Wrye Bash #31

Post » Tue Nov 24, 2009 5:31 am

Download: https://sourceforge.net/projects/oblivionworks/files/, http://tesnexus.com/downloads/file.php?id=22368
Readme: http://wryebash.netai.net
Wrye Bash Wiki: http://www.uesp.net/wiki/Tes4Mod:Wrye_Bash
Screenshots: http://wryebash.netai.net/images/WryeBash_01.png, http://wryebash.netai.net/images/WryeBash_02.png, http://wryebash.netai.net/images/WryeBash_03.png, http://wryebash.netai.net/images/WryeBash_05.png
Previous Topic: [RELZ] http://www.gamesas.com/bgsforums/index.php?showtopic=1039107
Compatibility Note
When installing wxPython be SURE to to install http://downloads.sourceforge.net/wxpython/wxPython2.8-win32-ansi-2.8.7.1-py25.exe. Later versions of wxPython 2.8 are not compatible with Wrye Bash. (If you have a later version installed, Bash will refuse to start. If you do the debug thing, then you'll see a message ending with "ImportError: No module named comtypes". If you already have this error, then uninstall wxPython, then download and reinstall wxPython 2.8.7.1.

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.



Readme: There is a readme included in the download (in Mopy/WryeBash.html)


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)

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Steve Bates
 
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Post » Tue Nov 24, 2009 6:18 am

The Version with my updates can be found at http://www.tesnexus.com/downloads/file.php?id=27983 until it can be added to the main tesnexus file and it can be found on my sourceforge account https://sourceforge.net/projects/oblivionworks/files/ it is a self installer which takes the guest work out of where to install it so that you will know it is installed correctly and it creates a shortcut if none is already on your desktop.

You can also download it through the SVN
https://oblivionworks.svn.sourceforge.net/svnroot/oblivionworks/Programs/Wrye Bash/


I do updates to the SVN more often then releases and it contains updates and patches to the next possible release more often and is often more up to date then the downloadable
I may release a zip file version if people do not trust a installer to do all the work for you

Tweaks Game sittings
Adding Training Max settings 1, default[5], 50, 100, 200, 999
Adding Maximum Armor Rating 50, 75, default[85], 90, 95
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Project
 
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Post » Mon Nov 23, 2009 9:25 pm

Is the "Oblivion Mods/Bash Mod Data" where Bash stores its records of load order/merged or imported and all that?

I'm using a batch file to swap between a playing version of Oblivion and a clean install for modding, and I need to swap out the Wrye Bash data as well.
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Claire Lynham
 
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Post » Mon Nov 23, 2009 11:10 pm

Is the "Oblivion Mods/Bash Mod Data" where Bash stores its records of load order/merged or imported and all that?

I'm using a batch file to swap between a playing version of Oblivion and a clean install for modding, and I need to swap out the Wrye Bash data as well.


From a quick look that seems to be the case that is just from a surface look and looking at the ini files
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Emmi Coolahan
 
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Post » Tue Nov 24, 2009 6:52 am

I've made a copy of that folder and told the batch file to swap them as well, but I haven't tested it yet. I'll report back when I get the chance. I don't want to risk messing up things until I complete my current test.
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Taylah Haines
 
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Post » Tue Nov 24, 2009 7:31 am

I recently saw a thread about the correct "Bash tags" to use with mods,
Can't seem to find it now,
How important are the tags?

Thanks.
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Neko Jenny
 
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Post » Mon Nov 23, 2009 8:25 pm

Fairly important, but BOSS seems to have a pretty good handle on the tags if you are using it.
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naomi
 
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Post » Mon Nov 23, 2009 5:53 pm

I recently saw a thread about the correct “Bash tags” to use with mods,
Can’t seem to find it now,
How important are the tags?

