Some Wrye Bash Basics - Bash Patch

Post » Wed Aug 18, 2010 11:17 pm

Hi there,

I'm new to Oblivion Mods but I've been trying to get my head around them for the last wee while and I'd just like to ask a few questions about mods and Wrye Bash.

Ok, so the mods are applied and each one affects a specific file (or something like a file anyway) but each of these files can only be modified once and they are modified in a last come first served manner, which is why load order is so important. However that is a limitation that you guys obviously wanted to get round so you invented a way of merging these files together to form a new mod called a bash patch, right?

I followed some instructions on copying a blank patch over to Oblivion and renaming the author to make it a bash patch and I've been experimenting with trying to merge together the 3 mods that I have that affect armour - OOO, Dark Green Armour and Eve(HGEC). Now Eve seems to export a function for Bash to import graphics as does OOO, there's no function like this in dark green armour but if I right click it I can Mark it as mergable which puts it in the bash patches build menu.

However I'm not really sure how these things each affect the built bash patch or how things such as the load order of the mods to be merged affects the outcome. So far I've not been able to find anything that explains it clearly either. Could anyone please tell me a little about how this works or point me in the direction of a decent guide?

Thanks.
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Nathan Barker
 
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Post » Wed Aug 18, 2010 6:21 pm

I had the same problem with dark green armor you just have to tag "graphics" yourself then import and deactivate it. To tag it there's a box in the bottom right corner you right click and then click graphics.
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Kelsey Hall
 
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Post » Wed Aug 18, 2010 12:13 pm

Ok, yep that makes dark armour an import graphics option, unforunately I don't want to go messing around with bash patches too much untill I know what it's doing and what I have to do.

Does bashed patch compile all the selected mods together in one super-mod? In which case is that the only mod you have to load?

To build a bash patch for my 3 examples do I only need to select them to import graphic then compile?

Sorry, for the obtuse questions but I'm really struggling to picture what's going on with a bash patch.
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Susan Elizabeth
 
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Post » Thu Aug 19, 2010 3:17 am

You do not need to tag anything yourself..usually (I think when you run BOSS it automatically tags mod), dark green armor is the only one I've ever had to tag myself to get to work.

The short explanation of what a bashed patch does (from what I can figure) is it imports certain aspects of mods that would be commonly overwritten by another mod later in the load order and puts them together into a patch that allows them to work together this is why it is important that the bashed patch is last or near last in the load order, so that it overwrites all the changes that the mods make with a patch that allows them to all work together. I hope that's a good enough explanation :)

And don't worry about the questions, I was in your shoes not long ago and had no idea what to do with it but trust me it's not that complicated.

edit: here's a good site to refer to http://sites.google.com/site/oblivionpoinfo/finishinstall/bashedpatch
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Sam Parker
 
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Post » Thu Aug 19, 2010 3:36 am

You do not need to tag anything yourself..usually (I think when you run BOSS it automatically tags mod), dark green armor is the only one I've ever had to tag myself to get to work.


Ok. from what you've said and linked I can see that Dark Green Glass armour is badly behaved (at least with BOSS), but I'm still a little unsure about exactly how to build a bash patch. Here's how I'm trying to do it.

Right clicking on the Blank bash patch and clicking rebuild. The other content seems fine so I guess I'm just importing graphics so I select EVE_StockEquipmentReplacer, Dark Green Glass Armour and Oscuro's_Obivion_Overhall. This does seem to take me a step closer when I run oblivion now and add myself some glass armour it's dark green except for the gauntlets and boots which are radioactive. Is this some kind of import order issue or what is the issue?
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Alyesha Neufeld
 
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Post » Wed Aug 18, 2010 6:54 pm

Ok you right click on the bashed patch and click rebuild you get the menu, I import everything listed and that seems to work fine for me then click build patch and then activate. As for the glass armor being radioactive I'm not sure if I have that problem because I haven't gotten that far in the game yet to see what it looks like I'll check though.
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Lillian Cawfield
 
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Post » Wed Aug 18, 2010 3:14 pm

It's mostly an academic exercise in trying to understand bash patches for me as well at the moment as I'm nowhere near as far as that (well my first character who had a meteoric leveling up experience that crippled him, started seeing some). I've just been testing how the patch works by using the add item console command.

