send + Sync + 'static>.
  • GameSettings::into_load_order() now returns a Box<dyn WritableLoadOrder + Send + Sync + 'static> instead of a Box<dyn WritableLoadOrder>

Changed

  • Updated windows to 0.61.1.

[18.2.2] - 2025-02-10

Fixed

  • OpenMW configuration is now loaded in a similar way to how OpenMW loads it, so a wider variety of config file locations are now supported, including the locations used by Linux packages linked to at https://openmw.org/downloads/.
  • A panic that could occur when loading an OpenMW load order that contains no plugins.

[18.2.1] - 2025-02-02

Fixed

  • Increased the active plugin limit for OpenMW from 255 to 2147483646.

[18.2.0] - 2025-02-01

Added

  • Support for OpenMW using the new GameId::OpenMW and LoadOrderMethod::OpenMW enum values.

    • Support has been implemented for OpenMW 0.49.0 RC3. 0.48.0 should also be compatible, as there appears to be only minor load order differences between the two.
    • When calling GameSettings::new() or GameSettings::with_local_path(), the game_path must be the path to the OpenMW installation directory, e.g. C:\Program Files\OpenMW on Windows, not the Morrowind install path.
    • GameSettings::new() will use OpenMW's My Games\OpenMW directory on Windows and its $XDG_CONFIG_HOME/openmw (or $HOME/.config/openmw) directory on Linux as the game's local path.
    • OpenMW supports loading plugins from multiple data directories. GameSettings::plugins_directory() will be the resources/vfs directory, and GameSettings::additional_plugins_directories() will contain OpenMW's local data path, followed by the data paths listed in the global and user openmw.cfg files.
    • When the load order is saved, the user openmw.cfg will be written to, replacing the content entries with the active plugins in their load order, and replacing the data entries with the paths in GameSettings::additional_plugins_directories(), aside from hardcoded paths and paths that are present in the global openmw.cfg file.
    • The OpenMW Launcher derives the load order of inactive plugins from the order in which their parent data paths are listed and from their filenames. libloadorder attempts to do the same.
    • While libloadorder allows you to change the load order positions of inactive plugins, OpenMW provides no way to persist those changes.
    • Unlike Morrowind, OpenMW does not load master-flagged plugins before non-master-flagged plugins: all plugins are effectively non-masters.
    • The OpenMW Launcher may hide some plugins from view, and may automatically activate inactive dependencies of active plugins. libloadorder always shows the full load order and does not automatically activate any plugins.
    • libloadorder does not support ghosted OpenMW plugins.

Changed

  • Deprecated GameSettings::master_file(). It's not used in any load order operations, apart from appearing as an early-loading plugin for some games, and is misleading for OpenMW and some total conversion installs for other games, e.g. Nehrim.
  • Updated encoding_rs to 0.8.35.
  • Updated dirs to 6.0.0.
  • Updated libc to 0.2.169.
  • Updated regex to 1.11.1.
  • Updated unicase to 2.8.1.
  • Updated windows to 0.59.0.

[18.1.3] - 2024-10-20

Fixed

  • 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 after OldMars.esm.

[18.1.2] - 2024-10-07

Fixed

  • 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 function WritableLoadOrder.load() seeing a 2x improvement.

Changed

  • Updated esplugin to 6.1.1.

[18.1.1] - 2024-10-05

Fixed

  • Incorrect validation errors when a game's CCC file contained a plugin with a hardcoded load order position.

[18.1.0] - 2024-10-05

Added

  • ShatteredSpace.esm is now recognised as a Starfield plugin with a hardcoded load order index of 01.

Changed

  • 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 and SFBGS008.esm have hardcoded load order indexes, to match the behaviour of Starfield v1.14.70.0.
  • Updated regex to 1.11.0.

[18.0.0] - 2024-08-24

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.

[17.1.0] - 2024-08-23

Added

  • 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.

Changed

  • The Error, GameId and LoadOrderMethod 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.

Fixed

  • The wrong insert position could be calculated for a plugin being inserted into a load order that contains one or more hoisted non-masters.

Removed

  • Error::SystemTimeError, Error::NotUtf8 and Error::GameMasterMustLoadFirst as they are unused.

