[RELZ] garybash

Post » Sat Aug 21, 2010 11:39 pm

All I can say is to do what was told to me

1. Use Fo3edit to check your mods for errors(right click on the left window "check for errors")
2. Create a merged patch with fo3edit
3. Create a bashed patch
4. Masterupdate with fo3edit (fo3edit.exe -masterupdate)
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Lauren Graves
 
Posts: 3343
Joined: Fri Aug 04, 2006 6:03 pm

Post » Sun Aug 22, 2010 6:13 am

Hello there.

I have a crashing-problem with my bashed patch.
.
.
.
All nicely sorted with BOSS-F and tagged accordingly in Garybash, I created my bashed patch. As you can see, i just merged the comp-patches and deactivated them, except for MMM-PB where i just imported the faces.

Now on to the problem:

I tried the bashed patch with and without the comp-patches, with different sorting and shuffling, with different import settings (to almost nothing <<) but i couldn't get the bashed patch ( and only the bashed patch ) to work. In Garybash, the PB-BS, PB-PL and MMM-PB plugins are colored purpleish, something i've never seen before. Also the Fook2 - DIK - PB and MMM-PB are marked as orange, and i can't for the life of me figure out why considering i don't have any exclusion groups whatsoever.

Anyway, in the end when ingame the game crashes when i play the growing-up sequence and get from birthday to goat / goat to waking up in bed. I only can go on when i deactivate the bashed patch.
I'm probably making some totally newbie mistake and i apollogize in advance for my stupid questions but I'm at a loss here.

You should really read the readme for bash (Question mark on bottom bar).
The purple means that you have a mod marked NoMerge (also tells me the last time you updated wrye bash).
Orange means the masters are out of order (not that big of an issue).

Doubtful you need the bashed patch or merged patch to complete the tutorial/creation section.

I've never really used FOOK2 or MasterUpdate (tested it, but no prolonged use), so can't comment on those.

If a mod is not essential from the start (overhauls usually are) or are directly part of the character creation - I would avoid adding them until after you have made several saves outside the vault. The character creation section has gimped areas that will not behave like the regular game and may interfere with many a mods functioning. Besides wouldn't it bite to find out a mod you using is corrupting saves and was there from the beginning?
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Eve Booker
 
Posts: 3300
Joined: Thu Jul 20, 2006 7:53 pm

Post » Sat Aug 21, 2010 9:47 pm

psymon could you post or link your load order? Interested to see what you run with.
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Lyd
 
Posts: 3335
Joined: Sat Aug 26, 2006 2:56 pm

Post » Sun Aug 22, 2010 9:19 am

Yes but only if I can persuade you of something.

I'm not really that much of a thread nazi, but having close to a couple of years experience on these forums has led me to really appreciate threads being useful and not constantly off topic. I know I've pvssyd up a storm or three on other peoples threads in the past and even hijacked a few threads. I know now that for those that are wanting to find real information that kind of thing can be extraneous and distracting. ... I hope you hear what I'm puttin down.

