[RELz] garybash thread 2

Post » Fri Feb 18, 2011 11:44 pm


Wrye Flash


An alternative port of the "Wrye Bash" for Fallout 3.

  • http://fallout3nexus.com/downloads/file.php?id=11336
  • http://github.com/valda/garybash (Development Version)


Features
  • Generate "bashed patch".
  • Edit master list in save data.
  • BAIN (Bash Installer).
  • Basic esp/esm management.
  • Basic save data management.
  • Basic screen shot management.
  • blah-blah-blah...


Todo
  • More stable/detailed bashed patch generation.
  • Addition of useful tweaks.
  • Remove bloating object from save data.
  • Import face from one save into another.
  • Export face from save to esp.


Requirements
  • http://www.python.org/ftp/python/2.6.4/python-2.6.5.msi
  • http://downloads.sourceforge.net/wxpython/wxPython2.8-win32-ansi-2.8.10.1-py26.exe
  • http://pypi.python.org/pypi/comtypes/0.6.1/
  • http://www.voidspace.org.uk/downloads/psyco-1.6.win32-py2.6.zip
  • http://sourceforge.net/project/platformdownload.php?group_id=78018
or
  • http://tesnexus.com/downloads/file.php?id=22368

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Kevin Jay
 
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Post » Sat Feb 19, 2011 3:28 am

The problem i stated in the previous thread was apparently a temporary issue, it doesn't do that anymore. Or then it was caused by the fact that i switch between a single and dual display set up, the dialogue window could've appeared in an area that was not visible with one display.

In any case great job with this, Gary Bash is proving just as invaluable tool as Wyre Bash for Oblivion :goodjob:
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Thomas LEON
 
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Post » Sat Feb 19, 2011 11:12 am

How difficult would it be to provide via garybash a method for combining mods that add workbench menu options? Making it dialogue like what craft and crafthelper do, is kinda annoying. Crafthelper has a nice menu structure that could be used when there are too many menu items to list all at once.
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KU Fint
 
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Post » Sat Feb 19, 2011 12:00 pm

How difficult would it be to provide via garybash a method for combining mods that add workbench menu options? Making it dialogue like what craft and crafthelper do, is kinda annoying. Crafthelper has a nice menu structure that could be used when there are too many menu items to list all at once.

I suspect it would be pretty hard/impossible. Most the crafthelper patches have different issues to address. They seem to be custom made for their respecting mods.
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Monique Cameron
 
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Post » Sat Feb 19, 2011 3:16 am

I suspect it would be pretty hard/impossible. Most the crafthelper patches have different issues to address. They seem to be custom made for their respecting mods.

And all of them frustrating that way. If you choose one craft extension then you end up most likely not having compatibility with another extension.

The real issue is that CRAFT needs to be updated to remove bugs, account for DLC, and expand compatibility. The problem is that it has been abandoned. I look not for another CRAFT extension, but for a CRAFT update.
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Monique Cameron
 
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Post » Sat Feb 19, 2011 7:24 am

I guess whoever was in charge would probably be okay with someone else picking it up if they ask- it was made to help the community, after all. Might be worth collating a list of bugs/changes needed and putting up a request for someone to take it up.

Anyway, I've recently been looking into the possibility of creating an Auto-FWE/FOOK-weapon-damage-rebalancer-mod-thing, which would work by classifying weapons according to which vanilla weapon they were most similar to (type, damage, auto/not, # projectiles etc.) and then modifying them to reflect the changes to their vanilla equivalent. So for example if they were approximately a laser rifle, their damage would be multiplied by (Current laser rifle damage/Vanilla laser rifle damage), with the result that if it was intended to be 20% better than a laser rifle, it'll still end up being 20% better than the new baseline. Whilst looking into it, I ran into the problem that I couldn't really figure out a way to determine if a specific mod had already been retuned without a having huge, constantly-in-need-of-updating list hardcoded into the scripts, and something like a Bash tag would be better.

Then it occurred that the whole thing could be done by Bash instead without all the ridiculous faff and script overhead involved with doing it on the fly. Does it sound feasible and would you be interested in trying? I can provide a spreadsheet I've written up with the classification setup I was going to use and the stats involved.
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Farrah Lee
 
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Post » Sat Feb 19, 2011 5:06 am

Talkie-

Is your PM box full? I can't seem to send you a message.
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Poetic Vice
 
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Post » Sat Feb 19, 2011 2:08 am

Oops, it was.
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Dona BlackHeart
 
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Post » Sat Feb 19, 2011 12:32 pm

Its still an invaluable tool for Oblivion, and I'm glad to see it ported to Fallout 3. Every bit as useful as the Oblivion version. Props to the author.
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Jordan Moreno
 
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Post » Sat Feb 19, 2011 8:43 am

I guess whoever was in charge would probably be okay with someone else picking it up if they ask- it was made to help the community, after all. Might be worth collating a list of bugs/changes needed and putting up a request for someone to take it up.