This is most likely what you are referring to:
http://www.gamesas.com/bgsforums/index.php?showtopic=1046023

But showler is correct: BOSS (Better Oblivion Sorting Software) handles bash tags fairly well, and the tags they suggest seem to be better researched than those on the above thread.
Plus its fantastic at setting load order, which is even more important!
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Verity Hurding
 
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Post » Mon Nov 23, 2009 7:12 pm

Since ufrealms is down, it might make sense to update the first post with this instruction:

Download Wrye Bash from TESNexus.
Open the archive.
In the "Mopy" folder, find Wrye Bash.html. This is the help file and includes installation instructions.

Lots of folks posting around the forum asking how to install, since they can't log onto Wrye's site.

gothemasticator
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Lauren Dale
 
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Post » Tue Nov 24, 2009 4:03 am

I have a little doubt over here:

Everytime I add a new mod (a new esp file) to Oblivion or disable a mod I was using, do I have to rebuild my Wrye Bash's bashed patch file?

Thanks!
Henrique
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Jaki Birch
 
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Post » Mon Nov 23, 2009 11:04 pm

I have a little doubt over here:

Everytime I add a new mod (a new esp file) to Oblivion or disable a mod I was using, do I have to rebuild my Wrye Bash's bashed patch file?

Thanks!
Henrique


Hi,
I always rebuilt, and if I do some mayor house cleaning (removed some MODs I don't want any longer) or added a couple of new or large MODs that make some changes to the game I even copy the empty Bashed Patch.esp from the mopy\extras folder and rebuilt the whole thing from scratch.

When you want to do that, don't forget to re-enable your merged MODs first.

I also always run BOSS before rebuilding, better safe than sorry.
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chinadoll
 
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Post » Tue Nov 24, 2009 12:34 am

Hi, raziel23x.
I am glad people work to improve this incredible tool of the M-god.
I like the feature with extra training allowance. And it will save me a slot as it will replace a mod called More Training- useful, but now redundant.
And I like the option for increased armor ratings which allows female chars to play with flimsy lingerie without suffering too many wounds :D

Works fine for me, thank you.

I wonder... is this a proper time to place a request? Like Christmas wish... ?

Long time ago, when Wrye bash versions were written in 2 figures only I asked Wrye if it is possible to make the looted corpses
equip whatever garment they have left after been looted so that they are dressed when player leaves them behind. The function would be similar to a mod called Corpse Equip 1.1 (@Nexus).

I argued that this will make player more decent hero. (After all, we all live from what we loot in this game but this is no reason to leave behind thousands of naked HGEC and Robert Male bodies - we are gamers, not voyeurs, right?).
Wrye (as always semiretired) argued he had no time and would consider it only if the majority required this from him.
Well, the majority never voted on this and as not enough people supported my request, Wrye never came to do it.

The Corpse Equip mod works just fine, after I loot the expensive cuirass and leave thecorpse, it puts on a cheap black robe or whatever is in its inventory. the way the similar vanilla feature with the weapons.
It can be done - you can make ait an Wrye Bash option - just like Named Guards or more training or higher jump...

Hence my Christmas Wish: Will you consider dressing the corpses we leave behind?
Please?
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Tom
 
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Post » Tue Nov 24, 2009 3:50 am

When you want to do that, don't forget to re-enable your merged MODs first.

Well, you actually don't need to do this, as you can MERGE mods in Bash Patch WITHOUT them being activated. All MERGEABLE mods (meaning: the green ones) are listed in the Rebuild Pacth window and you can check/uncheck them as wanted.
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vicki kitterman
 
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Post » Mon Nov 23, 2009 7:53 pm

Well, you actually don't need to do this, as you can MERGE mods in Bash Patch WITHOUT them being activated. All MERGEABLE mods (meaning: the green ones) are listed in the Rebuild Pacth window and you can check/uncheck them as wanted.


I did not know that; Thank you for pointing it out.
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Red Bevinz
 
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Post » Tue Nov 24, 2009 5:22 am

Hi raziel23x.

I too have a request for a feature. Although it seems simple, I cannot say it will be. And of course, only if you have the time and it doesn't require a major code addition.

When using BAIN to install a mod, it would be very convenient if it would associate the readme to the mod in the doc veiwer.

