[RELZ] garybash

Post » Sat Aug 21, 2010 2:43 pm

Thanks for the update.

After installing it rebashing patch I clicked the F3+FOSE icon and it did not crash - but that only lasted one time and since then it has crashed each time. Same error.

Had crashing with my load order - it seems that again Shady Sands has refused to work in my game - that mod just needs to go away.

After I ironed that out then the game loaded and ran fine, but as before all the worn weapons I had in my possession seemed to disappear. I then went on a killing rampage across many raider areas and found a bunch of worn weapons.

I'm not sure if the worn weapons of FWE are just altered normal weapons or they are unique with their own separate sets of FormIDs. [edit answer found http://www.gamesas.com/index.php?/topic/1081390-relz-fwe-fo3-wanderers-edition-%2334/page__view__findpost__p__15772771 - not that I know what to make of it.]

Maybe switching from Mez patch to bashed patch lost designations but this seems minor as new ones are now appearing. This may also have to do with updating to FWE 5.02 from 5.01. I dunno. I'm not worried.

Hoping to have the all BAIN install done be the weekend. Just been sidetracked with radio mods and I have some good ideas for BAIN packages and radio mods. Really all there is left to BAIN is small tweaks and quests.

thanks again.

Maybe soon a poll or collection of ideas regarding Game Settings to add to the tweak section and mod records to make importable to bashed patch? Just an idea.
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Robyn Howlett
 
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Post » Sat Aug 21, 2010 10:05 am

I know this is a lot to ask, but could someone explain how to install wxpython and start GaryBash?
1) I don't think wx is installing right
2) How the heck do I start garybash?

I'm pretty good with computers, but completely unknowledgable of python
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Emma Pennington
 
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Post » Sat Aug 21, 2010 8:08 pm

nvm got it
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lisa nuttall
 
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Post » Sat Aug 21, 2010 9:29 pm

Maybe soon a poll or collection of ideas regarding Game Settings to add to the tweak section and mod records to make importable to bashed patch? Just an idea.


sure.
The request for the GMST setting tweak and mod records to make importable to bashed patch are always received :)

In the developing version, I added a function to import "destractable" subrecord to bashed patch.
http://www.fallout3nexus.com/downloads/file.php?id=1904 and FWE+EVE+more other mods bring wonderful harmony and destruction.
Please look forward.
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Becky Palmer
 
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Post » Sat Aug 21, 2010 3:37 pm

Okay....I've been part of the Oblivion modding scene for 5 years, and the FO3 scene since it came out, and what on earth are bashed patches for?
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Sarah MacLeod
 
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Post » Sat Aug 21, 2010 12:28 pm

Okay....I've been part of the Oblivion modding scene for 5 years, and the FO3 scene since it came out, and what on earth are bashed patches for?

From the http://wryemusings.com/Wrye%20Bash.html#BashedPatches: "A Bashed Patch is a configurable, custom built patch. The patch can have multiple components, which you can choose and configure as you like. You can also have multiple patches (typically, you would have one patch per major set of load mods)."
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Alada Vaginah
 
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Post » Sat Aug 21, 2010 1:36 pm

Okay....I've been part of the Oblivion modding scene for 5 years, and the FO3 scene since it came out, and what on earth are bashed patches for?



Well a bashed patch is a lot of things today. Originally it was a way of merging leveled lists. The issue being that multiple mods that alter or add to leveled lists and loaded into a more traditional load order would still be subject to the rule of one: that the last loaded mod would win the conflict.

So having mod A that has leveled list encounters added - say ancient snow yeti of 5 variety then have mod B loaded after that adds purple ants. With that scenario (and if I understand correctly - always willing to be corrected I am) then the Yeti might not appear as the lists with ants would override the mod A list.

To resolve that the tools for merging lists were created. With Morrowind I believe TESTool was implemented. With Oblivion Wrye Created Wrye Bash and it is still the most developed version of the Wrye tools. He then went back and created Wrye Mash for Morrowind which may get an update soon by Pacific Morrowind. He announced that he would not create one for F3 as he planned not to play or mod it in favor of having a life (good for him). So it has been late in coming for F3. Elminster stepped up and implemented the most bare bones version in FO3edit called merged list plugin - which merged list doing the basic necessities so that lists do not block each other. It is cumbersome though by comparison to Wrye Bash and lacks many things that WB can do that no other program does.

What you might ask?