player.additem 0036340 1
player.additem 0036341 1
player.additem 0036342 1
player.additem 0036343 1
player.additem 0036344 1
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Claire Lynham
 
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Post » Wed Aug 18, 2010 10:22 pm

They all look fine ingame for me so I'm not sure what the problem might be. Maybe post your load order using wrye bash and someone might find the problem.
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Beat freak
 
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Post » Wed Aug 18, 2010 8:59 pm

Sorry screenshots 'm afraid but http://img85.imageshack.us/img85/8857/screenshot201008201280x.png and http://img69.imageshack.us/img69/8857/screenshot201008201280x.png. And http://img807.imageshack.us/img807/5664/screenshot201008201024x.png.
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c.o.s.m.o
 
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Post » Wed Aug 18, 2010 4:50 pm

Well for starters you should update Oblivion with the latest patch not that it's causing the problem but it's a good idea. I honestly have no idea why it's like that, I find it pretty strange; you did sort it using BOSS right?
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Taylor Bakos
 
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Post » Wed Aug 18, 2010 11:59 pm

Well for starters you should update Oblivion with the latest patch not that it's causing the problem but it's a good idea. I honestly have no idea why it's like that, I find it pretty strange; you did sort it using BOSS right?


Um.. that's the second time someone's said that to me. As far as I'm concerned I am at the latest patch. Is there something you're seeing that I'm not?

Yes that's in BOSS order except for the DA ReducedBackwardRunningSpeed Francesco which is one that I renamed as Running Revised installs either RR for non-Francesco or RR for use with Francesco, but I sometimes use Francesco and sometimes OOO, not together. So I renamed the Francesco one and BOSS no longer recognises it so I just put it next to the other one as I'll only ever have one at a time.
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Becky Palmer
 
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Post » Wed Aug 18, 2010 2:50 pm

Next to your oblivion.esm file it says 1.1 but the newest patch would be 1.2.0416 and can be found http://www.elderscrolls.com/downloads/updates_patches.htm
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Sara Lee
 
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Post » Wed Aug 18, 2010 8:06 pm

Oh, I've run the UK/EU installer and it appear to run OK, also http://img801.imageshack.us/img801/5664/screenshot201008201024x.png.

Could this just be a mistake by Wrye Bash? (Or is it some problem with the UK/EU updater vs the american updater. To be honest there's little to go on as to which one is the right one to use.)


My Oblivion.esm file:
247388848 May 19  2006 Oblivion.esm


(edit) Looking at the filesizes http://www.oldblivion.com/sm/index.php?PHPSESSID=e5a57c0afce557290acf364089431918&topic=4549.msg53051#msg53051 looks like the updater updated my Exe but not the Oblivion.esm file.

Will try replaying Oblivion.exe with original an running the american patch (as it wont run with the patched exe in place).
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Shaylee Shaw
 
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Post » Wed Aug 18, 2010 12:10 pm

To extract your load order to the windows clipboard, right click on the file header in wrye bash and select List Mods ... Then just paste into your post and you are good to go.

My understanding of Wyre Bash is that it selectively copies parts of mods into the Bashed Patch mod effectively overwriting the parts that were copied. If the entire contents of a mod are imported into the patch, the original mod can be deactivated. Landscape changes are not handled by Bash, so mods that alter worldspace cannot be completely merged into the patch. Reading through the documentation 4 or 5 times worked for getting me comfortable with what's going on.

http://tesnexus.com/downloads/file.php?id=16704 is very useful for determining where an object originated (Alt-RightClick gets you what you need to know)

player.additem 0036340 1
player.additem 0036341 1
player.additem 0036342 1
player.additem 0036343 1
player.additem 0036344 1

looks like it adds items from oblivion.esm rather than the dark green mod. To test items from that mod you would need to replace the leading 00 in the formIds with 07 (based on the load order you posted). The first two digits of a formId are the load order number for the mod you are interested in.