[17.0.1] - 2024-06-29

Changed

  • 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 the FD index.

Fixed

  • 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.

[17.0.0] - 2024-06-28

Added

  • Starfield's Starfield.ccc file will now be read from the My 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's Data 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.

Changed

  • 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 and OldMars.esm are no longer treated as hardcoded: instead, they are now treated as implicitly active, along with BlueprintShips-Starfield.esm, SFBGS003.esm, SFBGS006.esm, SFBGS007.esm and SFBGS008.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 a medium_count field, and its normal_count field has been renamed to full_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.

Fixed

  • 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.

[16.0.0] - 2024-05-02

Added

  • Support for Fallout 4 from the Epic Games Store.
  • Cargo.lock is no longer ignored by Git.

Changed

  • Error::IoError, Error::NoFilename, Error::PluginParsingError, Error::TooManyActivePlugins, Error::DuplicatePlugin, Error::NonMasterBeforeMaster, Error::GameMasterMustLoadFirst, Error::IniParsingError and Error::VdfParsingError now hold contextual data.

  • Error::DecodeError now holds a Vec<u8>.

  • Error::EncodeError now holds a String.

  • 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.

Removed

  • 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.

Fixed

  • 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.

[15.0.2] - 2023-11-25

Changed

  • 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.

Fixed

  • 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.

[15.0.1] - 2023-10-06

Fixed

  • 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 when plugins.txt is being ignored, in addition to writing plugins.txt. This ensures that the load order that is saved is seen when it is next loaded, even if plugins.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 in plugins.txt. Previously it only ignored early-loading plugins, which was incorrect because implicitly-active plugin load order positions are always well-defined.

[15.0.0] - 2023-09-28

Added

  • 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 through sTestFile10 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() and GameSettings::loads_early().
  • Error::InvalidEarlyLoadingPluginPosition, which is now used instead of Error::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.

Changed

  • 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 and plugins.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 with dirs.
  • Error::UnrepresentedHoist's two String members are now named to disambiguate them.

Fixed

  • libloadorder now looks for Oblivion.ini's bUseMyGamesDirectory property in the ini file's General section, instead of anywhere in the file.

[14.2.2] - 2023-09-16

Changed

  • GameSettings::active_plugins_file() now returns a path ending in Plugins.txt instead of plugins.txt for all games other than Morrowind, to case-sensitively match the filenames used by the games.

[14.2.1] - 2023-08-22

Changed

  • GameSettings::active_plugins_file() now returns a path ending in Plugins.txt instead of plugins.txt for Oblivion and Nehrim, to case-sensitively match the filenames created by those games.

[14.2.0] - 2023-08-20

Changed

  • 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.

Fixed

  • A typo in the Error::GameMasterMustLoadFirst error message.

[14.1.0] - 2023-04-26

Added

  • 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 a GameSettings 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 mutable GameSettings reference from a WritableLoadOrder impl.

[14.0.0] - 2023-03-18

Added

  • 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 or SkyrimSE game IDs and a game path but no local path, libloadorder will now check for Enderal Launcher.exe in the game path and use the appropriate local path.

Changed

  • 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.

[13.3.0] - 2022-10-11

Added

  • GameSettings::new() now sets the local app data folder name for Skyrim SE to Skyrim Special Edition EPIC if the game install path does not contain Galaxy64.dll and does contain EOSSDK-Win64-Shipping.dll. The EOSSDK-Win64-Shipping.dll file is present when the Epic Games Store's distribution of Skyrim SE is installed.

[13.2.0] - 2022-10-01

Added

  • GameSettings::new() now sets the local app data folder name for Skyrim SE to Skyrim Special Edition GOG if the game install path contains Galaxy64.dll, and otherwise uses Skyrim Special Edition as before. The Galaxy64.dll file is present when GOG's distribution of Skyrim SE is installed.

Changed

  • Updated to Rust's 2018 edition.

Fixed

  • If Oblivion's Oblivion.ini could not be found or read, or if it did not contain the bUseMyGamesDirectory setting, the game's install path would be used as the parent directory for plugins.txt. It now correctly defaults to using the game's local app data directory, and only uses the install path if bUseMyGamesDirectory=0 is found.

