[RELZ] Wrye Bash -- Thead 57

Post » Sat Dec 04, 2010 1:17 pm

I've notice a peculiar things that's happen when you're using Wrye Bash self installer. Earlier today I made another attempt to install Oblivion along with the mods I wanted to use, so after the usual (GOTY, TES CS, 5 DLC) installation I checked the "C:\\My Documents\My Games\Oblivion" folder and I found no Oblivion.ini file in there which means that you haven't configured Oblivion yet.

I've just finished the installation of Wrye Bash to open it through the installer. I exit Wrye Bash just to check that Oblivion folder and find the Oblivion.ini file in there. I uninstall Wrye Bash and delete any files in that game folder. After that I installed boss, obmm and wyre bash, but without open them during the installation (if you have the second check box unchecked for Oblivion in Wrye Bash setup).

Why is that Wrye Bash generate an Oblivion.ini file in the game folder during the installation if you have both check boxes for Oblivion checked?

I'd bet it's a copy of obl_default.ini - OBMM also installs it upon its installation if not present

I wish you courage with BP :D
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Kat Lehmann
 
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Post » Sat Dec 04, 2010 3:02 pm

wow everybody here seems to have Wrye Bash 291 ...but from where? link ? I ask because I didn't find it from nexus ...just 290 version
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danni Marchant
 
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Post » Sun Dec 05, 2010 5:31 am

Known CBash issues to resolve:
1) Import Roads (fix - still need to get a mod that uses the tag and setup a situation where it would be used.)


Ask and ye shall receive: http://www.4shared.com/file/HyKRrZyT/Open_Cities_Reborn_Road_Record.html
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Len swann
 
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Post » Sat Dec 04, 2010 6:43 pm

wow everybody here seems to have Wrye Bash 291 ...but from where? link ? I ask because I didn't find it from nexus ...just 290 version

They're using a development version that has not been officially released yet. You can find it http://sourceforge.net/projects/oblivionworks/, but as a general rule I don't recommend its use unless you're comfortable with using Bash and aren't afraid of reporting things that are broken. The official 291 release should be soon...I don't know why PM hasn't released it yet.

Ask and ye shall receive: http://www.4shared.com/file/HyKRrZyT/Open_Cities_Reborn_Road_Record.html

I do like it when people make it easy on me.

Important notice for CBash users! Revision 809 fixes a major bug. FormIDs used in quest conditions weren't being properly resolved due to a copy/paste error. This means that quest conditions could be seriously broken if merged into the patch. Please update to the latest revision and rebuild your patch to be safe.

Arthmoor, this is the bug you reported a while back. I became suspicious that most of Baphometal's broken formIDs were in quest conditions, so I started double-checking things. Turns out there was a copy/paste bug that prevented quest conditions from being identified properly.
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victoria johnstone
 
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Post » Sat Dec 04, 2010 7:35 pm

I'll give 809 a test later then, getting ready to head out for someone's birthday dinner. I hadn't noticed anything amiss in the quest condition merges though.
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lucile
 
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Post » Sun Dec 05, 2010 3:29 am

I went through and categorized the bugs that TES4Edit reported on Baphometal's patch:

Definitely not a bug (TES4Edit is just complaining):
Spoiler

  • All of the LVLI / LVLC "Missing required members: Flags" lines
  • All of the LVLI / LVLC "Missing required members: Leveled List Entries" lines



Probably not a bug (TES4Edit is likely just complaining, or it is a bug in the original esp/esm):
Spoiler
  • [00:00] 

  • [00:00] 