Hope this helps.
RB
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CHARLODDE
 
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Post » Wed Aug 18, 2010 9:48 pm

But darkgreen armor does not change formids it only changes the textures as far as I know, on top of that I used those very same formids and got the darkgreen version. I would also recommend refscope over formid finder but you can have both installed at the same time.
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Reven Lord
 
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Post » Wed Aug 18, 2010 9:22 pm

Yep, Dark green Armour works fine with those codes with Francesco's and no bash patch for me, but has the neon gauntlets with OOO and my bash patch.

About the version, I think Wrye Bash is mistaken. I did a clean install of Oblivion on a fresh drive and found that the USA installer would fail but the UK installer would succeed (so I guess I have the UK version). I also checked the filesizes before and after the patch and found that they were only a few kilobytes different. Checking my current active Oblivion install's files show that they are at the patched sizes. So I guess Wrye Bash must be getting confused by the UK version sizes being smaller than the US?
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Lily
 
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Post » Thu Aug 19, 2010 12:56 am

OK, well I've found the culprit. A bit more experimentation has shown that I was getting the same problem with a bash patch without OOO. The mod that seems to have been causing the conflict was Eve Stock Equipment Replacer, or more specifically when I used my bash patch to import graphics from Eve Stock Equipment Replacer and Dark Green Glass Armour.

Unfortunately I still haven't been able to find anything that really explains the difference between merging mod in the bash and importing mods. At the moment I've selected to Merge Eve Stock Equipment Replacer but to import graphics from Dark Green Glass Armour but I don't really know what the effects of this will be except to fix the problem I had found with the day-glow gauntlets.
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Alina loves Alexandra
 
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Post » Wed Aug 18, 2010 9:34 pm

Unfortunately I still haven't been able to find anything that really explains the difference between merging mod in the bash and importing mods.


Merging basically pulls the entire contents of the esp into the bashed patch, but it can only be used with very simple mods. Importing, OTOH, only pulls in specific information based on bash tags and the patch settings.
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GEo LIme
 
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Post » Thu Aug 19, 2010 1:20 am

I had the same problem with dark green armor you just have to tag "graphics" yourself then import and deactivate it. To tag it there's a box in the bottom right corner you right click and then click graphics.


hi, im trying to learn some things about wrye myself and i was wandering do i have to deactivate all mods incorporated in with a bash patch?