My load order:
Spoiler
Active Mod Files:
00 Fallout3.esm
01 Anchorage.esm
02 ThePitt.esm
03 BrokenSteel.esm
04 PointLookout.esm
05 Destruction.esm
06 Zeta.esm
07 Unofficial Fallout 3 Patch.esm [Version 1.2.0]
08 Project Beauty.esm
09 PointLookout-FollowersGetToGo.esm [Version 2.]
0A CRAFT.esm
0B CALIBR.esm [Version 1.3]
0C xCALIBR.esm
0D Refurbishes [ALL].ESM
0E FO3 Wanderers Edition - Main File.esm
0F Mart's Mutant Mod.esm
10 MMZombieCemetery.esm
11 CubeExperimental (EN).esm
12 Enhanced Weather - Rain and Snow.esm
13 StreetLights.esm
14 DCInteriors_ComboEdition.esm
15 Xepha's Dynamic Weather.esm
16 Unofficial Fallout 3 Patch - Operation Anchorage.esp [Version 1.2.0]
17 Unofficial Fallout 3 Patch - The Pitt.esp [Version 1.2.0]
18 Unofficial Fallout 3 Patch - Broken Steel.esp [Version 1.2.0]
19 Unofficial Fallout 3 Patch - Point Lookout.esp [Version 1.2.0]
1A Unofficial Fallout 3 Patch - Mothership Zeta.esp [Version 1.2.0]
1B DarNifiedUIF3.esp
** Project Beauty- Broken Steel.esp
** Project Beauty- Point Lookout.esp
1C FireLightFix.esp
1D StreetLights - Wasteland.esp
1E CRAFT - Activation Perk.esp
1F CRAFT - EnergyAmmo.esp
20 TinCanCRAFTing.esp [Version 2.0]
21 CALIBRxMerchant.esp
++ InverseCombatKnife.esp
22 More Hotkeys.esp
23 Princess Better Prompts v1pt1.esp
24 Zumbs'_Overhauled_Real_Time_Security.esp
25 Moshman's Wasteland Ambiance.esp
++ GeneratorSound.esp
++ Zombie Sounds V2.esp
26 GalaxyNewsRadio100[M].esp
27 GhostRadio.esp
28 mutantradio.esp
29 LookoutRadio.esp
2A RadioTenpenny.esp
2B CONELRAD 640-1240.esp
2C Existence2.0.esp
2D RadioBlues.esp
2E WAR_radio.esp
2F People_Radio.esp
30 InvasionRadio.esp
31 KBATRadio.esp
32 VTAP25.esp
33 Radio Stutter fix.esp
34 RadioHotkey.esp
35 RadioHotkey_RadioBluesAddon.esp
36 UPP - Original Perks.esp
37 UPP - Pack 1.esp
38 UPP - Pack 2.esp
39 UPP - Experience Perks.esp
3A UPP - Quest Perks.esp
3B Combat Style Perks.esp
3C SniperZooming.esp [Version 1.5.0]
3D NotSoFast.esp
3E HeirApparent.esp
3F merc.esp
40 tubRRCompound.esp
41 BoSPatrols.esp
42 MarkB50K_Wasteland_Patrols.esp
43 Echo_BatteryCharger.esp
44 HouseholdWaterPurifier.esp
45 BlackWolf Backpack.esp
46 GunnySack.esp [Version 1.3]
47 FalloutFood.esp
48 Stealth Kills Enabled.esp
++ Stealth Kills Enabled - Pitt Compatibility.esp
49 1Animated Nightvision goggles.esp
4A SS OTS Camera FOSE.esp
4B Directional PipLight HDR.esp
4C Expanded Megaton House V3.esp
4D MaintenanceShed.esp [Version 1.3]
4E MoreMapMarkers.esp
4F MotorCycleRemake.esp
50 Treasure Maps_Underground.esp
51 Treasure Maps_Secrets of the Wasteland.esp
52 Treasure Maps_Bobblehead Edition.esp
53 Treasure Maps_A Fist Full of Caps.esp
54 Greenerworld.esp
++ Destruction - Main.esp
55 Destruction - Main - Statics.esp
++ Destruction - DLC.esp
56 Destruction - DLC - Statics.esp
57 MTC Wasteland Travellers.esp
58 Cliff's_Residences Of DC - Player Version.esp
59 DCInteriors_DLC_Collectables.esp
5A Rivet City Realignment.esp
5B MovinOnUp3.0.esp
5C CanterburyCommonsInteriors.esp
5D MaxLevelWorkaround-HP-BS.esp
5E WastelandMastery.esp
5F SkillCheck.esp
60 FO3 Wanderers Edition - Main File.esp
61 FO3 Wanderers Edition - DLC Anchorage.esp
62 FO3 Wanderers Edition - DLC The Pitt.esp
63 FO3 Wanderers Edition - DLC Broken Steel.esp
64 FO3 Wanderers Edition - DLC Point Lookout.esp
65 FO3 Wanderers Edition - DLC Mothership Zeta.esp
66 FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp
67 FO3 Wanderers Edition - Alternate Travel.esp
68 FO3 Wanderers Edition - UFP Support.esp
69 FO3 Wanderers Edition - Optional Restore Tracers.esp
6A FO3 Wanderers Edition - Optional VATS Realtime.esp
6B FO3 Wanderers Edition - Optional Worn Weapons.esp
++ FO3 Wanderers Edition - Project Beauty.esp
++ FO3 Wanderers Edition - Project Beauty (Followers Enhanced).esp
6C WeaponModKits.esp
6D WeaponModKits - FWE Master Release.esp
++ WeaponModKits - FWE Optional Worn Weapons.esp
6E WeaponModKits - OperationAnchorage.esp
6F WeaponModKits - ThePitt.esp
70 WeaponModKits - BrokenSteel.esp
71 WeaponModKits - PointLookout.esp
72 WeaponModKits - Zeta.esp
++ Echo_UseBothGloves.esp
73 jmschematics - CRAFT.esp
74 Dragonskin Tactical Outfit.esp
75 DragonskinBonusPack.esp
++ DTOForFWE.esp
76 ZL-SVD-CALIBR.esp
++ SVDForFWE.esp
77 ZL-ACR.esp
++ ACRForFWE.esp
78 Tactical Weapons by gRs Frederyck.esp
79 xCALIBRmunitions.esp
7A xCALIBRmunitions_FOSEnhancements.esp
++ frederyck+FWE+xCALIBR.esp
7B Stealthboy Recon Armor - CRAFT.esp
7C CALIBR Ammo Schematics - CRAFT.esp
7D CRAFT Improvised Weaponry.esp
7E CRAFT Improvised Weaponry - Unmodeled.esp
7F Realistic Death Physics.esp
80 Burnification.esp
81 EVE.esp
82 EVE Operation Anchorage.esp
83 EVE - FWE Master Release.esp
++ EVE - FWE Master Release (Follower Enhanced).esp
++ EVE Anchorage - FWE DLC Anchorage.esp
++ EVE - FWE with WeaponModKits.esp
84 PHIG_SteadyAim.esp
85 DLM_FFOutcastsQuest(FWEEd).esp
++ DLM_FFOutcastsQuest_Override-BS.esp
++ FalloutFoods - FWE Master Release.esp
++ ThePitt-NoFireFollowers.esp
86 Wasteland Whisperer.esp
87 RobCo Certified.esp
88 RobCo Storage Module.esp [Version 091]
89 RobCo Certified Engineer.esp
8A RobCo Engineer - Robot Repair.esp
8B RobCo Certified Engineer - Storage Enabled.esp
8C RobCo Certified Engineer - Storage Enabled Fix.esp
8D RobCo Certified - FWE EVE Balance.esp
8E RobCo Certified Stealth Bots.esp
8F RobCo Certified Stealth Bots - FWE EVE Balance.esp
90 RobCo Certified Stealth Bots - CRAFT.esp
91 RobCo Certified Recall.esp
92 RobCo Certified Recall - Stealth FWE EVE Balance.esp
93 ImmersiveHealth.esp
94 Responsive Kill Reactions.esp [Version 1.1]
95 Mart's Mutant Mod.esp
** Mart's Mutant Mod - Project Beauty.esp
96 Mart's Mutant Mod - DLC Anchorage.esp
97 Mart's Mutant Mod - DLC The Pitt.esp
98 Mart's Mutant Mod - DLC Broken Steel.esp
++ Mart's Mutant Mod - DLC Point Lookout.esp
99 Mart's Mutant Mod - DLC Zeta.esp
9A Mart's Mutant Mod - Zombie Cementery.esp
9B S.T.A.L.K.E.R. Mutants[addon for MMM].esp
9C Mart's Mutant Mod - FWE Master Release.esp
++ Mart's Mutant Mod - Project Beauty + FWE.esp
++ T3T_MiscItemIcons.esp
9D Phalanx-Obedient-Dogmeat.esp
9E Enhanced Weather - Rainbows.esp
9F Enhanced Weather - Weather Sounds in Interiors.esp
A0 Realistic Interior Lighting.esp
A1 Realistic Interior Lighting - OA.esp
A2 Realistic Interior Lighting - BS.esp
++ PiPBoy Light Range x3.esp
++ PiPBoy Yellow Light.esp
A3 megalight.esp
A4 tubunarFWE.esp
++ xCALIBR_override_FWE5.esp
++ FWE+WMK_weapons_xCALIBRified.esp
A5 Xepha's Dynamic Weather - Main.esp
A6 Xepha's Dynamic Weather - Anchorage.esp
A7 Xepha's Dynamic Weather - The Pitt.esp
A8 Xepha's Dynamic Weather - Broken Steel.esp
A9 Xepha's Dynamic Weather - Point Lookout.esp
AA Xepha's Dynamic Weather - Experimental Green Tint Remover.esp
AB Xepha's Dynamic Weather - Rain (OA).esp
++ Xepha's Dynamic Weather - Darker Water.esp
AC Night Time Sneak Boost.esp
AD Bashed Patch, 0.esp
So posting that is off topic, sorry Valda.

I run a pretty FWE oriented load order and as a fan of harder games it gives the opportunity for that. I'm also on the lookout for what can be done with Gary Bash. For instance there is tweaks for ironsight mods and I tried out RH Ironsights and ISA Ironsights. RH was better in my opinion and using the mods plus the bash tweak did give ironsight functionality to the vanilla guns the FWE added (or other mod added but patched for FWE) did not work right up to and including the gun blocking all view or the character firing either straight up into the air or to the ground in a very unnatural looking manner.

Now my next challenge is all the RobCo mods above - will the work with the newly updated RobCo ....?
User avatar
Peetay
 
Posts: 3303
Joined: Sun Jul 22, 2007 10:33 am

Post » Sun Aug 22, 2010 12:38 am

FYI, Release 16 is now available.

16 [6/3/2010] [Valda,Televator]
* Rebase to Wrye Bash 285.
* Bashed Patch:
** Tweak Names: Insert BEL cord in the head of names to fix sort order (contributed by televator).
** Added some Game Setting Tweaks: PipBoy Light Delay, VATS Camera Delay (contributed by televator).
** Fixed a loading of hierarchical structure of the CELL records (for FWE MR5.03, Destruction V6-1) (thanks Psymon, Katnap).
** Added 'GetIsUsedItemEquipType' to conditionFunctionData (thanks poopoopapa!).
* Save tab: Removed context menu item which doesn't work. (thanks MadCat221, SkullKnight)

enjoy!
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Vickey Martinez
 
Posts: 3455
Joined: Thu Apr 19, 2007 5:58 am

Post » Sun Aug 22, 2010 6:36 am

-snip-


I did read the readme but it must have slipped me :)
As for updated, i just reinstalled it. Ofc now you make me think there might be something wrong..?

I'll do the tutorial section without it and then I'll test it ingame. Thanks for the help.

EDIT:

Everything's working fine now, seems like the savegame already was corrupted even though it was new. Started a new game - no problems.
Thanks for the help anyway :)
User avatar
helliehexx
 
Posts: 3477
Joined: Fri Jun 30, 2006 7:45 pm

Post » Sun Aug 22, 2010 3:51 am

Hi, first things first: a big THANKS from me for this.

Since the original is top class utilitie for Oblivion, I would like to try this GARY to FO3, (and help improve it by using it and bug reporting...)