  • [00:24]               CSDI - Sound -> Found a NULL reference, expected: SOUN[00:24]             Above errors were found in :Sound[00:24]           Above errors were found in :Sounds[00:24]         Above errors were found in :Sound Type[00:24]               CSDI - Sound -> Found a NULL reference, expected: SOUN[00:24]             Above errors were found in :Sound[00:24]           Above errors were found in :Sounds[00:24]         Above errors were found in :Sound Type[00:24]       Above errors were found in :Sound Types[00:24]     Above errors were found in :MidasShadowCreature "Shadow" [CREA:DC03EF13][00:24]               CSDI - Sound -> Found a NULL reference, expected: SOUN[00:24]             Above errors were found in :Sound[00:24]           Above errors were found in :Sounds[00:24]         Above errors were found in :Sound Type[00:24]       Above errors were found in :Sound Types[00:24]     Above errors were found in :AOHWCreatureWerewolfBlackRoam "Black Werewolf" [CREA:9202C0D1][00:24]               CSDI - Sound -> Found a NULL reference, expected: SOUN[00:24]             Above errors were found in :Sound[00:24]           Above errors were found in :Sounds[00:24]         Above errors were found in :Sound Type[00:24]       Above errors were found in :Sound Types[00:24]     Above errors were found in :AOHWCreatureWerewolfBrownRoam "Brown Werewolf" [CREA:9202C0D0][00:24]               CSDI - Sound -> Found a NULL reference, expected: SOUN[00:24]             Above errors were found in :Sound[00:24]           Above errors were found in :Sounds[00:24]         Above errors were found in :Sound Type[00:24]       Above errors were found in :Sound Types[00:24]     Above errors were found in :AOHWCreatureWerewolfGreyRoam "Grey Werewolf" [CREA:9202BBE8][00:24]               CSDI - Sound -> Found a NULL reference, expected: SOUN[00:24]             Above errors were found in :Sound[00:24]           Above errors were found in :Sounds[00:24]         Above errors were found in :Sound Type[00:24]       Above errors were found in :Sound Types[00:24]     Above errors were found in :AOHWCreatureWerewolfGoldRoam "Gold Werewolf" [CREA:9201A43A][00:24]               CSDI - Sound -> Found a NULL reference, expected: SOUN[00:24]             Above errors were found in :Sound[00:24]           Above errors were found in :Sounds[00:24]         Above errors were found in :Sound Type[00:24]       Above errors were found in :Sound Types[00:24]     Above errors were found in :AOHWCreatureWerewolfBrown "Brown Werewolf" [CREA:9201A439][00:24]               CSDI - Sound -> Found a NULL reference, expected: SOUN[00:24]             Above errors were found in :Sound[00:24]           Above errors were found in :Sounds[00:24]         Above errors were found in :Sound Type[00:24]       Above errors were found in :Sound Types[00:24]     Above errors were found in :AOHWCreatureWerewolfGrey "Grey Werewolf" [CREA:9201A437][00:24]               CSDI - Sound -> Found a NULL reference, expected: SOUN[00:24]             Above errors were found in :Sound[00:24]           Above errors were found in :Sounds[00:24]         Above errors were found in :Sound Type[00:24]               CSDI - Sound -> Found a NULL reference, expected: SOUN[00:24]             Above errors were found in :Sound[00:24]           Above errors were found in :Sounds[00:24]         Above errors were found in :Sound Type[00:24]       Above errors were found in :Sound Types[00:24]     Above errors were found in :MidasShadow "Shadow" [CREA:DC072749][00:25]   Above errors were found in :GRUP Top "CREA"

  • [00:32]         Male -> Found a NULL reference, expected: HAIR[00:32]       Above errors were found in :DNAM - Default Hair[00:32]     Above errors were found in :zzSira "Sira" [RACE:D8000ED3][00:32]   Above errors were found in :GRUP Top "RACE"


Vanilla bugs (broken in Oblivion.esm, not broken by CBash):
Spoiler

  • [00:07]               Region -> [00078856] [00:07]             Above errors were found in :XCLR - Regions[00:07]           Above errors were found in :[CELL:00012F5C] (in SENSPalace "Palace Grounds" [WRLD:000122E5] at 10,4)[00:07]         Above errors were found in :GRUP Exterior Cell Sub-Block 0, 1[00:07]       Above errors were found in :GRUP Exterior Cell Block 0, 0[00:07]     Above errors were found in :GRUP World Children of SENSPalace "Palace Grounds" [WRLD:000122E5][00:21]   Above errors were found in :GRUP Top "WRLD"


