[REL] BOSS for Oblivion

Post » Thu May 03, 2012 2:38 am

New part of water mod Skyrimized water:
  • Skyrimized Waters HD BLUE - SI Addon.esp Version 1.7. Checksum: B74169A7
The other similar is without BLUE in name. Link: http://tes.nexusmods.com/downloads/file.php?id=41599

Probably this SI Addon (as opposed to main plugin) doesn't need C.Water tag as said by Lethys90 in comments:
BTW @CarlosS4444 I don't think the SI addon needs tags, since it doesn't modify any cells directly. I just merged it in the bashed patch and all was cool, but I really don't know much about Wrye bash(it still looks like magic to me lol).
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Zoe Ratcliffe
 
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Post » Thu May 03, 2012 4:50 am

Hey I just wanted to say Thank you to everyone at the BOSS Team for making such a wonderful resource for us modders and mod users to use. You guys really help tons, and I want to personally thank you for all of your hard work!
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Reven Lord
 
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Post » Thu May 03, 2012 4:23 am

Another day, another set of questions:

1. Start menu shortcuts. What should they be? (All going in a BOSS folder)
  • Uninstall
  • BOSS GUI
  • BOSS
  • View Main ReadMe (in Docs subfolder)
  • View User Rules ReadMe (in Docs subfolder)
  • View Masterlist Syntax Documentation (in Docs subfolder)
  • View API ReadMe (in Docs subfolder)
  • View Copyright Licenses (in Docs subfolder)
I'd say that we don't need "BOSS - Oblivion", "BOSS - Skyrim", etc. any more because you can choose that when you launch BOSS or at any time when using BOSS GUI.

2. Installer options. I'm removing the "delete old BOSS files minus userlist" and "delete userlist" options, as by default the installer will now move your userlist (and BOSS.ini, which will be renamed BOSS.ini.old) to the new location and delete everything else. I'll keep the on-finish "run BOSS" and "view readme" options. The uninstaller will retain the option to keep your userlist and BOSS.ini, so that they can be moved by the installer (as when upgrading the previous version's uninstaller is run before the new version's installer).

In terms of default path, if the installer detects only one game, it will install BOSS to that game's folder, otherwise it will install to "C:\BOSS". Whatever path is default can of course be edited by typing or by GUI folder selection.

Sound good?

New part of water mod Skyrimized water:
  • Skyrimized Waters HD BLUE - SI Addon.esp Version 1.7. Checksum: B74169A7
The other similar is without BLUE in name. Link: http://tes.nexusmods.com/downloads/file.php?id=41599

Probably this SI Addon (as opposed to main plugin) doesn't need C.Water tag as said by Lethys90 in comments:
Added.
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matt oneil
 
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Post » Wed May 02, 2012 11:14 pm

2. Installer options. I'm removing the "delete old BOSS files minus userlist" and "delete userlist" options, as by default the installer will now move your userlist (and BOSS.ini, which will be renamed BOSS.ini.old) to the new location and delete everything else. I'll keep the on-finish "run BOSS" and "view readme" options. The uninstaller will retain the option to keep your userlist and BOSS.ini, so that they can be moved by the installer (as when upgrading the previous version's uninstaller is run before the new version's installer).

Just to be thorough: if no move is required (i.e. previously upgraded & moved to the new locations), the uninstaller is still run with the userlist and BOSS.INI options? If so, all looks good to me.

-Dubious-
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Eddie Howe
 
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Post » Wed May 02, 2012 8:55 pm

Just to be thorough: if no move is required (i.e. previously upgraded & moved to the new locations), the uninstaller is still run with the userlist and BOSS.INI options? If so, all looks good to me.

-Dubious-
Yes, that's correct.
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Romy Welsch
 
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Post » Thu May 03, 2012 4:32 am

  • Blue-Glass-Extra-Set.esp Checksum: FE3E6D0C http://tes.nexusmods.com/downloads/file.php?id=2511
  • Insanity's Blue Glass Armor.esp Checksum: 18B85285 http://tesalliance.org/forums/index.php?/files/file/241-insanitys-blue-glass-armor/
Found two new glass sets (first one with weapons too). Both mods add glass to two shops.

As for the new BOSS installation, IMHO it looks coherent and logical. Thank you for the HUGE and AMAZING job you do to this essential tool!
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lolli
 
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Post » Thu May 03, 2012 7:00 am

Another day, another set of questions:
Probably me being stupid, but is the plan to have BOSS installed in separate folder from any of the games so that there is a single executable that covers all installed games?

