[RELZ] garybash

Post » Sat Aug 21, 2010 1:53 pm

You're awesome. Thanks.

gothemasticator
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Ysabelle
 
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Post » Sun Aug 22, 2010 4:23 am

Reading/skimming through here makes me wanna try this (FOOK2+FWE+WMK+stuff user here ;) )
one thing i have to ask though: Is there a "how to" or "bashing for dummies" included or somewhere available to read?
I am not asking to post one here, just if there is ;)
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Britney Lopez
 
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Post » Sat Aug 21, 2010 9:39 pm

Reading/skimming through here makes me wanna try this (FOOK2+FWE+WMK+stuff user here ;) )
one thing i have to ask though: Is there a "how to" or "bashing for dummies" included or somewhere available to read?
I am not asking to post one here, just if there is ;)

Download garybash. Among the files is an html help file. Not really "for dummies," but has answers to all your questions. Probably it still uses Oblivion names instead of Fallout, but that shouldn't really matter.

gothemasticator
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Eibe Novy
 
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Post » Sun Aug 22, 2010 4:31 am

Download garybash. Among the files is an html help file. Not really "for dummies," but has answers to all your questions. Probably it still uses Oblivion names instead of Fallout, but that shouldn't really matter.

gothemasticator

ah thanks :)
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Carlos Vazquez
 
Posts: 3407
Joined: Sat Aug 25, 2007 10:19 am

Post » Sun Aug 22, 2010 1:37 am

Now available, Release 11.

Change Log
11 [4/17/2010]
* Bashed Patch:
** Fixed a CELL record structure.
** Fixed a WRLD(worldspace) record structure.
** Fixed a MelConditions dumpData bug.
** Remove 'R.Relations', 'SpellStats' bashtag.
** Added some record types into mergeable classes.
** Fixed the AMMO subrecords of name patcher.
* Ports recent changes from latest Wrye Bash.
** CellImporter
** ImportScripts and ImportScriptContents.
** ActorImporter, KFFZPatcher and NPCAIPackagePatcher.
** Add inisettings['AutoItemCheck']
** fix for Ctrl-Up/Down on installer tab not scrolling
** Ctrl-A (select all) support added for all tabs except People.
** Mergeable mods with NoMerge tag are now colour coded (purple) in the mods tab instead of being green like fully mergeable mods or black like unmergeables (depending on version)
** Fixed(?) potential table.dat fix.

I stole some features from recent WryeBash into wasteland :ninja:
Some new functions may not work well, but I wishes everyone to participate in the practical test.

Best regards.
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Jordan Fletcher
 
Posts: 3355
Joined: Tue Oct 16, 2007 5:27 am

Post » Sat Aug 21, 2010 2:31 pm

FYI, release 12 available.

12 [4/23/2010]
* Fixed a bug that fails in startup by bash.py (thanks TheRowan!).

This is maintenance release.
It's a same as release 11, excluding the above-mentioned fix.

Now, I'm doing work to rebase to latest WryeBash (SVN HEAD) again.
And the work was almost completed.
I think the next release will be HOT things :)
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Lynne Hinton
 
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Post » Sat Aug 21, 2010 9:39 pm

You're awesome. Keep up the good work! I use garybash and find it very helpful. Thanks.

gothemasticator
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T. tacks Rims
 
Posts: 3447
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Post » Sat Aug 21, 2010 3:23 pm

FYI, Release 13 available.

=== 13 [4/25/2010]
* Rebase to latest Wrye Bash 283
** Many new great features were taken in. but adjusting for wasteland may be insufficient...
* Change to green icons (thanks Sativarg!).
* LVLG subrecord in leveled lists came to be merged.
* Add supports ini tweak to FalloutPrefs.ini.

Functions of the INI Edits tab and Global(GLOB) tweak etc. was ported from WryeBash.
If you have an idea of interesting tweaks for Fallout3, please tell me ;)
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Big mike
 
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Post » Sat Aug 21, 2010 10:12 pm

This is great! Import scripts would be nice next please - it throws up errors when I try to use the scripts tag.
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glot
 
Posts: 3297
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Post » Sun Aug 22, 2010 3:02 am

This is great! Import scripts would be nice next please - it throws up errors when I try to use the scripts tag.


Please tell me MOD that throws up error when Script tag is used.
I want to investigate it.

Thanks.
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Chloe Mayo
 
Posts: 3404
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Post » Sat Aug 21, 2010 11:07 pm

Please tell me MOD that throws up error when Script tag is used.
I want to investigate it.

Thanks.


bittercup companion - http://www.fallout3nexus.com/downloads/file.php?id=1991

I use actors.ai date, actors.aipackages, actors stats, invent and stats fine, but adding the scripts tag throws up errors. The problem is that bittercup npc has a different script attached to her in this esp. Ideally the bashed patch would not only import the script but also attach this script to bittercup. At the moment I have to do this manually via FO3edit.
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Nancy RIP
 
Posts: 3519
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Post » Sun Aug 22, 2010 4:39 am

bittercup companion - http://www.fallout3nexus.com/downloads/file.php?id=1991

I use actors.ai date, actors.aipackages, actors stats, invent and stats fine, but adding the scripts tag throws up errors. The problem is that bittercup npc has a different script attached to her in this esp. Ideally the bashed patch would not only import the script but also attach this script to bittercup. At the moment I have to do this manually via FO3edit.


I tried the same tagging you said, but couldn't reproduce it.
Please present it here If you can get the error message (stack trace).
Thanks.
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Petr Jordy Zugar
 
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Post » Sat Aug 21, 2010 8:15 pm

Nice to see so the active development and frequent updates, you don't need me to say so but I will anyways, you're doing a very good job here.
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A Boy called Marilyn
 
Posts: 3391
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Post » Sat Aug 21, 2010 4:05 pm

I tried the same tagging you said, but couldn't reproduce it.
Please present it here If you can get the error message (stack trace).
Thanks.