Now I just need to clear a little something before I go in-game with the bashed active:

Load Error Mods
The following mods had load errors and were skipped while building the patch. Most likely this problem is due to a badly formatted mod. For more info, see Bashed Patch: Error Messages.

? Unofficial Fallout 3 Patch - Broken Steel.esp


So... what can one do to resolve it? Here are the full load order for reference (a simple FWE/Goty one...)

Spoiler

Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
Unofficial Fallout 3 Patch.esm
Project Beauty.esm
Destruction.esm
CRAFT.esm
CALIBR.esm
FO3 Wanderers Edition - Main File.esm
Mart's Mutant Mod.esm
Enhanced Weather - Rain and Snow.esm
Xepha's Dynamic Weather.esm
StreetLights.esm
DCInteriors_ComboEdition.esm
Unofficial Fallout 3 Patch - Operation Anchorage.esp
Unofficial Fallout 3 Patch - The Pitt.esp
Unofficial Fallout 3 Patch - Broken Steel.esp
Unofficial Fallout 3 Patch - Point Lookout.esp
Unofficial Fallout 3 Patch - Mothership Zeta.esp
Refurbishes [ALL].esp
DarNifiedUIF3.esp
StreetLights - Wasteland.esp
AMPUTATE!.esp
CASM.esp
CRAFT - Activation Perk.esp
PCB.esp
GalaxyNewsRadio80[M].esp
D.C. Confidential with Glow.esp
Destruction - Main - Statics.esp
Destruction - DLC - Statics.esp
MTC Wasteland Travellers.esp
MTC Wasteland Travellers (Optional)- Crowded Cities less NPCs.esp
DCInteriors_DLC_Collectables.esp
ClutterFreeWorld.esp
LessRocks.esp
FO3 Wanderers Edition - Main File.esp
FO3 Wanderers Edition - DLC Anchorage.esp
FO3 Wanderers Edition - DLC The Pitt.esp
FO3 Wanderers Edition - DLC Broken Steel.esp
FO3 Wanderers Edition - DLC Point Lookout.esp
FO3 Wanderers Edition - DLC Mothership Zeta.esp
FO3 Wanderers Edition - UFP Support.esp
FO3 Wanderers Edition - Alternate Travel.esp
FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp
FO3 Wanderers Edition - Optional VATS Halftime.esp
Refurbish [OA] - FWE.esp
WeaponModKits.esp
WeaponModKits - FWE Master Release.esp
WeaponModKits - OperationAnchorage.esp
WeaponModKits - ThePitt.esp
WeaponModKits - BrokenSteel.esp
WeaponModKits - PointLookout.esp
WeaponModKits - Zeta.esp
EVE.esp
EVE - FWE Master Release.esp
EVE Operation Anchorage.esp
Mart's Mutant Mod.esp
Mart's Mutant Mod - DLC Anchorage.esp
Mart's Mutant Mod - DLC The Pitt.esp
Mart's Mutant Mod - DLC Broken Steel.esp
Mart's Mutant Mod - DLC Zeta.esp
Mart's Mutant Mod - FWE Master Release.esp
Attentater's Wasteland Economy.esp
Enhanced Weather - Radioactive Rain and Snow Plugin.esp
Enhanced Weather - Weather Sounds in Interiors.esp
Realistic Interior Lighting.esp
Realistic Interior Lighting - BS.esp
Realistic Interior Lighting - OA.esp
Xepha's Dynamic Weather - Main.esp
Xepha's Dynamic Weather - Anchorage.esp
Xepha's Dynamic Weather - The Pitt.esp
Xepha's Dynamic Weather - Broken Steel.esp
Xepha's Dynamic Weather - Point Lookout.esp
Xepha's Dynamic Weather - Experimental Green Tint Remover.esp
Xepha's Dynamic Weather - Rain (OA).esp
Bashed Patch, 0.esp

Total active plugins: 79
Total plugins: 97

User avatar
Dragonz Dancer
 
Posts: 3441
Joined: Sat Jun 24, 2006 11:01 am

Post » Sun Aug 22, 2010 10:34 am

I just updated to version 16 (I extracted the archive to the fallout 3 folder and replaced everything) and now when I try to build a Bashed Patch, I get this error window:

Traceback (most recent call last):
File "C:\Fallout 3\Mopy\basher.py", line 4924, in Execute
raise
File "C:\Fallout 3\Mopy\basher.py", line 4883, in Execute
patchFile.initData(SubProgress(progress,0,0.1)) #try to speed this up!
File "C:\Fallout 3\Mopy\bosh.py", line 15816, in initData
patcher.initData(SubProgress(progress,index))
File "C:\Fallout 3\Mopy\bosh.py", line 16969, in initData
progress.setFull(len(self.srcMods))
File "C:\Fallout 3\Mopy\bolt.py", line 1362, in setFull
if (1.0*full) == 0: raise ArgumentError('Full must be non-zero!')
bolt.ArgumentError: Full must be non-zero!


What did I do wrong?

Load Order:

Spoiler
[X] Fallout3.esm
[X] Anchorage.esm
[X] ThePitt.esm
[X] BrokenSteel.esm
[X] PointLookout.esm
[X] Zeta.esm
[X] Unofficial Fallout 3 Patch.esm
[X] CRAFT.esm
[X] CALIBR.esm
[X] FO3 Wanderers Edition - Main File.esm
[X] Mart's Mutant Mod.esm
[X] Project Beauty.esm
[X] StreetLights.esm
[X] DCInteriors_ComboEdition.esm
[X] Enhanced Weather - Rain and Snow.esm
[X] Xepha's Dynamic Weather.esm
[X] Unofficial Fallout 3 Patch - Operation Anchorage.esp
[X] Unofficial Fallout 3 Patch - The Pitt.esp
[X] Unofficial Fallout 3 Patch - Broken Steel.esp
[X] Unofficial Fallout 3 Patch - Point Lookout.esp
[X] Unofficial Fallout 3 Patch - Mothership Zeta.esp
[X] Better Prompts v1pt1.esp
[X] FireLightFix.esp
[X] DarNifiedUIF3.esp
[X] Project Beauty- Broken Steel.esp
[X] Project Beauty- Point Lookout.esp
[X] StreetLights - Wasteland.esp
[X] MrSlackPants-DecentPipBoyLight.esp
[X] CASM.esp
[X] CRAFT - Activation Perk.esp
[X] CRAFT -Zeta - Activation Perk.esp
[X] CALIBR Ammo Schematics - CRAFT.esp
[X] CRAFT - EnergyAmmo.esp
[X] TinCanCRAFTing.esp
[X] Dogmeat Leather Armor - CRAFT.esp
[X] DelaySteel.esp
[X] delaypl.esp
[X] delayzeta.esp
[X] Delay ThePitt + Anchorage.esp
[X] GalaxyNewsRadioFix[S].esp
[X] BoSPatrols.esp
[X] Binoculars.esp
[X] tubRRCompound.esp
[X] DCInteriors_DLC_Collectables.esp
[X] FalloutFood.esp
[X] FO3 Wanderers Edition - Main File.esp
[X] FO3 Wanderers Edition - DLC Anchorage.esp
[X] FO3 Wanderers Edition - DLC The Pitt.esp
[X] FO3 Wanderers Edition - DLC Broken Steel.esp
[X] FO3 Wanderers Edition - DLC Point Lookout.esp
[X] FO3 Wanderers Edition - DLC Mothership Zeta.esp
[X] FO3 Wanderers Edition - UFP Support.esp
[X] FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp
[X] FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp
[X] FO3 Wanderers Edition - Project Beauty.esp
[X] FO3 Wanderers Edition - Project Beauty (Followers Enhanced).esp
[X] FalloutFoods - FWE Master Release.esp
[X] Sensible Dismemberment.esp
[X] WeaponModKits.esp
[X] WeaponModKits - FWE Master Release.esp
[X] WeaponModKits - OperationAnchorage.esp
[X] WeaponModKits - ThePitt.esp
[X] WeaponModKits - BrokenSteel.esp
[X] WeaponModKits - PointLookout.esp
[X] WeaponModKits - Zeta.esp
[X] UWWUT.esp
[X] UWWUT - Broken Steel Addon.esp
[X] UWWUT - The Pitt Addon.esp
[X] UWWUT - WMK Addon.esp
[X] Wasteland Whisperer.esp
[X] RobCo Certified.esp
[X] BuildableBots v0.3a.esp
[X] Buildablebots Robcert. addon.esp
[X] Mart's Mutant Mod.esp
[X] Mart's Mutant Mod - DLC Anchorage.esp
[X] Mart's Mutant Mod - DLC The Pitt.esp
[X] Mart's Mutant Mod - DLC Broken Steel.esp
[X] Mart's Mutant Mod - DLC Point Lookout.esp
[X] Mart's Mutant Mod - DLC Zeta.esp
[X] Mart's Mutant Mod - No Ghoul Raise.esp
[X] Mart's Mutant Mod - No Skeleton Decay.esp
[X] Mart's Mutant Mod - Hunting & Looting.esp
[X] Mart's Mutant Mod - Increased Spawns.esp
[X] Mart's Mutant Mod - Natural Selection.esp
[X] Mart's Mutant Mod - Reduced Wasteland Spawns.esp
[X] Mart's Mutant Mod - Tougher Traders.esp
[X] Mart's Mutant Mod - Zones Respawn.esp
[X] Mart's Mutant Mod - FWE Master Release.esp
[X] Mart's Mutant Mod - Project Beauty.esp
[X] T3T_MiscItemIcons.esp
[X] NightvisionGoggles(Powered).esp
[X] Owned!.esp
[X] ShellRain.esp
[X] Enhanced Weather - Weather Sounds in Interiors.esp
[X] Xepha's Dynamic Weather - Main.esp
[X] Xepha's Dynamic Weather - Anchorage.esp
[X] Xepha's Dynamic Weather - The Pitt.esp
[X] Xepha's Dynamic Weather - Broken Steel.esp
[X] Xepha's Dynamic Weather - Point Lookout.esp
[X] Xepha's Dynamic Weather - Rain (OA).esp
[X] Xepha's Dynamic Weather - Darker Water.esp
[X] Starlight.esp
[X] Achievement Remover [All].esp
[X] Achievement Remover [FWE].esp
[X] JHBCloverPlus.esp
[X] CharonImproved.esp
[X] Follower Amata ULTIMATE.esp
[X] Sydney Follower.esp
[X] Bashed Patch, 0.esp

User avatar
Sun of Sammy
 
Posts: 3442
Joined: Mon Oct 22, 2007 3:38 pm

Post » Sun Aug 22, 2010 3:19 am

I just updated to version 16 (I extracted the archive to the fallout 3 folder and replaced everything) and now when I try to build a Bashed Patch, I get this error window:
--snip


Hummm, i had a somewhat similar problem with v16, except that i can't remember what the message said. I reverted back to v15 for a while. Now that you posted that error message, i switched to v16 again to see if it was the same message. Turns out it didn't fail this time, but finished rebuilding as usual. The only thing i did different was that i answered "yes" when garybash offered to tick off the fully mergeable mods at the start of rebuild process. I tried to replicate the issue by ticking them on again and rebuilding, but i can't get it to fail anymore. From looking at your LO there's all X's, so does it mean you answered "no" just like i did when i had the problem? If so, then could you try again with "yes"?

Valda: great work! I Can hardly wait for Cbash integration.... :)
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xx_Jess_xx
 
Posts: 3371
Joined: Thu Nov 30, 2006 12:01 pm

Post » Sun Aug 22, 2010 12:19 am

So... any hint? About the unofficial broken steel patch?
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Aaron Clark
 
Posts: 3439
Joined: Fri Oct 26, 2007 2:23 pm

Post » Sun Aug 22, 2010 11:29 am

Try loading that mod in the GECK/CS and resaving it. If it gives you errors just click yes.
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sally R
 
Posts: 3503
Joined: Mon Sep 25, 2006 10:34 pm

Post » Sun Aug 22, 2010 4:54 am

Would someone be so kind as to write up a simple "how-to" for creating a Bashed Patch? I never used Wrye Bash for Oblivion, so I'm pretty confused.

I started up Garybash earlier, and followed the instructions shown here: http://wryebash.netai.net/#BashedPatches I find that there is still a lot that is unspecified.

For example, when I selected Rebuild Patch..., I saw a dialog box asking me to merge mods, which I did. Is this correct? It detoggled the merged mod esps, as it indicated it would.
Also, with the Update Bashed Patch dialog box, the only item that is checked is Alias Mod Names. Everything else is unchecked, even items like Merge Patches, Import Names, Merge Cells, and so on (all of which have unchecked entries in them).

I also have some mods with entries colored red, which according to the site above means there are missing masters. However, that is clearly not the case. I have the missing master files (in this case, ThePitt.esm is said to be missing, when it's not).

Any simple, concise advice and help on how to create a proper and effective bashed patch would be much appreciated.

Thank you.
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Lawrence Armijo
 
Posts: 3446
Joined: Thu Sep 27, 2007 7:12 pm

Post » Sun Aug 22, 2010 7:17 am

When you open Gary Bash at the bottom toolbar there should be a '?' mark. If you click on that you get the most updated readme, which is still for Wrye Bash as far as I know.

Are you sure you are not seeing orange mods - that means mis-ordered masters not missing. I have a few of those too.

for building patches you right click on the bashed patch.esp and you will get a context window.
-Scroll down to where it says Rebuild Patch and click on that.
-You will get a splash screen asking if there are any mods you want deactivated (but only if there are mods you have active which could be merged and deactivated.
-You will then be given several menus where it asks if you want to first merge mods (yes)
-Next go through the rest of the import tags section and check as many tagged options as possible.(so far I've not sued Guard names or Rational Names as those are legacy from Wrye bash)
-When you get to the Gloabals and tweak - only tag those that apply (for instance only tag ironsights if using and ironsight mod)
-make sure both FormID list and Leveled lists have 'automatic' checked.
-Race records options like the import tags above will only be there if race tags are used.

Then click build patch.

If you fear you made a patch then just change the options and rebuild again. You can even change options of several of the tweaks and tags after having saved with the bashed patch active. It will not break your game to rebuild your patch.

The general advice is any change of load order, removal of a plugin, or addition of a plugin means rebuilding your patch.

Not that long - for me about 2 minutes. With Wrye Bash and Oblivion about 8.

check out the readme
User avatar
Claire Lynham
 
Posts: 3432
Joined: Mon Feb 12, 2007 9:42 am

Post » Sun Aug 22, 2010 3:31 am

Also about the bash tags, in the esm/esp file listing window, when you have a file selected (other than bashed patch), there's the smallish "bash tags" field on the right below dependency list. Right click here to add a tag.

Example: you have some interior lighting mod and some mod that changes something else about an interior so that they conflict. You could put the lighting mod higher in the list so it gets overridden, but you want the changes to lights. So you'll want to tag the lighting mod with "C.light" or somesuch. Then when you're choosing the options for rebuilding bashed patch, you need the check the "merge cells" category, and the interior lighting mod in it, and you're good to go.

Certain things are handled automatically, such as changes to levelled lists, but they too can be adjusted with exeptions.