On the assumption that this is the plan, then I think BOSS should still be in a separate folder even if there is only one game installed. This would mean that when (if) another game is installed, you would not have to reinstall BOSS for the new game.

Also, will the Userlist, Masterlist and INI files be held in the BOSS installation directory (perhaps within folder names that match the games with which they are associated) or will they be stored within the games folder structure?

Will the old INI settings be applied to the new INI file or will preferences need to be applied after each install?

As always, many thanks for the continuing work you are doing on this invaluable utility.
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Fluffer
 
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Post » Wed May 02, 2012 11:38 pm

I've finished the big chunk of improvement work for v2.0. From the readme:
Spoiler
  • Removed: BOSS Updater for manual installs. When an update is checked for and found on a manual install, BOSS will notify the user of the update and its download locations, but not download or install the update itself. Behaviour on installer installs is unchanged.
  • Removed: iRunType ini setting, as it was unnecessary.
  • Fixed: GUI mixing up Nehrim and Fallout: New Vegas in the Game drop-down box.
  • Fixed: Saving a masterlist-format file no longer omits its conditionals. This bug was never exposed.
  • Fixed: Conditional parsing errors not being reported correctly in the BOSS Log. This bug was never exposed.
  • Fixed: Invalid regular expressions in masterlist-format files causing crashes.
  • Fixed: Plugins with filenames containing international characters causing the GUI's User Rules Editor to fail to load.
  • Fixed: Masterlist-format files beginning with blank lines will no longer create an initial empty item in their data structures.
  • Fixed: Messages being outputted in the format set globally instead of the outputters local format. This bug was never exposed.
  • Changed: Tidied up code, making better use of class inheritance and swapping Boost filesystem paths for strings in plugin names.
  • Changed: Updated version of libcurl used from 7.23.1 to 7.24.0, and updated version of wxWidgets used from 2.9.2 to 2.9.3.
  • Changed: GUI's User Rules Editor is now resizeable and the Installed Mods and Masterlist lists are now tabbed to give more space for them.
  • Changed: BOSS no longer quits with an error message without sorting plugins when both Nehrim.esm and Oblivion.esm are present in the same Data folder, as this arrangement may be valid for modders porting mods, so long as Oblivion.esm remains inactive when Nehrim is run.
  • Changed: BOSS update release notes are now displayed before the update download confirmation.
  • Changed: Only a single instance of the GUI is now allowed to run at any one time.
  • Changed: Pretty pictures now in the main readme! Also updated content to reflect various changes and additions.
  • Changed: Rewrote NSIS installer to reflect various changes and additions, and simplified the installer code greatly.
  • Added: Support for multiple games from a single BOSS install:
    • BOSS now has two different install types: local installs place the BOSS folder beside a game's Data folder. Non-local installs place the BOSS folder anywhere else. Local installs will always run for the local game by default. Non-local installs will look for supported games and prompt the user to choose one to run for each time BOSS is run. If only one game is found, BOSS will run for it without user prompt.
    • BOSS game files (masterlist, BOSS Log, etc.) are now stored in separate sub-folders within the BOSS folder for each game to avoid conflict.
    • The --game,-g [ game ] command line parameter and corresponding ini and GUI settings now behaves slightly differently: when BOSS is run with the game not set to autodetect, and it is not set to only update the masterlist, the game parameter specifies the default game to run for. If the default cannot be found, BOSS falls back to autodetection.
    • The Game drop-down list in the GUI has been moved to the Settings window.
    • An Active Game menu has been added to the GUI that allows you to change which game BOSS is currently active for without closing the GUI. Undetected games are greyed out, unless the Update Masterlist Only run option is selected. If you have an undetected game active and switch from Update Masterlist Only to another run option, the BOSS automatically switches to the first detected game in the list.
    • If the GUI is launched and no game is detected, only the Update Masterlist Only run option is enabled.
  • Added: BOSS API. See BOSS API ReadMe.html for details.

Of course, I've still got a bunch of things I want to get done, but this marks a technically complete state: if I had to release a new version tommorrow, I could release this and it wouldn't be missing bits. As such, I'm looking for people to beta test the changes made thus far. PM me if you're interested.

