Wrye Bash #32

Post » Fri May 27, 2011 6:23 pm

So obmm is out for installation with qtp3 reduced?
No. Just click on create at the bottom of OBMM, choose "Add archive" and select your qtp3r archive. Then fill in the OBMM name (and anything else you want) and click create. BAIN has some advantages over OBMM (and vice versa), but it is fully possible to install 100% of your mods using OBMM (or BAIN).
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Robert Jackson
 
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Post » Fri May 27, 2011 5:54 pm

No. Just click on create at the bottom of OBMM, choose "Add archive" and select your qtp3r archive. Then fill in the OBMM name (and anything else you want) and click create. BAIN has some advantages over OBMM (and vice versa), but it is fully possible to install 100% of your mods using OBMM (or BAIN).



So I just pile all 4 files into 1 qt3 file for obmm like mmm installer?
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natalie mccormick
 
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Post » Fri May 27, 2011 11:48 am

So I just pile all 4 files into 1 qt3 file for obmm like mmm installer?

I'm not sure which "all 4" you means, but generally you can pile all into 1 - but you may prefer to make more than 1 omod and then make sure to activate them in correct order (patch after main).
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Ebou Suso
 
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Post » Fri May 27, 2011 3:49 am

I highly recommend you just try get QTP3 to work in Wrye Bash rather than using OBMM to install it. Amongst other things, Wrye Bash handles conflicting replacers better than OBMM.
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Amie Mccubbing
 
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Post » Fri May 27, 2011 5:50 am

BAIN is better for installing replacers. In fact, that it what it was originally designed for.

That would include body replacers?
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Tiffany Carter
 
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Post » Fri May 27, 2011 8:34 am

That would include body replacers?


Yes. If another mod also does something with bodies, it is easier to choose which mod will put it's meshes and textures into the data folder with Wrye Bash than with OBMM. And if you later decide that you want the body changes from the other mod, you just have to change the load order of the two replacers to get the data files from the other mod.

I personally use Wrye Bash to install all my mods except those with major OMOD scripts (eg, DarkUI) and those which are files unrecognised by BOSS (eg, Pluggy).
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Stryke Force
 
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Post » Fri May 27, 2011 12:15 pm

I highly recommend you just try get QTP3 to work in Wrye Bash rather than using OBMM to install it. Amongst other things, Wrye Bash handles conflicting replacers better than OBMM.

I agree with that. Unless wanting to use only one of BAIN/OBMM to manage all your installs, BAIN is the one to chose for QTP3 and similar mods. Having said that, it is not at all a problem using OBMM for it either, as long as you know when to overwrite and when to not overwrite when installing such mods. But BAIN of course has the advantage of controlling this by you setting the mod install order.
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Jack
 
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Post » Fri May 27, 2011 2:59 pm

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.

short answer: no.
Long answer: Bash can easily read the script text (and do whatever it wants to the text (I think, haven't actually tried to do anything but it should be able to)), however that is compiled as one data block... so to do this Bash would have to have a compiler built... which is so far beyond my skill level I don't want to know.
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.

er pretty much nothing for you... I'm building that right now, and commented out all the GUI and build links to it (well missed one it would appear)... it'll import AI Packages and AI Data (aggression, confidence teaches etc.)
INAM: Yes, SPLO: Yes, I think that will be built similar to import inventory (smart merge and import)... I'll work on them.
Pacific Morrowind
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StunnaLiike FiiFii
 
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Post » Fri May 27, 2011 3:14 pm

Hello, everyone!

I have a problem with Bash starti:

my bugdump is:

J:\Users\Yogo>j:\python25\python.exe f:\oblivion\mopy\bash.py -d
Traceback (most recent call last):
File "f:\oblivion\mopy\bash.py", line 56, in
import bosh, basher
File "F:\Oblivion\Mopy\basher.py", line 340, in
colorChecks = ColorChecks()
File "F:\Oblivion\Mopy\basher.py", line 304, in __init__
image = images[imageKey] = Image(file,wx.BITMAP_TYPE_PNG)
File "F:\Oblivion\Mopy\balt.py", line 132, in __init__
raise ArgumentError(_("Missing resource file: %s.") % (self.file,))
bolt.ArgumentError: Missing resource file: bolt.Path('images\\checkbox_purple_on
.png').

I use Vista 32, my Oblivion is in custom directory, i checked that "checkbox_purple_on
.png" file - it is present. I tried reinstalling Bash several times, but nothing changes.

I have actualy started Bash for the first time - it worked OK, i used bashed patch, played Oblivion - everything was OK, but now i cannot launch Bash again. I suspect it is somehow related with newly added mods - it seems Bash is loading mods (or whatever) when launching and then it stops. Do you guys have any ideas about my situation?

I changed balt.py:

if not GPath(self.file).exists():
import os
path = GPath(self.file)
print os.getcwd(),path
for x in path.root.list(): print x
raise ArgumentError(_("Missing resource file: %s.") % (self.file,))

I saw it in one of previous Wrye's posts - but i nothing changed acutally in bugdump.
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Laura Samson
 
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Post » Fri May 27, 2011 9:37 am

I agree with that. Unless wanting to use only one of BAIN/OBMM to manage all your installs, BAIN is the one to chose for QTP3 and similar mods. Having said that, it is not at all a problem using OBMM for it either, as long as you know when to overwrite and when to not overwrite when installing such mods. But BAIN of course has the advantage of controlling this by you setting the mod install order.

