[RELz] garybash thread 2

Post » Fri Feb 18, 2011 9:43 pm

Huh interestingly - in testing MasterUpdate for the clean DLC issue - I ran into a weird BAIN thing, but I'm not certain - maybe it is a real issue.

So in attempting to run MasterUpdate FO3edit very annoyingly master-updated several esp that were not ticked as active. The only plugins I had as active were the DLC. So I ran MasterRestore after backing up the cleaned then master-updated DLC so I can make a BAIN package. I then open BAIN and see that most of the esp that also got included (against my wishes) had orange BAIN packages.

So I check the tabs and BAIN is reading them as altered.

So if an esp is run through MasterUpdate then MasterRestore - it is a changed plugin?

I thought it would be the same plugin.

What is all the more annoying is that even if I anneal the plugin out then back in - the package remains orange. I have to uninstall and reinstall to get the green back.
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Joanne Crump
 
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Post » Sat Feb 19, 2011 2:59 am

Of course it's a changed plugin. How do you think Master Update works?

Spoiler
MasterUpdate toggles the "master" flag in the ESP that determines whether or not it is a master file.

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candice keenan
 
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Post » Sat Feb 19, 2011 11:44 am

Again - I ran MasterUpdate then MasterRestore - hence flipping the flag back - because I didn't want MasterUpdate on the several esp that it changed anyway (without being active).
Spoiler
I'm not that slow


However maybe just changing the date a file is altered is enough - but no that is what determined load order and BOSS does that all the time.

Perhaps there are other aspects of an esp or that it looks at. Didn't work anyway - everything is back to how it was. Except now I need to defrag my drive.
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ILy- Forver
 
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Post » Sat Feb 19, 2011 4:41 am

There's a bit more to it than just flipping the flag. MasterUpdate also sets ONAM records for overrides in the file, which is what prevents missing landscape bugs. If you don't want it touching everything, you have to manually remove the files you don't want touched before running it.

It's been way too long since I've messed with any of this so if you want the real details go look in the FO3Edit thread.
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Undisclosed Desires
 
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Post » Sat Feb 19, 2011 4:15 am

Well I http://www.gamesas.com/index.php?/topic/1122569-relzbetawipz-fnvedit/page__view__findpost__p__17326569.

However - the BAIN packages that were read as altered included many esp files which, if I understand you correctly, do not contain ONAM records.

Hence then with these it should just be flipping the flag - no?

I understand that this may seem off topic but it is on topic with regard to BAIN behavior in reference to what it sees as changed in an esp.
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Tracy Byworth
 
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Post » Sat Feb 19, 2011 7:50 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.

It's rather great isn't it, and get you with your five shiney stars now :twirl:

Questions regarding tags: The Invent tag doesn't always seem to import clothing items NPCs should have. Is there another one which would help with this. For example Cutter at Paradise Falls is now naked, except for the nurse hat added by Lings Pretty things, but both lings and UFPatch add doctors fatigues, but neither are imported into bashed patch.

Also, what does the Deflst tag do?
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Soku Nyorah
 
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Post » Sat Feb 19, 2011 4:28 am

Torrello - bash works its just tricky. I use both project beauty and Lings Pretty Things (plus I have Book of Earache which makes it even more complicated) and I have to make my own patch to get what I want regarding inventory and the only way to do that is through FO3edit. But here goes my explanation with load order with examples:

1. Fallout 3 - Project Beauty - Lings Pretty Things = Lings Wins in bash patch
2. Fallout 3 - Project Beauty = Project Beauty wins in bash patch
3. Lings Pretty Things adds new item = Lings item added in bash patch
4. Project Beauty adds new item = Project Beauty item added in bash patch

The problem with Inventory is when a mod adds a "new" item with a "new" ID....its gets added but the modder didnt use Wrye Flash to build or integrate the mod so if his mod is loaded last he/she figures that the NPC will have the inventory he/she wants in game. So in the 4 examples above with wyre flash - 2 items are changed and 2 items get added. How Fallout 3 figures out which item the NPC wears if the 4 items are clothing, I dont know but I have played around with this through making my own patches to put the items I want in the NPCs inventory. Wrye Flash works great when mods change existing IDs, but when they add new to replace old, especially clothing, I dont think it is possible.

deflst tag I believe is the leveled list tag but not sure myself.
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Conor Byrne
 
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Post » Sat Feb 19, 2011 8:14 am

Also, what does the Deflst tag do?

