Wrye Bash #32

Post » Fri May 27, 2011 5:00 am

Johny
there's sometime a problem with a path on diffrient drives on windows
when you are at c:something and want to go d:\games you need to type D: and then cd d:\games because cd on windows cannot change the drive (cd is changedirectory command). If you want to go from C:\users\user to c:\ you have to type cd \ which moves you to master folder of drive so also applies from D:\something to d:\ and if you want to go one folder up you type cd .. and if you want open folder named xyz which is in folder you are you type cd xyz.

So i suggest to check the paths first, and then go to place where the bash.py is then type full path to python exe in quotes and bash.py at the end (this is isngle comand)

C:\users\user is definetly not the place from where you need to run bash.py. I believe its a directory for user "user" on your windows instalation. so when you start command prompt without parameters it's normal that it points you here.

so you have to find proper paths for your system (eg. you installed python on d: ? where you installed oblivion+WB?)

so now I'll give you two clues
1) default path for python to install differs between version so check up if you need python25 or python26
2) if you have problems with changing current paths on the cmd console you may download "cmd.exe here powertoy" from microsoft, then you need to rightclick directory you wanna be in and click new option "cmd.exe here" and bang! you started command prompt from the place you want
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Natasha Biss
 
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Post » Fri May 27, 2011 9:22 am

Johny
there's sometime a problem with a path on diffrient drives on windows
when you are at c:something and want to go d:\games you need to type D: and then cd d:\games because cd on windows cannot change the drive (cd is changedirectory command). If you want to go from C:\users\user to c:\ you have to type cd \ which moves you to master folder of drive so also applies from D:\something to d:\ and if you want to go one folder up you type cd .. and if you want open folder named xyz which is in folder you are you type cd xyz.


While this is true for older Windows versions with Vista or Win 7 you do need the /d to change drives.
e.g. to change from C:\Users\Users to D:\Games you need to type "cd /d d:\games.
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David Chambers
 
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Post » Fri May 27, 2011 12:47 pm

Can anyone help me withthe import race isssue and deactivate mod problem. I fell ignorant but this is no box for import races so I can Import resize races and deactivate it I currently have resize races check in race records but not check in the load order or in merged area is this correct in how to import it or am I totally losingmy mind and read to much into this please help
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Kortniie Dumont
 
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Post » Fri May 27, 2011 4:40 pm

I have race record with the mmm resize races in it ...

That (Race Record) is what you are looking for. Showler said Import Races not knowing what exactly to look for.
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Sammykins
 
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Post » Fri May 27, 2011 2:34 pm

That (Race Record) is what you are looking for. Showler said Import Races not knowing what exactly to look for.


Do I have the resize races record check in the race record area but uncheck in load order?
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Veronica Martinez
 
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Post » Fri May 27, 2011 1:24 pm

Hey guys, I seem to be missing the 0.esp for Wrye bash, Is there any where that I can download it without the whole Wrye bash program or will i have to re-download Wrye bash? Hopefully not because it was a pain finding a place to download Wrye from in the first place.

a Very simple fix is just create a balnk esp and name it that using bash and make sure to change the arther name to the same name as the other.\
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nath
 
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Post » Fri May 27, 2011 8:20 am

Hey guys, I seem to be missing the 0.esp for Wrye bash

There's no fresh copy in Oblivion/Mopy/Extras? That's odd....
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Jason Wolf
 
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Post » Fri May 27, 2011 5:34 pm

Do I have the resize races record check in the race record area but uncheck in load order?

Yes. Uncheck in Load Order and Merge Patches.

@Solidor
I remember reading somewhere that the file you need is kept somewhere in the Oblivion/Mopy folder.
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Tracy Byworth
 
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Post » Fri May 27, 2011 8:13 am

Yes. Uncheck in Load Order and Merge Patches.

@Solidor
I remember reading somewhere that the file you need is kept somewhere in the Oblivion/Mopy folder.



thanks now I now now I need to know how to put stuff into the install I have read the read me and even tried to put new roads and bridges into the bash stuff under installer tab seen ifd it showed up it didn't and as for the other things about races thanks please explain hoe to use theinstaller stuff for me sorry I seem so stupid on this thanks
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Sweets Sweets
 
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Post » Fri May 27, 2011 7:37 pm

thanks now I now now I need to know how to put stuff into the install

Double-click "My Computer" on your desktop. Browse to the drive where Oblivion is installed. Browse to the folder where Oblivion is installed. If you had used the default location, this would be C:\Program Files\Bethesda Softworks, but I have no way of knowing if you used a custom location.

