[RELz] garybash thread 2

Post » Sat Feb 19, 2011 6:59 am

There is a new version of BOSS up at Nexus which is an .exe only version, no .bat file anymore. Also the masterlist is no longer stored in the data folder, it's now in a Data\Boss folder.

Any chance that your app could be updated to make use of these changes?

Thanks
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Guinevere Wood
 
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Post » Sat Feb 19, 2011 3:49 am

There is a new version of BOSS up at Nexus which is an .exe only version, no .bat file anymore. Also the masterlist is no longer stored in the data folder, it's now in a Data\Boss folder.

Any chance that your app could be updated to make use of these changes?

Thanks

I feel that the timing of the release was slightly bad :P
The version in the repository supports new BOSS.
http://github.com/valda/garybash
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Connie Thomas
 
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Post » Sat Feb 19, 2011 10:54 am

I feel that the timing of the release was slightly bad :P
The version in the repository supports new BOSS.
http://github.com/valda/garybash



Thanks Valda, downloading now.

EDIT: Seems as though the repository version still looks for the masterlist.txt file in the data folder as it will not update the BASH tags unless it's there.
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Christina Trayler
 
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Post » Sat Feb 19, 2011 12:39 am

Thanks Valda, downloading now.

EDIT: Seems as though the repository version still looks for the masterlist.txt file in the data folder as it will not update the BASH tags unless it's there.

That is also an ongoing issue with the latest Wrye Bash 288 (as well as issues with the enclosed 7zip) - so until those are are settled I'm not upgrading wrye bash.
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BRAD MONTGOMERY
 
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Post » Sat Feb 19, 2011 3:46 am

FYI: Release 21.

=== 21 [10/17/2010]
* Added new BOSS support (port from WB288).
* Added a short name subrecord support to importnames.
* Fixed the bug that cannot perform order movement by DnD (on not English OS).
* Double clicking an installer will open it in explorer/associated archive viewer (port from WB288).

Thanks.
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lauren cleaves
 
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Post » Sat Feb 19, 2011 9:19 am

FYI: Release 21.

=== 21 [10/17/2010]
* Added new BOSS support (port from WB288).
* Added a short name subrecord support to importnames.
* Fixed the bug that cannot perform order movement by DnD (on not English OS).
* Double clicking an installer will open it in explorer/associated archive viewer (port from WB288).

Thanks.

So all the problems that people have been reporting with Wrye Bash 288-290 are not effecting this version of Gary/Wrye Flash?

Still more bug reports coming in on the latest 290 version.
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Ian White
 
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Post » Fri Feb 18, 2011 10:03 pm

So all the problems that people have been reporting with Wrye Bash 288-290 are not effecting this version of Gary/Wrye Flash?

Still more bug reports coming in on the latest 290 version.

This is a small update for new BOSS.
I think that the known bug has not imported. maybe :)
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Steven Nicholson
 
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Post » Sat Feb 19, 2011 9:00 am

Hey Valda I know your busy with New Vegas, but quick small bug.

Updating didn't give me any grief but every time I try to run (+FOSE) from the launcher at the bottom of the Wrye Flash I get a runtime error: R6025 -Pure Virtual Function Call.
The game will still launch but as soon as I click OK on the error message Wrye Flash crashes.

Not a problem at all if I do not launch from there.
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Dagan Wilkin
 
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Post » Sat Feb 19, 2011 6:15 am

FYI: Release 22.

Changes.
=== 22 [11/06/2010]
* Fixed an address offset at the time of the savedata writing.
* Added firepower_autobalance.py into Extras folder (Thanks for TheTalkieToaster).
* Added 'animationMultiplier' and 'animationAttackMultiplier' to the import object of Stats tag.
* Fixed/Added so many record definitions (Dial, Proj, Vtyp, Musc, Pwat, Aspc, Hdpt, Dobj, Idlm, Arma, Tact).
* Fixed/Added many condition function definitions.
* Fixed BsaFile.resetMTTimes.
* Changed a bodytag priority of names tweak.
* Copied and pasted a BOSS launch code from WB291(svn).
* Taglist updated to BOSS masterlist revision 1710.