Well here is brief list that I will try my best to give everyday explanations for:

1. Merged Mods - if a mod is in the load order that only changes existing records (of either the main esm or even other esp) then that entire mod can be merged into the bashed patch. It can then be left deactivated. This greatly reduces the number of esp you need active and makes it so that you can have well beyond the 254 limit of mods. My oblivion install is near 380 esm/esp. This is also internally consistent in that the order in which mods are merged is also a the order in which records are over and under written. So like all the merged mods are merged and then even in that there are conflict winners and losers.

2. Bash tagging - with these tags (only viewable in Wrye/Gary Bash) you can tag a mod with specific tags so that the records indicated by these tags will carry forward and be merged/bashed patch winners even if they would normally be losers - this is great for when you need the merged mod to lose at some records but win at others. Bashed tags are still being invented and implemented with Wrye Bash and it is awesome that Valda is willing to take requests for them here ... hint hint modders.

another example of bash tag usage is that you could import records from a mod without ever even needing to activate or merge the mod. This is usually though for graphics mods like lighting or face data.

3. Game Settings. Again like tags this is an area of growth with each new update. With these then you can have game settings like crime detection, Bounties, Length of time essential NPCs are unconscious and may other settings become settable with each new bash. So if you set NPCs to become essential for 10 seconds and then after playing find that is too short rebash and set for a minute.

With Wrye Bash this is getting into some pretty arcane and cool things which is in turn out dating many other mods and thereby shrinking the the load order further.

A well made and full bashed patch can almost constitute an overhaul in and of itself. It really is what FCOM is about.

Thanks to Wrye, Pacific Morrowind, and now Valda these tools keep mod using and making vibrant and alive.

[edit] Oh yeah and lets not forget that these Bash programs also have the best mod installers attached that allow for very http://www.gamesas.com/index.php?/topic/957424-custom-bain-projects/page__p__13828698__fromsearch__1&#entry13828698 and controlled mod installations.
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SaVino GοΜ
 
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Post » Sat Aug 21, 2010 12:12 pm

Well a bashed patch is a lot of things today. Originally it was a way of merging leveled lists. The issue being that multiple mods that alter or add to leveled lists and loaded into a more traditional load order would still be subject to the rule of one: that the last loaded mod would win the conflict.

So having mod A that has leveled list encounters added - say ancient snow yeti of 5 variety then have mod B loaded after that adds purple ants. With that scenario (and if I understand correctly - always willing to be corrected I am) then the Yeti might not appear as the lists with ants would override the mod A list.

To resolve that the tools for merging lists were created. With Morrowind I believe TESTool was implemented. With Oblivion Wrye Created Wrye Bash and it is still the most developed version of the Wrye tools. He then went back and created Wrye Mash for Morrowind which may get an update soon by Pacific Morrowind. He announced that he would not create one for F3 as he planned not to play or mod it in favor of having a life (good for him). So it has been late in coming for F3. Elminster stepped up and implemented the most bare bones version in FO3edit called merged list plugin - which merged list doing the basic necessities so that lists do not block each other. It is cumbersome though by comparison to Wrye Bash and lacks many things that WB can do that no other program does.

What you might ask?

Well here is brief list that I will try my best to give everyday explanations for:

1. Merged Mods - if a mod is in the load order that only changes existing records (of either the main esm or even other esp) then that entire mod can be merged into the bashed patch. It can then be left deactivated. This greatly reduces the number of esp you need active and makes it so that you can have well beyond the 254 limit of mods. My oblivion install is near 380 esm/esp. This is also internally consistent in that the order in which mods are merged is also a the order in which records are over and under written. So like all the merged mods are merged and then even in that there are conflict winners and losers.

2. Bash tagging - with these tags (only viewable in Wrye/Gary Bash) you can tag a mod with specific tags so that the records indicated by these tags will carry forward and be merged/bashed patch winners even if they would normally be losers - this is great for when you need the merged mod to lose at some records but when at others. Bashed tags are still being invented and implemented with Wrye Bash and it is awesome that Valda is willing to take requests for them here ... hint hint modders.

another example of bash tag usage is that you could import records from a mod without ever even needing to activate or merge the mod. This is usually though for graphics mods like lighting or face data.

3. Game Settings. Again like tags this is an area of growth with each new update. With these then you can have game settings like crime detection, Bounties, Length of time essential NPCs are unconscious and may other settings become settable with each new bash. So if you set NPCs to become essential for 10 seconds and then after playing find that is too short rebash and set for a minute.

With Wrye Bash this is getting into some pretty arcane and cool things which is in turn out dating many other mods and thereby shrinking the the load order further.

A well made and full bashed patch can almost constitute an overhaul in and of itself. It really is what FCOM is about.

Thanks to Wrye, Pacific Morrowind, and now Valda these tools keep mod using and making vibrant and alive.