If you installed to C:\Games, then browse to C:\Games.

If you really have no idea where Oblivion is installed, right-click the shortcut on the desktop, choose "Properties" and choose "Find Target". This will open the Oblivion folder in a Windows Explorer window. Choose the folder icon with an up arrow on it in the icon bar under the menu, to go up one level in the folder tree.

You should see (at least) two folders; "Oblivion" and "Oblivion Mods". Enter the "Oblivion Mods" folder.

Inside this folder, you will see a folder called "Bain Installers". Enter this folder.

Go back to the desktop and double-click "My Computer" again and browse to the location where you have saved New_Roads_and_Bridges_v45-20218.7z. Of course, if the file is saved on your desktop, then you don't have to go searching for it.

When you have found New_Roads_and_Bridges_v45-20218.7z, copy it, and then paste it into the "Bain Installers" folder open in the (other) Windows Explorer window.

That's all. When you now start Wrye Bash and go to the installers tab, New Roads and Bridges will be listed in the left half of the window.

Select it, and in the right half of the window, the available modules that can be installed will be shown, with checkboxes next to them. Check the modules that you want to install so that the checkbox has a check in it, and then right-click the mod on the left. Choose "Install...." from the context menu. The modules that you checked on the right hand side will be installed (and the ones you left unchecked won't).
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Jennifer Munroe
 
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Post » Fri May 27, 2011 3:19 pm

I have vista so I found the two folder and went into the oblvion mod fold and the two folders that cam up were 1bsh installers 2. bash mod data no where was ther a file called bain installer please help?
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michael flanigan
 
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Post » Fri May 27, 2011 3:12 am

I have vista so I found the two folder and went into the oblvion mod fold and the two folders that cam up were 1bsh installers 2. bash mod data no where was ther a file called bain installer please help?

I'm sorry; you're right. The folder you should place the archives in is indeed called "Bash Installers". My apologies for the confusion.
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ZzZz
 
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Post » Fri May 27, 2011 5:13 am

I'm sorry; you're right. The folder you should place the archives in is indeed called "Bash Installers". My apologies for the confusion.



no problem
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N3T4
 
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Post » Fri May 27, 2011 4:02 pm

I assume I copy it in the bash fold of bash installer not the bain converter is that correct?
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Brian LeHury
 
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Post » Fri May 27, 2011 3:29 pm

I assume I copy it in the bash fold of bash installer not the bain converter is that correct?

No. Copy it into the Bash Installers folder, not into any of the sub-folders inside the Bash Installers folder.
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Leticia Hernandez
 
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Post » Fri May 27, 2011 7:25 am

Something I'm curious about.

Since Oblivion scripts are compiled when the mod is saved, does Wrye Bash have the ability to read the actual script?

I was just wondering if it was technically possible, yet alone feasible, for WB to filter for non-conflicting script elements and assemble a new merged script?

And by that I simply mean copying the variables from multiple mods into a single script and then merging different blocktypes. So that if one mod only uses an onadd block, and another only uses an onequip block, both mods could have their script contents included. However, if both use Onadd blocks, then the second mods script completely replaces the first mods script and no merging is done.
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Naomi Lastname
 
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Post » Fri May 27, 2011 4:30 pm

I noticed today when I right clicked on a mod to add a tag that there is one listed as "NPC.Ai" but I can't find anything on that in the docs linked to the ? button. Nor is the search function being of much help here. Could we get a quick rundown on precisely what that does?

Also a feature request. INAM - Death Item. Would it be possible to add tag support to import this field forward?
Oh, and importing the NPC Spells data forward could be useful too.

@showler: In order to do what you describe, Bash would then need to recompile the script and I doubt there are plans to attempt that.
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Craig Martin
 
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Post » Fri May 27, 2011 3:41 pm

@arthmoor @showler
I think that was is talken is about linking the scripts, not compiling
so it's only about differable parts of record of compiled script, and records related to script (ie. some variables records the script depends) so it's nothing to compile, only getting together the things you can atomize whithout de/compiling or very dirty tricks (maybe there are needed a bit dirty trick as positioning several opcodes)

so i think it's possible if you can divide the records by something and put together, and it would be almost trivial if Oblivion keeps diffrent parts of script as separate records (but you need to know the records structure)... if it's not the case it will be still possible, but may need some of McGuiver (like scan compiled script for several major opcodes)

anyhow - good luck with them and with other things you (try to) do.