@Psymon
It seems to be the error that python runtime output.
I think unfortunately it's difficult to take a measure by me :facepalm:
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kat no x
 
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Post » Sat Feb 19, 2011 12:12 pm

FYI: Release 23.

23 [11/13/2010]
* Add GMST Tweak: Terminal Speed Adjustment (referred from HackRate: http://www.fallout3nexus.com/downloads/file.php?id=2745).
* Update BOSS launch code (from WryeBash svn655).
* Fixed a bug that wasn't considering the owner and condition attribute at leveledlist merger (reported by Space Oden69).
* Added support new FOMM (The installation path of FOMM can be changed in bash.ini).
* Sound tag came to import the weapon sound.
* Added Destructible tag (same as Destructable).
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Laura
 
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Post » Sat Feb 19, 2011 7:34 am

For some reason, I can't crossbreed the latest Wrye Flash with the New FOMM. Therefore, a couple of questions. Where is bash.ini located? Or if I should just need to rename bash_default.ini to bash.ini, where do I have to put the new file?

I've installed new FOMM in the default directory (C:\Program Files\GeMM\fomm.exe) which is already specified in bash_default.ini but I still don't have the option to launch FOMM from Wrye Flash.
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MARLON JOHNSON
 
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Post » Fri Feb 18, 2011 10:05 pm

I just rebuilt my bashed patch and have orange checks and boxes for Mart's Mutant Mod DLC The Pitt.esp and FO3 Wanders Edition DLC Broken Steel.esp with the following Description above:


FO3 Interoperability Plugin

- FWE Master Release 6.03- Martigen's Mutant Mod (RC 6.1)

- Requires DLC plugins for Broken Steel and The Pitt for both FWE and MMM.

I am confused b/c I have the DLC plugins for Broken Steel and The Pitt for both FWE and MMM, as far as I know.

Here's my Bashed Patch read me:




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 CRAFT.esm

? 08 CALIBR.esm [Version 1.3]

? 09 FOOK2 - Main.ESM

? 0A FOOK2 - [DIK] DLC Improvement Kit.ESM

? 0B FO3 Wanderers Edition - Main File.esm

? 0C Mart's Mutant Mod.esm

? 0D Unofficial Fallout 3 Patch - Operation Anchorage.esp [Version 1.2.0]

? 0E Unofficial Fallout 3 Patch - The Pitt.esp [Version 1.2.0]

? 0F Unofficial Fallout 3 Patch - Broken Steel.esp [Version 1.2.0]