Unknown bugs (may be broken in the esp, or may be broken by CBash):
Spoiler
  • [00:21]           Reference -> [BE001D10] [00:21]         Above errors were found in :LVLO - Leveled List Entry[00:21]           Reference -> [BE001D0F] [00:21]         Above errors were found in :LVLO - Leveled List Entry[00:21]           Reference -> [BE001D0E] [00:21]         Above errors were found in :LVLO - Leveled List Entry[00:21]       Above errors were found in :Leveled List Entries

  • [00:00]             Comparison Value -> [03006FFE] [00:00]           Above errors were found in :CTDA - Condition[00:00]         Above errors were found in :Conditions[00:00]       Above errors were found in :[INFO:7C00AAD9][00:00]             Comparison Value -> [03006FFE] [00:00]           Above errors were found in :CTDA - Condition[00:00]         Above errors were found in :Conditions[00:00]       Above errors were found in :[INFO:7C0126DB][00:00]     Above errors were found in :GRUP Topic Children of BarterSellItem "BarterSellItem" [DIAL:00000115][00:00]   Above errors were found in :GRUP Top "DIAL"

  • [00:25]           Faction -> [2A000013] [00:25]         Above errors were found in :SNAM - Faction[00:25]       Above errors were found in :Factions[00:25]     Above errors were found in :kCUNPC [CREA:2F000803][00:25]   Above errors were found in :GRUP Top "CREA"

  • [00:26]           Item -> [41019644] [00:26]         Above errors were found in :CNTO - Item[00:26]       Above errors were found in :Items[00:26]     Above errors were found in :RoliandHanus "Roliand Hanus" [NPC_:0002FD70][00:31]   Above errors were found in :GRUP Top "NPC_"


Probably a bug in Item Interchange (or a bug in how CBash handles Item Interchange):
Spoiler
  • [00:21]           Reference -> [BE00AE79] [00:21]         Above errors were found in :LVLO - Leveled List Entry[00:21]       Above errors were found in :Leveled List Entries[00:21]     Above errors were found in :cobEatVeggies [LVLI:06002E3F]

  • [00:23]           Reference -> [0400FC46] [00:23]         Above errors were found in :LVLO - Leveled List Entry[00:23]       Above errors were found in :Leveled List Entries[00:23]     Above errors were found in :cobViIngrWyvernScales [LVLI:0600FE9C][00:23]           Reference -> [0400FC45] [00:23]         Above errors were found in :LVLO - Leveled List Entry[00:23]       Above errors were found in :Leveled List Entries[00:23]     Above errors were found in :cobViIngrWyvernHeart [LVLI:0600FE9B]


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mollypop
 
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Post » Sun Dec 05, 2010 5:19 am

Important notice for CBash users! Revision 809 fixes a major bug. FormIDs used in quest conditions weren't being properly resolved due to a copy/paste error. This means that quest conditions could be seriously broken if merged into the patch. Please update to the latest revision and rebuild your patch to be safe.

Linky please! :thumbsup:
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Amanda Furtado
 
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Post » Sat Dec 04, 2010 8:28 pm

It's on the http://sourceforge.net/projects/oblivionworks/, same place as all dev builds have been.
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Juanita Hernandez
 
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Post » Sat Dec 04, 2010 9:13 pm

Revision 809 fixes a major bug. FormIDs used in quest conditions weren't being properly resolved due to a copy/paste error. This means that quest conditions could be seriously broken if merged into the patch. Please update to the latest revision and rebuild your patch to be safe.