I could really do with a more detailed explanation of what this does. I can't find anything in the Flash readmes nor on Valda Github repository. I know it's something to do with Form IDs from when rebuilding bashed patches. But what does it do?
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Taylah Illies
 
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Post » Sat Feb 19, 2011 8:11 am

You are going to have to read back through the Wrye/Gary bash threads.

I recall he introduced that tag - I forgot about it - asked again - he explained - I forgot again.

it is though in probably one or two threads back - maybe three.
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Rhi Edwards
 
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Post » Sat Feb 19, 2011 1:44 am

Oh heck :bolt:
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Alberto Aguilera
 
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Post » Sat Feb 19, 2011 11:15 am

Was curious on a couple of things here as I move forward:

How does Bash go about utilizing the BOSS Tags? Is there anything special that needs to be done for this to occur, or is it just part of running the creation of the Bashed Patch?

Also, just got done running through the first time here on making my Bashed Patch for FO, and just wanted to get some folks to take a look at my LO from Bash to see if it looks like I did things okay (obviously barring having the information of what exactly I selected in instance of each category while building it - to be fair, I basically just used the pictoral guide as reference when doing this and based things off its suggestions (as well as my knowledge of the mods I am using and the desired effect I want to shoot for). As such, if folks could take a peek at this LO and tell me any thoughts and suggestions:

Spoiler
Active Mod Files:00  Fallout3.esm01  Anchorage.esm02  ThePitt.esm03  BrokenSteel.esm04  PointLookout.esm05  Zeta.esm06  FNNsys.esm07  Destruction.esm08  Phalanx-PointLookout-Navmesh.esm09  aHUD.esm0A  iHUD.esm0B  CRAFT.esm0C  CALIBR.esm  [Version 1.4]0D  Mothership Crew.esm0E  FO3 Wanderers Edition - Main File.esm0F  Mart's Mutant Mod.esm10  FNNIguana.esm11  Enhanced Weather - Rain and Snow.esm12  Xepha's Dynamic Weather.esm13  DCInteriors_ComboEdition.esm14  FNNCQ.esm15  FNNCQ_DavidsLab.esm16  FireLightFix.esp17  BlackWidowBurkeFix.esp18  LessRocks.esp++  Reduced Dust Particles.esp19  DarNifiedUIF3.esp1A  Selective Fire.esp1B  DynamicCrosshair.esp1C  Stimpak Counter.esp1D  CASM.esp1E  Princess Better Prompts v1pt1.esp1F  Agatha Radio Enhanced.esp20  Enclave Radio Enhanced.esp21  GNR Enhanced.esp++  GeneratorSound.esp22  ReneersRadioMod.esp23  UPP - Pack 1.esp24  UPP - Pack 2.esp25  UPP - Experience Perks.esp26  UPP  - Quest Perks.esp27  Ex Libris - PreWar Book Titles.esp28  implants.esp++  Tenpenny Tower true peace.esp29  Scavenger World.esp2A  RZW_SimpleGrab.esp++  LittleLamplightDogs.esp2B  ReciveLyonsPA.esp2C  RZW_PortableLamps.esp2D  MAXdog.esp2E  MegatonHouseExtraStorageSG.esp2F  loadingsc.esp30  Treasure Maps_Underground.esp31  Treasure Maps_Secrets of the Wasteland.esp32  Treasure Maps_Bobblehead Edition.esp33  Treasure Maps_A Fist Full of Caps.esp++  Destruction - Main.esp34  Destruction - Main - Statics.esp++  Destruction - DLC.esp35  Destruction - DLC - Statics.esp36  BusworldV1.05d.esp37  NoKnockedOverComments.esp38  SneakModeEffect.esp39  NPC Height Randomizer Less Variance.esp3A  CrowdedCities_v2.esp3B  MTC Wasteland Travellers.esp3C  MTC MoreGuardsInBigTown.esp++  Clothed American Soldiers.esp3D  Confessor Cromwell has a Break_EV.esp3E  Clothed Sarah Lyons - Sleepwear.esp3F  Outcast Scribes03.esp40  ThreeDogs 3 Dogs Alternative.esp41  NPC Response Expansion.esp42  FruitTrees.esp43  RandomExtraTraps.esp44  megalight.esp45  Riverboat Landing Merchant.esp46  FO3 Wanderers Edition - Main File.esp47  FO3 Wanderers Edition - DLC Anchorage.esp48  FO3 Wanderers Edition - DLC The Pitt.esp49  FO3 Wanderers Edition - DLC Broken Steel.esp4A  FO3 Wanderers Edition - DLC Point Lookout.esp4B  FO3 Wanderers Edition - DLC Mothership Zeta.esp4C  FO3 Wanderers Edition - Alternate Travel.esp4D  DLM_FWE Medic PA FWE+Zeta required.esp  [Version 1.0]4E  MZC-FWE_CP.esp4F  BBBackpacks-v1-1.esp50  Refurbishes [ALL].esp51  WeaponModKits.esp52  WeaponModKits - FWE Master Release.esp53  WeaponModKits - OperationAnchorage.esp54  WeaponModKits - ThePitt.esp55  WeaponModKits - BrokenSteel.esp56  WeaponModKits - PointLookout.esp57  WeaponModKits - Zeta.esp++  Echo_UseBothGloves.esp58  Ammo Press Calibrified.esp59  AutoGates.esp5A  Burnification.esp5B  BuildableBots v0.3a.esp5C  WSG Improved.esp5D  ImmersiveHealth.esp5E  FalloutFood.esp++  FalloutFoods - FWE Master Release.esp5F  Mart's Mutant Mod.esp60  Mart's Mutant Mod - DLC Anchorage.esp61  Mart's Mutant Mod - DLC The Pitt.esp62  Mart's Mutant Mod - DLC Broken Steel.esp++  Mart's Mutant Mod - DLC Point Lookout.esp63  Mart's Mutant Mod - DLC Zeta.esp64  Mart's Mutant Mod - FWE Master Release.esp++  Mart's Mutant Mod - FWE Master Release + DLCs.esp65  WRWC - Classic Fallout.esp66  Attentater's Wasteland Economy.esp67  FleshBurningPlasma.esp68  Gifts4Kids.esp69  ShellRain.esp6A  SunGlassesFX.esp6B  yaDisguisesMod.esp6C  yaDisguisesMod-DLC-Anchorage.esp6D  yaDisguisesMod-DLC-BrokenSteel.esp6E  yaDisguisesMod-DLC-ThePitt.esp6F  yaDisguisesMod-MOD-FWE.esp70  Savage Wasteland - Fewer Gun Wielding Maniacs.esp71  Phalanx-MainFollowerModule.esp72  Phalanx-BrokenSteel-Integration.esp73  Phalanx-PointLookout-Integration.esp++  MrSlackPants-DecentPipBoyLight.esp74  Enhanced Weather - Weather Sounds in Interiors.esp75  Realistic Interior Lighting.esp76  Realistic Interior Lighting - BS.esp77  Realistic Interior Lighting - OA.esp78  Realistic Interior Lighting - PL.esp79  NColorDCInteriors.esp7A  Xepha's Dynamic Weather - Main.esp7B  Xepha's Dynamic Weather - Anchorage.esp7C  Xepha's Dynamic Weather - The Pitt.esp7D  Xepha's Dynamic Weather - Broken Steel.esp7E  Xepha's Dynamic Weather - Point Lookout.esp7F  Xepha's Dynamic Weather - Rain.esp80  Xepha's Dynamic Weather - Sandstorm.esp81  Xepha's Dynamic Weather - Dynamic Sneak Bonus.esp82  Xepha's Dynamic Weather - Green Tint Remover.esp++  FNNIguana - FWE.esp83  FNNIguana - MMMRC6.esp++  FNNsys - FWE.esp84  FNNsys start inventory.esp++  Merged Patch.esp85  Bashed Patch, 0.esp


One thing I am curious about is that currently the Destruction files are loading before FWE (even after my BOSS run from Bash - seems that is just where they are being put), and when I was going through the Destruction Info portion of the patch build, one of the FWE files was listed below this, and I can only assume it means that will be overwriting some of the Destruction Data from the Destruction ESPs and that I should probably manually adjust the LO to get that corrected?