Probably me being stupid, but is the plan to have BOSS installed in separate folder from any of the games so that there is a single executable that covers all installed games?

On the assumption that this is the plan, then I think BOSS should still be in a separate folder even if there is only one game installed. This would mean that when (if) another game is installed, you would not have to reinstall BOSS for the new game.

Also, will the Userlist, Masterlist and INI files be held in the BOSS installation directory (perhaps within folder names that match the games with which they are associated) or will they be stored within the games folder structure?

Will the old INI settings be applied to the new INI file or will preferences need to be applied after each install?

As always, many thanks for the continuing work you are doing on this invaluable utility.
Yes.

Good point, I'll have a think about it.

I posted the new directory structure earlier in the thread. Only one ini file, but masterlist, userlist, BOSS Log and modlists will be individual to each game, stored in subfolders of the BOSS folder.

Old ini settings will not be applied, since the entries vary between releases and I'd have to cover the complete history of entries if so.
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James Baldwin
 
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Post » Thu May 03, 2012 11:22 am

@wrinklyninja: For thi new release, please make the BOSS installation directory customizable during the installation wizard, as I have a beef with things trying to install in C: without giving me the option to change it (having practically no space in C:). I am sure BOSS does not suffer this issue at the mo, but wanted to make sure as you work on this new release.
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Bethany Short
 
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Post » Thu May 03, 2012 1:14 am

@wrinklyninja: For thi new release, please make the BOSS installation directory customizable during the installation wizard, as I have a beef with things trying to install in C: without giving me the option to change it (having practically no space in C:). I am sure BOSS does not suffer this issue at the mo, but wanted to make sure as you work on this new release.
It is customisable.
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Matthew Aaron Evans
 
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Post » Thu May 03, 2012 9:39 am

Unrecognized Plugin:

http://tes.nexusmods.com/downloads/file.php?id=41696

TES4Edit reports:
ITM = 0
UDR = 14

Dirty CRC = AB48455D

Viva BOSS ! :biggrin:
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sas
 
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Post » Thu May 03, 2012 3:43 am

That reminds me, I've been meaning to ask, where in TES4Edit does it report the number of ITM and UDR records for a dirty mod? I can't for the life of me find them.
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Daramis McGee
 
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Post » Thu May 03, 2012 1:28 am

That reminds me, I've been meaning to ask, where in TES4Edit does it report the number of ITM and UDR records for a dirty mod? I can't for the life of me find them.
In the "Messages" tab, it'll say along the lines of this;

For ITM - [Removing "Identical to Master" records done] Processed Records: 2209 Removed Records: 0 Elapsed Time: 00:00
For UDR - [Undeleting and Disabling References done] Processed Records: 2209 Undeleted Records: 0 Elapsed Time: 00:00
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Rebekah Rebekah Nicole
 
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Post » Wed May 02, 2012 8:43 pm

  • Blue-Glass-Extra-Set.esp Checksum: FE3E6D0C http://tes.nexusmods.com/downloads/file.php?id=2511
  • Insanity's Blue Glass Armor.esp Checksum: 18B85285 http://tesalliance.org/forums/index.php?/files/file/241-insanitys-blue-glass-armor/
Found two new glass sets (first one with weapons too). Both mods add glass to two shops.

As for the new BOSS installation, IMHO it looks coherent and logical. Thank you for the HUGE and AMAZING job you do to this essential tool!
Added.

Unrecognized Plugin:

http://tes.nexusmods.com/downloads/file.php?id=41696

TES4Edit reports:
ITM = 0
UDR = 14

Dirty CRC = AB48455D

Viva BOSS ! :biggrin:
Added.
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butterfly
 
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Post » Thu May 03, 2012 6:51 am

Double post, but:

Skyrim's 1.4.26 (beta) patch changes how load order is decided in such a way that BOSS now has to access the information on which plugins are active and which plugins are inactive. Since it can read that info, that opens up the possibilities for new features across all games BOSS supports, since the info is stored in the same way.

So, what features do you think that BOSS could benefit from having using this information? I'm thinking:

1. Some sort of visual indication of what plugins are active (perhaps a green "Active" label?) in the BOSS Log, with a "Hide Inactive Plugins" filter.
2. A new conditional that detects the active/inactive status of a plugin and that can be used alongside warning or error messages to provide "This should be active!"-type warnings.
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Claire Mclaughlin
 
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Post » Wed May 02, 2012 9:18 pm

2. A new conditional that detects the active/inactive status of a plugin and that can be used alongside warning or error messages to provide "This should be active!"-type warnings.
This would be a boon especially to FCOM installation.
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Tai Scott
 
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Post » Thu May 03, 2012 9:21 am

A known conflict warning would be nice.