Shiny! - Grabbing testing (O_o even shinier 810)

Edit: & @ Wrye Bash team - We have lift off with Bookmarks at last http://www.tesnexus.com/downloads/file.php?id=35230 (exporting PDFs from OpenOffice in Linux has been driving me nuts for a while trying to figure out how the resulting PDF gets bookmarks - Finally figured it out)
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Emily abigail Villarreal
 
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Post » Sun Dec 05, 2010 2:54 am

It's on the http://sourceforge.net/projects/oblivionworks/, same place as all dev builds have been.

Does it need to be compiled or something? Everything I've ever downloaded from there crashes Wrye Bash instantly, including 209.
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Samantha hulme
 
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Post » Sun Dec 05, 2010 12:27 am

No, it doesn't need compiling. Python is an interpreted language...this is a bit simplified, but essentially Python compiles the program as the program runs.

If you have trouble making it work from the svn, just wait for the official release of 291. It should be soon...just have to get in touch with PM and find out what's holding us up.
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Your Mum
 
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Post » Sun Dec 05, 2010 1:53 am

Arthmoor, this is the bug you reported a while back. I became suspicious that most of Baphometal's broken formIDs were in quest conditions, so I started double-checking things. Turns out there was a copy/paste bug that prevented quest conditions from being identified properly.


Ran r810. Nothing out of place, but I just realized why. Apparently the quest delayer merge patch I discovered the problem with is no longer merging those two quests that raised issues. Since it's a filter mod and I don't have all the ESPs it filters for, I can't look in it to verify if the records should still be getting called up.

I went through and categorized the bugs that TES4Edit reported on Baphometal's patch:

Probably not a bug (TES4Edit is likely just complaining, or it is a bug in the original esp/esm):


NULL sound records aren't generally a problem, though they are useless, as there's no point in even having a sound record with no actual sound source.

The "Unused data in:" erros can all be ignored. They're empty fields that the CS generates whenever you save mods that deal with those records.

BTW, it was sort of implied that r809 fixed the ROAD import. It isn't fixed yet, just in case you thought it might be. For the file I linked you with it's not an issue since CBash can merge the contents, but that's obviously not happening in a larger mod that includes one.
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Barbequtie
 
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Post » Sat Dec 04, 2010 6:10 pm

I'd bet it's a copy of obl_default.ini - OBMM also installs it upon its installation if not present

I wish you courage with BP :D

Yes I know now, but only OBMM and Wrye Bash have the timestamp untouched for the "\Oblivion\oblivion_default.ini" when copy it to the game folder.

Anyway thanks utumno. :)
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Gill Mackin
 
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Post » Sun Dec 05, 2010 5:57 am

Ah, sorry if you thought the road importer was fixed.

I've been goofing off with civ4 today, was planning on working more on Bash/CBash tomorrow (hopefully after more bug reports trickle in).
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Destinyscharm
 
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Post » Sun Dec 05, 2010 7:33 am

Question. Recently I tried adding to my load order http://tesnexus.com/downloads/file.php?id=33531.

Usually graphic replacers are a no-brainer to install since I know that I can just tag the .esp with Graphics and merge into the Bashed Patch. I'm much less fearful of dirty edits than with an active mod since I import selectively, and I don't lose an esp slot. (Hopefully Skyrim will have a 65635 mod limit :P)
However in this case the new meshes/textures have a different path than the vanilla ones, and are packed into a bsa. And if I only import Graphics and don't activate the mod, I get missing meshes and textures because the .bsa with the corresponding name (in this case: Alluring Potion Bottles v3.esp --> Alluring Potion Bottles v3.bsa) wasn't loaded.

So, does Bash have a way to get around this and import graphical resources in the bashed patch from inactive mods that have their resources in a bsa? Or is something planned?

In the meanwhile I extracted the resources manually, but it adds unwelcome additional work... ideally for a well-packaged mod like this the workflow should be: drop in bash installers, install, rebuild patch, play.