Here's the error message I get by adding the Scripts tag to bittercup companion:

Loading: 0101783C..AAKhanRaiderConv..QUST.CTDA..28..Traceback (most recent call last):  File "C:\Games\Bethesda Softworks\Fallout 3\Mopy\basher.py", line 4613, in Execute    raise  File "C:\Games\Bethesda Softworks\Fallout 3\Mopy\basher.py", line 4574, in Execute    patchFile.scanLoadMods(SubProgress(progress,0.2,0.8))  File "C:\Games\Bethesda Softworks\Fallout 3\Mopy\bosh.py", line 15283, in scanLoadMods    modFile.load(True,SubProgress(progress,index,index+0.5))  File "C:\Games\Bethesda Softworks\Fallout 3\Mopy\bosh.py", line 6444, in load    self.tops[label].load(ins,unpack and (topClass != MobBase))  File "C:\Games\Bethesda Softworks\Fallout 3\Mopy\bosh.py", line 5463, in load    self.loadData(ins, ins.tell()+self.size-recHeaderSize)  File "C:\Games\Bethesda Softworks\Fallout 3\Mopy\bosh.py", line 5565, in loadData    record = recClass(header,ins,True)  File "C:\Games\Bethesda Softworks\Fallout 3\Mopy\bosh.py", line 1871, in __init__    self.__class__.melSet.initRecord(self,header,ins,unpack)  File "C:\Games\Bethesda Softworks\Fallout 3\Mopy\bosh.py", line 1450, in initRecord    MreRecord.__init__(record,header,ins,unpack)  File "C:\Games\Bethesda Softworks\Fallout 3\Mopy\bosh.py", line 1668, in __init__    if ins: self.load(ins,unpack)  File "C:\Games\Bethesda Softworks\Fallout 3\Mopy\bosh.py", line 1731, in load    self.loadData(ins,inPos+self.size)  File "C:\Games\Bethesda Softworks\Fallout 3\Mopy\bosh.py", line 1880, in loadData    self.__class__.melSet.loadData(self,ins,endPos)  File "C:\Games\Bethesda Softworks\Fallout 3\Mopy\bosh.py", line 1484, in loadData    raise  File "C:\Games\Bethesda Softworks\Fallout 3\Mopy\bosh.py", line 1479, in loadData    loaders[type].loadData(record,ins,type,size,readId)  File "C:\Games\Bethesda Softworks\Fallout 3\Mopy\bosh.py", line 1201, in loadData    raise BoltError(_('Unknown condition function: %d') % ifunc)bolt.BoltError: Unknown condition function: 430

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Melanie Steinberg
 
Posts: 3365
Joined: Fri Apr 20, 2007 11:25 pm

Post » Sun Aug 22, 2010 2:05 am

Most of this thread goes over my head, but I use it for one thing only. Bashed Patch. It's sooooo much easier and faster for me. Probably because I used Wrye Bash in Oblivion and already know what to do and what things are for.
I've had no problems with the program so far. No errors, no weird things. I still had all the python stuff installed from when I played Oblivion.

Still patiently awaiting 'Import Face.' My favourite part of Wrye Bash :hehe:
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Melanie
 
Posts: 3448
Joined: Tue Dec 26, 2006 4:54 pm

Post » Sat Aug 21, 2010 6:30 pm

Here's the error message I get by adding the Scripts tag to bittercup companion:

Loading: 0101783C..AAKhanRaiderConv..QUST.CTDA..28..Traceback (most recent call last):  File "C:\Games\Bethesda Softworks\Fallout 3\Mopy\basher.py", line 4613, in Execute    raise  File "C:\Games\Bethesda Softworks\Fallout 3\Mopy\basher.py", line 4574, in Execute    patchFile.scanLoadMods(SubProgress(progress,0.2,0.8))  File "C:\Games\Bethesda Softworks\Fallout 3\Mopy\bosh.py", line 15283, in scanLoadMods    modFile.load(True,SubProgress(progress,index,index+0.5))  File "C:\Games\Bethesda Softworks\Fallout 3\Mopy\bosh.py", line 6444, in load    self.tops[label].load(ins,unpack and (topClass != MobBase))  File "C:\Games\Bethesda Softworks\Fallout 3\Mopy\bosh.py", line 5463, in load    self.loadData(ins, ins.tell()+self.size-recHeaderSize)  File "C:\Games\Bethesda Softworks\Fallout 3\Mopy\bosh.py", line 5565, in loadData    record = recClass(header,ins,True)  File "C:\Games\Bethesda Softworks\Fallout 3\Mopy\bosh.py", line 1871, in __init__    self.__class__.melSet.initRecord(self,header,ins,unpack)  File "C:\Games\Bethesda Softworks\Fallout 3\Mopy\bosh.py", line 1450, in initRecord    MreRecord.__init__(record,header,ins,unpack)  File "C:\Games\Bethesda Softworks\Fallout 3\Mopy\bosh.py", line 1668, in __init__    if ins: self.load(ins,unpack)  File "C:\Games\Bethesda Softworks\Fallout 3\Mopy\bosh.py", line 1731, in load    self.loadData(ins,inPos+self.size)  File "C:\Games\Bethesda Softworks\Fallout 3\Mopy\bosh.py", line 1880, in loadData    self.__class__.melSet.loadData(self,ins,endPos)  File "C:\Games\Bethesda Softworks\Fallout 3\Mopy\bosh.py", line 1484, in loadData    raise  File "C:\Games\Bethesda Softworks\Fallout 3\Mopy\bosh.py", line 1479, in loadData    loaders[type].loadData(record,ins,type,size,readId)  File "C:\Games\Bethesda Softworks\Fallout 3\Mopy\bosh.py", line 1201, in loadData    raise BoltError(_('Unknown condition function: %d') % ifunc)bolt.BoltError: Unknown condition function: 430



Thank you!
That problem could be corrected.
The cause was because garybash was not able to understand a condition function used in Return to Shady Sands.