Anyway, I've recently been looking into the possibility of creating an Auto-FWE/FOOK-weapon-damage-rebalancer-mod-thing, which would work by classifying weapons according to which vanilla weapon they were most similar to (type, damage, auto/not, # projectiles etc.) and then modifying them to reflect the changes to their vanilla equivalent. So for example if they were approximately a laser rifle, their damage would be multiplied by (Current laser rifle damage/Vanilla laser rifle damage), with the result that if it was intended to be 20% better than a laser rifle, it'll still end up being 20% better than the new baseline. Whilst looking into it, I ran into the problem that I couldn't really figure out a way to determine if a specific mod had already been retuned without a having huge, constantly-in-need-of-updating list hardcoded into the scripts, and something like a Bash tag would be better.

Then it occurred that the whole thing could be done by Bash instead without all the ridiculous faff and script overhead involved with doing it on the fly. Does it sound feasible and would you be interested in trying? I can provide a spreadsheet I've written up with the classification setup I was going to use and the stats involved.

I think be able to achieve your purpose by Export/Import ItemStat (to CSV).
Excuse me in the story of Oblivion, I am playing with bashed patch that adjusts the MOD equipment performance to TIE and MOBS by same function of WryeBash.
If the item stats is exported to CSV, the adjustment is easily possible by Perl, Python or Excel.
Please report if this method goes well :)
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Naomi Ward
 
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Post » Sat Feb 19, 2011 4:44 am

I've just taken a look at it and from what I can tell it wouldn't be that hard, yeah. Export item stats -> Python/Perl/Excel macro the file -> Import item stats. The downside is I don't actually know Python/Perl/VB. I'll give it a shot, but it'd be a lot quicker if someone who knew what they were doing tried.
There's another slight issue from a usability standpoint, where you'd have to manually export, then run the adjuster, which is a bit more confusing for the users than having Bash to automatically create the adjusted spreadsheet like it does with the Formlist/Levelled list spreadsheets.

E: It seems Export Item Stats doesn't actually include Resist Type and Animation Type, which makes it difficult to differentiate between things :/.
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Scotties Hottie
 
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Post » Sat Feb 19, 2011 6:19 am

FYI: Release 19

Change Log
19 [7/16/2010]
* Bashed Patch:
-- Fixed a bug that inventory sorter cannot be worked together with weapon names tweaker (thanks televator).
-- When failing in writing in of bashed patch, show the retry dialog (thanks Sativarg!).

@TheTalkieToaster
To be honest, I feel odd in the addition of that function to garybash.
Because I think that the FOIP or FWE-FOOK Merger should do the work.
But I'd like to think the means of some substitution.
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Dustin Brown
 
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Post » Sat Feb 19, 2011 10:52 am

Sure, I appreciate that. The only thing preventing me from doing it independently of Garybash ATM is the fact Export/Import stats doesn't include the full range of stats. Could you possibly expand it so it exports/imports Weapon Resist and Animation Type?
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Angus Poole
 
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Post » Sat Feb 19, 2011 7:27 am

Could you add "bInvalidateOlderFiles" to the ini tweaks? I think it's probably the most popular FO3 tweak there is.
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Lil Miss
 
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Post » Sat Feb 19, 2011 10:06 am

Sure, I appreciate that. The only thing preventing me from doing it independently of Garybash ATM is the fact Export/Import stats doesn't include the full range of stats. Could you possibly expand it so it exports/imports Weapon Resist and Animation Type?

Because Weapon Resist and Animation Type are bit-fields and enumeration types, it's hard to output to CSV.
I mean to write a python script that scans esp of weapon mod and generates adjusted patch.
Could you show me the spread sheet you made? Please send me a email if you do not mind :)
My email address is "valda at underscore dot jp" (at->@, dot->.)

Could you add "bInvalidateOlderFiles" to the ini tweaks? I think it's probably the most popular FO3 tweak there is.

Added.
But I think that the player who introduces garybash has already changed to bInvalidateOlderFiles=1 :)
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john palmer
 
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Post » Sat Feb 19, 2011 7:55 am

Because Weapon Resist and Animation Type are bit-fields and enumeration types, it's hard to output to CSV.
I mean to write a python script that scans esp of weapon mod and generates adjusted patch.
Could you show me the spread sheet you made? Please send me a email if you do not mind :)
My email address is "valda at underscore dot jp" (at->@, dot->.)
Ah, true. Just exporting the number to file and relying on the users to look up "2= 2HM, 3=1HP" or whatever elsewhere is perhaps a bit confusing. Email is sent- thanks for volunteering to do it, I hope I didn't bother you about it too much.
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Crystal Clarke
 
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Post » Fri Feb 18, 2011 10:16 pm

Hey Valda - hope thigs are well

In recent round of mod updates I attempted to update http://www.fallout3nexus.com/downloads/file.php?id=5630 and BAIN refused to install these wav files:

sound\FX\voc\PM2\aa3hum-old1.wav
sound\FX\voc\PM2\PM2nohobo-old1.wav
sound\FX\voc\PM2\PM2secret-old1.wav

... I've no idea why other wav files in the same folder has similar characters and installed fine. They are the only ones that end in -old1 though. I put them in manually and BAIN still did not see them as installed. Thought I should report in case it is somehow more clear to you.
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Angela
 
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Post » Sat Feb 19, 2011 3:34 am

Generate "bashed patch".