So basically the thing is, you gotta know the tags to use use the feature effectively. BUT if you use BOSS-F and keep it's masterlist file up to date, you'll get the tags automatically. Even in that case though, you have to remember to check the merge categories and the mods in the rebuild dialogue.
User avatar
Rach B
 
Posts: 3419
Joined: Thu Mar 08, 2007 11:30 am

Post » Sun Aug 22, 2010 3:31 am

I just updated to version 16 (I extracted the archive to the fallout 3 folder and replaced everything) and now when I try to build a Bashed Patch, I get this error window:



What did I do wrong?

Load Order:

Spoiler
[X] Fallout3.esm
[X] Anchorage.esm
[X] ThePitt.esm
[X] BrokenSteel.esm
[X] PointLookout.esm
[X] Zeta.esm
[X] Unofficial Fallout 3 Patch.esm
[X] CRAFT.esm
[X] CALIBR.esm
[X] FO3 Wanderers Edition - Main File.esm
[X] Mart's Mutant Mod.esm
[X] Project Beauty.esm
[X] StreetLights.esm
[X] DCInteriors_ComboEdition.esm
[X] Enhanced Weather - Rain and Snow.esm
[X] Xepha's Dynamic Weather.esm
[X] Unofficial Fallout 3 Patch - Operation Anchorage.esp
[X] Unofficial Fallout 3 Patch - The Pitt.esp
[X] Unofficial Fallout 3 Patch - Broken Steel.esp
[X] Unofficial Fallout 3 Patch - Point Lookout.esp
[X] Unofficial Fallout 3 Patch - Mothership Zeta.esp
[X] Better Prompts v1pt1.esp
[X] FireLightFix.esp
[X] DarNifiedUIF3.esp
[X] Project Beauty- Broken Steel.esp
[X] Project Beauty- Point Lookout.esp
[X] StreetLights - Wasteland.esp
[X] MrSlackPants-DecentPipBoyLight.esp
[X] CASM.esp
[X] CRAFT - Activation Perk.esp
[X] CRAFT -Zeta - Activation Perk.esp
[X] CALIBR Ammo Schematics - CRAFT.esp
[X] CRAFT - EnergyAmmo.esp
[X] TinCanCRAFTing.esp
[X] Dogmeat Leather Armor - CRAFT.esp
[X] DelaySteel.esp
[X] delaypl.esp
[X] delayzeta.esp
[X] Delay ThePitt + Anchorage.esp
[X] GalaxyNewsRadioFix[S].esp
[X] BoSPatrols.esp
[X] Binoculars.esp
[X] tubRRCompound.esp
[X] DCInteriors_DLC_Collectables.esp
[X] FalloutFood.esp
[X] FO3 Wanderers Edition - Main File.esp
[X] FO3 Wanderers Edition - DLC Anchorage.esp
[X] FO3 Wanderers Edition - DLC The Pitt.esp
[X] FO3 Wanderers Edition - DLC Broken Steel.esp
[X] FO3 Wanderers Edition - DLC Point Lookout.esp
[X] FO3 Wanderers Edition - DLC Mothership Zeta.esp
[X] FO3 Wanderers Edition - UFP Support.esp
[X] FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp
[X] FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp
[X] FO3 Wanderers Edition - Project Beauty.esp
[X] FO3 Wanderers Edition - Project Beauty (Followers Enhanced).esp
[X] FalloutFoods - FWE Master Release.esp
[X] Sensible Dismemberment.esp
[X] WeaponModKits.esp
[X] WeaponModKits - FWE Master Release.esp
[X] WeaponModKits - OperationAnchorage.esp
[X] WeaponModKits - ThePitt.esp
[X] WeaponModKits - BrokenSteel.esp
[X] WeaponModKits - PointLookout.esp
[X] WeaponModKits - Zeta.esp
[X] UWWUT.esp
[X] UWWUT - Broken Steel Addon.esp
[X] UWWUT - The Pitt Addon.esp
[X] UWWUT - WMK Addon.esp
[X] Wasteland Whisperer.esp
[X] RobCo Certified.esp
[X] BuildableBots v0.3a.esp
[X] Buildablebots Robcert. addon.esp
[X] Mart's Mutant Mod.esp
[X] Mart's Mutant Mod - DLC Anchorage.esp
[X] Mart's Mutant Mod - DLC The Pitt.esp
[X] Mart's Mutant Mod - DLC Broken Steel.esp
[X] Mart's Mutant Mod - DLC Point Lookout.esp
[X] Mart's Mutant Mod - DLC Zeta.esp
[X] Mart's Mutant Mod - No Ghoul Raise.esp
[X] Mart's Mutant Mod - No Skeleton Decay.esp
[X] Mart's Mutant Mod - Hunting & Looting.esp
[X] Mart's Mutant Mod - Increased Spawns.esp
[X] Mart's Mutant Mod - Natural Selection.esp
[X] Mart's Mutant Mod - Reduced Wasteland Spawns.esp
[X] Mart's Mutant Mod - Tougher Traders.esp
[X] Mart's Mutant Mod - Zones Respawn.esp
[X] Mart's Mutant Mod - FWE Master Release.esp
[X] Mart's Mutant Mod - Project Beauty.esp
[X] T3T_MiscItemIcons.esp
[X] NightvisionGoggles(Powered).esp
[X] Owned!.esp
[X] ShellRain.esp
[X] Enhanced Weather - Weather Sounds in Interiors.esp
[X] Xepha's Dynamic Weather - Main.esp
[X] Xepha's Dynamic Weather - Anchorage.esp
[X] Xepha's Dynamic Weather - The Pitt.esp
[X] Xepha's Dynamic Weather - Broken Steel.esp
[X] Xepha's Dynamic Weather - Point Lookout.esp
[X] Xepha's Dynamic Weather - Rain (OA).esp
[X] Xepha's Dynamic Weather - Darker Water.esp
[X] Starlight.esp
[X] Achievement Remover [All].esp
[X] Achievement Remover [FWE].esp
[X] JHBCloverPlus.esp
[X] CharonImproved.esp
[X] Follower Amata ULTIMATE.esp
[X] Sydney Follower.esp
[X] Bashed Patch, 0.esp



Please uncheck on 'Import Actors: AIPackage' if you check the check box of 'Import Actors: AIPackage' though don't choose any item of lists of 'Source Mods/Files'.
The same error seems to reproduce on original WryeBash too.
User avatar
luis dejesus
 
Posts: 3451
Joined: Sun Aug 19, 2007 7:40 am

Post » Sun Aug 22, 2010 8:48 am

When you open Gary Bash at the bottom toolbar there should be a '?' mark. If you click on that you get the most updated readme, which is still for Wrye Bash as far as I know.

Are you sure you are not seeing orange mods - that means mis-ordered masters not missing. I have a few of those too.


You are correct, they are colored orange and not red. How can I correct this, or should I not worry about it?

for building patches you right click on the bashed patch.esp and you will get a context window.
-Scroll down to where it says Rebuild Patch and click on that.
-You will get a splash screen asking if there are any mods you want deactivated (but only if there are mods you have active which could be merged and deactivated.
-You will then be given several menus where it asks if you want to first merge mods (yes)
-Next go through the rest of the import tags section and check as many tagged options as possible.(so far I've not sued Guard names or Rational Names as those are legacy from Wrye bash)
-When you get to the Gloabals and tweak - only tag those that apply (for instance only tag ironsights if using and ironsight mod)
-make sure both FormID list and Leveled lists have 'automatic' checked.
-Race records options like the import tags above will only be there if race tags are used.

Then click build patch


First, let me thank you for taking the time to write this. Unfortunately, I'm still mostly confused. I have indeed read the readme, but I'm not sure if I'm doing things correct.