here's my load order


Active Mod Files:00  Oblivion.esm01  All Natural Base.esm  [Version 0.9.9.5]02  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]03  Mart's Monster Mod.esm  [Version 3.7b3p3]04  Mart's Monster Mod for OOO.esm  [Version 0.9.9MB3]05  Open Cities Resources.esm  [Version 3.5]06  HrmnsOblivionScriptOptimizationv1.0.esp07  Unofficial Oblivion Patch.esp  [Version 3.2.10]08  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]09  Oblivion Citadel Door Fix.esp0A  DLCShiveringIsles.esp0B  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]0C  All Natural - Real Lights.esp  [Version 0.9.9.5]0D  All Natural.esp  [Version 0.9.9.5]0E  All Natural - SI.esp  [Version 0.9.9.5]0F  X.Races.Comp.esp10  WindowLightingSystem.esp11  1DeadlyShadows.esp12  Luchaire's Neck Seam Concealer.esp13  RAEVWD Cities.esp  [Version 1.7]14  RAEVWD Imperial City.esp  [Version 1.7]15  Expanded Hotkeys and Spell Delete v1.0.esp16  Expanded Hotkeys Brief Equip Message.esp++  EVE_StockEquipmentReplacer.esp17  LKF_EY_Vampirehunter.esp18  Underworld Armor.esp19  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]1A  OOO-No_Guild_Ownership.esp  [Version 1.33]++  OOO-Container_Trap_Instant_Effects.esp  [Version 1.33]1B  OMOBS.esp  [Version 1.0]1C  OMOBS_SI.esp  [Version 1.0]1D  Mart's Monster Mod for OOO.esp  [Version 0.9.9MB3]1E  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]1F  Mart's Monster Mod - Additional Enemy NPC Vars.esp  [Version 3.7b3p3]20  Mart's Monster Mod - Gems & Gem Dust.esp  [Version 3.7b3p3]21  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]22  Mart's Monster Mod - Zombies for Body Meshes.esp  [Version 3.7b3p3]23  Mart's Monster Mod - Less Rats.esp  [Version 3.7b3p3]24  Mart's Monster Mod - Less Reavers.esp  [Version 3.7b3p3]25  Mart's Monster Mod - Safer Roads.esp  [Version 3.7b3p3]26  Mart's Monster Mod for OOO - NoReaversInGates.esp  [Version 0.9.9MB3]27  Mart's Monster Mod - No Undead Rise.esp  [Version 3.7b3p3]28  Mart's Monster Mod - Spawn Rates - Reduced.esp  [Version 3.7b3p3]29  Mart's Monster Mod - Safer Quest Locations.esp  [Version 3.7b3p3]2A  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]2B  Mart's Monster Mod - More Passive Wildlife.esp  [Version 3.7b3p3]2C  Mart's Monster Mod - Extra Wounding.esp  [Version 3.7b3p3]2D  Mart's Monster Mod - Friendlier Factions OOO.esp  [Version 3.7b3p3]2E  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]2F  Mart's Monster Mod - Diverse Runeskulls Loot G&GD.esp  [Version 3.7b3p3]30  EVE_StockEquipmentReplacer4FCOM.esp31  Cyrodiil transportation network 1.3.esp32  OC+CTN Patch.esp33  Knights.esp34  Knights - Unofficial Patch.esp  [Version 1.0.10]35  EVE_KnightsoftheNine.esp36  Mart's Monster Mod for OOO - Knights .esp  [Version 0.9.9MB3]37  OCC-KOTN-Patch.esp  [Version 3.0]38  xuldarkforest.esp  [Version 1.0.5]39  xulStendarrValley.esp  [Version 1.2.2]3A  xulTheHeath.esp3B  XulEntiusGorge.esp3C  xulFallenleafEverglade.esp  [Version 1.3.1]3D  xulColovianHighlands_EV.esp  [Version 1.2.1]3E  xulChorrolHinterland.esp  [Version 1.2.2]3F  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.4]40  xulBravilBarrowfields.esp  [Version 1.3.2]41  xulLushWoodlands.esp  [Version 1.3]42  xulAncientYews.esp  [Version 1.4.3]43  xulAncientRedwoods.esp  [Version 1.6]44  xulCloudtopMountains.esp  [Version 1.0.3]45  xulArriusCreek.esp  [Version 1.1.3]46  xulPatch_AY_AC.esp  [Version 1.1]47  xulRollingHills_EV_withoutWheat.esp  [Version 1.3.2]48  xulPantherRiver.esp49  xulRiverEthe.esp  [Version 1.0.2]4A  xulBrenaRiverRavine.esp  [Version 1.0.2]4B  xulImperialIsle.esp  [Version 1.6.5]4C  xulBlackwoodForest.esp  [Version 1.0.4]4D  xulCheydinhalFalls.esp  [Version 1.0.1]4E  xulAspenWood.esp  [Version 1.0.2]4F  xulSkingradOutskirts.esp50  Open Cities Outer Districts.esp  [Version 3.5]51  Open Cities Full.esp  [Version 3.5]52  OCC-OOO-Patch.esp  [Version 2.4]53  Harvest [Flora].esp  [Version 3.0.0]54  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]55  Alternative Start by Robert Evrae.esp56  Oblivion XP.esp  [Version 4.1.5]57  Cosmetic Compilation - No NPC Changes.esp++  EVE_KhajiitFix.esp**  All Natural - Indoor Weather Filter For Mods.esp  [Version 0.9.9.5]58  Bashed Patch, 0.esp59  Streamline 3.1.esp5A  xulSnowdale.esp  [Version 1.0]5B  Open Cities Classic Road Record.esp5C  1SB_RavenousEleganceOutfit.esp5D  Alluring Potion Bottles v2.esp5E  MaleBodyReplacerV4.esp


oh im currently tweaking with some mods so i know the load order is probably all wrong but i posted it to give you and idea of what i have
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Tyrone Haywood
 
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Post » Thu Aug 19, 2010 1:18 am

Deactivate (fully) merged and import-only plugins.

Load Ordering - http://tesivpositive.animolious.com/?page=load_order

Finishing the Installation - http://tesivpositive.animolious.com/?page=finishing_the_installation
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chirsty aggas
 
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