[edit] Oh yeah and lets not forget that these Bash programs also have the best mod installers attached that allow for very http://www.gamesas.com/index.php?/topic/957424-custom-bain-projects/page__p__13828698__fromsearch__1&#entry13828698 and controlled mod installations.


Wow! Thanks a lot, I get it know. :D

Must've taken a while to write, I appreciate it.
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A Dardzz
 
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Post » Sun Aug 22, 2010 2:32 am

Space Oden69++
Psymon++
Thanks for answering instead of me.

I am reading this forum by machine translation because I am poor at English.
Therefore a reply is very slow...
I feel your existence is reliable :)

Now, I released version 9.
The new features and some bug fixes are included.
http://fallout3nexus.com/downloads/file.php?id=11336

Have a good weekend!
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Judy Lynch
 
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Post » Sat Aug 21, 2010 4:28 pm

Is it ok to make bashed patch from master updated load order, or should I use master restore before bashing?
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kirsty joanne hines
 
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Post » Sat Aug 21, 2010 4:56 pm

I got your reply in my other help thread regarding the addition of Import Race tags to the new Boss-f masterlist. Thank you!

Any chance of Import Inventory being implemented? Is it functional now, and can I just add my own tags manually? I am worried about some of my quest mods. Some of them add inventory items to actors, and later mods remove those items, potentially breaking quests.

Thank you.

gothemasticator
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naome duncan
 
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Post » Sat Aug 21, 2010 9:08 pm

Any chance of Import Inventory being implemented? Is it functional now, and can I just add my own tags manually? I am worried about some of my quest mods. Some of them add inventory items to actors, and later mods remove those items, potentially breaking quests.


No problem.
Quotation from manual of original Wrye Bash.

Manual Tagging
  • You can manually set the tags that are applied to any mod by right clicking in the Bash Tags field and checking and unchecking tags as you like. Manual tags are shared for all users on a given computer.
  • If you have edited tags but want to revert to automatic tagging, just right click and choose "Automatic".
  • Modders may want to copy their tags to the Description field before releasing their mod (this will make your tag settings automatic for users of your mod). Again, right click and choose "Copy to Description".



See. http://wryebash.netai.net/ , http://wryebash.netai.net/#ImportInventory
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Auguste Bartholdi
 
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Post » Sat Aug 21, 2010 1:59 pm

Thanks again. Installing mods this time is so much easier thanks to garybash!

gothemasticator
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Sabrina Schwarz
 
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Post » Sat Aug 21, 2010 9:57 pm

I dabble in NamesTweaker on the weekend and worked in Fallout3.
I thought about the following initial corresponding to the group of each bipedFlags.

H is Head: head,hair,headband,hat
A is Armor (or C is Clothes): body
G is Gloves: lefthand,righthand
P is Pipboy: pipboy
F is Fancy: necklace,eyeGlasses,noseRing,earrings,mask,choker,mouthObject
A is Accessory (or E is Equipment): bodyAddOn1,bodyAddOn2,bodyAddOn3
B is Backpack (or include into group A): backpack

However, because English isn't a native language in me, I can't make a decision this is appropriate.
Please give me comments :)
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matt
 
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Post » Sat Aug 21, 2010 1:17 pm

A Quick Question.

I'm already using Wrye Bash in Oblivion.

Do I need to reinstall Python or is the version have be OK?

Nice Job with this :tops:

James.
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Margarita Diaz
 
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Post » Sat Aug 21, 2010 2:41 pm

I'm already using Wrye Bash in Oblivion.
Do I need to reinstall Python or is the version have be OK?

If original Wrye Bash has already worked, Garybash should work in environment as is.
Thanks :)
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^~LIL B0NE5~^
 
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Post » Sun Aug 22, 2010 3:39 am

If original Wrye Bash has already worked, Garybash should work in environment as is.
Thanks :)


A couple of follow up questions.

When using The bashed patch in Oblivion.When it runs with OBMM like FOMM will with this.Do you uncheck the Mods in FOMM That are merged into the Patch.

Will This be better to use than The Merged Patch using Masterupdate?

Thanks Again.

James :)
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TIhIsmc L Griot
 
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Post » Sat Aug 21, 2010 12:04 pm

When using The bashed patch in Oblivion.When it runs with OBMM like FOMM will with this.Do you uncheck the Mods in FOMM That are merged into the Patch.
Will This be better to use than The Merged Patch using Masterupdate?

