Wrye Bash #32

Post » Fri May 27, 2011 10:21 am

Download: http://wrye.ufrealms.net/, http://tesnexus.com/downloads/file.php?id=22368
Readme: http://wryebash.netai.net/
Wrye Bash Wiki: http://www.uesp.net/wiki/Tes4Mod:Wrye_Bash
Previous Topic: [RELZ] http://www.gamesas.com/bgsforums/index.php?showtopic=1053068
Compatibility Note
Either requires
http://www.python.org/ftp/python/2.6.4/python-2.6.4.msi and http://downloads.sourceforge.net/wxpython/wxPython2.8-win32-ansi-2.8.7.1-py25.exe (the old "official" setup)
or
http://www.python.org/ftp/python/2.6.4/python-2.6.4.msi and 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, tested as working well.

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 http://www.gamesas.com/bgsforums/index.php?showtopic=941296.
* 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 http://wrye.ufrealms.net/Wrye%20Bash.html#Installation. 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 http://www.uesp.net/wiki/User:Wrye). 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 http://wrye.ufrealms.net/ or the http://wrye.ufrealms.net/Wrye%20Bash.html. 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)

Unfortunately the Monkey God (that would be Wrye) is rather offline right now so Raxiel23x and I have until he's back taken this over... which means the skill available to work on it is bit less - ie we're not python masters... but doing lots of small updating.
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Devin Sluis
 
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Post » Fri May 27, 2011 4:52 am

@PacificMorrowind

With wxPython versions higher than ver. 2.8.7.1 you can download the missing module at http://pypi.python.org/pypi/comtypes/0.6.1 (if the missing module is the only problem).

I am using wxPython 2.8.10.1 (ansi) for Python2.6.
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LijLuva
 
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Post » Fri May 27, 2011 7:36 am

Yeah. The front post could definitely do with an info update regarding Python 2.6 since many of us are running Bash with it just fine.
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Anna Beattie
 
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Post » Fri May 27, 2011 9:34 am

Happy New Tread and thank you very much for this irreplaceable program which PM and the rest of the gang make better and better!

Imagine that Wrye Bash has never been created... now that's a horror!
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Tammie Flint
 
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Post » Fri May 27, 2011 8:08 am

@PacificMorrowind

With wxPython versions higher than ver. 2.8.7.1 you can download the missing module at http://pypi.python.org/pypi/comtypes/0.6.1 (if the missing module is the only problem).

I am using wxPython 2.8.10.1 (ansi) for Python2.6.

yeah I now... I was thinking of updating that info last night but then though eh its pushing midnight, no one's going to read this before I edit it in the morning - guess I was wrong. I too use Python 2.6.4 - Blender 2.49 uses it and I don't feel like having 2 Python installs... updating now
@@Blade of Mercy: The HORROR aaaaaaaaaaah!!
Pacific Morrowind
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Alexis Acevedo
 
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Post » Fri May 27, 2011 4:13 pm

Imagine that Wrye Bash has never been created... now that's a horror!

Well, I wouldn't have made II, which means I likely wouldn't have made any other mods either. Extrapolating from the one example, I'd bet that the modding scene would be a lot more of a mess and significantly less well developed than it is (though my mods may not have much of a bearing on that!). In fact as so many conflicts would be hideously difficult to resolve, I'd bet far fewer people would still be playing the game and fewer people would want to put the effort into making new mods. The end result would be a far more stagnant modding community.

Well, that's my opinion/unfounded prediction.

Vac
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Emmie Cate
 
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Post » Fri May 27, 2011 7:02 pm

I don't understand how to move the mods up or down in wyre bash Arwen says oblvion esm needs to be first mine is not please explain how to move the esm up to the top of the list thanks
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Laura-Lee Gerwing
 
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Post » Fri May 27, 2011 9:15 am

I don't understand how to move the mods up or down in wyre bash Arwen says oblvion esm needs to be first mine is not please explain how to move the esm up to the top of the list thanks

If Oblivion.esm is not first, then you don't have them sorted by Load Order.

Either click the Load Order header at the top of the Mods tab, or right-click anywhere in the mods tab and choose "sort by/ load order".

Use BOSS to sort your mods.

edit: that said, holding the ctrl button and using the up and down arrows will move the mods.
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Heather Kush
 
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Post » Fri May 27, 2011 7:18 am

I just hope Wrye reappears in time to make Wrye Bash for ES 5. Anyway, I have a question:

I see that there is now a ScriptContents bash tag available. This sounds like the tag that would benefit my mods the most. Could you please tell me how it works exactly? Your help, as always, is greatly appreciated.

Kind regards
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Mariaa EM.
 
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Post » Fri May 27, 2011 2:16 pm

I just hope Wrye reappears in time to make Wrye Bash for ES 5. Anyway, I have a question:

I see that there is now a ScriptContents bash tag available. This sounds like the tag that would benefit my mods the most. Could you please tell me how it works exactly? Your help, as always, is greatly appreciated.

