[RELz] garybash thread 2

Post » Fri Feb 18, 2011 11:31 pm

Thank you very much Psymon.

This question had been bothering me for years. I tried to search it on the net all the time and I never get a clear answer until I finally tried asking here.
User avatar
Antonio Gigliotta
 
Posts: 3439
Joined: Fri Jul 06, 2007 1:39 pm

Post » Sat Feb 19, 2011 5:01 am

When building a bashed patch Garybash picks up "eyes" assigning eyes blue eyes to all npcs'. Is this necessary now and is it possible to prevent this happening in a bashed patch. The reason I'm asking is this generates a huge list of npc's which makes it difficult checking changes to npcs by mods.
User avatar
Haley Merkley
 
Posts: 3356
Joined: Sat Jan 13, 2007 12:53 pm

Post » Sat Feb 19, 2011 9:18 am

I think by not choosing to import race altering tags on mods, but without knowing which mods or what tags are being imported then hard to say.

If not a bash tag issue then I cannot say.
User avatar
LADONA
 
Posts: 3290
Joined: Wed Aug 15, 2007 3:52 am

Post » Sat Feb 19, 2011 1:26 am

I remember something about a problem with "googly eyes" in Oblivion with npc's, I'm thinking this is probably a leftover from that. The mod I have race tagged is a hair and eye mod and the eyes that npc's are being given are all blue.
User avatar
Ruben Bernal
 
Posts: 3364
Joined: Sun Nov 18, 2007 5:58 pm

Post » Sat Feb 19, 2011 12:10 pm

What is your load order - I'm using Project Beauty with FWE/MMM. PB is definitely tagged with eyes, so maybe try using that tag on PB (as per BOSS-F) if you haven't already.
User avatar
cheryl wright
 
Posts: 3382
Joined: Sat Nov 25, 2006 4:43 am

Post » Fri Feb 18, 2011 9:13 pm

What is your load order - I'm using Project Beauty with FWE/MMM. PB is definitely tagged with eyes, so maybe try using that tag on PB (as per BOSS-F) if you haven't already.


I'm using a hair/eye compilation that has hair meshes/textures and retextures for the eyes. They're only added to the races with no changes to npc's. What is happening is when it is tagged with hair and eyes the bashed patch is picking up all the npcs that have no eyes assigned in the geck, including those npc's who use a template that do have eyes assigned. I realize the npc's themselves that use a template will have the right eyes in the game. It just makes it very difficult checking what changes have been made to npcs because of all the extra entries that the bashed patch is picking up. I've built the bashed patch with just this esp and it is tagged hair and eyes. I hope this makes sense.
User avatar
BaNK.RoLL
 
Posts: 3451
Joined: Sun Nov 18, 2007 3:55 pm

Post » Sat Feb 19, 2011 3:59 am

Well kind of - you tried bashing with and without the tags and get the same result?
User avatar
Floor Punch
 
Posts: 3568
Joined: Tue May 29, 2007 7:18 am

Post » Sat Feb 19, 2011 4:51 am

Thanks for the response Pysmon. Untagging then building the patch makes no difference. What I will have to do is use Fo3edit to merge the hair/eye mod onto the races and then use garybash's bashed patch for the rest. Bashed patch is a pretty valuable utility the way it picks up things like combat styles and scripts it saves a lot of editing.
User avatar
Roisan Sweeney
 
Posts: 3462
Joined: Sun Aug 13, 2006 8:28 pm

Post » Fri Feb 18, 2011 9:13 pm

Hey there. I'm in the process of setting up my game with Bash instead of a Merged Patch, but I have a bit of a problem, which is maybe one of many. I have merged some of my mods into the Bashed Patch, but now I have a problem with the Scoped .44 Magnum as in it has no scope. Even if I try to spawn a new one using the console it's a normal Magnum. I haven't got this issue with a Merged Patch, so something is clearly wrong. I use a full FWE setup with a few questmods. Any idea what is going on?
User avatar
Isabell Hoffmann
 
Posts: 3463
Joined: Wed Apr 18, 2007 11:34 pm

Post » Sat Feb 19, 2011 3:30 am

It seems FWE or WMK has changed the name of that gun to .44 Magnum since you can now attach a scope to that gun. Creating a Bashed Patch seems to change that name however. I'm thinking about sticking with Merged Patch since I haven't had any issues yet. And it may be an indication of worse things down the line.
User avatar
naome duncan
 
Posts: 3459
Joined: Tue Feb 06, 2007 12:36 am

Post » Sat Feb 19, 2011 4:24 am

Hey there. I'm in the process of setting up my game with Bash instead of a Merged Patch, but I have a bit of a problem, which is maybe one of many. I have merged some of my mods into the Bashed Patch, but now I have a problem with the Scoped .44 Magnum as in it has no scope. Even if I try to spawn a new one using the console it's a normal Magnum. I haven't got this issue with a Merged Patch, so something is clearly wrong. I use a full FWE setup with a few questmods. Any idea what is going on?