I don't know much about BSAs and archive invalidation techniques. I guess Wrye Bash could create on-the-fly its own Bashed Patch, 0.bsa and copy stuff into it, but that's a waste of space and processing time unless it's very lightly used. Or maybe Bash could edit the oblivion.ini file to add the BSA to the load list even though its parent mod is deactivated. Thoughts from the pros?
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Matt Gammond
 
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Post » Sat Dec 04, 2010 6:16 pm

Thanks for the link - I may use that mod at some point.

And extract the resources into a bain package (an extra step that would not require tracking and potential mistakes by BAIN).

Another good potion bottle mod is http://tesnexus.com/downloads/file.php?id=25822, which does more than graphics, but the aesthetics go in an opposite direction and the bottle look like what you would brew in the field and not in a refined castle.
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Carolyne Bolt
 
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Post » Sun Dec 05, 2010 3:05 am

@ Waruddar - Nothing new to report here, 810 as per the previous revision is giving no errors with my load order, apart from the missing content message with the same save point at game load (still scratching my head on that one, going to investigate more today and see if I can find the cause), in game everything seems fine. With this revision the bashed patch is exactly the same size as before, so your formid fix has not in my case had any influence on that (What I mean is I believe its working as intended just not making a difference with my load order/import selections/and resulting bashed patch size)

Love all the new tweaks 291 has introduced to the bashed patch build, well worth upgrading to. ( Joins in with teasing PM :poke: :) - Hope the installer is progressing nicely, looking forward to testing the next one )
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Mark Churchman
 
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Post » Sat Dec 04, 2010 7:59 pm

Thanks for the link - I may use that mod at some point.

Thanks for yours :)
And extract the resources into a bain package (an extra step that would not require tracking and potential mistakes by BAIN).

Of course it's what I did, but I'm a bit at a loss as to what to suggest in the future to authors that package their mods like that, to make them easy to use with Bash/BAIN. "Don't neatly put your resources into a BSA, just dump them in a folder so I don't have to activate your mod" ? Usually a BAIN-ready install is friendly also for people who only manually install a few mods, but here a bsa is much better for them. And it's probably better wrt loading times since a normal defrag will ensure that the whole file is on the same place on the disk.

Edit: ^Maybe as a compromise we can suggest that for mods that are pure graphical replacers, i.e. if there's only mergeable/importable content.
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steve brewin
 
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Post » Sat Dec 04, 2010 5:18 pm

alt3rn1ty, it shouldn't affect the file size. The only way to tell if it affected your patch is to either compare the patches in TES4Edit (fastest, easiest), or play the game and notice that something breaks with the old patch but works with the new one.

Gabba, the problem with adding the bsa to the ini file is that there is a character limit (255?), and if the bsa line exceeds that limit then some of the bsa's won't load. This is why one of the patches introduced the ability to load bsa's based on their name. If the first portion of the bsa name matches an active mod, it gets loaded.

So, the easiest solution would be to rename the bsa.

Alluring Potion Bottles v3.bsa -> Oblivion - Alluring Potion Bottles v3.bsa
or
Alluring Potion Bottles v3.bsa -> Bashed Patch, 0 - Alluring Potion Bottles v3.bsa

I'm not sure if Bash should do this renaming automatically though. Bash would have to keep track of the mods that are currently imported, check each imported mod to see if it has an associated bsa, rename the bsa so that it gets loaded, remember what it renamed the bsa to and its original name, and check each active bsa to see if it needs to be renamed back to its original name to disable it. It's doable, but it adds another point of failure to Bash for something that doesn't come up often (this is the first report that I've seen).

My gut response would be for Bash to detect this situation and simply warn the user that it needs to be handled (rename the bsa, extract the resources, etc). The mod user should then let the author know about it so that they can either rename their bsa to something that will always load or extract the bsa and use the loose files instead. Loose files make it possible for BAIN to properly track file conflicts.