The latest version can be obtained from my repository if you want to try now :tops:
http://github.com/valda/garybash (Upper right "Download source" button)
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Kay O'Hara
 
Posts: 3366
Joined: Sun Jan 14, 2007 8:04 pm

Post » Sat Aug 21, 2010 7:50 pm

Most of this thread goes over my head, but I use it for one thing only. Bashed Patch. It's sooooo much easier and faster for me. Probably because I used Wrye Bash in Oblivion and already know what to do and what things are for.
I've had no problems with the program so far. No errors, no weird things. I still had all the python stuff installed from when I played Oblivion.

Still patiently awaiting 'Import Face.' My favourite part of Wrye Bash :hehe:


I'm sorry that implementation of 'ImportFace' does not advance.
Because I make the stabilization of the Bashed Patch function have top priority, I can't get to work immediately.
Please wait for a while :P
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Bek Rideout
 
Posts: 3401
Joined: Fri Mar 02, 2007 7:00 pm

Post » Sat Aug 21, 2010 3:01 pm

Valda-

thanks for the continued support - been away with other games and the constant fixing on oblivion.

Installed latest and I am confused with regard to FormID list. It is empty.

Like wise leveled list only has FWE and MMM - wouldn't WMK also be in there?

With this load order shouldn't there be entries in FormID and Leveled lists fields:
Spoiler
Active Mod Files:
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 HD version.esm
08 PointLookout-FollowersGetToGo.esm [Version 2.]
09 CRAFT.esm
0A CALIBR.esm [Version 1.3]
0B FO3 Wanderers Edition - Main File.esm
0C Mart's Mutant Mod.esm
0D MMZombieCemetery.esm
0E CubeExperimental (EN).esm
0F StreetLights.esm
10 DCInteriors_ComboEdition.esm
11 Refurbishes [ALL].ESM
12 Unofficial Fallout 3 Patch - Operation Anchorage.esp [Version 1.2.0]
13 Unofficial Fallout 3 Patch - The Pitt.esp [Version 1.2.0]
14 Unofficial Fallout 3 Patch - Broken Steel.esp [Version 1.2.0]
15 Unofficial Fallout 3 Patch - Point Lookout.esp [Version 1.2.0]
16 Unofficial Fallout 3 Patch - Mothership Zeta.esp [Version 1.2.0]
** Project Beauty- Broken Steel.esp
** Project Beauty- Point Lookout.esp
17 DarNifiedUIF3.esp
18 FireLightFix.esp
19 StreetLights - Wasteland.esp
1A CRAFT - Activation Perk.esp
1B CRAFT -Zeta - Activation Perk.esp
1C CRAFT - EnergyAmmo.esp
1D TinCanCRAFTing.esp [Version 2.0]
1E CALIBRxMerchant.esp
++ Echo_UseBothGloves.esp
1F More Hotkeys.esp
20 Princess Better Prompts v1pt1.esp
21 Zumbs'_Overhauled_Real_Time_Security.esp
22 GalaxyNewsRadio100[M].esp
23 GhostRadio.esp
24 mutantradio.esp
25 LookoutRadio.esp
26 RadioTenpenny.esp
27 CONELRAD 640-1240.esp
28 Existence2.0.esp
29 RadioBlues.esp
2A WAR_radio.esp
2B People_Radio.esp
2C InvasionRadio.esp
2D KBATRadio.esp
2E VTAP25.esp
2F Radio Stutter fix.esp
30 RadioHotkey.esp
31 RadioHotkey_RadioBluesAddon.esp
32 UPP - Original Perks.esp
33 UPP - Pack 1.esp
34 UPP - Pack 2.esp
35 UPP - Experience Perks.esp
36 UPP - Quest Perks.esp
37 Combat Style Perks.esp
38 NotSoFast.esp
39 HeirApparent.esp
3A merc.esp
3B tubRRCompound.esp
3C BoSPatrols.esp
3D MarkB50K_Wasteland_Patrols.esp
3E DCInteriors_DLC_Collectables.esp
3F Echo_BatteryCharger.esp
40 HouseholdWaterPurifier.esp
41 BlackWolf Backpack.esp
42 GunnySack.esp [Version 1.3]
43 SS OTS Camera FOSE.esp
44 Directional PipLight HDR.esp
45 Expanded Megaton House V3.esp
46 MaintenanceShed.esp [Version 1.3]
47 MoreMapMarkers.esp
48 Treasure Maps_Underground.esp
49 Treasure Maps_Secrets of the Wasteland.esp
4A Treasure Maps_Bobblehead Edition.esp
4B Treasure Maps_A Fist Full of Caps.esp
4C MTC Wasteland Travellers.esp
4D Cliff's_Residences Of DC - Player Version.esp
4E Rivet City Realignment.esp
4F MovinOnUp3.0.esp
50 CanterburyCommonsInteriors.esp
51 MaxLevelWorkaround-HP-BS.esp
52 WastelandMastery.esp
53 SkillCheck.esp
54 FO3 Wanderers Edition - Main File.esp
55 FO3 Wanderers Edition - DLC Anchorage.esp
56 FO3 Wanderers Edition - DLC The Pitt.esp
57 FO3 Wanderers Edition - DLC Broken Steel.esp
58 FO3 Wanderers Edition - DLC Point Lookout.esp
59 FO3 Wanderers Edition - DLC Mothership Zeta.esp
5A FO3 Wanderers Edition - UFP Support.esp
5B FO3 Wanderers Edition - Alternate Travel.esp
5C FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp
5D FO3 Wanderers Edition - Optional Restore Tracers.esp
5E FO3 Wanderers Edition - Optional VATS Realtime.esp
5F FO3 Wanderers Edition - Optional Worn Weapons.esp
++ FO3 Wanderers Edition - Project Beauty.esp
++ FO3 Wanderers Edition - Project Beauty (HD Addition).esp
++ FO3 Wanderers Edition - Project Beauty (Followers Enhanced B-S).esp
60 WeaponModKits.esp
61 WeaponModKits - FWE Master Release.esp
62 WeaponModKits - OperationAnchorage.esp
63 WeaponModKits - ThePitt.esp
64 WeaponModKits - BrokenSteel.esp
65 WeaponModKits - PointLookout.esp
66 WeaponModKits - Zeta.esp
++ WeaponModKits - FWE Optional Worn Weapons.esp
67 Stealthboy Recon Armor - CRAFT.esp
68 CALIBR Ammo Schematics - CRAFT.esp
69 CRAFT Improvised Weaponry.esp
6A CRAFT Improvised Weaponry - Unmodeled.esp
6B jmschematics - CRAFT.esp
6C EVE.esp
6D EVE - FWE Master Release.esp
++ EVE - FWE Master Release (Follower Enhanced).esp
6E EVE Operation Anchorage.esp
6F EVE Anchorage - FWE DLC Anchorage.esp
++ EVE - FWE with WeaponModKits.esp
70 Responsive Kill Reactions.esp [Version 1.1]
71 ImmersiveHealth.esp
++ ThePitt-NoFireFollowers.esp
72 Phalanx-Obedient-Dogmeat.esp
73 Wasteland Whisperer.esp
74 RobCo Certified.esp
75 BuildableBots v0.3a.esp
76 RobCo Engineer - Robot Repair.esp
77 RobCo Storage Module.esp [Version 091]
78 RobCo Certified Engineer.esp
79 RobCo Certified - FWE EVE Balance.esp
7A Buildablebots Robcert. addon.esp
7B Mart's Mutant Mod.esp
7C Mart's Mutant Mod - DLC Anchorage.esp
7D Mart's Mutant Mod - DLC The Pitt.esp
7E Mart's Mutant Mod - DLC Broken Steel.esp
++ Mart's Mutant Mod - DLC Point Lookout.esp
7F Mart's Mutant Mod - DLC Zeta.esp
80 Mart's Mutant Mod - Zombie Cementery.esp
81 Mart's Mutant Mod - FWE Master Release.esp
++ Mart's Mutant Mod - FWE with EVE.esp
82 PB MMM HD.esp
** Project Beauty- Point Lookout MMM.esp
++ Mart's Mutant Mod - Project Beauty.esp
++ Mart's Mutant Mod - Project Beauty (HD Addition).esp
++ Mart's Mutant Mod - Project Beauty + FWE.esp
++ T3T_MiscItemIcons.esp
83 tubunarFWE.esp
84 Realistic Interior Lighting.esp
85 Realistic Interior Lighting - OA.esp
86 Realistic Interior Lighting - BS.esp
87 megalight.esp
88 Bashed Patch, 0.esp