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

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

? 12 DarNifiedUIF3.esp

? 13 CASM.esp

? 14 CRAFT - Activation Perk.esp

? 15 CALIBRxMerchant.esp

? 16 FOOK2 - Main.esp

? 17 FOOK2 - [DIK] DLC Improvement Kit.esp

? 18 FOOK2 Main [Hotfix].esp

? 19 FOOK2 DIK [Hotfix].esp

? 1A FO3 Wanderers Edition - Main File.esp

? 1B FO3 Wanderers Edition - DLC Anchorage.esp

? 1C FO3 Wanderers Edition - DLC The Pitt.esp

? 1D FO3 Wanderers Edition - DLC Broken Steel.esp

? 1E FO3 Wanderers Edition - DLC Point Lookout.esp

? 1F FO3 Wanderers Edition - DLC Mothership Zeta.esp

? 20 FO3 Wanderers Edition - Alternate Travel.esp

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

? ++ FO3 Wanderers Edition - Optional Restore Tracers.esp

? 22 FO3 Wanderers Edition - Optional VATS Realtime.esp

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

? 23 WeaponModKits.esp

? 24 WeaponModKits - FWE Master Release.esp

? 25 WeaponModKits - OperationAnchorage.esp

? 26 WeaponModKits - ThePitt.esp

? 27 WeaponModKits - BrokenSteel.esp

? 28 WeaponModKits - PointLookout.esp

? 29 WeaponModKits - Zeta.esp

? 2A WMKAA12Shotgun.esp

? 2B Stealthboy Recon Armor - CRAFT.esp

? 2C Mart's Mutant Mod.esp

? 2D Mart's Mutant Mod - DLC Anchorage.esp

? 2E Mart's Mutant Mod - DLC The Pitt.esp

? 2F Mart's Mutant Mod - DLC Broken Steel.esp

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

? 30 Mart's Mutant Mod - DLC Zeta.esp

? ++ Mart's Mutant Mod - Master Menu Module.esp

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

? ++ Merged Patch.esp
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ANaIs GRelot
 
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Post » Fri Feb 18, 2011 9:49 pm

If you read the readme for Wrye Bash/Flash - found by clicking the ? on the bottom bar - you will find that the orange box means the the esp masters are out of order.

Since mod makers for oblivion use this program they generally are aware of this and try and make it so that master are in order. It is caused by when they save the esp in the GECK what order the master files are in.

It is not a big issue and as long as there is no red you should be fine - you could adjust them but then others would likely turn orange.

I've seen mods come out with with masters in a certain order then get updates where the masters are in a different order.

So again as long as there is no red and you follow BOSS ordering you should be good.
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Leilene Nessel
 
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Post » Sat Feb 19, 2011 12:29 pm

OK, thanks. I didn't realize the read me was in the ? on the bottom bar- my mistake.
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ImmaTakeYour
 
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Post » Sat Feb 19, 2011 6:10 am

For some reason, I can't crossbreed the latest Wrye Flash with the New FOMM. Therefore, a couple of questions. Where is bash.ini located? Or if I should just need to rename bash_default.ini to bash.ini, where do I have to put the new file?

I've installed new FOMM in the default directory (C:\Program Files\GeMM\fomm.exe) which is already specified in bash_default.ini but I still don't have the option to launch FOMM from Wrye Flash.

Please rename bash_default.ini to bash.ini in Mopy directory.
and remove comment of sFOMMPath line (and change the path into installation pos of your FOMM if necessary).

(e.g., In the case of 64bit Windows)
;--sFOMMPath is the path that Bash will look for Fallout Mod Manager (defaults to C:\Program Files\GeMM\fomm.exe).sFOMMPath=C:\Program Files (x86)\GeMM\fomm.exe

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Tammie Flint
 
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Post » Sat Feb 19, 2011 1:14 am

I'm getting this error when building the Bashed Patch with Import Graphics active on Unofficial Fallout 3 Patch.esm:

Spoiler
Traceback (most recent call last):  File "W:\Games\Fallout 3\Mopy\basher.py", line 4947, in Execute    raise  File "W:\Games\Fallout 3\Mopy\basher.py", line 4902, in Execute    patchFile.buildPatch(log,SubProgress(progress,0.8,0.9))#no speeding needed/really possible (less than 1/4 second even with large LO)  File "W:\Games\Fallout 3\Mopy\bosh.py", line 16352, in buildPatch    self.tes4.masters = self.getMastersUsed()  File "W:\Games\Fallout 3\Mopy\bosh.py", line 6827, in getMastersUsed    return masters.getOrdered()  File "W:\Games\Fallout 3\Mopy\bosh.py", line 5627, in getOrdered    return list(modInfos.getOrdered(list(self)))  File "W:\Games\Fallout 3\Mopy\bosh.py", line 10107, in getOrdered    modNames.sort()  File "W:\Games\Fallout 3\Mopy\bolt.py", line 536, in __cmp__    else: return cmp(self._cs, Path.getCase(other))  File "W:\Games\Fallout 3\Mopy\bolt.py", line 216, in getCase    else: return os.path.normcase(os.path.normpath(name))  File "C:\Resource\Python26\lib\ntpath.py", line 402, in normpath    path = path.replace("/", "\\")AttributeError: 'int' object has no attribute 'replace'


