Wrye Bash

Post » Tue Dec 29, 2009 7:08 am

Download: http://tesnexus.com/downloads/file.php?id=22368 or https://sourceforge.net/projects/oblivionworks/files
Readme: http://wryemusings.com/Wrye%20Bash.html (at time slightly outdated... most up to date readme in the download - the file named Wrye Bash.html in the mopy folder)
Wrye Bash Wiki: http://www.uesp.net/wiki/Tes4Mod:Wrye_Bash
Screenshots: http://wryemusings.com/images/WryeBash_01.png, http://wryemusings.com/images/WryeBash_02.png, http://wryemusings.com/images/WryeBash_03.png, http://wryemusings.com/images/WryeBash_05.png
Previous Topic: http://www.gamesas.com/bgsforums/index.php?showtopic=1069864
Requirements
Python 2.5.4 and wxpython 2.8.7.1 ansi (the old "official" setup) - if using this best to just download the installer package from http://tesnexus.com/downloads/file.php?id=22368
or
http://www.python.org/ftp/python/2.6.4/python-2.6.4.msi, http://downloads.sourceforge.net/wxpython/wxPython2.8-win32-ansi-2.8.10.1-py26.exe and http://pypi.python.org/pypi/comtypes/0.6.1. (the newer stuff so should be faster, needed for newer versions of Blender/Nifscripts/PyFFI, tested as working well other than one bug to be fixed)

Wrye Bash has a lot of features. I mean a LOT. It's like twenty tools rolled into one. It includes as subfeatures the entire feature sets of other tools, and offers plenty of other features that no other mod tool has. Except installation. It's the "everything but installation" tool! Now with installation too!

Bain
* Install/uninstall mods from zip, 7z, archives, etc. No OMODs required!

Bashed Patchers
* Configure and build a custom patch mod to...
* Merge leveled lists
* Merge TNR faces over other changes to npcs
* Merge race eye/hair/body/voice changes over other changes to races
* Tweak clothes: Show amulets with robes, zero weight rings and amulets, etc.
* Tweak misc. GMST settings.

Repair/Edit Stuff
* Repair animation bug (various animations freezing)
* Repair hair bug (game ctds when viewing race menu after removing a hair mod)
* Remove spells from spell list
* Rename created spells, enchanted items
* Remove bloating (one use of this reduced a 158 Mb savegame to 2.5 Mb)
* Import NPC levels into an existing savegame (essential when switching to/from OOO, Frans, etc.)
* Import PC face from other savegame or any mod (e.g., import any of TNR's faces into game)
* Easily generate html readmes using wiki-like syntax.

Mod, Savegame, Screenshot Management
* Auto-Ghost mods to reduce espm thrashing.
* Launch Oblivion and TESCS (with or without OBSE).
* Mod, save, screenshot file management. (Rename, duplicate, etc.)
* Save Profiles: Have different sets of saves for different npcs with different loadlists, etc.
* Screenshots: View, delete, batch rename, open, etc.
* Readme Browser: Quickly view readme of currently selected mod.
* Quick/Autoswap between SI and pre-SI versions of Oblivion.esm.

Installation: First time installation is still a little difficult, but later updates are easy (just unzip latest version into Oblivion directory). However, for first time installation you have to preinstall two other packages and then (sometimes) tweak a shortcut. You can't just download and press the pretty buttons -- you have to follow the readme instructions. If you have followed the instructions and still have problems, post the bugdump. If you've havent followed the instructions and whine that it won't work without posting the bugdump, Wrye will bite your fingers off (it's a monkey thing). Otherwise he's quite helpful.

Linking: If you'd like to link to Bash from somewhere else, please do! But be sure to link to either Wrye Musings or the Bash Readme. Don't link to the actual Bash zip file, since that changes fairly frequently.