Umm, I cannot answer about it because I have not used FO3masterupdate, sorry :(
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Tanika O'Connell
 
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Post » Sat Aug 21, 2010 7:29 pm

Valda-

I too am interested in how the bashed patch with work (or not work) with MasterUpdate. I don't use MasterUpdate either, so not sure how that would happen. May be a good question for Pacific Morrowind - I'll drop him a note. I'd imagine there would be an issue with any esp that could be bash mergable is then read as an esm, but maybe not.

Nilms-

Like with OBMM I now use FOMM mostly for sorting load order. It should be that if you activate/deactivate plugins with Gary Bash then the next time you open FOMM the changes should be there and yes do not activate bash merged plugins with FOMM.

So in short I use Gary Bash for activating/deactivating and small load order adjustments and I use FOMM for the excellent drag and drop load ordering.
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Samantha Wood
 
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Post » Sun Aug 22, 2010 2:30 am

MasterUpdate: I would think that it's a simple matter of merging patches first, then MasterUpdating. Doesn't make much sense to try it in the other order.

And, that's how I've done it, with no apparent problems.

gothemasticator
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Lynette Wilson
 
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Post » Sat Aug 21, 2010 5:59 pm

FYI, Release 10 now available.

CHANGES
10 [4/7/2010]
* Fixed a FormID lists merger bug that threw an error.
* Tweak names (Armor/Clothes,Ingentibles,Weapons) worked.

This is small maintenance release.
Because playing a game was busy, I couldn't spare time for coding :P
(I've not finished all DLC but Anchorage yet...)

Enjoy yourself!
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Pixie
 
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Post » Sat Aug 21, 2010 8:30 pm

Thanks for the update Valda!

Tried sending you a message but you don't seem to be able to receive messages - did you turn that off?

Wanted to know if I could post about my BAIN tutorial here:
http://www.gamesas.com/index.php?/topic/1084204-bain-mod-installation-projects/ (guess I just did ^_^)

Anyway Fallout 3 people of the wasteland - check out the tutorial I wrote on how to use the installer function of Gary Bash.

I may post or start another thread about various BAIN projects I made from Fallout mods.

thanks again.
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Project
 
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Post » Sat Aug 21, 2010 6:56 pm

I didn't notice that there was a PM function, turned it on.

http://www.gamesas.com/index.php?/topic/1084204-bain-mod-installation-projects/ (guess I just did ^_^)
Anyway Fallout 3 people of the wasteland - check out the tutorial I wrote on how to use the installer function of Gary Bash.
I may post or start another thread about various BAIN projects I made from Fallout mods.

I read that forum.
Because I also shifted the mod management from FOMM to BAIN, this contents are very interesting.

Thanks.
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Kyra
 
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Post » Sat Aug 21, 2010 11:13 pm

Good to know.

Then also to cross pollinate there is another thread here asking about the use of http://www.gamesas.com/index.php?/topic/1086091-bash-tags/.

Threads can sink so the more cross linking the better.

Valda ... did you and AliTheLord work out Bash tag suggestions for BOSS-F?
Are you using any Bash Tags now?

I'd imagine due to the differences between F3 and Oblivion not all the tags are recommended ... are there any you don't recommend?

After writing that thread I will soon return to this forum more to finish BAINing my install and extolling GaryBash.

Thanks much
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Steven Nicholson
 
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Post » Sat Aug 21, 2010 6:13 pm

Valda ... did you and AliTheLord work out Bash tag suggestions for BOSS-F?
Are you using any Bash Tags now?

I'd imagine due to the differences between F3 and Oblivion not all the tags are recommended ... are there any you don't recommend?

Recommendation bashtag added to latest masterlist.txt of the BOSS-F is what I'm actually using.

I explained http://www.gamesas.com/index.php?/topic/1086091-bash-tags/ about available bashtag.
However, in the developing version, I revised the WRLD and CELL record, add'l backports importer code from latest WryeBash.
Probably CellImporter and ActorsImporter should work correctly ;)

I'll show Release 11 soon.
Everything of the following tag should become available in release 11.

Body-F
Body-M
C.Climate
C.Light
C.Name
C.RecordFlags
C.Owner
C.Water
Deflst
Delev
Destructable
Eyes
Factions
Relations
Filter
Graphics
Hair
IIM
Invent
Names
NoMerge
NpcFaces
Reflst
Relev
Scripts
ScriptContents
Sound
Stats
Voice-F
Voice-M
R.Teeth
R.Mouth
Roads
Actors.Anims
Actors.AIData
Actors.DeathItem
Actors.AIPackages
Actors.Stats
Actors.ACBS
NPC.Class
Actors.CombatStyle
Creatures.Blood

Thanks.
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Jordan Moreno
 
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