Well put TheNiceOne. I also agree that OBMM can be used to install QTP3 if you know what to overwrite and not overwrite. I get the impression that GoBlueMan isn't one of those people though, hence my strong recommendations.
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Leticia Hernandez
 
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Post » Fri May 27, 2011 8:53 am

so compiled script is just a stream of opcodes? ahh then to merge compiled scripts we would need some McGuiver
the easiest way of merging compiled scripts by blocks i can think is to scan the stream for several opcodes (mainly opcodes for code blocks start and end), cut it in parts, do that with any merged script with same ID and then glue it all together. However IDK if Oblivion accepts ie. 2 OnActivate blocks in the same script, so it may be needed not only to split script but also do some things around block opcodes. So theorically we could merge scripts if we know meaning of only several opcodes and process the several and leave rest as is. It's like merging two similair organized com executables: we haven't any headers for code to merge but we can do some hackerrish and find the parts which matches and place their neighbours in proper order

So even if this is possible I doubt Wrye would want to support this feature as its making oblivion potentially less stable (sometimes exceptions occur and we will have code merged with regular rule)... so hmm... maybe ask OBSE team for something similair to user functions support which would make us able for WB to save scripts to be merged as diffrent IDs and make simple generated OBSE script which launches all copied scripts? However its still muddy thing...

so maybe we prefer to work on something other than merging scripts as its sound good but its something hard to do it valid
so maybe there are features more wanted/needed which is less hassle to support?
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Glu Glu
 
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Post » Fri May 27, 2011 3:27 am

I'm trying to install ne textures like for ex. UC Woodretexture, I put into the installer and it turned grey so I no it is probable won't work. So , my question is the read me say just put ito the data fold and it will work so do I just put into the data fold or us obmm. I really want to use wrye bash but I don't no why it is coming up grey I no eariler in thsi this they saidf ther is a special way to put this in bain so it won't com up grey I could use so help to reacha conclusion on which way is better for installing texture replacers? Thakns in advance
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Sabrina garzotto
 
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Post » Fri May 27, 2011 5:58 pm

Start with simple archives for BAIN.

When you open the archive in 7zip or winrar, you should be seeing exactly the same directory structure as you would copy into your DATA folder.

So, if you have a straight texture replacer, when you open the archive you should see only a folder named "textures".

Then you just drop that into the Installers folder on your computer and it should be fine.
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Robert Jr
 
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Post » Fri May 27, 2011 7:29 pm

Start with simple archives for BAIN.

When you open the archive in 7zip or winrar, you should be seeing exactly the same directory structure as you would copy into your DATA folder.

So, if you have a straight texture replacer, when you open the archive you should see only a folder named "textures".

Then you just drop that into the Installers folder on your computer and it should be fine.



when I installed it in bain all I did was copy the wrar file and then paste it into bain when I went bavk the instaler section it was grey squared instead of green or pink So I didn't think grey was what i wanted the read me say just through it in oblion data folder and nothing about obmm or bain install for textures So that where I am at.o I don't know if i should install va bain or obmm ?
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katsomaya Sanchez
 
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Post » Fri May 27, 2011 6:53 pm

Open the archive in winrar or 7zip. Take a screenshot and post it.

NVM, I downloaded it.

Follow along here. If you open the UCwoodretex.7z file that you downloaded, you'll see that you have a folder called "UCwoodretex". You can't have that.

Also, if you open the "UCwoodretex" folder, you'll find a readme file and a "Data" folder. You don't want that either.

So, what you want to do is extract the entire archive to a temp folder. Then go into that temp folder, then into the UCwoodretex folder and possibly into a second UCwoodretex folder (depends on how you extracted). Move the readme into the Data folder. Then go into the Data folder, select it all and add it to a new archive. If you are using 7zip, then you should be able to right click the files after selecting them all and there will be a menu for 7zip that will include an "add to archive" option.

Name your new archive UC Wood Retexture. Move that file to your installation folder and delete the temp folder you were working in.

You can't just drop an archive into BAIN unless you are told it is a BAIN ready archive.
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FirDaus LOVe farhana
 
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Post » Fri May 27, 2011 1:30 pm

Just a note. Earlier this evening my game refused to load. As all I had done was clean save to restart nGCD (due to some errors showing up in the console) and clean saving without Persuasion Overhaul in order to upgrade I knew I hadn't accidentally added any new mods or missed any dependancies. Nevertheless the crash was identical to a missing master crash as far as I could see. After testing some other obvious things like deactivating Skyranger's OSR which I recently updated and have been experimenting with the ini settings of it still wouldn't load. I then copied the empty bash patch file over my existing file, rebuilt it from scratch and the game loaded perfectly.