You should add a few more things to that list, Wrye. Almost none of the items from my list of the most compelling features in Wrye Bash are on your list:

For everyone:
* Accurately and quickly managing your load order (correctly sorts ESMs)
* Locking your load order (so updated mods automatically load in the exact same spot as the old version)
* Checking your load list for problems (missing mod dependencies)
* Checking savegames against load list and syncing load list to savegame
* Cleaning bloated savegames
* Archive Invalidation (now supports BSA-alteration BSA-redirection method)
* Replacers (install/remove texture replacement mods -- really any mod, too)
* Change master entry in savegame (to avoid losing items, quest progress, etc. when the name of a mod has changed)

For mod-makers:
* Add a master to a plugin (for mod de-isolation)
* Change master entry in plugin (for mod de-isolation)
* Locking your load order (so changes you make don't move the plugin to the end of your load list)
* Savegame profiles (so you can easily test with only your mod active, then easily switch back to playing with all your mods active)


Version 277 [01/08/2010] [PacificMorrowind,Haama,Badhair] (the most recent release)
* fixes: a GMST error causing problems with rebuilding the bashed patch, a couple others, typo fixes.
* a new Bashed Patch section added: Globals
* 5 new Global tweaks added; Timescale, Crime Crime: Force Jail, and 3 TG quest penalties
* added support for launching of Blender, Gmax, 3dsMax, Maya, Photoshop, GIMP, Insanity Sorrow's(IS) Oblivion Launcher, IS's Readme Generator, IS's Random NPC Generator, Oblivion Book Creator, IS's Random Name Generator! (all with settable paths in the ini)
* added an Export/Import script function to the right click menu of mod files
* added an obse/pluggy statistics viewer (code contributed by Badhair, pluggy definitions by Haama)
* Automatically deghost and reghost when using the link to BOSS
* BAIN:
* Hide/Unhide package
* Open at TesAlliance
* Rename package

and just to repeat some links and news:
Wrye4Fallout3. TheLORDofDOOM of has taken on making a FO3 version... and here's the first little bit of it (not all translated to account for FO3 but it's showing promise).

There is now a listserve for the svn and bug/request/patch/support trackers; if you want to get emails whenever changes to those items happen just join over https://lists.sourceforge.net/lists/listinfo/oblivionworks-committers. You can also use it for support requests/questions if you desire.
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dean Cutler
 
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Post » Tue Dec 29, 2009 8:53 am

Been using Bash to create the bashed Patch for a while, but never really understood what the "merge mods" option implies.

So If I choose to merge certain mods in the "Rebuild Bash Patch" menu by ticking that option, once the Bashed patch is built, can I uncheck those merged mods (In Wrye Bash or OBMM) in the load list? And what purpose does that merging serve (is there a limit on the number of active mods I can have in a game?)
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sam westover
 
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Post » Tue Dec 29, 2009 5:55 am

Once a mod is merged into the bashed patch it can be ticked with a '+' - leaving it marked as 'virtually active' - still load order sensitive, but the ESP itself is not loaded. There is a hard 254 limit to the ESPs + ESMs + BSAs that you can load, so this merge function is helpful in heavily modded games.

gothemasticator
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Jon O
 
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Post » Tue Dec 29, 2009 2:23 pm

Thanks gothemasticator - I'll try doing this once I get home, as my mod count is almost around 190 at the moment...
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Shelby McDonald
 
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Post » Tue Dec 29, 2009 8:45 am

Pacific Morrowind:

Thanks for posting this info. May I ask two questions and hopefully they won't be too basic or in an obvious place in the readme (I did read quite a bit of it)?

I'm doing a clean install of Oblivion with mods - FCOM, etc. I understand from reading this that I can use the Bain functionality in the latest version of Wrye Bash to install mods without using OMODs but with the same protection and removal ease. In your opinion, is there any need to have Oblivion Mod Manager installed? I've only used it to create OMODs; I use Wrye Bash and BOSS to sort my load order.

Second question: I've read through the BALO info in the readme. Is this the functionality that allows you to "assign" mods to saved games? So that I have a game that only uses 1 of my 7 castle mods or whatever. Someone suggested that I use Wrye Bash for this purpose, I'm just trying to figure out how to do that without bothering your forum.

Thanks. :)
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Markie Mark
 
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Post » Tue Dec 29, 2009 9:50 pm

BAIN Bug: When you tell BAIN to rename a package, you have to do it twice. For whatever reason it completely ignores you on the first try.