I'm liking the new icons. Just curious if maybe it should be importing more.

I'm curious about your load order too ... as in what mods you are getting to work with this. I see options for Destruction. I could never get it to work right in my load orders (constant crashing) and was wondering if perhaps with Bashing features it was more stable. Have you ever experienced it as unstable and then did Bash help, or has it always been the same?

thanks again.
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Kat Ives
 
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Joined: Tue Aug 28, 2007 2:11 pm

Post » Sat Aug 21, 2010 1:57 pm

I get a crash when creating a patch.

Loading: 0100156E..NaturalBornSniper..PERK.CTDA..28..Traceback (most recent call last):  File "C:\Games\Fallout 3\Mopy\basher.py", line 4574, in Execute    patchFile.scanLoadMods(SubProgress(progress,0.2,0.8))  File "C:\Games\Fallout 3\Mopy\bosh.py", line 15283, in scanLoadMods    modFile.load(True,SubProgress(progress,index,index+0.5))  File "C:\Games\Fallout 3\Mopy\bosh.py", line 6444, in load    self.tops[label].load(ins,unpack and (topClass != MobBase))  File "C:\Games\Fallout 3\Mopy\bosh.py", line 5463, in load    self.loadData(ins, ins.tell()+self.size-recHeaderSize)  File "C:\Games\Fallout 3\Mopy\bosh.py", line 5565, in loadData    record = recClass(header,ins,True)  File "C:\Games\Fallout 3\Mopy\bosh.py", line 1871, in __init__    self.__class__.melSet.initRecord(self,header,ins,unpack)  File "C:\Games\Fallout 3\Mopy\bosh.py", line 1450, in initRecord    MreRecord.__init__(record,header,ins,unpack)  File "C:\Games\Fallout 3\Mopy\bosh.py", line 1668, in __init__    if ins: self.load(ins,unpack)  File "C:\Games\Fallout 3\Mopy\bosh.py", line 1731, in load    self.loadData(ins,inPos+self.size)  File "C:\Games\Fallout 3\Mopy\bosh.py", line 1880, in loadData    self.__class__.melSet.loadData(self,ins,endPos)  File "C:\Games\Fallout 3\Mopy\bosh.py", line 1479, in loadData    loaders[type].loadData(record,ins,type,size,readId)  File "C:\Games\Fallout 3\Mopy\bosh.py", line 4839, in loadData    MelGroups.loadData(self,record,ins,type,size,readId)  File "C:\Games\Fallout 3\Mopy\bosh.py", line 882, in loadData    self.loaders[type].loadData(target,ins,type,size,readId)  File "C:\Games\Fallout 3\Mopy\bosh.py", line 882, in loadData    self.loaders[type].loadData(target,ins,type,size,readId)  File "C:\Games\Fallout 3\Mopy\bosh.py", line 1201, in loadData    raise BoltError(_('Unknown condition function: %d') % ifunc)bolt.BoltError: Unknown condition function: 1165


This is a little tweak I made to 'UUP-Pack 1' perk Natural born sniper. I have this perk in using FOSE command getweaponhasscope instead of lots of conditions testing getisID for specific weapons. I did this so it would work with all Scoped weapons not just the vanilla weapons.