Unless I am doing something wrong, and I may very well be doing so, you still must go to the mods tab, right click the mod, select Readme, then manually Set the doc to the mod.

Then if you unistall the mod and then reinstall it, you've got to do it all over again.

Thanks
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Ashley Clifft
 
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Post » Tue Nov 24, 2009 2:34 am

Hi raziel23x.

I too have a request for a feature. Although it seems simple, I cannot say it will be. And of course, only if you have the time and it doesn't require a major code addition.

When using BAIN to install a mod, it would be very convenient if it would associate the readme to the mod in the doc veiwer.

Unless I am doing something wrong, and I may very well be doing so, you still must go to the mods tab, right click the mod, select Readme, then manually Set the doc to the mod.

Then if you unistall the mod and then reinstall it, you've got to do it all over again.

Thanks


the main problem there is that there is no standard for naming a readme file.


unless it is a Omod converted archive which is omodname_readme.rtf everyone else uses different formats like some use html some use docx doc txt and many other formats and they never all use a templste for naming so it is hard to really associate it automatically without some major what ifs if people could use the Omod Archive approach then it woudl be a simple task
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Kayla Keizer
 
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Post » Mon Nov 23, 2009 11:28 pm

the main problem there is that there is no standard for naming a readme file.


unless it is a Omod converted archive which is omodname_readme.rtf everyone else uses different formats like some use html some use docx doc txt and many other formats and they never all use a templste for naming so it is hard to really associate it automatically without some major what ifs if people could use the Omod Archive approach then it woudl be a simple task


Well, there is a standard. "Readme, XXXXreadme, readmexxxx, read this, xxxx.txt, xxxx.rtf, etc...
If I remember correctly, BAIN already looks for "readme" and puts them into the \docs folder. That same step could be used to Set that doc to the mod.
Granted, it wouldn't be 100% becasue of all the different styles of naming, but it would be better than nothing.

Thanks for at least considering it.
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Cameron Garrod
 
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Post » Mon Nov 23, 2009 11:42 pm

For some reason, I am having trouble grasping a concept. I must be brain dead today...

Can I get a clarification regarding Bash Tags? Specifically the "NoMerge" tag.

If a mod has a {{XXXXXX,NoMerge}} tag, does that mean I import the XXXXXX into the patch and deactivate the mod?
Or is the mod supposed to stay active?
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lauren cleaves
 
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Post » Mon Nov 23, 2009 10:38 pm

For some reason, I am having trouble grasping a concept. I must be brain dead today...

Can I get a clarification regarding Bash Tags? Specifically the "NoMerge" tag.

If a mod has a {{XXXXXX,NoMerge}} tag, does that mean I import the XXXXXX into the patch and deactivate the mod?
Or is the mod supposed to stay active?


If it has the nomerge tag, it means exactly that, Do NOT merge it into the bashed patch. There are some out there that while they look mergeable to Wrye Bash, in reality, they aren't. I don't pretend to understand the why's and wherefore's of those things though.
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Charles Weber
 
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Post » Mon Nov 23, 2009 11:52 pm

If it has the nomerge tag, it means exactly that, Do NOT merge it into the bashed patch. There are some out there that while they look mergeable to Wrye Bash, in reality, they aren't. I don't pretend to understand the why's and wherefore's of those things though.


ok...

Then why have anything other than NoMerge?

For example, here is an entry from BOSS:

RustyItems for OOO.esp
. Bashed Patch tag suggestion: {{BASH:Graphics,NoMerge}}

I have always imported the graphics, then deactivated the mod.
Should I NOT import the graphics and activate the mod?

What is the correct thing to do?
I'm sooo confused right now.
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Kim Bradley
 
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Post » Mon Nov 23, 2009 10:44 pm

It means you can use the Import Graphics option on the bashed patch for that mod, but the mod should not be merged.

Merging and importing are different things. Sometimes a mod looks like it can be merged, but it will cause problems. In the case of Rusty Items, it would probably overwrite some OOO settings.