So, to reiterate:
1. Right click on Bashed Patch, 0.esp within Wrye Bash (i.e. Garybash)
2. Select Rebuild Patch... from the pop-up menu.
3. A new window labeled Update Bashed Patch, 0.esp appears. Within this window, there is a left column with lots of unchecked entries, such as Import Actors, Import Cells, etc.
4. Some of these entries have subentries that can be checked as well. For example: Import Names has two entries that can be checked for me: Fallout3.esm and xCALIBR.esm

Questions:
Q1. Do I want to check all the uncheck entries that have corresponding entries (refer to point 4 above). Because Import Actors has no associated subentries, but Import Cells does.
Q2. If I only want to check entries that have associated subentries, do I check only one of the subentries or do I check them all (i.e. Fallout3.esm OR xCALIBR.esm but NOT both)?


Also about the bash tags, in the esm/esp file listing window, when you have a file selected (other than bashed patch), there's the smallish "bash tags" field on the right below dependency list. Right click here to add a tag.

Example: you have some interior lighting mod and some mod that changes something else about an interior so that they conflict. You could put the lighting mod higher in the list so it gets overridden, but you want the changes to lights. So you'll want to tag the lighting mod with "C.light" or somesuch. Then when you're choosing the options for rebuilding bashed patch, you need the check the "merge cells" category, and the interior lighting mod in it, and you're good to go.

Certain things are handled automatically, such as changes to levelled lists, but they too can be adjusted with exeptions.

So basically the thing is, you gotta know the tags to use use the feature effectively. BUT if you use BOSS-F and keep it's masterlist file up to date, you'll get the tags automatically. Even in that case though, you have to remember to check the merge categories and the mods in the rebuild dialogue.


Thanks to you as well for taking the time to help a bashnoob.

I don't see a Merged Cells category in the window that appears after selecting Rebuild Patch..., I do see an entry labeled Merge Patches however. It has about 10 unchecked subentries (including things like Blackwolf Backpack Zeta Drone Cannon.esp, and Rude Awakening - MMM.esp). So I should check Merge Patches and all the subentries within?

Thanks guys.
User avatar
m Gardner
 
Posts: 3510
Joined: Sun Jun 03, 2007 8:08 pm

Post » Sun Aug 22, 2010 12:36 pm

So... any hint? About the unofficial broken steel patch?


I also fixed a problem of the WRLD import from Unofficial Fallout 3 Patch - Broken Steel.esp.
Thanks for your bug reporting :)
User avatar
Roberta Obrien
 
Posts: 3499
Joined: Tue Oct 23, 2007 1:43 pm

Post » Sat Aug 21, 2010 11:51 pm


Questions:
Q1. Do I want to check all the uncheck entries that have corresponding entries (refer to point 4 above). Because Import Actors has no associated subentries, but Import Cells does.
Q2. If I only want to check entries that have associated subentries, do I check only one of the subentries or do I check them all (i.e. Fallout3.esm OR xCALIBR.esm but NOT both)?

Thanks to you as well for taking the time to help a bashnoob.

I don't see a Merged Cells category in the window that appears after selecting Rebuild Patch..., I do see an entry labeled Merge Patches however. It has about 10 unchecked subentries (including things like Blackwolf Backpack Zeta Drone Cannon.esp, and Rude Awakening - MMM.esp). So I should check Merge Patches and all the subentries within?

Thanks guys.


Oops, i was writing out of memory. I meant "import cells". In the example case that would cover all the mods that the cell records are imported to be merged in bashed patch.

What mods you need to check basically depends on what features you want from the different mods. But since you have the mods on your list you probably want them all to play nice together, which means you should possibly check them all. BUT be warned that mods with a corresponding tag show up in this space even if it's not active. So if you've, say, got some weapon rebalance mod that comes with two variations that shouldn't be used at the same time, they'd both show up here even when only one of them is active. So don't select mods that you don't want active.

I think patch type mods mean esp files that depend on other esp:s, unless i've got something wrong. Like the "no wanamingos/floaters/etc" esp's you get with mart's mutant mod.

@Q1: Yes, you should check the record type categories that have esm/esp files as subentries.
@Q2: All of them, if you want them on.

Hope that helps clear it up! :)
User avatar
Mrs shelly Sugarplum
 
Posts: 3440
Joined: Thu Jun 15, 2006 2:16 am

Post » Sun Aug 22, 2010 1:47 pm

Oops, i was writing out of memory. I meant "import cells". In the example case that would cover all the mods that the cell records are imported to be merged in bashed patch.

What mods you need to check basically depends on what features you want from the different mods. But since you have the mods on your list you probably want them all to play nice together, which means you should possibly check them all. BUT be warned that mods with a corresponding tag show up in this space even if it's not active. So if you've, say, got some weapon rebalance mod that comes with two variations that shouldn't be used at the same time, they'd both show up here even when only one of them is active. So don't select mods that you don't want active.

I think patch type mods mean esp files that depend on other esp:s, unless i've got something wrong. Like the "no wanamingos/floaters/etc" esp's you get with mart's mutant mod.

@Q1: Yes, you should check the record type categories that have esm/esp files as subentries.
@Q2: All of them, if you want them on.

Hope that helps clear it up! :)


It does. Thanks again for your patience.

I went ahead and rebuilt the patch with checked entries this time, and noticed that the compilation of the patch took much longer instead of near instantly like last time. I was wondering why building a bashed patch was so much faster than an FO3Edit merged patch previously.

I haven't checked anything that falls under the categories of Tweaks (e.g. Tweak Assorted, Tweak Names). I don't really understand this category. Are these .ini edits implemented by Garybash itself, or are these options of addons I have installed that I can manually enable or disable? I've left them all unchecked because I assume my mods will take care of it in-game. Is that wrong? Do I need to check options such as Auto Aim Fix or Essential NPC Unconsciousness, even though mods like FWE include an Auto Aim Fix?

Some "problems" I'm experiencing:
I noticed that I've lost the unique ammo entries that FWE adds (weight in paranthesis next to the ammo name) and I'm not sure why. I have several ammo based addons, including WMK, FWE, CALIBR and xCALIBR. I'm not sure how to fix this as I don't really see an obvious entries for them in the Update Bashed Patch, 0.esp window.

Also here's my Bashed Patch, 0.esp if anyone wants to see it and let me know if things look good:

Spoiler

Bashed Patch, 0.esp

? Overview

? Import Cells

? Import Graphics

? Import Inventory

? Import NPC Faces

? Import Names

? Import Relations

? Import Sounds

? Import Stats

? Globals

? Race Records



Overview


Date/Time
? 6/11/2010 6:57:44 PM



Active Mods
? 00 Fallout3.esm

? 01 Anchorage.esm

? 02 ThePitt.esm

? 03 BrokenSteel.esm

? 04 PointLookout.esm

? 05 Zeta.esm

? 06 Unofficial Fallout 3 Patch.esm [Version 1.2.0]

? 07 Project Beauty.esm

? 08 CRAFT.esm

? 09 CALIBR.esm [Version 1.3]

? 0A xCALIBR.esm

? 0B FO3 Wanderers Edition - Main File.esm

? 0C Mart's Mutant Mod.esm

? 0D Enhanced Weather - Rain and Snow.esm

? 0E StreetLights.esm

? 0F Error Correction.esp

? ++ Error Correction - All Transparency & Trees.esp

? 10 Unofficial Fallout 3 Patch - Operation Anchorage.esp [Version 1.2.0]

? 11 Unofficial Fallout 3 Patch - The Pitt.esp [Version 1.2.0]

? 12 Unofficial Fallout 3 Patch - Broken Steel.esp [Version 1.2.0]

? 13 Unofficial Fallout 3 Patch - Point Lookout.esp [Version 1.2.0]