EDIT: for info how oblivion compiles the scripts and issues with those you may want to ask programmers from obse team, they should know much about them
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Rowena
 
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Post » Fri May 27, 2011 3:38 pm

I don't really know what I'm talking about, but I was just wondering if there was a way to preserve script elements that don't conflict.
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cassy
 
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Post » Fri May 27, 2011 5:45 am

I hope this is where I should post this bain question if not sorry. I have alot of texture mods, and wonder if it better in install the textures in bain or through obmm I have installed them through obmm before but it sound like bain is the way to go for installing texture please help thanks in advance
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Lou
 
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Post » Fri May 27, 2011 11:21 am

I hope this is where I should post this bain question if not sorry. I have alot of texture mods, and wonder if it better in install the textures in bain or through obmm I have installed them through obmm before but it sound like bain is the way to go for installing texture please help thanks in advance

BAIN is better for installing replacers. In fact, that it what it was originally designed for.
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victoria gillis
 
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Post » Fri May 27, 2011 6:34 am

I got a installer tab question I know from the read me that grey means it can't install it my question is qtp3 reduced are in the installer list grey which means they won't work so do I put them it obmm and then turn them on or is ther away to get them to turn green or pink in the installer tab. Also a question at the very bottom of the installer list is a bluish grey box with == + ++ and a date in it can anyone tell if this is need and ok?
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Kayla Oatney
 
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Post » Fri May 27, 2011 2:10 pm

I got a installer tab question I know from the read me that grey means it can't install it my question is qtp3 reduced are in the installer list grey which means they won't work so do I put them it obmm and then turn them on or is ther away to get them to turn green or pink in the installer tab. Also a question at the very bottom of the installer list is a bluish grey box with == + ++ and a date in it can anyone tell if this is need and ok?

Sometimes, for some reason, mod authors decide to package their mods in strange ways. A grey entry means that QTP3 wasn't packaged in a way that Wrye Bash can recognize. So the solution would be to extract the contents of the QTP3 archive, arrange the contents in a more standard layout and then re-archive the files.

As an example, one of the most common ways I've seen to package a mod so that Wrye Bash won't recognize it is this: When you have extracted the contents of an archive, you will see a folder with the same name as the mod. Inside that folder will be a Data Files folder. Inside that will be the meshes, textures, etc. The solution here is to move the contents of the Data Files folder to the same folder you extracted the archive to, delete the folder named after the mod (should be empty of everything except the Data Files folder) and add the meshes, textures, ESPs, etc into another archive which you can put into the Bash Installers directory. Technically, you could also arrange files so that you are given choices when installing a mod with BAIN, but that is a skill best left for those who are knowledgeable in using BAIN.

If what I described above is not the way QTP3 is packaged and you can't figure out how to fix it, please describe how it is packaged and someone here will probably tell you how to fix QTP3 so that you can install it with BAIN.

As for the grey box with the date in it, check the Bash Installers folder and see if there is a file with that name in there. In any case, there shouldn't be a problem with it.
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Josh Lozier
 
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Post » Fri May 27, 2011 3:22 pm

So obmm is out for installation with qtp3 reduced?
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Chris Johnston
 
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Post » Fri May 27, 2011 5:22 pm

so i think it's possible if you can divide the records by something and put together, and it would be almost trivial if Oblivion keeps diffrent parts of script as separate records (but you need to know the records structure)... if it's not the case it will be still possible, but may need some of McGuiver (like scan compiled script for several major opcodes)


I don't really know what I'm talking about, but I was just wondering if there was a way to preserve script elements that don't conflict.


The compiled script record is nothing more than one big long line of hex codes (as seen in tes4edit) and I doubt you'd be able to do much with that.

I suppose with the right prodding, the source code to the script could be spliced up and rearranged. However that's not going to be useful at all unless the resulting new script gets compiled, and I seriously doubt anyone wants to try loading their bashed patch into the CS to recompile the script.

And in case anyone is wondering, yes, the game uses the compiled results. The source is completely ignored while playing.
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Vicki Gunn
 
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