The original esp works fine but my override version has to be unselected to make the patch even if its not included in any of the merge choices or using the NoMerge tag.
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Alycia Leann grace
 
Posts: 3539
Joined: Tue Jun 26, 2007 10:07 pm

Post » Sat Aug 21, 2010 6:13 pm

Valda-

thanks for the continued support - been away with other games and the constant fixing on oblivion.

Installed latest and I am confused with regard to FormID list. It is empty.

Like wise leveled list only has FWE and MMM - wouldn't WMK also be in there?

With this load order shouldn't there be entries in FormID and Leveled lists fields:
Spoiler
Active Mod Files:
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 HD version.esm
08 PointLookout-FollowersGetToGo.esm [Version 2.]
09 CRAFT.esm
0A CALIBR.esm [Version 1.3]
0B FO3 Wanderers Edition - Main File.esm
0C Mart's Mutant Mod.esm
0D MMZombieCemetery.esm
0E CubeExperimental (EN).esm
0F StreetLights.esm
10 DCInteriors_ComboEdition.esm
11 Refurbishes [ALL].ESM
12 Unofficial Fallout 3 Patch - Operation Anchorage.esp [Version 1.2.0]
13 Unofficial Fallout 3 Patch - The Pitt.esp [Version 1.2.0]
14 Unofficial Fallout 3 Patch - Broken Steel.esp [Version 1.2.0]
15 Unofficial Fallout 3 Patch - Point Lookout.esp [Version 1.2.0]
16 Unofficial Fallout 3 Patch - Mothership Zeta.esp [Version 1.2.0]
** Project Beauty- Broken Steel.esp
** Project Beauty- Point Lookout.esp
17 DarNifiedUIF3.esp
18 FireLightFix.esp
19 StreetLights - Wasteland.esp
1A CRAFT - Activation Perk.esp
1B CRAFT -Zeta - Activation Perk.esp
1C CRAFT - EnergyAmmo.esp
1D TinCanCRAFTing.esp [Version 2.0]
1E CALIBRxMerchant.esp
++ Echo_UseBothGloves.esp
1F More Hotkeys.esp
20 Princess Better Prompts v1pt1.esp
21 Zumbs'_Overhauled_Real_Time_Security.esp
22 GalaxyNewsRadio100[M].esp
23 GhostRadio.esp
24 mutantradio.esp
25 LookoutRadio.esp
26 RadioTenpenny.esp
27 CONELRAD 640-1240.esp
28 Existence2.0.esp
29 RadioBlues.esp
2A WAR_radio.esp
2B People_Radio.esp
2C InvasionRadio.esp
2D KBATRadio.esp
2E VTAP25.esp
2F Radio Stutter fix.esp
30 RadioHotkey.esp
31 RadioHotkey_RadioBluesAddon.esp
32 UPP - Original Perks.esp
33 UPP - Pack 1.esp
34 UPP - Pack 2.esp
35 UPP - Experience Perks.esp
36 UPP - Quest Perks.esp
37 Combat Style Perks.esp
38 NotSoFast.esp
39 HeirApparent.esp
3A merc.esp
3B tubRRCompound.esp
3C BoSPatrols.esp
3D MarkB50K_Wasteland_Patrols.esp
3E DCInteriors_DLC_Collectables.esp
3F Echo_BatteryCharger.esp
40 HouseholdWaterPurifier.esp
41 BlackWolf Backpack.esp
42 GunnySack.esp [Version 1.3]
43 SS OTS Camera FOSE.esp
44 Directional PipLight HDR.esp
45 Expanded Megaton House V3.esp
46 MaintenanceShed.esp [Version 1.3]
47 MoreMapMarkers.esp
48 Treasure Maps_Underground.esp
49 Treasure Maps_Secrets of the Wasteland.esp
4A Treasure Maps_Bobblehead Edition.esp
4B Treasure Maps_A Fist Full of Caps.esp
4C MTC Wasteland Travellers.esp
4D Cliff's_Residences Of DC - Player Version.esp
4E Rivet City Realignment.esp
4F MovinOnUp3.0.esp
50 CanterburyCommonsInteriors.esp
51 MaxLevelWorkaround-HP-BS.esp
52 WastelandMastery.esp
53 SkillCheck.esp
54 FO3 Wanderers Edition - Main File.esp
55 FO3 Wanderers Edition - DLC Anchorage.esp
56 FO3 Wanderers Edition - DLC The Pitt.esp
57 FO3 Wanderers Edition - DLC Broken Steel.esp
58 FO3 Wanderers Edition - DLC Point Lookout.esp
59 FO3 Wanderers Edition - DLC Mothership Zeta.esp
5A FO3 Wanderers Edition - UFP Support.esp
5B FO3 Wanderers Edition - Alternate Travel.esp
5C FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp
5D FO3 Wanderers Edition - Optional Restore Tracers.esp
5E FO3 Wanderers Edition - Optional VATS Realtime.esp
5F FO3 Wanderers Edition - Optional Worn Weapons.esp
++ FO3 Wanderers Edition - Project Beauty.esp
++ FO3 Wanderers Edition - Project Beauty (HD Addition).esp
++ FO3 Wanderers Edition - Project Beauty (Followers Enhanced B-S).esp
60 WeaponModKits.esp
61 WeaponModKits - FWE Master Release.esp
62 WeaponModKits - OperationAnchorage.esp
63 WeaponModKits - ThePitt.esp
64 WeaponModKits - BrokenSteel.esp
65 WeaponModKits - PointLookout.esp
66 WeaponModKits - Zeta.esp
++ WeaponModKits - FWE Optional Worn Weapons.esp
67 Stealthboy Recon Armor - CRAFT.esp
68 CALIBR Ammo Schematics - CRAFT.esp
69 CRAFT Improvised Weaponry.esp
6A CRAFT Improvised Weaponry - Unmodeled.esp
6B jmschematics - CRAFT.esp
6C EVE.esp
6D EVE - FWE Master Release.esp
++ EVE - FWE Master Release (Follower Enhanced).esp
6E EVE Operation Anchorage.esp
6F EVE Anchorage - FWE DLC Anchorage.esp
++ EVE - FWE with WeaponModKits.esp
70 Responsive Kill Reactions.esp [Version 1.1]
71 ImmersiveHealth.esp
++ ThePitt-NoFireFollowers.esp
72 Phalanx-Obedient-Dogmeat.esp
73 Wasteland Whisperer.esp
74 RobCo Certified.esp
75 BuildableBots v0.3a.esp
76 RobCo Engineer - Robot Repair.esp
77 RobCo Storage Module.esp [Version 091]
78 RobCo Certified Engineer.esp
79 RobCo Certified - FWE EVE Balance.esp
7A Buildablebots Robcert. addon.esp
7B Mart's Mutant Mod.esp
7C Mart's Mutant Mod - DLC Anchorage.esp
7D Mart's Mutant Mod - DLC The Pitt.esp
7E Mart's Mutant Mod - DLC Broken Steel.esp
++ Mart's Mutant Mod - DLC Point Lookout.esp
7F Mart's Mutant Mod - DLC Zeta.esp
80 Mart's Mutant Mod - Zombie Cementery.esp
81 Mart's Mutant Mod - FWE Master Release.esp
++ Mart's Mutant Mod - FWE with EVE.esp
82 PB MMM HD.esp
** Project Beauty- Point Lookout MMM.esp
++ Mart's Mutant Mod - Project Beauty.esp
++ Mart's Mutant Mod - Project Beauty (HD Addition).esp
++ Mart's Mutant Mod - Project Beauty + FWE.esp
++ T3T_MiscItemIcons.esp
83 tubunarFWE.esp
84 Realistic Interior Lighting.esp
85 Realistic Interior Lighting - OA.esp
86 Realistic Interior Lighting - BS.esp
87 megalight.esp
88 Bashed Patch, 0.esp