? 14 Unofficial Fallout 3 Patch - Mothership Zeta.esp [Version 1.2.0]

? 15 BenTweaks-FO3.esp

? 16 BenTweaks-OAE.esp

? 17 BenTweaks-TPE.esp

? 18 BenTweaks-BSE.esp

? 19 BenTweaks-PLE.esp

? 1A BenTweaks-MZE.esp

? 1B FireLightFix.esp

? 1C Project Beauty- Broken Steel.esp

? 1D Project Beauty- Point Lookout.esp

? 1E DarNifiedUIF3.esp

? 1F StreetLights - Wasteland.esp

? 20 CASM.esp

? 21 Crosshair Toggle.esp

? 22 CRAFT - Activation Perk.esp

? 23 GalaxyNewsRadio20[M].esp

? 24 RobCo Universal Battery Charger Kit - Zeta.esp

? 25 BlackWolf Backpack.esp

? ++ BlackWolf Backpack - Vanilla Big Guns Fix.esp

? ++ BlackWolf Backpack - Anchorage Gauss Rifle Fix.esp

? ++ BlackWolf Backpack - Zeta Drone Cannon Fix.esp

? 26 SS OTS Camera FOSE.esp

? 27 MoreMapMarkers.esp

? 28 BusworldV1.05d.esp

? 29 FO3 Wanderers Edition - Main File.esp

? 2A FO3 Wanderers Edition - DLC Anchorage.esp

? 2B FO3 Wanderers Edition - DLC The Pitt.esp

? 2C FO3 Wanderers Edition - DLC Broken Steel.esp

? 2D FO3 Wanderers Edition - DLC Point Lookout.esp

? 2E FO3 Wanderers Edition - DLC Mothership Zeta.esp

? ++ FO3 Wanderers Edition - Project Beauty.esp

? 2F FO3 Wanderers Edition - UFP Support.esp

? 30 FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp

? ++ FO3 Wanderers Edition - Optional Restore Tracers (automatics only).esp

? ++ FO3 Wanderers Edition - Project Beauty (Followers Enhanced).esp

? 31 Tailor Maid.esp

? 32 Tailor Maid Anchorage.esp

? 33 Tailor Maid PITT.esp

? 34 Tailor Maid Brokensteel.esp

? 35 Tailor Maid ZETA.esp

? 36 Tailor Maid Black Retex.esp

? 37 WeaponModKits.esp

? 38 WeaponModKits - FWE Master Release.esp

? 39 WeaponModKits - OperationAnchorage.esp

? 3A WeaponModKits - ThePitt.esp

? 3B WeaponModKits - BrokenSteel.esp

? 3C WeaponModKits - PointLookout.esp

? 3D WeaponModKits - Zeta.esp

? ++ Echo_UseBothGloves.esp

? 3E Dogmeat Leather Armor - CRAFT.esp

? 3F Yoko'sOutfits.esp

? 40 Micro Bikini and more recolors.esp

? 41 Persona_and_Secret.esp

? 42 AsharasBatmanItems.esp

? 43 xCALIBRmunitions.esp

? 44 xCALIBRmunitions_FOSEnhancements.esp

? 45 EVE.esp

? 46 EVE - FWE Master Release.esp

? ++ EVE - FWE Master Release (Follower Enhanced).esp

? 47 EVE Operation Anchorage.esp

? ++ EVE - FWE with WeaponModKits.esp

? ++ EVE Anchorage - FWE DLC Anchorage.esp

? 48 Mart's Mutant Mod.esp

? ++ Mart's Mutant Mod - Project Beauty.esp

? 49 Mart's Mutant Mod - DLC Anchorage.esp

? 4A Mart's Mutant Mod - DLC The Pitt.esp

? 4B Mart's Mutant Mod - DLC Broken Steel.esp

? ++ Mart's Mutant Mod - DLC Point Lookout.esp

? 4C Mart's Mutant Mod - DLC Zeta.esp

? 4D Mart's Mutant Mod - FWE Master Release.esp

? ++ Mart's Mutant Mod - Project Beauty + FWE.esp

? 4E PowerOfTheAtom_FOOKandFWE.esp

? 4F Rude Awakening.esp

? ++ Rude Awakening - MMM.esp

? 50 1PipboyPDA.esp

? 51 Directional PipLight.esp

? 52 dD-Less Blood Time, Larger Blood.esp

? 53 FO3 Wanderers Edition - More Gore.esp

? 54 FO3 Wanderers Edition - More Gore Zeta.esp

? 55 FO3 Wanderers Edition - More Gore The Pitt.esp

? 56 FO3 Wanderers Edition - More Gore PointLookout.esp

? 57 Enhanced Weather - Rain and Snow in Fallout.esp

? 58 Enhanced Weather - Weather Sounds in Interiors.esp

? 59 Enhanced Weather - Sneak Bonus during Storms.esp

? 5A Fellout-Full.esp [Version 1.1.17]

? ++ Fellout-BrokenSteel.esp

? 5B Fellout-PointLookout.esp

? 5C Fellout-Zeta.esp

? 5D megalight.esp

? 5E DN_RecyclingMachine.esp

? 5F Sleep in any bed.esp

? 60 Clothed Sarah Lyons - Sleepwear.esp

? ++ xCALIBR_override_FWE5.esp

? 61 Realistic Interior Lighting.esp

? 62 Realistic Interior Lighting - OA.esp

? 63 Realistic Interior Lighting - BS.esp



Import Cells
Source Mods
? Realistic Interior Lighting.esp

? Realistic Interior Lighting - OA.esp

? Realistic Interior Lighting - BS.esp



Cells/Worlds Patched


Import Graphics
Source Mods
? xCALIBR.esm

? EVE.esp

? EVE - FWE Master Release.esp

? EVE - FWE Master Release (Follower Enhanced).esp

? EVE Operation Anchorage.esp

? EVE - FWE with WeaponModKits.esp

? EVE Anchorage - FWE DLC Anchorage.esp



Modified Records
? AMMO: 25

? IPCT: 3

? PROJ: 3



Import Inventory
Source Mods
? FO3 Wanderers Edition - Main File.esm

? Mart's Mutant Mod.esm

? Mart's Mutant Mod - FWE Master Release.esp



Inventories Changed: 1
? Fallout3.esm: 1



Import NPC Faces
Source Mods
? Project Beauty.esm

? Project Beauty- Broken Steel.esp

? Project Beauty- Point Lookout.esp

? Mart's Mutant Mod - Project Beauty.esp



Faces Patched: 21


Import Names
Source Mods/Files
? Fallout3.esm

? xCALIBR.esm



Renamed Items
? ALCH: 1

? AMMO: 42

? ARMO: 12

? CONT: 2

? CREA: 42

? HAIR: 2

? KEYM: 1

? MISC: 4

? NPC_: 37

? RACE: 4

? SPEL: 5

? WEAP: 25



Import Relations
Source Mods/Files
? FO3 Wanderers Edition - Main File.esm

? Mart's Mutant Mod.esm

? Mart's Mutant Mod - FWE Master Release.esp



Modified Factions: 14


Import Sounds
Source Mods
? EVE.esp

? EVE - FWE Master Release.esp

? EVE - FWE Master Release (Follower Enhanced).esp

? EVE Operation Anchorage.esp

? EVE - FWE with WeaponModKits.esp

? EVE Anchorage - FWE DLC Anchorage.esp



Modified Records
? IPCT: 3



Import Stats
Source Mods/Files
? xCALIBR.esm

? FO3 Wanderers Edition - Main File.esm



Modified Stats
? Armor: 1

? Fallout3.esm: 1

? Weapons: 13

? Fallout3.esm: 12

? FO3 Wanderers Edition - Main File.esm: 1

? Ammo: 3

? Fallout3.esm: 3



Globals
? Timescale set to: 1.00



Race Records
Source Mods
? Project Beauty.esm

? Mart's Mutant Mod - Project Beauty.esp



Merged
? Ghoul



Eyes/Hair Sorted
? AfricanAmerican

? Asian

? Caucasian

? Ghoul

? Hispanic



Eye Meshes Filtered
None



Eyes/Hair Assigned for NPCs
? Anchorage.esm: 192

? BrokenSteel.esm: 147

? BusworldV1.05d.esp: 6

? Fallout3.esm: 425

? FO3 Wanderers Edition - Main File.esm: 7

? Mart's Mutant Mod.esm: 3

? PointLookout.esm: 63

? Rude Awakening.esp: 1

? ThePitt.esm: 2

? xCALIBRmunitions.esp: 1

? Zeta.esm: 15

User avatar
Dezzeh
 
Posts: 3414
Joined: Sat Jun 16, 2007 2:49 am

Post » Sun Aug 22, 2010 5:54 am

FYI: Release 17 now available.

