Wrye Bash #32

Post » Fri May 27, 2011 4:39 am

For object,


Exactly. But there may still be situations where you want an earlier loading mod to force its script contents to carry forward. I can't really think of one right now, but I'm sure it'll come up sooner or later. Definitely not an appropriate tag for the UOP or Hrms though - you'd wipe out quite a few intentional overrides later on.


Harvest Containers tag has import script and graphics..

then you can have hc containers with almost any mod that changes chest.. TIE best example

quick question, does the content checker work fine with FCOM in the latest verson of Wrye? I remember it used to get rid of some stuff from frans, has that been fixed?


content checker is still broken I believe do not use..
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mike
 
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Post » Fri May 27, 2011 12:04 pm

Hey, Got a question I having a crash at the charcter making screen I'm looking at the read me for bash and it say something about graphics need to be in a bash patch. When I merge a graphic mod do I merge it or import it and i didn't understand the difference between the two.
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SEXY QUEEN
 
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Post » Fri May 27, 2011 9:03 am

Importing means that Wrye Bash copies all of a specific type of information into the bashed patch. This can be graphics, scripts, stats or several other things. Importing them gives them priority over any other mods in your load order EXCEPT other mods that import the same things from later in your load order.

Importing and then deactivating the mod allows you to copy only that specific type of information into your game without using anything else from a mod.

Merging, on the other hand, is equivalent to importing ALL of the information from a mod into the bashed patch. The information follows the same load order rules as when importing.

Since the entire mod is now in the bashed patch, merged mods are always deactivated (WB does this automatically if done right).

Sometimes, you'll want to IMPORT some information from a mod and still leave it active. This is because you want all the features of the mod, but you want certain features to have priority.
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Noraima Vega
 
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Post » Fri May 27, 2011 4:26 pm

co not using the inport yet and only using the merge part of bash cause my game to crash at the start of making a new character and I us boss I know it tell me what the bash are the merge should be for each mod that can be merged does it tell me when to use merge or to import the mod or will the read me of a specific mod tell me?
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Kate Norris
 
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Post » Fri May 27, 2011 5:48 pm

I know there were troubles recently with Bash and python 2.6, due to leftover code, if I recall correctly.

Is there any chance that code ended up in Wrye Mash as well? I see that some functions were backported to Mash not too long ago.
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Lucy
 
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Post » Fri May 27, 2011 5:10 pm

Doesthe mod read me tell when to import or to merge a mod or will running boss tell me. I had to do a freash install I took evey mod out and tried to run vanila but it still crashed at the character start screen could that be becuse I didn't use import and merged some mod that should have been imported or could it be that I had too many checks in the rebuilt bash patch?
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Dalton Greynolds
 
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Post » Fri May 27, 2011 12:45 pm

If it still won't run with the bashed patch, and every mod except vanilla turned off, then it isn't a merging issue.

Merging is safe for any mod that can be merged. Importing is for specific circumstances and BOSS will usually tell you when that is necessary.

If vanilla won't start, then you probably have an issue with your Oblivion.ini file. Go to "My Documents/My Games/Oblivion" and rename "Oblivion.ini" to "Oblivion.bak" then run OblivionLauncher.exe and it should generate a new INI file. If that fixes it, then start rebuilding your mod list, SLOWLY.
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Melanie
 
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Post » Fri May 27, 2011 9:55 am

If it still won't run with the bashed patch, and every mod except vanilla turned off, then it isn't a merging issue.

Merging is safe for any mod that can be merged. Importing is for specific circumstances and BOSS will usually tell you when that is necessary.

If vanilla won't start, then you probably have an issue with your Oblivion.ini file. Go to "My Documents/My Games/Oblivion" and rename "Oblivion.ini" to "Oblivion.bak" then run OblivionLauncher.exe and it should generate a new INI file. If that fixes it, then start rebuilding your mod list, SLOWLY.



thanks I did a freash install and hopefully wwreand obse seem good right now
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chirsty aggas
 
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Post » Fri May 27, 2011 4:22 am

So no matter what I try Wyre Bash crashes at Initializing Windows. I reinstalled the 32bit version of Python, installed wxPython from this thread, latest version of WyreBash from Nexus, and installed COMtypes. No luck. Even tried 64bit of Python and no luck. I am running Windows 7 Pro x64.
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[ becca ]
 
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Post » Fri May 27, 2011 8:34 am

Can anyone tell me when i would merge a mod intp bash or import certain things and does boss tell you or the read me of that specfic mod tell you weather to import the mod or merge it?
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Isabella X
 
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Post » Fri May 27, 2011 7:17 pm

As I said before, anything that Wrye Bash marks as mergeable (the text is green) should be safe to merge. However, for the most part merging has no real benefits unless you are trying to trim the number of mods you have.