What is your load order? Are you tagging any of the mods with BOSS or by hand when using a bashed patch?

Just did a few rounds of testing and it seems that it could be either FWE or WMK that actually reduce the scoped version to a regular magnum. http://i361.photobucket.com/albums/oo54/psymon11b/WMK44bashed.jpg (of note the merged patch I had loading after the bashed did not have an entry for this. So what I see is that the Bashed patch attempted to keep the name scoped .44 even though in game it did not.

I tested with several mod configurations and found that both FWE and WMK reduce the .44 I have to regular version - this could be by design. I further tested without FWE or WMK and then with one of each (and no merge or bash patches).

Purely vanilla and the gun is scoped - then add WMK or FWE and the gun reverts to normal. Neither a merged nor bashed patch fixes that so I'm thinking that this is normal behavior (makes sense with the scope of the mods, but will ask to make sure).

http://www.gamesas.com/index.php?/topic/1115446-relz-fwe-fo3-wanderers-edition-44/page__view__findpost__p__16412304 about whether they removed the scope.
User avatar
Markie Mark
 
Posts: 3420
Joined: Tue Dec 04, 2007 7:24 am

Post » Sat Feb 19, 2011 5:39 am

What is your load order? Are you tagging any of the mods with BOSS or by hand when using a bashed patch?

Just did a few rounds of testing and it seems that it could be either FWE or WMK that actually reduce the scoped version to a regular magnum. http://i361.photobucket.com/albums/oo54/psymon11b/WMK44bashed.jpg (of note the merged patch I had loading after the bashed did not have an entry for this. So what I see is that the Bashed patch attempted to keep the name scoped .44 even though in game it did not.

I tested with several mod configurations and found that both FWE and WMK reduce the .44 I have to regular version - this could be by design. I further tested without FWE or WMK and then with one of each (and no merge or bash patches).

Purely vanilla and the gun is scoped - then add WMK or FWE and the gun reverts to normal. Neither a merged nor bashed patch fixes that so I'm thinking that this is normal behavior (makes sense with the scope of the mods, but will ask to make sure).

http://www.gamesas.com/index.php?/topic/1115446-relz-fwe-fo3-wanderers-edition-44/page__view__findpost__p__16412304 about whether they removed the scope.


I use BOSS to sort my loadorder since that has served me well so far and use the tags that it adds to my mods. Concerning the .44 Magnum. Since you can add scopes in FWE if you use WMK it doesn't make sense there's a gun with a scope that cannot be removed. But whether it's FWE or WMK that does it is beyond me. But I'm almost sure it is something they have done on purpose. It seems using a Bashed Patch reverts that change though, but only by name. Hope that is enough info to sort it out. Can post my loadorder later if you want it.
User avatar
lucile
 
Posts: 3371
Joined: Thu Mar 22, 2007 4:37 pm

Post » Sat Feb 19, 2011 4:40 am

Both FWE and WMK remove the scope is my finding. Probably no need for load order - meant to edit that out.

The name does get carried over as scoped though - I'm wondering if tagging either FWE or WMK with names would fix that or if that tag is only for NPCs.

Can test later, but the point is that this is again another more cosmetic issue in the difference between a merged patch and a bashed patch - you could just change the name with edit in the bashed if you like. It is not an indication your game will fall apart from using a bashed patch.

http://www.gamesas.com/index.php?/topic/1115446-relz-fwe-fo3-wanderers-edition-44/page__view__findpost__p__16412611 - makes sense anyway.
User avatar
Annick Charron
 
Posts: 3367
Joined: Fri Dec 29, 2006 3:03 pm

Post » Sat Feb 19, 2011 7:10 am

Please attach "Names" tag to FWE and WMK.
I think that probably solves.
User avatar
Lavender Brown
 
Posts: 3448
Joined: Tue Jul 25, 2006 9:37 am

Post » Sat Feb 19, 2011 10:33 am

Within the last few hours whenever I try to build a bashed patch I get the following error:


Spoiler
Loading: 01001552..01FPSAbility..SPEL.CTDA..28..Traceback (most recent call last):  File "F:\Fallout 3\Mopy\basher.py", line 4931, in Execute    raise  File "F:\Fallout 3\Mopy\basher.py", line 4885, in Execute    patchFile.scanLoadMods(SubProgress(progress,0.2,0.8)) #try to speed this up!  File "F:\Fallout 3\Mopy\bosh.py", line 15877, in scanLoadMods    modFile.load(True,SubProgress(progress,index,index+0.5))  File "F:\Fallout 3\Mopy\bosh.py", line 6500, in load    self.tops[label].load(ins,unpack and (topClass != MobBase))  File "F:\Fallout 3\Mopy\bosh.py", line 5509, in load    self.loadData(ins, ins.tell()+self.size-recHeaderSize)  File "F:\Fallout 3\Mopy\bosh.py", line 5611, in loadData    record = recClass(header,ins,True)  File "F:\Fallout 3\Mopy\bosh.py", line 1873, in __init__    self.__class__.melSet.initRecord(self,header,ins,unpack)  File "F:\Fallout 3\Mopy\bosh.py", line 1452, in initRecord    MreRecord.__init__(record,header,ins,unpack)  File "F:\Fallout 3\Mopy\bosh.py", line 1670, in __init__    if ins: self.load(ins,unpack)  File "F:\Fallout 3\Mopy\bosh.py", line 1733, in load    self.loadData(ins,inPos+self.size)  File "F:\Fallout 3\Mopy\bosh.py", line 1882, in loadData    self.__class__.melSet.loadData(self,ins,endPos)  File "F:\Fallout 3\Mopy\bosh.py", line 1486, in loadData    raise  File "F:\Fallout 3\Mopy\bosh.py", line 1481, in loadData    loaders[type].loadData(record,ins,type,size,readId)  File "F:\Fallout 3\Mopy\bosh.py", line 884, in loadData    self.loaders[type].loadData(target,ins,type,size,readId)  File "F:\Fallout 3\Mopy\bosh.py", line 1203, in loadData    raise BoltError(_('Unknown condition function: %d') % ifunc)bolt.BoltError: Unknown condition function: 1024


This happens everytime I enable the merge names option, if I untick it I don't get the error. This only started happening earlier today and I have no idea what caused it.

Tried reinstalling bash, removing some mods that I had added before the errors, reinstalled Python, nothing has worked so far.

Any ideas?

Thanks
User avatar
Daddy Cool!
 
Posts: 3381
Joined: Tue Aug 21, 2007 5:34 pm

Post » Sat Feb 19, 2011 3:52 am

Within the last few hours whenever I try to build a bashed patch I get the following error:


Spoiler
Loading: 01001552..01FPSAbility..SPEL.CTDA..28..Traceback (most recent call last):  File "F:\Fallout 3\Mopy\basher.py", line 4931, in Execute    raise  File "F:\Fallout 3\Mopy\basher.py", line 4885, in Execute    patchFile.scanLoadMods(SubProgress(progress,0.2,0.8)) #try to speed this up!  File "F:\Fallout 3\Mopy\bosh.py", line 15877, in scanLoadMods    modFile.load(True,SubProgress(progress,index,index+0.5))  File "F:\Fallout 3\Mopy\bosh.py", line 6500, in load    self.tops[label].load(ins,unpack and (topClass != MobBase))  File "F:\Fallout 3\Mopy\bosh.py", line 5509, in load    self.loadData(ins, ins.tell()+self.size-recHeaderSize)  File "F:\Fallout 3\Mopy\bosh.py", line 5611, in loadData    record = recClass(header,ins,True)  File "F:\Fallout 3\Mopy\bosh.py", line 1873, in __init__    self.__class__.melSet.initRecord(self,header,ins,unpack)  File "F:\Fallout 3\Mopy\bosh.py", line 1452, in initRecord    MreRecord.__init__(record,header,ins,unpack)  File "F:\Fallout 3\Mopy\bosh.py", line 1670, in __init__    if ins: self.load(ins,unpack)  File "F:\Fallout 3\Mopy\bosh.py", line 1733, in load    self.loadData(ins,inPos+self.size)  File "F:\Fallout 3\Mopy\bosh.py", line 1882, in loadData    self.__class__.melSet.loadData(self,ins,endPos)  File "F:\Fallout 3\Mopy\bosh.py", line 1486, in loadData    raise  File "F:\Fallout 3\Mopy\bosh.py", line 1481, in loadData    loaders[type].loadData(record,ins,type,size,readId)  File "F:\Fallout 3\Mopy\bosh.py", line 884, in loadData    self.loaders[type].loadData(target,ins,type,size,readId)  File "F:\Fallout 3\Mopy\bosh.py", line 1203, in loadData    raise BoltError(_('Unknown condition function: %d') % ifunc)bolt.BoltError: Unknown condition function: 1024


This happens everytime I enable the merge names option, if I untick it I don't get the error. This only started happening earlier today and I have no idea what caused it.