I'm liking the new icons. Just curious if maybe it should be importing more.

I'm curious about your load order too ... as in what mods you are getting to work with this. I see options for Destruction. I could never get it to work right in my load orders (constant crashing) and was wondering if perhaps with Bashing features it was more stable. Have you ever experienced it as unstable and then did Bash help, or has it always been the same?

thanks again.

Hi, Psymon.
I also restarted a new game with TIE+WAC in Oblivion :)

btw, I know something about that problem.
In latest WryeBash, independent LeveledLists.csv was abolished, and the mechanism named taglist.txt was introduced.
I think that it is this influence.

Please update the masterlist.txt of BOSS-F to the http://better-oblivion-sorting-software.googlecode.com/svn/FO3Masterlist/masterlist.txt.
The same suggestion as abolished LeveledLists.csv is included in latest masterlist.txt.

My load order is as follows.
Spoiler
Active Mod Files:
00 Fallout3.esm
01 Anchorage.esm
02 ThePitt.esm
03 BrokenSteel.esm
04 PointLookout.esm
05 Zeta.esm
06 HairPack.esm
07 Project Beauty HD version.esm
08 Destruction.esm
09 CRAFT.esm
0A CALIBR.esm [Version 1.3]
0B xCALIBR.esm
0C FO3 Wanderers Edition - Main File.esm
0D Mart's Mutant Mod.esm
0E Enhanced Weather - Rain and Snow.esm
0F Xepha's Dynamic Weather.esm
10 StreetLights.esm
11 DCInteriors_ComboEdition.esm
12 Shojo Race.esm
13 EZCompanion.esm
14 EZ_citizens.esm
15 EnhancedChildren.esm
16 AliciasCuteShop.esm
17 CEH.esm
18 Fallout 3 sixus.esm
19 ChildrenEmpire.esm
1A MiniVault+Race.esm
1B RH_IRONSIGHTS.esm
** Project Beauty- Broken Steel.esp
1C Fast_but_dramatic_VATS_0.9.esp
1D playbackdelay_001.esp
1E DarNifiedUIF3.esp
1F Shojo NPC.esp
20 StreetLights - Wasteland.esp
++ LED pipboy light extended.esp
21 ASU.esp
22 CRAFT - Activation Perk.esp
23 PCIdles.esp
24 choose_XP_FOSE.esp
++ RH_IronSights_Basic_VanillaPlugin.esp
++ RH_IronSights_Basic_PittPlugin.esp
25 RH_IronSights_Basic_PointLookoutPlugin.esp
26 LightBall.esp
27 Feng Shui.esp [Version 0.9.1]
++ Feng Shui - Keymap Template.esp
28 The Librarian.esp
29 BoSPatrols.esp
2A MarkB50K_Wasteland_Patrols.esp
2B JSbackpack.esp
2C 1Animated Nightvision goggles.esp
2D ShadySands.esp
2E MoreMapMarkers.esp
2F Destruction - Main.esp
30 Destruction - Main - Statics.esp
31 Destruction - DLC.esp
32 Destruction - DLC - Statics.esp
33 bzArmour.esp
34 bzBodySuits.esp
35 EZ_MoreVoices.esp
36 EZ_TempleOfCant.esp
37 SShop.esp
38 DCInteriors_DLC_Collectables.esp
39 AliciasCuteShopDoorOverride.esp
3A MiniVault+.esp
3B 99+2.esp
++ CEH_DLC02_03_Opt.esp
3C CEH_DLC04_05_Opt.esp
3D CEH_S_241J_Opt.esp
++ CEH_Shojo_07_Opt.esp
3E FO3 Wanderers Edition - Main File.esp
3F FO3 Wanderers Edition - DLC Anchorage.esp
40 FO3 Wanderers Edition - DLC The Pitt.esp
41 FO3 Wanderers Edition - DLC Broken Steel.esp
42 FO3 Wanderers Edition - DLC Point Lookout.esp
43 FO3 Wanderers Edition - DLC Mothership Zeta.esp
44 FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp
45 FO3 Wanderers Edition - Optional Worn Weapons.esp
46 Tailor Maid.esp
47 Tailor Maid Anchorage.esp
48 Tailor Maid PITT.esp
49 Tailor Maid Brokensteel.esp
4A Tailor Maid ZETA.esp