[13.1.1] - 2022-09-15

Changed

  • Updated esplugin to v4.0.0.
  • The encoding dependency has been replaced by a dependency on encoding_rs.

[13.1.0] - 2022-02-23

Added

  • WritableLoadOrder::is_ambiguous() for checking if all currently-loaded plugins have a well defined load order position and that all data sources are consistent.

[13.0.0] - 2021-04-17

Changed

  • GameId::supports_light_masters() has been renamed to GameId::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.

Fixed

  • Bare trait object deprecation warnings.

[12.0.1] = 2019-02-26

Fixed

  • Fixed the casing of Hearthfires.esm to HearthFires.esm in the hardcoded plugin lists for Skyrim and Skyrim Special Edition, to fix recognising that plugin on case-sensitive filesystems.

[12.0.0] - 2018-10-29

Added

  • 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.

Changed

  • WritableLoadOrder::activate() and WritableLoadOrder::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.

Fixed

  • WritableLoadOrder's load(), set_load_order(), set_plugin_index(), set_active_plugins() and activate() 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 reading loadorder.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 with WritableLoadOrder::load().

[11.4.1] - 2018-09-10

Fixed

  • Fallout 4's Ultra High Resolution DLC plugin is now recognised as always being active if installed.

[11.4.0] - 2018-06-24

Changed

  • 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.

Removed

  • WritableLoadOrder no longer has the private trait MutableLoadOrder as a supertrait. Instead, it has ReadableLoadOrder as a supertrait (which was previously a supertrait of MutableLoadOrder).
  • ReadableLoadOrder::plugins(), as it returned the private Plugin type and should not have been exposed.

[11.2.3] - 2018-06-02

Changed

  • 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.

[11.2.2] - 2018-05-26

Changed

  • Updated regex dependency.

Fixed

  • Check that hardcoded plugins load in their correct positions in the load order passed to WritableLoadOrder::set_load_order().

[11.2.1] - 2018-04-27

Changed

  • Switched from tempfile to tempdir for creating temporary directories for tests.

Fixed

  • 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.

[11.2.0] - 2018-04-08

Added

  • Support for Skyrim VR using GameId::SkyrimVR.

[11.1.0] - 2018-04-02

Changed

  • WritableLoadOrder::load() now falls back to reading loadorder.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.

[11.0.2] - 2018-03-29

Fixed

  • Setting a load order for Morrowind, Oblivion, Fallout 3 and Fallout: New Vegas with plugin timestamps earlier than the Unix epoch would fail.

[11.0.1] - 2018-02-17

Fixed

  • 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.

[11.0.0] - 2018-02-16

Changed

  • 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 and WritableLoadOrder methods, and significantly reduced their running time.
  • Updated Rayon dependency to 1.0.0.

[10.1.1] - 2018-02-14

Added

  • Benchmarks for some ReadableLoadOrder and WritableLoadOrder methods, built using Criterion.rs, and which can be run using cargo bench.

Changed

  • Various optimisations that have improved performance in general, with improvements of between 2x to 19x observed for the benchmarked functions.

Fixed

  • 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.

[10.1.0] - 2018-02-04

Added

  • Support for Fallout 4 VR using GameId::Fallout4VR.

Changed

  • Updated esplugin, walkdir and rayon dependencies.

[10.0.4] - 2017-11-21

Changed

  • Identify Creation Club plugins using .ccc files instead of hardcoding them.
  • Updated to esplugin v1.0.7.

[10.0.3] - 2017-10-31

Fixed

  • Panic that could occur when loading state and implicitly-active plugins were not loaded in the order they appear in the load order.

[10.0.2] - 2017-10-27

Fixed

  • 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.

[10.0.1] - 2017-10-27

Changed

  • Improved performance of setting and saving load order.

[10.0.0] - 2017-10-14

Added

  • 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.

Changed

  • libloadorder has been rewritten in Rust. The library has been split into two crates: libloadorder, which contains the Rust implementation, and libloadorder-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.