17 [6/13/2010] [Valda,Televator]
* Bashed Patch:
- Added GMSTweak to change the maximum number of words appearing in the terminal hacking mini-game (contributed by televator).
- GMSTweak to change follower related health damage threshold in order to gain XP from killing a NPC (contributed by televator).
- Fixed 'VATS Playback Delay' GMST tweak.
- Fixed a bug that threw error when NPCAIPackagePatcher source mods are unchecked all (thanks Postcrackshot91).
- Fixed a loading worldspaces for Unofficial Fallout 3 Patch - Broken Steel.esp (thanks Fcara1).
* BAIN: Correctly handle a path including the multibyte-char by which the 2nd byte is '0x5c' (aka Japanese DAMEMOJI).

This is a maintenance release.
I want multibyte language users except Japanese (e.g. Chinese fantizi/jiantizi, Korean hangul) to confirm whether BAIN works correctly.
User avatar
StunnaLiike FiiFii
 
Posts: 3373
Joined: Tue Oct 31, 2006 2:30 am

Post » Sun Aug 22, 2010 2:50 am

RAN INTO AN ERROR WITH THIS LATEST VERSION POSTING IT HERE

Loading: 00094EBC..Cannibal..PERK.CTDA..28..
Traceback (most recent call last):
File "C:\Program Files\Bethesda Softworks\Fallout 3\Mopy\basher.py", line 4885, in Execute
patchFile.scanLoadMods(SubProgress(progress,0.2,0.8)) #try to speed this up!
File "C:\Program Files\Bethesda Softworks\Fallout 3\Mopy\bosh.py", line 15877, in scanLoadMods
modFile.load(True,SubProgress(progress,index,index+0.5))
File "C:\Program Files\Bethesda Softworks\Fallout 3\Mopy\bosh.py", line 6500, in load
self.tops[label].load(ins,unpack and (topClass != MobBase))
File "C:\Program Files\Bethesda Softworks\Fallout 3\Mopy\bosh.py", line 5509, in load
self.loadData(ins, ins.tell()+self.size-recHeaderSize)
File "C:\Program Files\Bethesda Softworks\Fallout 3\Mopy\bosh.py", line 5611, in loadData
record = recClass(header,ins,True)
File "C:\Program Files\Bethesda Softworks\Fallout 3\Mopy\bosh.py", line 1873, in __init__
self.__class__.melSet.initRecord(self,header,ins,unpack)
File "C:\Program Files\Bethesda Softworks\Fallout 3\Mopy\bosh.py", line 1452, in initRecord
MreRecord.__init__(record,header,ins,unpack)
File "C:\Program Files\Bethesda Softworks\Fallout 3\Mopy\bosh.py", line 1670, in __init__
if ins: self.load(ins,unpack)
File "C:\Program Files\Bethesda Softworks\Fallout 3\Mopy\bosh.py", line 1733, in load
self.loadData(ins,inPos+self.size)
File "C:\Program Files\Bethesda Softworks\Fallout 3\Mopy\bosh.py", line 1882, in loadData
self.__class__.melSet.loadData(self,ins,endPos)
File "C:\Program Files\Bethesda Softworks\Fallout 3\Mopy\bosh.py", line 1481, in loadData
loaders[type].loadData(record,ins,type,size,readId)
File "C:\Program Files\Bethesda Softworks\Fallout 3\Mopy\bosh.py", line 4871, in loadData
MelGroups.loadData(self,record,ins,type,size,readId)
File "C:\Program Files\Bethesda Softworks\Fallout 3\Mopy\bosh.py", line 884, in loadData
self.loaders[type].loadData(target,ins,type,size,readId)
File "C:\Program Files\Bethesda Softworks\Fallout 3\Mopy\bosh.py", line 884, in loadData
self.loaders[type].loadData(target,ins,type,size,readId)
File "C:\Program Files\Bethesda Softworks\Fallout 3\Mopy\bosh.py", line 1203, in loadData
raise BoltError(_('Unknown condition function: %d') % ifunc)
bolt.BoltError: Unknown condition function: 398
User avatar
Ashley Clifft
 
Posts: 3468
Joined: Thu Jul 26, 2007 5:56 am

Post » Sun Aug 22, 2010 6:07 am

Valda-

In another thread it was pointed out that Deputy Weld (FormID 0001FB39) is missing the glowing dome off of his head when a bashed patch is used.

I opened him up in FO3edit and saw that both the Unofficial Patch and EVE potentially effect him. I'm not sure which nif it is but EVE seems to remove the blowawaydome.nif that UFP adds.

Again not sure if that is an issue with Bashed Patch (and is mostly cosmetic anyway) but the user reports that this is not the case with the use of a merged patch.

My own report is that the F3 launcher at the botton does not seem to launch the game or FOSE launcher (when checked). Instead it activates the vanilla launcher where the video options and such are found. Not too useful and not how Wrye Bash normally works.

thanks for the support. Almost time for new thread!!
User avatar
zoe
 
Posts: 3298
Joined: Sun Nov 12, 2006 1:09 pm

Post » Sun Aug 22, 2010 8:59 am

Valda-

In another thread it was pointed out that Deputy Weld (FormID 0001FB39) is missing the glowing dome off of his head when a bashed patch is used.

I opened him up in FO3edit and saw that both the Unofficial Patch and EVE potentially effect him. I'm not sure which nif it is but EVE seems to remove the blowawaydome.nif that UFP adds.

Again not sure if that is an issue with Bashed Patch (and is mostly cosmetic anyway) but the user reports that this is not the case with the use of a merged patch.

My own report is that the F3 launcher at the botton does not seem to launch the game or FOSE launcher (when checked). Instead it activates the vanilla launcher where the video options and such are found. Not too useful and not how Wrye Bash normally works.

thanks for the support. Almost time for new thread!!


Hi Valda,

I was the user that reported the issue with the Deputy Weld mesh that Psymon wrote about above, but after recreating my Bashed Patch (after doing a whole lot of tinkering), and running the game, the issue does not re-appear.
User avatar
CArlos BArrera
 
Posts: 3470
Joined: Wed Nov 21, 2007 3:26 am

Post » Sun Aug 22, 2010 12:59 pm

It does for me - I just never cared.
User avatar
Jeff Turner
 
Posts: 3458
Joined: Tue Sep 04, 2007 5:35 pm

Post » Sun Aug 22, 2010 11:21 am

I did have the Deputy Weld issue with only a merged patch too, Bashed Patch didn't cause, or fix it for me.
User avatar
DAVId Bryant
 
Posts: 3366
Joined: Wed Nov 14, 2007 11:41 pm

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