[RELZ] garybash

Post » Sat Aug 21, 2010 2:27 pm

Works as described. Gets my approval.

Edit: It shouldn't be called Wrye Flash as Wrye didn't make it. The "Flash" (or "Fash") name should still be used though.
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Undisclosed Desires
 
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Post » Sat Aug 21, 2010 5:17 pm

I don't mind GaryBash. I'm used to it now :lol:
Although, is Gary the real name of the OP? That'd be appropriate, IMO. Moreso than his username.

I like it so far, I know how to use it as I used it in Oblivion. Just patiently waiting on two features. Remove Bloat and transferring faces between saves and esps. My bashed patch seems to be working just fine :)
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Soraya Davy
 
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Post » Sat Aug 21, 2010 12:23 pm

Any word on approval from the wrye team?

I got contact from Mr. Pacific Morrowind. it was a favorable thing.

continuing development?

Yes, I do.
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(G-yen)
 
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Post » Sat Aug 21, 2010 6:01 pm

I got contact from Mr. Pacific Morrowind. it was a favorable thing.


Yes, I do.


YEEEHAAAA!!!!! :woot:

erm.

'scuse me.


Very Good. :D
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SEXY QUEEN
 
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Post » Sat Aug 21, 2010 10:42 am

Works as described. Gets my approval.

Edit: It shouldn't be called Wrye Flash as Wrye didn't make it. The "Flash" (or "Fash") name should still be used though.

Thanks.

I think that must not forget the fact realized on wrye's great works.
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Lyndsey Bird
 
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Post » Sat Aug 21, 2010 8:44 am

I like it so far, I know how to use it as I used it in Oblivion. Just patiently waiting on two features. Remove Bloat and transferring faces between saves and esps. My bashed patch seems to be working just fine :)

I think that I can implement face import/export soon.
Remove Bloat seems to be difficult, but I do my best.
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Keeley Stevens
 
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Post » Sat Aug 21, 2010 9:56 pm

Figured it was called GaryBash because of the most awesome NPCs ever, Gary Clones.
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Britta Gronkowski
 
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Post » Sat Aug 21, 2010 6:34 pm

Valda-

Here I am extolling the benefits of this and not properly testing.

I'm not sure it is working right with regard to FWE worn weapons. After bashing and running around for fresh kills then going back to megaton to check my locker there are no worn weapon variants. That mod, though, is not a mergable mod.
Are you using the worn weapons option in your game?

Further I notice that when bashing the patch that although the various mods for merging are checked in the bash patch options splash screen the mods do not then show the familiar green cross that they are indeed merged. Does this mean that even though they may be merged in the bashed patch that they still should be active or is that part missing?

The green dot for importing faces is present.

And I can confirm that BAIN is working as it does with Oblivion, so that is awesome!

thanks
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Darren Chandler
 
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Post » Sat Aug 21, 2010 8:32 am

Hello valda, I think that your mod is very usefull, but in my experince of using it I can see that it don't merge lots of mods (like for example destruction) for incompatibility with records (like DIAL), so I suggest to you to implement more records as quickly as possible, you can use as reference (for records) FO3Edit.

I don't know how it is complicate, but, if possible, I can offer you some help; I don't know the python language, but I'm a web java programmer so I know some things about programming, and (maybe) if you explain me the method of integrating records I can give you some help.
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Alisha Clarke
 
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Post » Sat Aug 21, 2010 10:03 am

?How does the ordering of packages work? Readme says it's the same as in Wrye Bash (Ctrl-Up and Ctrl-Down), but I can't get it to work in garybash.





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lilmissparty
 
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Post » Sat Aug 21, 2010 4:22 pm

Huh interesting.

I just tested and was able to move esp up and down in load order and BAIN packages up and down in install order with CTR+arrow keys.

Make sure you have version 7.

What weirded me out is that I had the esp on ghost (common feature with Wrye Bash) and then opened Fallout Mod Manager (which I will use until all versions of Wrye anything implement drag and drop load ordering) and man it threw off my entire load order.

Not advisable kids. I know it is very much in the readme to not do that, but just to let you know - it makes having a back up of your load order desirable.

Wonder if Bash can have a feature where you can sort mods by saves or back up load orders like the OBMM/FOMM have as importable files that auto-sort the mods. I think BOSS-F still has a way to go myself.

[edit] and as before the merged files are not showing the cross. I guess I need to load the bashed patch up with these mods in FO3edit and check if the info is indeed imported.

Please add the green cross.

And Valda thanks - hopefully as more people see this and try it that it does not become disheartening to work on.