Does garybash support all the http://wryebash.netai.net/#BashTags used in Wrye Bash? I could not find documentation on which parts of Wrye Bash had been ported ...
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adam holden
 
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Post » Sat Feb 19, 2011 4:32 am

Best documentation you will find is in the changelogs spread through the threads.
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Tamika Jett
 
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Post » Sat Feb 19, 2011 6:54 am

I tried looking at the change log on the nexus page, but it did not have much information. In the end, I suppose I'll just download, install, bash a patch and check out if the tags I plan on using work as I expect.
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My blood
 
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Post » Sat Feb 19, 2011 8:03 am

I was wondering if save-file manipulation features could be ported as well, especially update NPC levels and remove bloat (I assume bloat still exists in fallout 3?).

It came to my attention when I tried to adjust an NPC level earlier today lol. I had to tweak an esp to change fawkes' level to a PC level offset because for some reason the broken steel unofficial patch removed the scaling added by broken steel on a couple companions, fawkes being one of them (why???). However, the save file retained old module data and fawkes was still stuck at lvl 6 while Im lvl 16.

Porting the save-game features would be very helpful :D
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IsAiah AkA figgy
 
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Post » Fri Feb 18, 2011 9:05 pm

Warning Noob Alert : I was wondering could someone explain how to install and use this with Fallout 3 ? It would be much appreciated and seems what is needed to save my crashing game.
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Gemma Archer
 
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Post » Sat Feb 19, 2011 4:41 am

Warning Noob Alert : I was wondering could someone explain how to install and use this with Fallout 3 ? It would be much appreciated and seems what is needed to save my crashing game.

No gaurantee for saving crashing game - you may be setting yourself up for failure there.

but easiest is to go the Oblivion http://www.tesnexus.com/downloads/file.php?id=22368 and get the Wrye Python 03a package which has all the python components you will need. It is a self installer. I recommend installing python outside of the domain of program files just like one would install the game outside of the default locations.

There is a brief readme included with the latest versions but not a deluxe explanation. Take it slow and ask questions.
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Angel Torres
 
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Post » Sat Feb 19, 2011 3:16 am

How is GaryBash coming along now, I notice you have BAIN installations done which is a big temptation for managing installations, but also notice todo bashed patch needs to be more stable/detailed... currently using FO3Edit for a merged patch.

Also are there any plans for GaryBash to incorporate another capability of FO3Edit, namely FO3MasterUpdate? (I understand that is necessary since v1.5 of Fallout3, or will the way GaryBash works with Fallout3 negate the need for the masterupdate function)

Edit: Long time fan of Wrye bash so missing the BAIN installation method, FOMM is quite obviously a lot better than its Oblivion counterpart OBMM, and very good in that it now keeps track of loose files, which is ideal for anyone wanting just to install and play, but for more detailed installations and knowing exactly which files conflict.... personally very interested in GaryBash.
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Jason King
 
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Post » Sat Feb 19, 2011 6:55 am

BAIN worked with Gary bash before it was even called Gary Bash and a modder by the name of Lord Of Doom ported Wrye Bash in order to have BAIN.

Valda then picked it up and brought the other features and implemented quite a few of his own.

My entire install (except Breezes body and Darn UI) is installed with BAIN and I have as elaborate a collection for F3 as I do for Oblivion. As documented http://www.gamesas.com/index.php?/topic/957424-custom-bain-projects/ and http://www.gamesas.com/index.php?/topic/1084204-bain-mod-installation-projects/.

So it works and well. I've read some who claim the merged patch works better or that something is wrong with the bashed patch ... but after pursuing these claims I found that they were not substantiated and the cause of the issue was something else. Search function would probably find those conversations.

I do not use MasterUpdate and have found it more important to http://cs.elderscrolls.com/constwiki/index.php/TES4Edit_Cleaning_Guide and be choosy about which mods get installed. Some just aren't going to work well. If you do use MasterUpdate though the instructions are to make the bashed patch and then to run MasterUpdate.

As for bash patch tags the latest http://better-oblivion-sorting-software.googlecode.com/svn/data/boss-fallout/masterlist.txt has the known tags included.

In other words if you want bash for fallout here it is - ready to go.
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Jason Rice
 
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