Tried reinstalling bash, removing some mods that I had added before the errors, reinstalled Python, nothing has worked so far.

Any ideas?

Thanks

Post your load order and what mods your trying to tag with names - that will probably help Valda track this down. Also what version of bash you are using.
User avatar
Beth Belcher
 
Posts: 3393
Joined: Tue Jun 13, 2006 1:39 pm

Post » Sat Feb 19, 2011 1:11 am

Post your load order and what mods your trying to tag with names - that will probably help Valda track this down. Also what version of bash you are using.


I'm using version 19 of Bash.

Load Order below, and the esps/esms that are tagged with names are:

fallout3.esm
unofficial fallout 3 patch.esm
FO3 Wanderers Edition - Main File.esm
unofficial fallout 3 patch - operation anchorage.esp
unofficial fallout 3 patch - the pitt.esp
unofficial fallout 3 patch - broken steel.esp
unofficial fallout 3 patch - point lookout.esp
unofficial fallout 3 patch - mothership zeta.esp

If I uncheck the first three of these in the list it will work OK.

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  StreetLights.esm0C  FO3FPS.esm0D  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  Error Correction.esp13  bettergameperformance.esp14  darnifieduif3.esp**  Project Beauty- Broken Steel.esp**  Project Beauty- Point Lookout.esp++  Realistic icons.esp15  StreetLights - Wasteland.esp16  DoF-PureNormal.esp17  casm.esp18  delaysteel.esp19  delaypl.esp1A  delayzeta.esp1B  delay thepitt + anchorage.esp1C  Alt Start Weapons - FWE.esp1D  Rivet City Realignment.esp1E  FO3 Wanderers Edition - Main File.esp1F  FO3 Wanderers Edition - DLC Anchorage.esp20  FO3 Wanderers Edition - DLC The Pitt.esp21  FO3 Wanderers Edition - DLC Broken Steel.esp22  FO3 Wanderers Edition - DLC Point Lookout.esp23  fo3 wanderers edition - dlc mothership zeta.esp24  FO3 Wanderers Edition - Alternate Travel.esp25  FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp++  FO3 Wanderers Edition - Project Beauty.esp++  FO3 Wanderers Edition - Project Beauty (Followers Enhanced).esp26  EVE.esp27  EVE Operation Anchorage.esp28  EVE - FWE Master Release.esp++  EVE - FWE Master Release (Follower Enhanced).esp++  EVE Anchorage - FWE DLC Anchorage.esp++  lessviewdistance.esp++  LessViewDistance Fellout Compatability Patch.esp29  megalight.esp2A  Fellout-Full.esp++  Fellout-Anchorage.esp++  Fellout-BrokenSteel.esp2B  Fellout-PointLookout.esp2C  Fellout-Zeta.esp2D  bashed patch, 0.esp2E  purgecellbuffers.esp  [Version 2.1]

User avatar
Captian Caveman
 
Posts: 3410
Joined: Thu Sep 20, 2007 5:36 am

Post » Sat Feb 19, 2011 8:14 am

Thanks for reporting. opcode 1024 was 'GetFOSEVersion'.
Please try the newer development version :)

http://github.com/valda/garybash
(click upper right "Download Source")
User avatar
Riky Carrasco
 
Posts: 3429
Joined: Tue Nov 06, 2007 12:17 am

Post » Sat Feb 19, 2011 5:45 am

Thanks for reporting. opcode 1024 was 'GetFOSEVersion'.
Please try the newer development version :)

http://github.com/valda/garybash
(click upper right "Download Source")



Thanks for the fast fix Valda. It's working fine now.
User avatar
Laura Tempel
 
Posts: 3484
Joined: Wed Oct 04, 2006 4:53 pm

Post » Fri Feb 18, 2011 11:27 pm

After reinstalling the game after finally updating fomm, Garybash is coming up with errors when creating a bashed patch. I would like to make sure I have all the files for garybash up to date and python 265 appears to be unavailable. Presently I have 264, is version 265 still the required download for garybash.
User avatar
NeverStopThe
 
Posts: 3405
Joined: Tue Mar 27, 2007 11:25 pm

Post » Sat Feb 19, 2011 3:25 am

Just wondering if its safe to use fo3edit's masterupdate after making my bashed patch?
User avatar
Dustin Brown
 
Posts: 3307
Joined: Sun Sep 30, 2007 6:55 am

Post » Sat Feb 19, 2011 6:42 am

Just wondering if its safe to use fo3edit's masterupdate after making my bashed patch?