Importing you should always follow the directions from BOSS or the mods readme.
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Paula Rose
 
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Post » Fri May 27, 2011 4:01 pm

As I said before, anything that Wrye Bash marks as mergeable (the text is green) should be safe to merge. However, for the most part merging has no real benefits unless you are trying to trim the number of mods you have.

Importing you should always follow the directions from BOSS or the mods readme.



Thanks Sorry I'm not getting it. It just installed all the unoffical patches and the hot fixes that boss said to do . The boss program said to bash uop for example like climate so when I rebult the bash patch they wrer uncheck so I check the areas that boss said and rebuilt the patch is that correct?
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Amiee Kent
 
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Post » Fri May 27, 2011 4:27 am

Thanks Sorry I'm not getting it. It just installed all the unoffical patches and the hot fixes that boss said to do . The boss program said to bash uop for example like climate so when I rebult the bash patch they wrer uncheck so I check the areas that boss said and rebuilt the patch is that correct?
That should be fine. Just check off any categories that BOSS suggests and then make sure the mod is selected in the right hand panel as well.

Rebuild your patch with the new selections and you should have it.
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Alyna
 
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Post » Fri May 27, 2011 11:46 am

That should be fine. Just check off any categories that BOSS suggests and then make sure the mod is selected in the right hand panel as well.

Rebuild your patch with the new selections and you should have it.



Hey I'm finaly getting it One final question will boss or the read me tell me if the mod should be uncheck or is every mod a bash to be unchecked in omm and wyre bash?
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He got the
 
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Post » Fri May 27, 2011 2:36 pm

You should only uncheck them if you are specifically told to deactivate the mod by either BOSS or the mod's readme.

Merged mods (the green ones) can have their boxes clicked to change the check to a "+" symbol once the patch is built.

By the way, it's WRYE, not WYRE.
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Agnieszka Bak
 
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Post » Fri May 27, 2011 6:03 am

sorry for the spell error getting tried I appreciate the help and thanks again
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Beth Belcher
 
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Post » Fri May 27, 2011 4:28 pm

just got the python 26 and 2.8.10 updates along with wrye 275. :goodjob: good to see this god of a utility still being updated.

Cant wait to experiment :)
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victoria johnstone
 
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Post » Fri May 27, 2011 10:39 am

sorry for the spell error getting tried I appreciate the help and thanks again


You are lucky that the Monkey God is not around, he likes to bite the hand off for this kind of spelling error. :lol:
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Donald Richards
 
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Post » Fri May 27, 2011 9:37 am

I hope this question goes here and not boss but here it goes I use ooo and mmm and I have an esp that say less revan in gates boss says to use the one that say less revan gates for ooo which could be merged so I unchecked the one that boss said not to use and merged the ooo one into bash. I also unbchecked the one not being use in obmm. After I rebuilt the bash patch both esp's had + next to them I tried getting rid of the non ooo one it would just go back to being check so I left it as + .

my game does play but why would boss tell only to use one of the esp's and then wyre bash merged both is thsi ok or did i do something worry?

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Kelly James
 
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Post » Fri May 27, 2011 9:44 am

I hope this question goes here and not boss but here it goes I use ooo and mmm and I have an esp that say less revan in gates boss says to use the one that say less revan gates for ooo which could be merged so I unchecked the one that boss said not to use and merged the ooo one into bash. I also unbchecked the one not being use in obmm. After I rebuilt the bash patch both esp's had + next to them I tried getting rid of the non ooo one it would just go back to being check so I left it as + .

my game does play but why would boss tell only to use one of the esp's and then wyre bash merged both is thsi ok or did i do something worry?

Remember, that when rebuilding the Bashed Patch, on Merge pane you can - and should - also uncheck any mergeable mod so that it is not included in the Bashed Patch. Having rebuilt the Bashed Patch, the not included and not checked mod should have an empty square next to it. I hope, I am making sense here...