Also, should I have kept the old Merged Patch from FO3Edit in when I built it up like I did, or should I pull that out and remake the patch fresh?
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Phoenix Draven
 
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Post » Sat Feb 19, 2011 12:50 am

Bash (or rather Flash in this case) should automatically get the tags from the masterlist when you run BOSS from inside Wrye Flash, there a little shortcut on lower left bar. Then immediatley rebuild your bashed patch, going through the options and tick those new ones availiable. However, you can also add and remove tags by selecting a mod and right-clicking in the grey box in lower right hand corner and selecting tags from the pop-up menu. Bash remembers this and will override subsequent BOSS suggestion when it is re-ran. Consequentely it will be neccesary from time to time to go through the BOSS html output and double check all the tag suggestions are active on those mods.

Regards the Merged patch - this should NOT be merged into your Bashed Patch, someone reported instability due to this a couple months ago. I presume all the mods merged in that patch are already merged into you bashed patch in the merged patches section.

As for destruction, all this date from the mod itself and FWE get merged together into the patch. I assume the load order is correct, so FWE will take precidence on this. It probably brings it into line with any ammo damage changes in makes, but I'm only guessing.
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Rozlyn Robinson
 
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Post » Sat Feb 19, 2011 9:31 am

Alright, that sounds about like I figured, to be honest (seems a lot of the programs these days that are integrated together are done so at a very user friendly level).

I'll go ahead and rebuild my Bashed Patch with the Merged Patch not included (I'll just kill it from my folder entirely)

And with the Destruction data, I'll see how it goes as it presently stands and if I see any issues I can experiment around with things.

EDIT: Following your suggestions I rebuilt my Bashed Patch and loaded up my gave for a very brief and quick test whirl, and things seem to have gone as predicted (which is to say it looks like things are better already). I'll be playing around with my game a few days before I have my fiance update hers to make sure I didn't royally mess anything up. Then I'll have one last mod to add to my LO that I want yet, and I should be good to go for digging around in things to try and find more potential Tag suggestions to toss at the BOSS thread as well so these two programs can keep on shining like they do :D
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Rebekah Rebekah Nicole
 
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Post » Sat Feb 19, 2011 1:22 am

Hi all - simple question but which version of FO3edit do you use/recommend?
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Juan Suarez
 
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Post » Fri Feb 18, 2011 10:47 pm

Hi all - simple question but which version of FO3edit do you use/recommend?

Pretty sure I just use the one off of the Nexus site from the main download, has never done me wrong yet
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rebecca moody
 
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Post » Fri Feb 18, 2011 11:10 pm

Redeye - more specifically their are 2 versions listed:
1. 3.015 Experimental
2. 2.51


Also FNVedit exists and newer variations exist beyond 3.015 with various fixes
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Jessica White
 
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Post » Sat Feb 19, 2011 8:14 am

Looks like the version I have is actually 2.5.3 (I have it open at the moment), not sure where that came from.

EDIT: Actually, I did think of a quick question, the FormIDs option - is that something that is recommended to be run and included in the Bash Patch - the guide seemed to indicate no, but I figured I would get clarification.
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Courtney Foren
 
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Post » Sat Feb 19, 2011 6:44 am

Well the Invent part of Flash really doesn't work. I created a very simple mod which added a piece of raider armour to Cutter (the medic lady at Paradise Fall) because, as of using LingsPrettyThings and bash, she has no clothes on, just a new nurses hat which LingsPrettyThings ADDS! Edit shows her original clothes, the unofficial patch's clothes and LingsPrettyThings's clothes being lost/overwritten

I tagged it invent and imported and it doesn't get added to the patch, but when it's merged it does! You'd think it would be the same as Oblivion bash, which certainly works

Wish someone was around to fix this :cry:
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Jordan Moreno
 
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Post » Sat Feb 19, 2011 12:22 am

Torrello - Moira has the same thing with Lings showing much too little which breaks immersion imo. I use an old mod which uses an appropriate but sixy outfit and I incorporate the necklace for Lings which sharpens things up. The mod on nexus is called "beautiful moria brown". Another "undressed" NPC is Senora Cruz the leader of the Regulators in just her boots only. I have created my own NPC patch to add the clothing I want added to each NPC (I will dress up Cutter now too). I wont comment on the author as he has created fabulous other mods, just I think he was trying to funny...and shocking...as you dont expect it but....