Much appreciation.

Slowly I'm BAINing the install. When Forums were down took a break from all this.
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jason worrell
 
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Post » Sat Aug 21, 2010 12:20 pm

Huh interesting.

I just tested and was able to move esp up and down in load order and BAIN packages up and down in install order with CTR+arrow keys.

Make sure you have version 7.



I have version 7 but I still can't order install packages around like I can in Wrye Bash. My garybash starts like it supposed to be and I can even install the packages but I can't move them up or down in the install order.






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I’m my own
 
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Post » Sun Aug 22, 2010 12:35 am

I have version 7 but I still can't order install packages around like I can in Wrye Bash. My garybash starts like it supposed to be and I can even install the packages but I can't move them up or down in the install order.


Can you right click on a package then choose 'move to'? Found right below Refresh.

Should give you the option to enter the install number you want.
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Joe Alvarado
 
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Post » Sat Aug 21, 2010 9:19 pm

Can you right click on a package then choose 'move to'? Found right below Refresh.

Should give you the option to enter the install number you want.





It's working as it should, I just [censored] it up myself, I accidentally hid the order tab and as soon as I corrected that everything started to work as it should.






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FLYBOYLEAK
 
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Post » Sat Aug 21, 2010 12:26 pm

I'm not sure it is working right with regard to FWE worn weapons. After bashing and running around for fresh kills then going back to megaton to check my locker there are no worn weapon variants. That mod, though, is not a mergable mod.
Are you using the worn weapons option in your game?

Further I notice that when bashing the patch that although the various mods for merging are checked in the bash patch options splash screen the mods do not then show the familiar green cross that they are indeed merged. Does this mean that even though they may be merged in the bashed patch that they still should be active or is that part missing?


I also use FWE worn weapons option. but I did not notice because I rarely pick up those weapons.
Have those weapons disappeared suddenly from the locker of megaton house?
Moreover, do you seem that all of worn weapons has disappeared in your game?

When MOD is deactivated and green cross is not displayed, all records of MOD are not merged to the bashed patch, probably.

I'll pay attention about FWE worn weapons.
Thanks.

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Sami Blackburn
 
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Post » Sat Aug 21, 2010 4:06 pm

Hello valda, I think that your mod is very usefull, but in my experince of using it I can see that it don't merge lots of mods (like for example destruction) for incompatibility with records (like DIAL), so I suggest to you to implement more records as quickly as possible, you can use as reference (for records) FO3Edit.

I don't know how it is complicate, but, if possible, I can offer you some help; I don't know the python language, but I'm a web java programmer so I know some things about programming, and (maybe) if you explain me the method of integrating records I can give you some help.

Thank you for a proposal.

Development of garybash is carried out on github.
At first please make clone from my repository.
http://github.com/valda/garybash

Most processing concerning the generation of bashedpatch is in bosh.py.
I recommend beginning to read from there.
Thanks.

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Jack Moves
 
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Post » Sat Aug 21, 2010 8:56 am

I think all my issues were due to operator error.

thanks for continued support.

about 75% done with BAINing my giant install and when done I'm certain I will have things to report when installing all of that.

around 200 esp/esm with many BAIN projects that include alternate variations and just about every retexture I could find.

and -huh- while checking something on the oblivion forum I left this post window open and then posted over there, normally that would result in me being kicked off of here. Not so I was able to post in two forums at once.

[edit] actually after successfully bashing patch and trying to launch from the icon at bottom left I got this python error:

R6025
- pure virtual function call

The game ran but when I exited and closed that error message box Python/Wrye Bash crashed.

It is set to run with FOSE and I do have FOSE.

Happens every tme.
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JESSE
 
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Post » Sat Aug 21, 2010 9:10 am

Thank you for a proposal.

Development of garybash is carried out on github.
At first please make clone from my repository.
http://github.com/valda/garybash

Most processing concerning the generation of bashedpatch is in bosh.py.
I recommend beginning to read from there.
Thanks.


Okay I think I've find the class that work on DIAL record, (MobDials, from line 5441 at line 5493; I'm using Notepad++).

Now in which manner I can make the class able to recognize legal subrecord from DIAL without raising the Exception ModError?
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Angela Woods
 
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Post » Sat Aug 21, 2010 10:04 am

Hi, great little app here :)

After installing http://planetfallout.gamespy.com/mods/291/More-Perks I'm getting the following error when trying to rebuild my bash patch.