Yes that is the general idea - just like making a merged patch then do master update.

I think though if you make a new bashed patch (due to load order change or adding or removing a mod) then you would have to do master-restore then masterupdate again after creating the patch.

I've only briefly used master update so I can't say for certain if master restore is needed when bashing.
User avatar
Jonny
 
Posts: 3508
Joined: Wed Jul 18, 2007 9:04 am

Post » Sat Feb 19, 2011 6:41 am

Thank you Psymon for answering my question. I already tried it and it looks like everything is fine for now.
User avatar
Georgia Fullalove
 
Posts: 3390
Joined: Mon Nov 06, 2006 11:48 pm

Post » Sat Feb 19, 2011 9:07 am

After reinstalling the game after finally updating fomm, Garybash is coming up with errors when creating a bashed patch. I would like to make sure I have all the files for garybash up to date and python 265 appears to be unavailable. Presently I have 264, is version 265 still the required download for garybash.


I think that bash works with python 2.6.4.
What kind of error was displayed?


edit:
Win32 python 2.6.* latest version. maybe :)
http://www.python.org/ftp/python/2.6/python-2.6.msi
User avatar
Lou
 
Posts: 3518
Joined: Wed Aug 23, 2006 6:56 pm

Post » Sat Feb 19, 2011 11:23 am

This is the error, it happens with Fook2 beta 2 esms/esps whenever I try to include stats in the bashed patch.

Spoiler
Calibr.esm
Fook2 Main.esm
Fook2 DLC improvement.esm
Fook2 Main.esp
Fook2 Main (hotfix).esp
Fook2 dik (hotfix).esp





unsupported operand type(s) for &: 'NoneType' and 'long'
DNAM Iff4B5fI4BffII11fIIffIfff (0, 0, 0.0, 0L, 0, 1, 0, 0.0, 0.0, 0, 70.0, 0, None,

30, 0, 1, 0, 350.0, 600.0, 0, 0L, 0, 15.0, 65.0, 0.20000000298023224, 0.5, 0.5, 0.0, 1.0344827175140381, 3.0, 2.0, 0.0, 0,

0, 0.25, 1.0, 0, 0.0, 0.0, 0.0)
unsupported operand type(s) for &: 'NoneType' and 'long'
CRDT IfHI (0, 1.0, 0L, None)
unsupported operand type(s) for &: 'NoneType' and 'long'
DNAM Iff4B5fI4BffII11fIIffIfff (0, 0, 0.0, 0L, 0, 1, 0, 0.5, 2.0, 0, 70.0, 0, None,

25, 0, 1, 0, 256.0, 1024.0, 0, 0L, 0, 1.0, 23.0, 0.5, 0.0, 0.15000000596046448, 0.0, 2.9999990463256836, 3.0,

2.6666998863220215, 0.0, 0, 0, 0.0, 1.0, 0, 1.0, 0.25, 2.5)
unsupported operand type(s) for &: 'NoneType' and 'long'
CRDT IfHI (32, 25.0, 0L, None)
unsupported operand type(s) for &: 'NoneType' and 'long'
DNAM Iff4B5fI4BffII11fIIffIfff (0, 0, 0.0, 0L, 0, 1, 0, 90.0, 180.0, 0, 65.0, 0,

None, 18, 0, 12, 0, 256.0, 1024.0, 0, 0L, 0, 1.0, 17.0, 0.30000001192092896, 0.0, 0.20000000298023224, 0.0, 6.0, 3.0,

1.666700005531311, 0.0, 0, 0, 0.0, 1.0, 0, 1.0, 0.10000000149011612, 2.0)
unsupported operand type(s) for &: 'NoneType' and 'long'
CRDT IfHI (60, 2.5, 0L, None)


Thanks for the link i'll download it when I get the chance.

/edit I missed an esp out in that list FOOK2 - [DIK] DLC Improvement Kit.esp
User avatar
Nauty
 
Posts: 3410
Joined: Wed Jan 24, 2007 6:58 pm

PreviousNext

Return to Fallout 3