4B Tailor Maid Black Retex.esp
4C WeaponModKits.esp
4D WeaponModKits - FWE Master Release.esp
4E WeaponModKits - OperationAnchorage.esp
4F WeaponModKits - ThePitt.esp
50 WeaponModKits - BrokenSteel.esp
51 WeaponModKits - PointLookout.esp
52 WeaponModKits - Zeta.esp
++ WeaponModKits - FWE Optional Worn Weapons.esp
53 WMKAA12Shotgun.esp
54 BoS_DX.esp
55 WinterizedT51bDX.esp
56 Outcast DX.esp
57 Tribal_DX.esp
58 StealthArmorHelmLess.esp
59 OutFits.esp
5A BunnySuit.esp
5B SchoolUniforms.esp
5C MicroBikini.esp
5D FrenchMaid.esp
5E Dark_Temptress.esp
5F Tonibiatch.esp
60 BodyJewelry.esp
61 BodyJewelryEx.esp
62 Amy_Armor.esp
63 Yoko'sOutfits.esp
64 FO3-Closing-merged.esp
65 EVE.esp
66 EVE - FWE Master Release.esp
++ EVE - FWE Master Release (Follower Enhanced).esp
67 EVE Operation Anchorage.esp
++ EVE - FWE with WeaponModKits.esp
68 EVE Anchorage - FWE DLC Anchorage.esp
69 Mart's Mutant Mod.esp
6A Mart's Mutant Mod - DLC Anchorage.esp
6B Mart's Mutant Mod - DLC The Pitt.esp
6C Mart's Mutant Mod - DLC Broken Steel.esp
++ Mart's Mutant Mod - DLC Point Lookout.esp
** Project Beauty- Point Lookout MMM.esp
6D Mart's Mutant Mod - DLC Zeta.esp
++ Mart's Mutant Mod - No Corpse Flies.esp
++ Mart's Mutant Mod - No Ghoul Raise.esp
++ Mart's Mutant Mod - No Size Scaling.esp
++ Mart's Mutant Mod - No Skeleton Decay.esp
++ Mart's Mutant Mod - Hunting & Looting.esp
** Mart's Mutant Mod - Natural Selection.esp
++ Mart's Mutant Mod - Tougher Traders.esp
++ Mart's Mutant Mod - FWE with EVE.esp
** Project Beauty- MMM Raiders.esp
6E Mart's Mutant Mod - FWE Master Release.esp
6F bittercup_comp.esp
70 ChildrenEmpire Soldiers.esp
71 ChildrenEmpire Enemies.esp
++ Fallout 3 sixus Enemies.esp
72 Fallout 3 sixus - DLC The Pitt.esp
73 Fallout 3 sixus with Children Empire.esp
74 dD-Less Blood Time.esp
75 dD-Reduced Dismember Force.esp
76 TalkToAnybody.esp
77 Enhanced Weather - Weather Sounds in Interiors.esp
78 Realistic Interior Lighting.esp
79 Realistic Interior Lighting - BS.esp
7A Realistic Interior Lighting - OA.esp
7B Xepha's Dynamic Weather - Main.esp
7C Xepha's Dynamic Weather - Anchorage.esp
7D Xepha's Dynamic Weather - The Pitt.esp
7E Xepha's Dynamic Weather - Broken Steel.esp
7F Xepha's Dynamic Weather - Point Lookout.esp
80 Xepha's Dynamic Weather - Experimental Green Tint Remover.esp
81 Xepha's Dynamic Weather - Rain (OA).esp
82 Night Time Sneak Boost.esp
83 FacialExpressions.esp
84 F3UmpaAnimation.esp
85 The Groovatron.esp
86 The Groovatron_DLC_Anch_Addon.esp
87 The Groovatron_DLC_Pitt_Addon.esp
88 HairPack_2chPlus.esp
++ xCALIBR_FWE5_Override.esp
++ Choose your own hairstyle (load this last on FOMM).esp
89 ShojoPlus.esp
8A Bashed Patch, 0.esp
8B BodySuit.esp
++ FWE - 1Animated Nightvision goggles.esp
8C EZ_MyCompanion.esp
8D gothppo.esp
8E myoutfits.esp

Several homebrew mods are included, but it's unimportant because a thing for the equipment and fine adjustment for PC(Companion) race.

I don't feel constant CTD improving by bashed patch (but, don't feel worsened). I wish weOCPS for FO3 appears :(
Thanks.
User avatar
Kelly John
 
Posts: 3413
Joined: Tue Jun 13, 2006 6:40 am

Post » Sat Aug 21, 2010 8:59 pm

I get a crash when creating a patch.