As I recall someone else (Psymon?) reported exactly this same phenomenon a wee while back, so I thought I'd confirm it. As a note to whoever it was, thanks for the previous report: it saved me some definite frustration as it meant it was one of the things I did *before* getting really frustrated by everything.

Vac
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Kristian Perez
 
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Post » Fri May 27, 2011 10:23 am

I'd just like to mention that Wrye announced a few days ago that http://www.gamesas.com/bgsforums/index.php?showtopic=1060066, yet the OP does not link to http://wryemusings.com/#WryeBash.

A little embarrassing, true, but we'll just overlook this little lapse... ;) .
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John N
 
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Post » Fri May 27, 2011 11:37 am

I installed it, and it is running and all is well as far as I can tell. Boss is also running from within Bash, so that's all handy and dandy. Now I do have 2 questions about Wrye Bash 275:

1. How can I find out if "Lock Times" is on or off? The program asked me the first time it started and I *THINK* I selected YES but I am not sure. Now I want to verify but I cannot seem to find where and how.

2. My Wrye Bash is running in German: Is there a way to force it into using English? I believe it is more an issue with Python and/or my German version of WinXP. But anyways, I want to have it run in English because if there are any issues or when I read some helpguide or something, these forums are in English so it's a lot easier for me to work with the English version.

I installed it according to the introductory post with the second option, so it's Python 2.6.4 (the more "modern" one where you install 3 Python components).

Any help much appreciated. Thank you!
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Sweet Blighty
 
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Post » Fri May 27, 2011 5:48 pm

Thanks for your help showler it works
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Rowena
 
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Post » Fri May 27, 2011 2:25 pm

1. How can I find out if "Lock Times" is on or off? The program asked me the first time it started and I *THINK* I selected YES but I am not sure. Now I want to verify but I cannot seem to find where and how.
Right click on your mods list, I'm not sure if you have to be on the headers or if anywhere is fine, Lock Times is one of the options and will have a checkmark if turned on, none if turned off.
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Danielle Brown
 
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Post » Fri May 27, 2011 1:51 pm

Thanks Showler, that worked! :nod: Actually you must right-click in the header. :)

Currently, my loadorder is:

1. Oblivion.esm
2. DLCShiveringIsles.esp
3. Knights.esp

This is just a clean install straight off the 2 GOTY discs. This is the load order as ordered by BOSS. Wyre Bash also lists a "Bashed Patch, 0.esp" which is green but unchecked. It's put at last position by BOSS. (I haven't done anything in Wrye or with that Bashed Patch at all so far, except fiddled with that lock times thing.) Please 2 more just to follow up:

a.) When I'll be adding mods (eventually I want to arrive at FCOM, plus better graphics) and re-run BOSS, do I have to UNCHECK Lock Times? Because otherwise BOSS won't be able to change the file dates and hence not be able to re-order the LO, right?

b.) And maybe therefore I should just keep Lock Times unchecked as the default setting? I think this would be the most flexible, would it not?
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Betsy Humpledink
 
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Post » Fri May 27, 2011 5:47 pm

Thanks Showler, that worked! :nod: Actually you must right-click in the header. :)

Currently, my loadorder is:

1. Oblivion.esm
2. DLCShiveringIsles.esp
3. Knights.esp

This is just a clean install straight off the 2 GOTY discs. This is the load order as ordered by BOSS. Wyre Bash also lists a "Bashed Patch, 0.esp" which is green but unchecked. It's put at last position by BOSS. (I haven't done anything in Wrye or with that Bashed Patch at all so far, except fiddled with that lock times thing.) Please 2 more just to follow up:

a.) When I'll be adding mods (eventually I want to arrive at FCOM, plus better graphics) and re-run BOSS, do I have to UNCHECK Lock Times? Because otherwise BOSS won't be able to change the file dates and hence not be able to re-order the LO, right?

b.) And maybe therefore I should just keep Lock Times unchecked as the default setting? I think this would be the most flexible, would it not?



yes
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Nathan Hunter
 
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Post » Fri May 27, 2011 6:08 am

yes

OK, great. So that much is clear now...

I'm relatively familiar with OBMM, but WB is really cryptic for me.... And it does not help that I'm coming back to Oblivion after 1 1/2 years only... :)
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Oyuki Manson Lavey
 
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Post » Fri May 27, 2011 5:06 pm

It's the most "flexible", but if you use BAIN to install mods and are frequently changing things during testing, then lock times can be very useful. Especially as regards mods that BOSS doesn't recognize yet.

I usually turn it off to run BOSS and then turn it back on again so that BAIN or OBMM won't mess with my settings.

I believe the assistant monkeys are looking into the possibility of making a toggle-able option to auto disable lock times and auto-ghosting when the BOSS button is clicked.
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Stephanie Kemp
 
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Post » Fri May 27, 2011 8:01 am

Showler, I understand what you are saying. And it makes perfect sense, I think I will do it likewise and unlock times only when I need a re-run of BOSS or something.

As to mods I want to install, I'll be really conservative for the time being and cannot imagine installing mods that BOSS does not know. If I manage to get something like a "vanilla FCOM" installed over the next days and weeks, I'll be more than happy. :)
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Sam Parker
 
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