With the invent tag, I think it comes down to the last mod loaded wins. It will only cut out the original fallout.esm clothes only but if you have 2 mods changing inventory, it seems that the last mod wins when it comes to clothing....
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JaNnatul Naimah
 
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Post » Sat Feb 19, 2011 3:13 am

Torrello - Moira has the same thing with Lings showing much too little which breaks immersion imo. I use an old mod which uses an appropriate but sixy outfit and I incorporate the necklace for Lings which sharpens things up. The mod on nexus is called "beautiful moria brown". Another "undressed" NPC is Senora Cruz the leader of the Regulators in just her boots only. I have created my own NPC patch to add the clothing I want added to each NPC (I will dress up Cutter now too). I wont comment on the author as he has created fabulous other mods, just I think he was trying to funny...and shocking...as you dont expect it but....

With the invent tag, I think it comes down to the last mod loaded wins. It will only cut out the original fallout.esm clothes only but if you have 2 mods changing inventory, it seems that the last mod wins when it comes to clothing....

This is it with Lings, it's exceptionally well done, but just overdone and innapropriatly so it a couple areas. How clover end up looking it right on the money, but a shop keeper exposing herself :shocking: I know she's a little nuts but..... Good call on the Moira mod, I'l give it a look, I'm using MoiraRed at the mo which gives her a red RobCo jumpsuit, and this gave me the idea to try and clothe Cutter. I wanted to do a Lings version now to actually give her the doctors fatigues she should have.

Is your clothing patch mod availiable on nexus? Is is Bash mergable? If so I'd really like it :D

The Invent tag should circum-navigate the whole 'last mod wins' thing, and all those items be in the NPC inventory, they'd then wear the most expensive / highest DR depending on how the game engine works. But as of now, nothing it getting imported, except new items in active plugins.
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Saul C
 
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Post » Sat Feb 19, 2011 4:21 am

I dont have a clothing mod but 1 thought would be to do a mod that alters every other NPC that Lings does not touch - just to change it up if you play multiple times. You could have a patch that also changes out the more exposed NPCs in Lings to what I believe would be more a immersive game. I dont want at all to knock the modder of Lings, but just offering an alternative. I just dont have any time right now but it should be easily done in FO3edit and utilization of all of the modder resources tagged searched in Nexus where you could just cut and paste. I think their are also modder resourses for facegen too.
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T. tacks Rims
 
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Post » Sat Feb 19, 2011 1:09 am

Torrello - you may already know this but here goes - if you tag a mod with delev, relev it will only level list that mod no matter what comes before it. If you relev every mod, then all of the items get included. If one of the mod places the same ID to show in a lower level, then the other competing mod with that same ID that places it in a higher level will show a conflict. Lowest level with same ID wins. I need to go back and test my recommendations for tagging with delev, relev and dflist as that also "may be" affected in some way with the delev, relev tags in terms of what gets included and what doesnt.

With different load orders, the recommended tagging can fix or break a mod - just depends on the mod itself and how many changes are made. If I come up with new suggestions, I will post in the BOSS thread.

It can get very dicey if mod/load order is not tagged correctly. However, Wrye Flash is a very powerful tool if you just learn how to use it correctly. While the merged patch process in FO3edit takes a shot and takes some of the bash techniques, it in no way gives the optionality that Wrye Flash does....
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Chad Holloway
 
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Post » Fri Feb 18, 2011 11:21 pm

Now that we have http://www.gamesas.com/index.php?/topic/1068986-wrye-mash-thread-5/page__view__findpost__p__17446902, how about a Wrye Flash Stand Alone?
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Len swann
 
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Post » Sat Feb 19, 2011 1:01 pm

Released the new version that corrected some bugs and minor improvements.
I doesn't write so much, but this forum is being seen. I appreciate the all of enthusiastic users. Thanks.

http://www.fallout3nexus.com/downloads/file.php?id=11336
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bimsy
 
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Post » Fri Feb 18, 2011 9:52 pm

Oh goody - thanks much Valda!
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Monika Krzyzak
 
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