Load order if relevent:
Spoiler
Active Mod Files:00  Fallout3.esm01  Anchorage.esm02  ThePitt.esm03  BrokenSteel.esm04  PointLookout.esm05  Zeta.esm06  Unofficial Fallout 3 Patch.esm  [Version 1.2.0]07  CRAFT.esm08  CALIBR.esm  [Version 1.4]09  Project Beauty.esm0A  FO3 Wanderers Edition - Main File.esm0B  Mart's Mutant Mod.esm0C  DarNifiedUIF3.esp0D  CASM.esp0E  GalaxyNewsRadio100[M].esp0F  FO3 Wanderers Edition - Main File.esp10  FO3 Wanderers Edition - DLC Anchorage.esp11  FO3 Wanderers Edition - DLC The Pitt.esp12  FO3 Wanderers Edition - DLC Broken Steel.esp13  FO3 Wanderers Edition - DLC Point Lookout.esp14  FO3 Wanderers Edition - DLC Mothership Zeta.esp15  FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp16  Mart's Mutant Mod.esp17  Mart's Mutant Mod - DLC Anchorage.esp18  Mart's Mutant Mod - DLC The Pitt.esp19  Mart's Mutant Mod - DLC Broken Steel.esp1A  Mart's Mutant Mod - DLC Zeta.esp1B  Mart's Mutant Mod - Project Beauty.esp1C  Mart's Mutant Mod - FWE Master Release.esp1D  dD - Enhanced Blood Main.esp1E  Mart's Mutant Mod - FWE Master Release + Project Beauty.esp1F  Fellout-Full.esp++  Fellout-Anchorage.esp++  Fellout-BrokenSteel.esp20  Fellout-PointLookout.esp21  Fellout-Zeta.esp**  Project Beauty- Broken Steel.esp**  Project Beauty- Point Lookout.esp++  Mart's Mutant Mod - DLC Point Lookout.esp++  Mart's Mutant Mod - Master Menu Module.esp++  Mart's Mutant Mod - FWE Master Release + DLCs.esp++  dD-Smaller Wounds.esp++  dD-Smaller Spatters Default.esp22  Bashed Patch, 0.esp


Tagging Mart's Mutant Mod.esm with Graphics builds successfully (shows 30 changed records in CREA), so I guess its something in UF3P that's not in MMM.
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Sarah Bishop
 
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Post » Sat Feb 19, 2011 11:47 am

Hey Valda

I know you are in retirement now but had an issue come up that I thought I should report.

Had trouble bashing the patch with the last http://www.fallout3nexus.com/downloads/file.php?id=12887. Actually All three episodes had this issue.

Usually this is due to orphans in either the cell or world spaces. I ran remove world orphans on episode two and got this:
  File "I:\Games\Fallout3\Mopy\basher.py", line 9315, in Execute    modFile.load(True,SubProgress(progress,0,0.7))  File "I:\Games\Fallout3\Mopy\bosh.py", line 6718, in load    self.tops[label].load(ins,unpack and (topClass != MobBase))  File "I:\Games\Fallout3\Mopy\bosh.py", line 5727, in load    self.loadData(ins, ins.tell()+self.size-recHeaderSize)  File "I:\Games\Fallout3\Mopy\bosh.py", line 6341, in loadData    cellBlock = MobCell(header,selfLoadFactory,cell,ins,True)  File "I:\Games\Fallout3\Mopy\bosh.py", line 5995, in __init__    MobBase.__init__(self,header,loadFactory,ins,unpack)  File "I:\Games\Fallout3\Mopy\bosh.py", line 5717, in __init__    if ins: self.load(ins,unpack)  File "I:\Games\Fallout3\Mopy\bosh.py", line 5727, in load    self.loadData(ins, ins.tell()+self.size-recHeaderSize)  File "I:\Games\Fallout3\Mopy\bosh.py", line 6022, in loadData    raise ModError(self.inName,'Unexpected %s record in cell children group.' % recType)bosh.ModError: AQFH2.esp: Unexpected NAVM record in cell children group.

The problem is as I use edit to look further I'm not seeing any orphans.

I wish these errors were more user friendly.