Kind regards
There's a bit of a discussion starting here about it: http://www.gamesas.com/bgsforums/index.php?s=&showtopic=1053068&view=findpost&p=15348542

Does that help at all?
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Matt Terry
 
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Post » Fri May 27, 2011 4:00 am

I just hope Wrye reappears in time to make Wrye Bash for ES 5. Anyway, I have a question:

I see that there is now a ScriptContents bash tag available. This sounds like the tag that would benefit my mods the most. Could you please tell me how it works exactly? Your help, as always, is greatly appreciated.

Kind regards

well whether Wrye comes back enough to make one for ES5 there will be a version for ES5... dunno on what name given that ES5's name isn't known... I'm planning on playing ES5 and er not having Bash would be freaking horrific so I'd do the translations/major modification required... take me longer than it would Wrye but I got at least a year to learn up my python skills so.
If that discussion Showler linked to doesn't clarify the Import Script Contents just post again, and I'll try to clear it up futher.
Pacfiic Morrowind
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matt
 
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Post » Fri May 27, 2011 6:48 pm

Sorry guys I tryed boss and it has oblvion esm at the top of the load order when I try to use the comtrol button and arrows to move the obvlion esm up to the top it won't work ?
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Rachie Stout
 
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Post » Fri May 27, 2011 8:24 am

I saw that discussion. I'm afraid it doesn't quite answer my question. I guess the best way to sum up my confusion is this:
If two mods modify the same script and both are tagged with the ScriptContents tag, does Wrye Bash only import the script from the mod loading later or does it attempt to merge the changes to that script from both mods?

Also, if one mod changes the script in another mod and has the ScriptContents tag then the master changes that script in a later version, what would happen?

@GoBlueMan
I think you don't have your plugins sorted by load order. Did you try Showler's suggestion above:
Either click the Load Order header at the top of the Mods tab, or right-click anywhere in the mods tab and choose "sort by/ load order".
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Spooky Angel
 
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Post » Fri May 27, 2011 9:56 am

There was an error in what I said. If you do the right click option, you have to have the mouse pointed at one of the headers as well (where it says File and Load Order and Rating and Group at the top of the tab.
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Daramis McGee
 
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Post » Fri May 27, 2011 8:51 am

thanks guys sorry for being ignorant
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Charles Mckinna
 
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Post » Fri May 27, 2011 11:39 am

Qestion I'm learning wyre bash I use boss and slect the mod in group I want to merge into a bash patch I mark them mergable and they are green do i have them check in the box or not ? And When I right click on to rebuilt a patch the rebuilt patch is unable to be used I tried following Arewn s wryre bash are on her site what am i doing wrong?
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Batricia Alele
 
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Post » Fri May 27, 2011 3:36 am

Does BAIN not recognize the OBSE\Plugins\ path? Or is it just because it's a .dll in the destination folder?
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hannaH
 
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Post » Fri May 27, 2011 5:49 am

Does BAIN not recognize the OBSE\Plugins\ path? Or is it just because it's a .dll in the destination folder?
There's an option if you right click the BAIN archive for "has extra folders". That will tell BAIN to look for non-standard folders.

That said, it might intentionally skip dll files. If it does, the file should be listed under the "skipped" tab after the archive is installed.
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Roberto Gaeta
 
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Post » Fri May 27, 2011 4:57 am

I don't think BAIN will install to the OBSE plugins folder even with 'Has extra directories' checked, seeing as it's to do with dll files, and the stance on them is that you should install them manually, so you know what is going in there.
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Nicole Kraus
 
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Post » Fri May 27, 2011 7:34 pm

Can some expalin how to back a bash patch I have read Arwen and Wyre Musings and I have tried and tried to no evale to create a bash patch for just a few mods or show me a thread to where to go thanks
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Hilm Music
 
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Post » Fri May 27, 2011 10:05 am

Just right-click on the Bashed Patch, 0.esp file and choose Rebuild Patch. Then you select the options you want.

You have to put a checkmark in both the major category in the left hand pane, and check off the individual items in the right hand pane in order to get any function to work.
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carly mcdonough
 
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Post » Fri May 27, 2011 12:53 pm

Just right-click on the Bashed Patch, 0.esp file and choose Rebuild Patch. Then you select the options you want.

You have to put a checkmark in both the major category in the left hand pane, and check off the individual items in the right hand pane in order to get any function to work.



I have pick four thing to merge into a bash patch I don't see in my load order and bash patch 0esp they are green in wyre box with check marks I don't think I did it right ?
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Verity Hurding
 
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Post » Fri May 27, 2011 5:18 am

If you built your bashed patch already, then try clicking the check boxes for the mods you picked to merge.

They should switch to a "+" symbol to indicate they are merged.
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Alan Whiston
 
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Post » Fri May 27, 2011 4:00 pm

Question When I instaslle wyre bash I did reconize my mods should thre have bee a bash patch esp and I may have accidently delated it?
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Harry Hearing
 
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Post » Fri May 27, 2011 3:24 am

Unfortunately the Monkey God (that would be Wrye) is rather offline right now so Raxielx23 and I have until he's back taken this over... which means the skill available to work on it is bit less - ie we're not python masters... but doing lots of small updating.



hehe it is Raziel23x
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Curveballs On Phoenix
 
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