I'll look into it...

I don't see anywhere in the mods tab that has the option to deselect all/select all mods such as like in OBMM.
I read though the read-me, but fail to see anything that is similar. I am testing some of my mods with just vanilla and it seems that I have to still do this with OBMM or go through and deselect everyone by hand in bash. Have I overlooked something, or should this be a request for a feature in the next version?

Edit: Noticed that if you uncheck Oblivion.esm it will uncheck all, but what about select all.

Unchecking a esm/esp will also uncheck any mods that are dependent on it - so in the case of oblivion.esm that is 99+% of mods (I know of a few that have been made not being dependent on it)... a better method to uncheck all is to use the right click header bar menu and select load->Bethesda ESMs; that will only select Oblivion.esm.
for checking all you can create a load profile there... just have your checkall list active, then select Load->save List; name it and then use it whenever you want.

Pacific Morrowind:

Thanks for posting this info. May I ask two questions and hopefully they won't be too basic or in an obvious place in the readme (I did read quite a bit of it)?

I'm doing a clean install of Oblivion with mods - FCOM, etc. I understand from reading this that I can use the Bain functionality in the latest version of Wrye Bash to install mods without using OMODs but with the same protection and removal ease. In your opinion, is there any need to have Oblivion Mod Manager installed? I've only used it to create OMODs; I use Wrye Bash and BOSS to sort my load order.

Second question: I've read through the BALO info in the readme. Is this the functionality that allows you to "assign" mods to saved games? So that I have a game that only uses 1 of my 7 castle mods or whatever. Someone suggested that I use Wrye Bash for this purpose, I'm just trying to figure out how to do that without bothering your forum.

Thanks. :)

OBMM is totally not needed if you're using Bash; some like to use it as well... ie if they're more comfortable using the load order adjusting of OBMM... technical reasons: shader editing (though that should be soon in Bash too - and isn't used much anyways), BSA browsing/packing/unpacking (though that too should be in Bash sometime soon).

Save Profiles is what you're wanting for you're second questions; see that section of the readme, if you got more questions post agian.
Pacific Morrowind
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Jack Bryan
 
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Post » Tue Dec 29, 2009 11:27 am

There is a hard 254 limit to the ESPs + ESMs + BSAs that you can load, so this merge function is helpful in heavily modded games.


This is not 100% accurate. The 254 hard limit only applies to ESM+ESP. BSA files are not included in that. BSA files only matter when you approach the 400 total files in the Data folder issue.

If I'm wrong about it and there really is a hard limit on ESM+ESP+BSA files then that would begin to explain a great many things about my recent struggle with game stability.
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Nana Samboy
 
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Post » Tue Dec 29, 2009 10:24 am

I found a small bug with importing COBL's Alchemical Catalogs into Bashed Patch. The alchemy books have a script attached that reduces set the cost of the book to 0 after purchase. This script does not get imported into the Bashed Patch. I discovered the script was missing by checking TES4Edit after rebuilding Bashed Patch.
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stephanie eastwood
 
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Post » Tue Dec 29, 2009 9:51 am

This is not 100% accurate. The 254 hard limit only applies to ESM+ESP. BSA files are not included in that. BSA files only matter when you approach the 400 total files in the Data folder issue.

If I'm wrong about it and there really is a hard limit on ESM+ESP+BSA files then that would begin to explain a great many things about my recent struggle with game stability.

Yeah, I didn't mean to include the BSAs in there. Sorry for the misinfo.

If BSAs do count towards the total, it's news to me as well.

gothemasticator
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Daniel Brown
 
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Post » Tue Dec 29, 2009 9:15 am

Sorry, I feel like a total wyre noob, and I dont know where to look elsewhere.

How do I import the BOSS masterlist "bash tags" suggestion into wyre bash? Is it the Automatik setting?

Even when there are no suggested entries in the masterlist, there are bash tags set in wyre bash, in case I use the automatic feature.
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Soku Nyorah
 
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Post » Tue Dec 29, 2009 4:27 pm

Sorry, I feel like a total wyre noob, and I dont know where to look elsewhere.