Then trying to uninstall the BAIN package I made for all three episodes - I get this:
Traceback (most recent call last):  File "I:\Games\Fallout3\Mopy\basher.py", line 6896, in Execute    self.data.uninstall(self.selected,progress)  File "I:\Games\Fallout3\Mopy\bosh.py", line 13219, in uninstall    path.remove()  File "I:\Games\Fallout3\Mopy\bolt.py", line 483, in remove    if self.exists(): os.remove(self._s)WindowsError: [Error 5] Access is denied: 'I:\\Games\\Fallout3\\Data\\sound\\fx\\aqfh2\\amb\\alarm.wav'
I had to remove all sound files manually to get the damn thing out.
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~Amy~
 
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Post » Sat Feb 19, 2011 10:10 am

Another BAIN error regarding files from thishttp://www.fallout3nexus.com/downloads/file.php?id=15578#fileanchor.

BAIN did not seem to want to install these files:
Textures\0_interface\pipboyimages\items\_____ items_5.56mm_rounds.ddsTextures\0_interface\pipboyimages\items\_____ items_flamer_fuel.ddsTextures\0_interface\pipboyimages\items\_____ items_mesmetron_power_cell.ddsTextures\0_interface\pipboyimages\items\_____ items_shotgun_shell.ddsTextures\interface\Icons\pipboyimages\Items\_____ items_5.56mm_rounds.ddsTextures\interface\Icons\pipboyimages\Items\_____ items_flamer_fuel.ddsTextures\interface\Icons\pipboyimages\Items\_____ items_mesmetron_power_cell.ddsTextures\interface\Icons\pipboyimages\Items\_____ items_shotgun_shell.ddsTextures\weapons\20thCenturyWeapons\792x57mm MG34 Germany\m?ndung.dds
I'm guessing the leading ___ is the issue. Looking at the files the ___ is replacing Russian names. A common Wrye bash error that has been repeatedly addressed.

I checked they did not get installed - had to put them in manually.

And again:
Traceback (most recent call last):  File "I:\Games\Fallout3\Mopy\basher.py", line 6703, in Execute    self.data.install(self.selected,progress,last,override)  File "I:\Games\Fallout3\Mopy\bosh.py", line 13172, in install    installer.install(archive,destFiles,self.data_sizeCrcDate,SubProgress(progress,index,index+1))  File "I:\Games\Fallout3\Mopy\bosh.py", line 12361, in install    srcFull.moveTo(destFull)  File "I:\Games\Fallout3\Mopy\bolt.py", line 512, in moveTo    os.remove(destPath._s)WindowsError: [Error 5] Access is denied: 'I:\\Games\\Fallout3\\Data\\Textures\\0_Replace\\p94.dds'

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Chenae Butler
 
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Post » Sat Feb 19, 2011 10:29 am

Even worse - when after the above then closing is installed manually and closing Wrye Flash then re-opening the BAIN tab - I get this:
Traceback (most recent call last):  File "I:\Games\Fallout3\Mopy\basher.py", line 3889, in OnShowPage    self.GetPage(event.GetSelection()).OnShow()  File "I:\Games\Fallout3\Mopy\basher.py", line 2548, in OnShow    if data.refresh(progress,what,self.fullRefresh):  File "I:\Games\Fallout3\Mopy\bosh.py", line 12725, in refresh    settings['bash.installers.removeEmptyDirs'], fullRefresh)  File "I:\Games\Fallout3\Mopy\bosh.py", line 11481, in refreshSizeCrcDate    size = apFile.size  File "I:\Games\Fallout3\Mopy\bolt.py", line 386, in size    return os.path.getsize(self._s)  File "C:\Python26\lib\genericpath.py", line 49, in getsize    return os.stat(filename).st_sizeWindowsError: [Error 123] The filename, directory name, or volume label syntax is incorrect: 'I:\\Games\\Fallout3\\Data\\Textures\\0_interface\\pipboyimages\\items\\????? items_5.56mm_rounds.dds'
And then not even able to open the installers tab at all.