Loading: 0100156E..NaturalBornSniper..PERK.CTDA..28..Traceback (most recent call last):  File "C:\Games\Fallout 3\Mopy\basher.py", line 4574, in Execute    patchFile.scanLoadMods(SubProgress(progress,0.2,0.8))  File "C:\Games\Fallout 3\Mopy\bosh.py", line 15283, in scanLoadMods    modFile.load(True,SubProgress(progress,index,index+0.5))  File "C:\Games\Fallout 3\Mopy\bosh.py", line 6444, in load    self.tops[label].load(ins,unpack and (topClass != MobBase))  File "C:\Games\Fallout 3\Mopy\bosh.py", line 5463, in load    self.loadData(ins, ins.tell()+self.size-recHeaderSize)  File "C:\Games\Fallout 3\Mopy\bosh.py", line 5565, in loadData    record = recClass(header,ins,True)  File "C:\Games\Fallout 3\Mopy\bosh.py", line 1871, in __init__    self.__class__.melSet.initRecord(self,header,ins,unpack)  File "C:\Games\Fallout 3\Mopy\bosh.py", line 1450, in initRecord    MreRecord.__init__(record,header,ins,unpack)  File "C:\Games\Fallout 3\Mopy\bosh.py", line 1668, in __init__    if ins: self.load(ins,unpack)  File "C:\Games\Fallout 3\Mopy\bosh.py", line 1731, in load    self.loadData(ins,inPos+self.size)  File "C:\Games\Fallout 3\Mopy\bosh.py", line 1880, in loadData    self.__class__.melSet.loadData(self,ins,endPos)  File "C:\Games\Fallout 3\Mopy\bosh.py", line 1479, in loadData    loaders[type].loadData(record,ins,type,size,readId)  File "C:\Games\Fallout 3\Mopy\bosh.py", line 4839, in loadData    MelGroups.loadData(self,record,ins,type,size,readId)  File "C:\Games\Fallout 3\Mopy\bosh.py", line 882, in loadData    self.loaders[type].loadData(target,ins,type,size,readId)  File "C:\Games\Fallout 3\Mopy\bosh.py", line 882, in loadData    self.loaders[type].loadData(target,ins,type,size,readId)  File "C:\Games\Fallout 3\Mopy\bosh.py", line 1201, in loadData    raise BoltError(_('Unknown condition function: %d') % ifunc)bolt.BoltError: Unknown condition function: 1165


This is a little tweak I made to 'UUP-Pack 1' perk Natural born sniper. I have this perk in using FOSE command getweaponhasscope instead of lots of conditions testing getisID for specific weapons. I did this so it would work with all Scoped weapons not just the vanilla weapons.

The original esp works fine but my override version has to be unselected to make the patch even if its not included in any of the merge choices or using the NoMerge tag.


Thanks for bug report.
I investigate about the functions added by FOSE immediately :)

[edit]
If you don't mind please E-mail me the changed esp.
my mail address is "valda68k at gmail dot com" (replace at->@, dot->.)
thanks.
[/edit]
User avatar
Matt Bee
 
Posts: 3441
Joined: Tue Jul 10, 2007 5:32 am

Post » Sat Aug 21, 2010 11:51 pm

BAIN bug

I noticed that there are some orphans files left in data after uninstalling some Mods. I realised that they were all zips rars dlls that should have been skipped during install.

After testing I discovered that

? Extension Skipping

Bain will skip files with certain extensions - mostly executables (exe, dll, dlx) and subarchives (7z,zip, etc.). Again, these will be listed in the debug pane on the right. (But only if they're not already skipped because of the directory that they're in.)

is not working as these are being put in data. But when uninstalling they are not removed.

Bain is tracking the files as installed and do not show up in the skiped tab. And show up as missing if I manually delete them.

The other skip process are working fine.
User avatar
lillian luna
 
Posts: 3432
Joined: Thu Aug 31, 2006 9:43 pm

Post » Sat Aug 21, 2010 8:04 pm

Gday

Just a quick couple of questions regarding the Python modules.

I have Win7 64bit
And was wondering if I use the 64bit versions or the 32bit ?

With the Python modules they have newer releases eg 2.9 3.0 etc . Must I use the versions that is stated for Garybash in the OP or can I use the newer releases of the different Python modules ?


Thanks for porting over from Oblivion this great program. I have used it for so long with Oblivion and it is great to see someone take on Wrye legacy and port it for FO3.,

Cheers
User avatar
Sheeva
 
Posts: 3353
Joined: Sat Nov 11, 2006 2:46 am

Post » Sun Aug 22, 2010 3:49 am

Stick to 2.6, 3.0 is sort of but not fully 2.5/2.6 compatible.

If you can find all of the libraries needed for garybash in x64, you can use that, but you'll see very little performance difference and increased memory usage. If you're not getting out of memory errors, you don't need it.
User avatar
Penny Courture
 
Posts: 3438
Joined: Sat Dec 23, 2006 11:59 pm

Post » Sat Aug 21, 2010 11:47 pm

Thanks a bunch for doing this, valda! Finally a comfortable merge tool for FO3 too. :)

Question: Does the stats tag cover repair lists? If not, what does (if any)?

Random suggestions for misc tweak section of bashed patch:
- compass tweaks (remove poi etc)
- autoaim removal
- levelxpbumbbase or what's it called; levelling rate controls
- global damage multiplier
- damage resistance cap adjuster, like 85, 90, 95, 100; possibly same for radiation
- melee damage strenght multiplier & offset (defaults to 0.5 - strength hardly effects melee damage)
- endurance & level multipliers in max HP formula (20 and 10 respectively by default)
- multiplier for received damage during vats mode
User avatar
Charlotte Henderson
 
Posts: 3337
Joined: Wed Oct 11, 2006 12:37 pm

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