How do I import the BOSS masterlist "bash tags" suggestion into wyre bash? Is it the Automatik setting?

Even when there are no suggested entries in the masterlist, there are bash tags set in wyre bash, in case I use the automatic feature.


From the documentation:
Automatic Tagging•  If the bash tags field is set to "Automatic" for a given mod (which is by default), then Bash will attempt to automatically tag the mod according to one of several sources. These sources are, in order of priority:•  The description field.•  BOSS (Better Oblivion Sorting Software) masterlist.txt file. This file includes bash tags for some of the mods it has listed. Note that you do not need to use BOSS in order to benefit from this. All that's required is that BOSS's masterlist.txt file be present in the Oblivion\Data folder.


I personally would like to ask if any future version will include shader handling(injection), it's the last feature for which I use OBMM and frankly I'd rather have 1 tool than 2 :)?
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jesse villaneda
 
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Post » Tue Dec 29, 2009 2:14 pm

I found a small bug with importing COBL's Alchemical Catalogs into Bashed Patch. The alchemy books have a script attached that reduces set the cost of the book to 0 after purchase. This script does not get imported into the Bashed Patch. I discovered the script was missing by checking TES4Edit after rebuilding Bashed Patch.

ohno... I'll see about fixing that asap (as in one of the last changes to make it into 278)

Sorry, I feel like a total wyre noob, and I dont know where to look elsewhere.

How do I import the BOSS masterlist "bash tags" suggestion into wyre bash? Is it the Automatik setting?

Even when there are no suggested entries in the masterlist, there are bash tags set in wyre bash, in case I use the automatic feature.

automatic (though doesn't run if the mod already has bash tags defined... going to be fixing that sometime soon).
edit see DarklyDreaming's post for more details.
@@DarklyDreaming: yes should be sometime soonish in there... partially coded.
Pacific Morrowind
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kirsty williams
 
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Post » Tue Dec 29, 2009 10:25 am

This maybe a very stupid question, but I am going to ask it anyway...

I thought that when you created a bashed patch, the mods that get merged were processed in the same way as the load order works. So if I have Mod 1, Mod 2 and Mod 3 in my load order, 2 overrides 1 and 3 overrides 2 - it certainly works that way when not using a bashed patch.

What I have noticed is that when using a bashed batch, it seems that the result is a blend of the changes of 1, 2 and 3 rather than an override principle being used.

Including TNR, Beautiful Women and Colourwheels sixy Female NPCs seems to result in a blend of the NPC face changes rather than CW overriding BW and TNR.

Here are my questions...
  • Have I missed something basic?
  • Is there a way to create a bashed patch and have it work so that the latest in the load order overrides (rather than blends) earlier mods in the load order?
Many thanks for any help.
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teeny
 
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Post » Tue Dec 29, 2009 9:10 pm

This is not 100% accurate. The 254 hard limit only applies to ESM+ESP. BSA files are not included in that. BSA files only matter when you approach the 400 total files in the Data folder issue.

I have not heard about the 400 total file limit - According to Windows Properties, I have 45,453 Files, 2,252 Folders. Does this relate to specific file types? What kind of problems happen?

Thanks for any comment.
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Steven Nicholson
 
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Post » Tue Dec 29, 2009 8:56 pm

the 400 limit (not a rigid number) was identified about a year ago. There was a thread can't find it now called 'Directory Thrashing' or some such thing. Identified by the forum gurus and people much smarter than myself. Wrye made a fix that is part of Wrye Bash and that I have to use.

The gist of it is that the engine will scan all files in the data folder that end in esm, esp, or bsa (not sure of ini though) and if that number goes over 400 (although some identified as low as 360) then the engine will start thrashing and the game will likely crash. Does not actively scan meshes, textures, etc.

So Wrye in his ingenuity created a ghosting feature that will take all the inactive (including merged and imported mods) and change the extension by adding .ghost at the end. It works great and I know when it is not active on my install because if I try and play without it my game will crash within about 20 seconds or less. With it active it keeps the number of active mods to only those loaded (currently 250) and then add in my bsa files (around 40) and I'm well under even 360 lower limit for directory thrashing.