Importing without merging will get the graphics, without getting the stats.

The important thing to remember is to make sure it is not listed in the "merge patches" option...which it shouldn't be because the NoMerge tag is meant to prevent that.

Did I just confuse the issue more?

edit:
Is the "Oblivion Mods/Bash Mod Data" where Bash stores its records of load order/merged or imported and all that?

I'm using a batch file to swap between a playing version of Oblivion and a clean install for modding, and I need to swap out the Wrye Bash data as well.

BTW, this didn't work.

I think Bash also gets information from a hidden folder where Oblivion stores it's mod list for the game itself, so this would have to be duplicated as well. Since my hard drive died on me, I'm just gonna try not using WB on my modding install anyway. I'm keeping it as a clean Oblivion base only install.
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Antonio Gigliotta
 
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Post » Mon Nov 23, 2009 10:50 pm

It means you can use the Import Graphics option on the bashed patch for that mod, but the mod should not be merged.

Merging and importing are different things. Sometimes a mod looks like it can be merged, but it will cause problems. In the case of Rusty Items, it would probably overwrite some OOO settings.

Importing without merging will get the graphics, without getting the stats.

The important thing to remember is to make sure it is not listed in the "merge patches" option...which it shouldn't be because the NoMerge tag is meant to prevent that.

Did I just confuse the issue more?

I think that was clear but here's another explanation anyway... Importing will ONLY get the imported subrecord type, merging will get all record types (except ofc cells/world and dial/infos since they can't be merged). Also importing overrides LO - an imported item will only be overridden by later imported items.. whereas a merged item will be overwritten by anything loading later. In the case of rusty weapons, if merged depending on LO you'd either get vanilla stats and the Rusty graphics or vanilla graphics and the OOO stats.
BTW, this didn't work.

I think Bash also gets information from a hidden folder where Oblivion stores it's mod list for the game itself, so this would have to be duplicated as well. Since my hard drive died on me, I'm just gonna try not using WB on my modding install anyway. I'm keeping it as a clean Oblivion base only install.

That folder is where Bash stores the info about BAIN and what is installed. Oblivion stores what mods are currently active in users/appdata/oblivion/modlist.txt (IIRC - depends on your windows version as well - might be bethesda/oblivion). Bash stores what mods are active with different profiles in the mydocs/games/oblivion/saves//modlist.txt.
Pacific Morrowind
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kiss my weasel
 
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Post » Mon Nov 23, 2009 7:33 pm

274 is out and it is now on the main Wrye Bash Fianlly was added to the permission list i uploaded the self installer version there so that users can take the guess work out of installing plus the zip version from PacificMorrowind
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kirsty williams
 
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Post » Tue Nov 24, 2009 9:09 am

It means you can use the Import Graphics option on the bashed patch for that mod, but the mod should not be merged.


I think that was clear but here's another explanation anyway... Importing will ONLY get the imported subrecord type, merging will get all record types (except ofc cells/world and dial/infos since they can't be merged). Also importing overrides LO - an imported item will only be overridden by later imported items.. whereas a merged item will be overwritten by anything loading later. In the case of rusty weapons, if merged depending on LO you'd either get vanilla stats and the Rusty graphics or vanilla graphics and the OOO stats.


Thanks! I understand the usage now.


274 is out and it is now on the main Wrye Bash Fianlly was added to the permission list i uploaded the self installer version there so that users can take the guess work out of installing plus the zip version from PacificMorrowind


What's different from 273?
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rebecca moody
 
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Post » Tue Nov 24, 2009 1:38 am

What's different from 273?


=== 274 [11/05/2009] [PacificMorrowind]
* BAIN: Couple changes to speed up prescanning if skipping file types.
* Misc: Fix to NIFZ (and KFFZ) writing to prevent incorrect writing of bad data.
* Bashed Patch: Added Import Script Contents (at last & only partially unfortunately); see details up above.
* Added 4 new game settings tweaks, updated docs
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Sxc-Mary
 
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