For instance, "only one SDR Perks and Patches .esp should be active", and red-line both.
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Lou
 
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Post » Thu May 03, 2012 3:51 am

I suggest adding the NoMerge tag to Cobl Bookjackets.esp (see http://tes.nexusmods.com/downloads/file.php?id=24890).

It already has the Graphics tag, which is correct. It's strictly a graphics replacer so there's not really a reason to merge anything else from the mod, and the tags would then be consistent with other graphics-only book replacers. The documentation also suggests the ESP should be deactivated and just imported.
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Emma Pennington
 
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Post » Thu May 03, 2012 5:52 am

A few unrecognized mods, all are clean, all are just new outfits so not bothering with a link (also a couple are kinda twitchy in terms of whats allowable to be linked to here anyway)

Throne Armor.esp
CRC: C0A7112A

Sinnocence.esp
CRC: A62AE985

MakotoOutfit.esp
CRC: C3F528C1
Must Load After VipCxj_HighHeels.esp
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BRIANNA
 
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Post » Thu May 03, 2012 1:52 am

Hemingweys Capes Improved Merchants.esp (CRC FD2BF13D) has one Identical to Master record that can be cleaned. It's a reference to a static from Oblivion.esm:

Removing: [REFR:0001DC16] (places ChorrolFGInterior01Basemant [STAT:0002B985] in GRUP Cell Temporary Children of ChorrolFightersGuildBasemant "Chorrol Fighters Guild Basemant" [CELL:0001C93F])
[Removing "Identical to Master" records done] Processed Records: 225 Removed Records: 1 Elapsed Time: 00:00
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Portions
 
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Post » Thu May 03, 2012 4:37 am

Hello BOSS master,

I've got a complete new set of .esps and .dll coming soon that will replace the old set. The new and old should not be used in conjunction with each other. Details follow:

Old:
Sneaking Detection Recalibrated.esp
SDR Perks and Patches - Nehrim.esp
SDR Perks and Patches - Oblivion.esp
SneakingDetectionRecalibrated.dll

New:
SDR_Core.esp
> required
> masterless
> requires SDR_obse.dll
> requires AddActorValues.dll
> requires OBSE v20+
SDR_obse.dll
> required
> requires OBSE v20+
SDR_NPC Behavior.esp
> optional
> SDR_Core.esp is a master
> conflicts with SM Combat Hide which has been folded in (with permission)
SDR_Perks And Patches (Nehrim).esp
> optional
> SDR_Core.esp is a master
> Nehrim.esm is not a master, but still required
SDR_Perks And Patches (Oblvion).esp
> optional
> SDR_Core.esp is a master
> Oblivion.esm is a master

Note: only the Perks and Patches that match the game world being playing (Oblivion/Nehrim) should be activated

Position should be basically the same as before in the order above.

EDIT: although it probably doesn't actually matter, to be on the safe side, SDR should probably load after any mods that add races and creatures, since the new version checks model paths and race names to assign vision types.

Let me know if you have any questions.

saebel
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mollypop
 
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Post » Thu May 03, 2012 1:40 am

  • strotisAyleidClutter.esp Checksum: DF337A9C http://tes.nexusmods.com/downloads/file.php?id=41558
This unrecognised mod adds clutter to one of the ruins. So I doubt it needs a tag.
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noa zarfati
 
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Post » Thu May 03, 2012 6:34 am

Sorry for the delay in additions, I'm throwing all my free time into getting the new load order system set up for Skyrim. I should have time for additions tomorrow.
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Michelle Serenity Boss
 
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Post » Thu May 03, 2012 9:48 am

Not a problem. I knew you were busy. My new stuff is in beta, and in all honesty, having it load last in the load order doesn't really hurt anything, so take whatever time you need as far as I'm concerned.
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Tamara Dost
 
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Post » Wed May 02, 2012 7:45 pm

Sorry for the delay in additions, I'm throwing all my free time into getting the new load order system set up for Skyrim. I should have time for additions tomorrow.

Oh the Skyrim situation is by far more critical, and I say that as someone who doesn't even own it.
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Mario Alcantar
 
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