Also this http://wryemusings.com/Wrye%20Bash.html#AutoGhost is only available for esm/esp files not bsa files.

=====

Oh and to take a stab at addressing your last question. Bashed patch is about merging (combining) leveled list entries that normally would override each other. That is the whole point.
Yet even in this merging there is logic. As I understand it goes something like this ... if there are records that cannot be combined (rule of one) then the order of the mods merged will be taken into account and the later merged mod will override earlier merged mod.

So what you may be seeing is that some records can be merged (list oriented) and combined and some records may be about the rule of one - only record can change. Hence the appearance of blending.
Also then the blending of rule of one type records can appear to be jumbled but it may only be that one mod changes part A of a feature and the next mod part B, etc.
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Nany Smith
 
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Post » Tue Dec 29, 2009 9:13 am

This maybe a very stupid question, but I am going to ask it anyway...

I thought that when you created a bashed patch, the mods that get merged were processed in the same way as the load order works. So if I have Mod 1, Mod 2 and Mod 3 in my load order, 2 overrides 1 and 3 overrides 2 - it certainly works that way when not using a bashed patch.

Well, the point of having a bashed patch is to be able to mix and match elements from several mods. The way Oblivion works (I think there are exceptions), when a mod modifies a record, such as a weapon, it overrides the whole record. So if a mod modifies some weapon's stats, and another one later wants to change the weapon 3d model, it has no choice but to change the stats too.
However with Wrye Bash, if the first mod is tagged with "stats" and imported in the bashed patch, Wrye Bash will take the weapon record from the winning mod - the one that changes the model - but modify it to add only the stats from the first mod, and put the modified record into your bashed patch file.
If you have several mods tagged with "stats" that affect the same weapon, the weapon will get the stats from the latest "stats"-tagged mod in the load order.

Here are my questions...
  • Have I missed something basic?

Probably. :P See above.
  • Is there a way to create a bashed patch and have it work so that the latest in the load order overrides (rather than blends) earlier mods in the load order?
  • Many thanks for any help.

    - Maybe don't use a bashed patch? The result will be exactly what you describe.
    - If you DO need a bashed patch (for some other reason) you can either:
    a ) When (re)building your bashed patch, look in every section and uncheck the mods that should be overriden
    b ) Remove all bash tags from the mods you don't want to win
    c ) Make sure that the mod you do want to win has the same bash tags as the ones its supposed to override.

    If you still don't understand how things work, I suggest a reading of the Wrye Bash documentation, it's pretty well laid out.

    Edit: also see Psymon's answer above.
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    Chloe Yarnall
     
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    Post » Tue Dec 29, 2009 10:29 am

    Here is another thing you can try to fix into 278. Every time I choose the 'Installer'-tab I get this report.

    Traceback (most recent call last):   File "I:\Bethesda Softworks\Oblivion\Mopy\basher.py", line 3004, in OnShowPage	 self.GetPage(event.GetSelection()).OnShow()   File "I:\Bethesda Softworks\Oblivion\Mopy\basher.py", line 2039, in OnShow	 if data.refresh(progress,what,self.fullRefresh):   File "I:\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 10071, in refresh	 settings['bash.installers.removeEmptyDirs'], fullRefresh)   File "I:\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 8952, in refreshSizeCrcDate	 size = apFile.size   File "I:\Bethesda Softworks\Oblivion\Mopy\bolt.py", line 368, in size	 return os.path.getsize(self._s)   File "C:\Python25\lib\ntpath.py", line 228, in getsize	 return os.stat(filename).st_size WindowsError: [Error 123] Felaktig syntax f?r filnamn, katalognamn eller volymetikett: 'I:\\Bethesda Softworks\\Oblivion\\Data\\Textures\\R18PN\\Lingeries\\Bura\\2\\kanagu - ??? - ??? - ???.dds'


    I've a Swedish Windows XP 32-bit - SP2 with SP3 update, when check this strange path on my HDD I find nothing strange.
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    Euan
     
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    Post » Tue Dec 29, 2009 7:33 am

    Here is another thing you can try to fix into 278. Every time I choose the 'Installer'-tab I get this report.