Loading: 01027005..DreeCPerkLetOthersDoItAbility..SPEL.CTDA..28..Traceback (most recent call last):  File "F:\Fallout 3\Mopy\basher.py", line 4013, in Execute    raise  File "F:\Fallout 3\Mopy\basher.py", line 3974, in Execute    patchFile.scanLoadMods(SubProgress(progress,0.2,0.8))  File "F:\Fallout 3\Mopy\bosh.py", line 13862, in scanLoadMods    modFile.load(True,SubProgress(progress,index,index+0.5))  File "F:\Fallout 3\Mopy\bosh.py", line 6222, in load    self.tops[label].load(ins,unpack and (topClass != MobBase))  File "F:\Fallout 3\Mopy\bosh.py", line 5241, in load    self.loadData(ins, ins.tell()+self.size-recHeaderSize)  File "F:\Fallout 3\Mopy\bosh.py", line 5343, in loadData    record = recClass(header,ins,True)  File "F:\Fallout 3\Mopy\bosh.py", line 1976, in __init__    self.__class__.melSet.initRecord(self,header,ins,unpack)  File "F:\Fallout 3\Mopy\bosh.py", line 1549, in initRecord    MreRecord.__init__(record,header,ins,unpack)  File "F:\Fallout 3\Mopy\bosh.py", line 1773, in __init__    if ins: self.load(ins,unpack)  File "F:\Fallout 3\Mopy\bosh.py", line 1836, in load    self.loadData(ins,inPos+self.size)  File "F:\Fallout 3\Mopy\bosh.py", line 1985, in loadData    self.__class__.melSet.loadData(self,ins,endPos)  File "F:\Fallout 3\Mopy\bosh.py", line 1583, in loadData    raise  File "F:\Fallout 3\Mopy\bosh.py", line 1578, in loadData    loaders[type].loadData(record,ins,type,size,readId)  File "F:\Fallout 3\Mopy\bosh.py", line 873, in loadData    self.loaders[type].loadData(target,ins,type,size,readId)  File "F:\Fallout 3\Mopy\bosh.py", line 1300, in loadData    raise BoltError(_('Unknown condition function: %d') % ifunc)bolt.BoltError: Unknown condition function: 455

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Adam Kriner
 
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Post » Sat Aug 21, 2010 1:11 pm

Okay I think I've find the class that work on DIAL record, (MobDials, from line 5441 at line 5493; I'm using Notepad++).

Now in which manner I can make the class able to recognize legal subrecord from DIAL without raising the Exception ModError?

What message is displayed in stack trace?
and if there is the method of having the exception reproduced, please tell me.
I examine it too.
thanks.


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Farrah Lee
 
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Post » Sat Aug 21, 2010 11:38 am

Hi, great little app here :)

After installing http://planetfallout.gamespy.com/mods/291/More-Perks I'm getting the following error when trying to rebuild my bash patch.

Thanks for your bug report.
The problem was corrected in head version. release the next soon.

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Javier Borjas
 
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Post » Sat Aug 21, 2010 11:48 pm

[edit] actually after successfully bashing patch and trying to launch from the icon at bottom left I got this python error:
R6025
- pure virtual function call

The game ran but when I exited and closed that error message box Python/Wrye Bash crashed.

Perhaps, it's an error message from VisualC++ products.
I think the cause to be Python interpreter or wxPython...
If Python and wxPython runtime are updated, it might be repaired. maybe :brokencomputer:

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TWITTER.COM
 
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Post » Sun Aug 22, 2010 2:05 am

I'm running Python 2.6.4 and whatever else is recommended off of the latest versions of http://www.gamesas.com/index.php?/topic/1079336-relzwrye-bash-thread-36/page__view__findpost__p__15715018 which would be wxpyhon 2.8.10.1

Are you saying your getting this too?

Neither Wrye Bash 279 (or any version up to it) or Wrye Mash have this error and work as normal.

Not major as I rarely start the game that way.

Looking forward to next version!
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Alexander Horton
 
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Post » Sat Aug 21, 2010 8:06 pm

Version 8 was released now.
changes are..

=== 8 [3/18/2010]
* Bashed Patch:
** Leveled List Merging now supported LVLN (Leveled list for NPC).
** Fix structure for BOOK and PERK subrecord.
** Added some condition function definition (support for "More Perks").
** Preset tags were added to FWE-Optional Worn Weapons.
** ContentsChecker is removed temporarily.
* BAIN: Fomod info.xml read/write support (except genre).
* INI Tweaks worked.

Enjoy!

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kitten maciver
 
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Post » Sat Aug 21, 2010 3:47 pm

Sweet! Gets more exciting all the time.

Thanks,

gothemasticator
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REVLUTIN
 
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