EDIT: Also, if you are using Wrye Bash for merging/chcekcking/unchecking mods, there is no reason to do the same in OBMM. It could mess things up, especially if you have opened their windows at the same time.
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Claire Mclaughlin
 
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Post » Fri May 27, 2011 1:53 pm

Remember, that when rebuilding the Bashed Patch, on Merge pane you can - and should - also uncheck any mergeable mod so that it is not included in the Bashed Patch. Having rebuilt the Bashed Patch, the not included and not checked mod should have an empty square next to it. I hope, I am making sense here...

EDIT: Also, if you are using Wrye Bash for merging/chcekcking/unchecking mods, there is no reason to do the same in OBMM. It could mess things up, especially if you have opened their windows at the same time.



So I don't need turn the mod off in obmm aflter I merge the mod into bash patch? also having the obmm openned in another window can cause problems when merging I didn't know that. So unchecking both esp's before merging even though boss said I only need one is ok ? thanks for any repsonse in advance
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Jessie
 
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Post » Fri May 27, 2011 2:03 pm

I thought that when you righ click to merger you then uncheck the mod so it will be merged so your saying that if I uncheck the mod and don't right clivk to merge that esp the rebuilt patch won't include the esp uncheck?
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Doniesha World
 
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Post » Fri May 27, 2011 6:56 am

So I don't need turn the mod off in obmm aflter I merge the mod into bash patch? also having the obmm openned in another window can cause problems when merging I didn't know that.
I suggest you close OBMM after having installed the mods there, but before running BOSS or using Wrye Bash. The merging itself doesn't change the state of any of the installed mods, and will not cause problems with OBMM open, but is you disable mods in Wrye Bash it can confuse OBMM since it has them as enabled.

So unchecking both esp's before merging even though boss said I only need one is ok ? thanks for any repsonse in advance
I suggest you delete the one you don't need, because it must be disabled and not merged in the bashed patch. The one you need is mergeable so it should be merged into the bashed patch and disabled (but not deleted) - but it doesn't matter if you disable it before or after rebuilding the bashed patch.
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Dawn Porter
 
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Post » Fri May 27, 2011 3:05 pm

I suggest you close OBMM after having installed the mods there, but before running BOSS or using Wrye Bash. The merging itself doesn't change the state of any of the installed mods, and will not cause problems with OBMM open, but is you disable mods in Wrye Bash it can confuse OBMM since it has them as enabled.

I suggest you delete the one you don't need, because it must be disabled and not merged in the bashed patch. The one you need is mergeable so it should be merged into the bashed patch and disabled (but not deleted) - but it doesn't matter if you disable it before or after rebuilding the bashed patch.


thanks I close obmm and delete the esp boss tells me before i merge
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matt oneil
 
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Post » Fri May 27, 2011 11:46 am

Greetings bashers. I'm having troulbe installing mods. I get this error message whenever I try to install a package via BAIN. I've tried re-installing both Wrye Bash and Wrye Python.

http://i47.tinypic.com/ju76mu.jpg

Can't see the most important line (the last one) in that bugdump.... however I am 95% certain what your problem is; from the visuals of that screenie you are using vista, and OB is in program files... therefor you are running into access restrictions of the UAC; either disable UAC, give user access rights to your OB folder or reinstall OB to somewher other than program files; C:/Games/Oblivion is a common one.
I know there were troubles recently with Bash and python 2.6, due to leftover code, if I recall correctly.

Is there any chance that code ended up in Wrye Mash as well? I see that some functions were backported to Mash not too long ago.

no that was python 2.6 specific code causing problems with python 2.5. Didn't end up in Mash... I don't think... looking at Mash page on nexus... nope. However Mash has not been edited to work with 2.6 so probably has a few things that won't work... I haven't been morrowinding for a while. However I've been looking at the code the last couple weeks (but not very much time on it) and thinking of back porting a few more things... I'll fix it up for 2.6 at the same time.
So no matter what I try Wyre Bash crashes at Initializing Windows. I reinstalled the 32bit version of Python, installed wxPython from this thread, latest version of WyreBash from Nexus, and installed COMtypes. No luck. Even tried 64bit of Python and no luck. I am running Windows 7 Pro x64.

get a bugdump and post it.
thanks I close obmm and delete the esp boss tells me before i merge

that's right.
Pacific Morrowind
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Kieren Thomson
 
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