    Traceback (most recent call last):   File "I:\Bethesda Softworks\Oblivion\Mopy\basher.py", line 3004, in OnShowPage	 self.GetPage(event.GetSelection()).OnShow()   File "I:\Bethesda Softworks\Oblivion\Mopy\basher.py", line 2039, in OnShow	 if data.refresh(progress,what,self.fullRefresh):   File "I:\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 10071, in refresh	 settings['bash.installers.removeEmptyDirs'], fullRefresh)   File "I:\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 8952, in refreshSizeCrcDate	 size = apFile.size   File "I:\Bethesda Softworks\Oblivion\Mopy\bolt.py", line 368, in size	 return os.path.getsize(self._s)   File "C:\Python25\lib\ntpath.py", line 228, in getsize	 return os.stat(filename).st_size WindowsError: [Error 123] Felaktig syntax f?r filnamn, katalognamn eller volymetikett: 'I:\\Bethesda Softworks\\Oblivion\\Data\\Textures\\R18PN\\Lingeries\\Bura\\2\\kanagu - ??? - ??? - ???.dds'


    I've a Swedish Windows XP 32-bit - SP2 with SP3 update, when check this strange path on my HDD I find nothing strange.


    Probably japanese characters or something like that in the texture path for R18PN 02 (or another version of it). Haven't downloaded it so I haven't checked,
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    Lewis Morel
     
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    Post » Tue Dec 29, 2009 8:14 am

    Whee, a new thread. ^_^

    It was me with the question about the lagging installers tab a week or so ago...
    The installers tab freezing for 10-20 seconds everytime I switch to another window and then back.
    I uninstalled everything and installed the wrye python pack 2.5.4, it still lags and I'm sick of trying to figure out why and how. Guess I'll have to live with it.
    A few weeks and I will go crazy and think it has been like this forever :P

    So.. another question: Ist there any way to import cell names into the patch? I know about C.Climate, C.Light, C.Owner and C.Water. And about Names which does (according to the readme) NOT import cell names. My problem is that I'm using a German plugin which renames many cells and has to be loaded rather early. And I use a few other plugins (part of them English) which change the same cells but have to be loaded later. Any way to fix this with bash?
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    Bek Rideout
     
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    Post » Tue Dec 29, 2009 12:00 pm

    Probably japanese characters or something like that in the texture path for R18PN 02 (or another version of it). Haven't downloaded it so I haven't checked,


    Thanks Arkngt. But it's still strange though, because I also have a corean custom mod installed which is required for the Mythic races.
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    louise hamilton
     
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    Post » Tue Dec 29, 2009 10:01 am

    I get this when trying to use the program:

    http://img718.imageshack.us/img718/1935/wrye.jpg

    As I said before, I wish thing would be programmed in C++, instead of using a crappy third party command interpreter.
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    Mariaa EM.
     
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    Post » Tue Dec 29, 2009 6:25 pm

    I get this when trying to use the program:

    http://img718.imageshack.us/img718/1935/wrye.jpg

    As I said before, I wish thing would be programmed in C++, instead of using a crappy third party command interpreter.


    Yeah because C++ programs NEVER crash...
    I think python is a damn sweet choice, this way if you're smart enough when you get an error you can figure it out from the source :).
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    Euan
     
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    Post » Tue Dec 29, 2009 11:40 am

    Where is the Oblivion Mods\Bash Installers directory when using Bain? I looked all over my Oblivion directory but could not find any installation folder.
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    Donald Richards
     
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    Post » Tue Dec 29, 2009 5:56 am

    Where is the Oblivion Mods\Bash Installers directory when using Bain? I looked all over my Oblivion directory but could not find any installation folder.


    When I search for it I found it in the 'Oblivion Mods\Bash Installer' folder.
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    meghan lock
     
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    Post » Tue Dec 29, 2009 9:02 am

    The installers directory is not in the Oblivion directory, it is on the same level as the Oblivion directory. So, Bethesda Softworks\Oblivion mods.

    gothemasticator
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    Undisclosed Desires
     
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