So Valda - please come back and at least fix this foreign language bug.

Not sure how I'm going to fix this.

[edit]

Oh whew :facepalm: :confused:

By removing these files that I manually had to place I was able to open the installers tab. For a few minutes there I was thinking that I'd have to take drastic steps and delete the info on what packages were installed.

Hmmm maybe this mod aint nothing but trouble.

Still the foreign language bug is a known and solvable bug with Wrye Bash so Valda - if you read this. Pretty please fixy.
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Brooke Turner
 
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Post » Sat Feb 19, 2011 1:47 am

Unable to install this mod with FOMM either I resorted to manually deleting all the files it added.

The unfortunate thing is that it overwrote quite a bit from many packages and as such I'm trying to anneal the info back in.

This is not working as each package I anneal I get this error:
  File "I:\Games\Fallout3\Mopy\bosh.py", line 11397, in clearTemp    Installer.tempDir.rmtree(safety='Temp')  File "I:\Games\Fallout3\Mopy\bolt.py", line 489, in rmtree    shutil.rmtree(self._s)  File "C:\Python26\lib\shutil.py", line 216, in rmtree    rmtree(fullname, ignore_errors, onerror)  File "C:\Python26\lib\shutil.py", line 216, in rmtree    rmtree(fullname, ignore_errors, onerror)  File "C:\Python26\lib\shutil.py", line 216, in rmtree    rmtree(fullname, ignore_errors, onerror)  File "C:\Python26\lib\shutil.py", line 221, in rmtree    onerror(os.remove, fullname, sys.exc_info())  File "C:\Python26\lib\shutil.py", line 195, in onerror    raise  File "C:\Python26\lib\shutil.py", line 219, in rmtree    os.remove(fullname)WindowsError: [Error 5] Access is denied: 'InstallerTemp\\10 FWE Overhaul Kit\\Textures\\0_ADD\\crack1.dds'
Even though I've removed that BAIN package and manually removed all files associated with it.

Need to find where InstallerTemp is at.

======================================

[edit] I can't find this InstallerTemp folder anywhere - it must be made on the fly and is now information stuck somewhere.

So if I try to click install package I get the same error.

I can uninstall a package but not reinstall it as I get the same error - making them uninstallable.

At this point my game is completely screwed :brokencomputer: :verymad:
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Joie Perez
 
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Post » Fri Feb 18, 2011 10:08 pm

Pacific Morrowind has http://www.gamesas.com/index.php?/topic/1166379-relz-wrye-bash-thead-60/page__view__findpost__p__17167237:
Oblivion/Mopy/InstallersTemp (though it is supposed to be deleted after use... though from your error I can see that there is a ReadOnly file in there that BASH doesn't like to deal with (well Python really) - fixed in Wrye Bash 291 but hasn't populated outwards yet).
Pacific Morrowind


And I extracted that mod again and looked to see if any of the folders are set to read only and they are.

Will report to mod maker.
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hannah sillery
 
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Post » Sat Feb 19, 2011 5:15 am

I take it Windows XP 64 bit users cannot use Wrye Flash? I found 64 bit counterparts of most of the requirements, but read that psyco 1.6 will not run on a 64 bit setup at all.
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chirsty aggas
 
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Post » Sat Feb 19, 2011 3:52 am

I use Wrye Flash on Vista 64 and have since inception.

Install the Wrye Python 03a found http://www.tesnexus.com/downloads/file.php?id=22368 then install Wrye Flash
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xemmybx
 
Posts: 3372
Joined: Thu Jun 22, 2006 2:01 pm

Post » Fri Feb 18, 2011 11:44 pm

One thing I've noticed with the Bash Patch--tagging Ingestibles with a prefix doesn't work with all foods. Specifically, Cram and Blamco Mac and Cheese don't get tagged.
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Joanne
 
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Post » Sat Feb 19, 2011 6:53 am

Just wanted to give props to valda for porting this to FO3. I popped in to test something today and then play one of Willie's mods and I felt right at home after installing this gem.
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Emma Parkinson
 
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