Removed

  • Caching of plugin folder, active plugins file and load order file content, as profiling showed it was no longer effective.

Fixed

  • 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.

[9.5.5] - 2017-07-15

Changed

  • 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.

[9.5.4] - 2017-11-23

Fixed

  • A crash caused by missing implicitly-active plugins.
  • Implicitly active plugins being positioned incorrectly if one or more were missing.

[9.5.3] - 2016-11-12

Fixed

  • The positions of implicitly-active plugins in plugins.txt is now ignored.

[9.5.2] - 2016-11-11

Changed

  • 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.

[9.5.1] - 2016-11-08

Fixed

  • Implicitly-active plugins not loading first for Fallout 4 and Skyrim Special Edition.

[9.5.0] - 2016-10-29

Added

  • Support for Skyrim Special Edition.

Fixed

  • Implicitly-active plugins were not treated as such if the active plugins file was missing.

[9.4.1] - 2016-08-13

Added

  • Support for building with Clang.

Changed

  • 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.

[9.4.0] - 2016-06-21

Added

  • Support for upcoming Fallout 4 DLC plugins to be recognised as always being active if installed.

Changed

  • Don't throw if deactivating an implicitly active plugin that is not installed.

[9.3.0] - 2016-05-21

Added

  • Fallout 4's Far Harbor DLC plugin is now recognised as always being active if installed.

[9.2.0] - 2016-04-29

Added

  • Fallout 4's Automatron and Wasteland Workshop DLC plugins are now recognised as always being active if installed.

Changed

  • Documentation is now automatically generated and packaged.

[9.1.0] - 2016-04-14

Changed

  • 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.

[9.0.0] - 2016-04-11

Added

  • The LIBLO_METHOD_ASTERISK constant to indicate the new load order method now used by Fallout 4.

Changed

  • Updated Fallout 4 support to use new load order method introduced in Fallout 4 v1.5.

[8.0.1] - 2016-04-10

Fixed

  • Mismatched CMake variable names causing build failures.

[8.0.0] - 2016-03-22

Changed

  • Removed the 32/64 suffix from library binary filename.

[7.0.1] - 2016-03-21

Changed

  • Use CMake's ExternalProject_Add to resolve dependencies.

[7.0.0] - 2015-12-07

Added

  • 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.

Changed

  • 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.

Removed

  • Boost.Iostreams and Boost.Regex dependencies.
  • Support for MSVC earlier than 2015.

Fixed

  • 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() and lo_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.

[6.0.3] - 2014-12-21

Changed

  • Removed unnecessary validity checks when overwriting existing state.
  • Plugin data is cached during reading of the load order to improve performance.

Fixed

  • 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.

[6.0.2] - 2014-12-14

Fixed

  • Crash due to libespm trying to parse plugins that are not installed.

[6.0.1] - 2014-10-10

Fixed

  • Validity checks were checking only active plugins when they should have been checking the whole load order.

[6.0.0] - 2014-10-06

Changed

  • 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 of LIBLO_OK.

Added

  • Google Test-based tests.
  • Travis CI builds.

Fixed

  • 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.

[5.0.0] - 2014-09-28

Changed

  • lo_create_handle() now takes a new parameter to allow clients to set the game's local data path. If NULL, the Registry is used to look the path up.
  • Made API function parameters more const.

Fixed

  • Getting a plugin's masters for validity checks would always return an empty vector.

[4.0.1] - 2014-07-07

Fixed

  • API constants not being exposed.

[4.0.0] - 2014-06-27

Added

  • Support for MSVC 2012.

Changed

  • Libespm parsing errors are now propagated through the API.

Removed

  • 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.

Fixed

  • XP support when building with MSVC 2013.
  • DLL linking errors.

[3.0.3] - 2014-03-23

Changed

  • When setting plugin timestamps, libloadorder now recycles existing values, adding new timestamps only when the existing timestamps are non-unique.

Fixed

  • 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.

[3.0.2] - 2013-09-26

Changed

  • Libespm is now used to parse plugin headers.
  • More details are now supplied in some error messages.

Fixed

  • 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.

[3.0.1] - 2013-07-23

  • First tagged release.