Making a custom Bashed Patch.bsa is also technically doable. I think I saw some unused code in Bash for working with bsa files. It'd be even more complicated than the renaming scheme though, so I'd avoid using this approach if possible.

Maybe PM will have another take on this.
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Rowena
 
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Post » Sun Dec 05, 2010 6:58 am

I don't know much about BSAs and archive invalidation techniques. I guess Wrye Bash could create on-the-fly its own Bashed Patch, 0.bsa and copy stuff into it, but that's a waste of space and processing time unless it's very lightly used. Or maybe Bash could edit the oblivion.ini file to add the BSA to the load list even though its parent mod is deactivated. Thoughts from the pros?

Gabba, the problem with adding the bsa to the ini file is that there is a character limit (255?), and if the bsa line exceeds that limit then some of the bsa's won't load. This is why one of the patches introduced the ability to load bsa's based on their name. If the first portion of the bsa name matches an active mod, it gets loaded.

So, the easiest solution would be to rename the bsa.

Alluring Potion Bottles v3.bsa -> Oblivion - Alluring Potion Bottles v3.bsa
or
Alluring Potion Bottles v3.bsa -> Bashed Patch, 0 - Alluring Potion Bottles v3.bsa

That's correct with the 255 character limit in file names (the path included), but I do know that OBMM can rename .bsa file(s) and I've just learn to use the ArchiveInvalidated technique in OBMM which was easy when I followed the readme for Qarl's Texture Pack 3 v1.3 installation.

http://tesnexus.com/downloads/file.php?id=18498
Spoiler
4.
Archive Invalidation
1. Due to a bug in Oblivion, texture replacements such as those included in this mod will not display correctly unless you take some extra steps to force Oblivion to use them. Unfortunately, Oblivion has major problems loading many replacement textures even if you use an ArchiveInvalidation.txt file (which is the current common practice). This topic is far too complex to explain all the whys, hows, and wherefores here, so we'll stick to simple instructions for known solutions that work well at the moment.
2. The best solution at the moment is to use one of Timeslip's excellent utility programs: Oblivion Mod Manager (OBMM version 0.7.10 or later) or BSA Patcher. What OBMM and BSA Patcher do is to sidestep the ArchiveInvalidation problem by making Oblivion think it never had a copy of the textures you are replacing.
3. In other words, these utilities edit your BSA archives so that Oblivion cannot find the original version of files you have replaced, thus forcing it to load the replacements instead of the originals.
4. Download Oblivion Mod Manager
5. OBMM will keep track of which files have been renamed in your BSAs and provides a Remove BSA edits function to rollback any changes it has made to your BSA just in case you don't like the results. You should probably make a backup of your BSA files if you have the space (or a DVD-burner) just in case, but so far nobody has reported any corruption issues.
6. OBMM requires .NET 2.0 to work, so if you can't run .NET 2.0 then you'll need to use BSA Patcher instead.
7. Assuming you have OBMM 0.7.10 or later installed already, and have already installed this mod, the steps you need to take are as follows:
1. Start OBMM.
2. Click Utilities.
3. Select Archive invalidation.
4. Click Directly Edit BSAs.
5. Check Textures.
6. Check Generate archiveinvalidation entries on hash collision.
7. Click the checkbox for autoupdate on exit and/or click Update Now.
8. Close the Archive invalidation popup (click the red X in the upper-left corner).
9. Quit OBMM or click Launch Oblivion.
8. Here's a screenshot of the exact options to use in OBMM 0.7.11:
9.
10. You can try different settings if you want, but these are known to work. You do need to make sure to check the box for Generate archiveinvalidation entries on hash collision, since that setting is critical. Using the above settings in OBMM will take care of everything for you.
11. Download BSA Patcher
12. Another solution is Timeslip's BSA Patcher. Unlike OBMM, BSA Patcher is a command-line application, although you can launch it by double-clicking the executable. BSA Patcher doesn't include as many configuration options as OBMM, but it accomplishes the same tasks and it only requires .NET 1.1, which means it will work for anyone who is unwilling or unable to run .NET 2.0. It will also work with mono, an open-source version of .NET 1.1.
13. The latest version of BSA Patcher (as of this writing) uses the BSA alteration code from OBMM 0.7.10 and, like OBMM, it will automatically generate an ArchiveInvalidation.txt file for you containing only the textures that could not be safely renamed in your BSA files. It includes support for several command-line options, but you can safely ignore them.
14. To use it, place BSAPatch.exe in your \Oblivion\Data\ folder and double-click it once to rename files in your BSA. Run it again to restore them to their original names.
15. NOTE: If you use either OBMM or BSA Patcher, you should not manually alter your ArchiveInvalidation.txt file. Let one of these programs do it for you. No other solutions are recommended.

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Toby Green
 
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Post » Sun Dec 05, 2010 7:19 am

Alluring Potion Bottles v3.bsa -> Bashed Patch, 0 - Alluring Potion Bottles v3.bsa


Last time I tried naming a BSA to fit the bashed patch, it didn't load. I'm not sure why, maybe it doesn't like the comma. I ended up naming it after some other file in my load order and the trick worked fine.
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suzan
 
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Post » Sun Dec 05, 2010 6:20 am

That's correct with the 255 character limit in file names (the path included), but I do know that OBMM can rename .bsa file(s) and I've just learn to use the ArchiveInvalidated technique in OBMM which was easy when I followed the readme for Qarl's Texture Pack 3 v1.3 installation.

While that technique does work, it isn't recommended. http://www.tesnexus.com/downloads/file.php?id=10724 solved the problem much more elegantly using bsa redirection and doesn't require updating the invalidation after your mod use changes. Here's a good http://devnull.sweetdanger.net/archiveinvalidation.html of the various archive invalidation techniques.

Bash directly supports the bsa redirection technique so that you don't have to download the above file. Right-click on the Installers tab header and enable "BSA Redirection"

OBMM also supports the bsa redirection technique, but I don't remember the steps to activate it.

Last time I tried naming a BSA to fit the bashed patch, it didn't load. I'm not sure why, maybe it doesn't like the comma. I ended up naming it after some other file in my load order and the trick worked fine.

Wouldn't surprise me. So yeah, that adds another kink.
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Strawberry
 
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Post » Sun Dec 05, 2010 7:41 am

Trying to make a Bashed Patch, which it turns out, isn't that easy. I tried following TESIV: Positive, which says that all "import" boxes should be safe to check. So I did, and all the names of items got corrupted. Turns out it's because of one of the checkboxes in the "Import Names", specifically "Rational_Names.csv". This isn't mentioned at all on Positive, so I'm kind of wary of the site's advice about the Bashed Patch. What I did was, I checked every checkbox in all of the "Import" categories, except I removed ANYTHING that said ".csv" (Guard_Names, Rational_Names and to avoid similar incidents. I also checked "leveled lists" and "merge patches". I started up my game, and it seems fine, no weird item names or anything. Did I build the patch correctly, or will I run into problems further down the road? Here's my mod list from OBMM:

Oblivion.esm
All Natural Base.esm
Oscuro's_Oblivion_Overhaul.esm
Unofficial Oblivion Patch.esp
DLCShiveringIsles.esp
Unofficial Shivering Isles Patch.esp
All Natural.esp
All Natural - SI.esp
Enhanced Water v2.0 HD.esp
Storms & Sound.esp
All Natural - Real Lights.esp
WindowLightingSystem.esp
Book Jackets Oblivion.esp
ChaseCameraMod.esp
ImprovedSigns.esp
Map Marker Overhaul.esp
Map Marker Overhaul - SI additions.esp
DLCHorseArmor.esp
DLCHorseArmor - Unofficial Patch.esp
DLCOrrery.esp
DLCOrrery - Unofficial Patch.esp
DLCVileLair.esp
DLCVileLair - Unofficial Patch.esp
DLCMehrunesRazor.esp
DLCMehrunesRazor - Unofficial Patch.esp
DLCSpellTomes.esp
DLCThievesDen.esp
DLCThievesDen - Unofficial Patch.esp
DLCThievesDen - Unofficial Patch - SSSB.esp
Oscuro's_Oblivion_Overhaul.esp
OOO-No_Guild_Ownership.esp
OMOBS Optional Combat Settings.esp
DLCBattlehornCastle.esp
DLCBattlehornCastle - Unofficial Patch.esp
DLCFrostcrag.esp
DLCFrostcrag - Unofficial Patch.esp
Knights.esp
Knights - Unofficial Patch.esp
xuldarkforest.esp
xulStendarrValley.esp
xulTheHeath.esp
XulEntiusGorge.esp
xulFallenleafEverglade.esp
xulColovianHighlands_EV.esp
xulChorrolHinterland.esp
xulBeachesOfCyrodiilLostCoast.esp
xulBravilBarrowfields.esp
xulLushWoodlands.esp
xulAncientYews.esp
xulAncientRedwoods.esp
xulCloudtopMountains.esp
xulArriusCreek.esp
xulPatch_AY_AC.esp
xulRollingHills_EV_withoutWheat.esp
xulPantherRiver.esp
xulRiverEthe.esp
xulBrenaRiverRavine.esp
xulImperialIsle.esp
xulBlackwoodForest.esp
xulCheydinhalFalls.esp
xulAspenWood.esp
xulSkingradOutskirts.esp
xulSnowdale.esp
Oblivion XP.esp
IDKRRR_C_race_closed_mouth_version.esp
Chocolate Elves.esp
Bashed Patch, 0.esp
SWalk.esp
User avatar
BaNK.RoLL
 
Posts: 3451
Joined: Sun Nov 18, 2007 3:55 pm

Post » Sun Dec 05, 2010 6:39 am

Last time I tried naming a BSA to fit the bashed patch, it didn't load. I'm not sure why, maybe it doesn't like the comma. I ended up naming it after some other file in my load order and the trick worked fine.


I always just name them DLCShiveringIsles - xxx.esp in these cases. Seems to always work for me.
User avatar
Theodore Walling
 
Posts: 3420
Joined: Sat Jun 02, 2007 12:48 pm

Post » Sun Dec 05, 2010 6:56 am

Trying to make a Bashed Patch, which it turns out, isn't that easy. I tried following TESIV: Positive, which says that all "import" boxes should be safe to check. So I did, and all the names of items got corrupted. Turns out it's because of one of the checkboxes in the "Import Names", specifically "Rational_Names.csv". This isn't mentioned at all on Positive, so I'm kind of wary of the site's advice about the Bashed Patch. What I did was, I checked every checkbox in all of the "Import" categories, except I removed ANYTHING that said ".csv" (Guard_Names, Rational_Names and to avoid similar incidents. I also checked "leveled lists" and "merge patches". I started up my game, and it seems fine, no weird item names or anything. Did I build the patch correctly, or will I run into problems further down the road? Here's my mod list from OBMM:


Aah dammit, I will need to do an update too - Forgot to mention people should be wary of selecting only names patchers for mods they actually have installed.

From the Wrye Bash.html ...

Import Names
? Overview
This component is intended to merge changes from a renamer mod (e.g., Rational Names) or file into other mods. It will also (to a small degree) handle localization of foreign language mods. An example of a renamer mod is Rational Names.
? Configuration:
? Source mods are automatically recognized if they have a Names tag in the mod description.
? Source text files are automatically recognized if they are in the Oblivion\Data\Bash Patches directory and end with Names.csv. Note that the Export/Import Names command will export files in this format.
? Limitations:
? Handles most named objects types (except lights). Does not handle GMSTs, cells, landmarks or dialogs. If source mods is fully covered (no GMSTs, cells, etc.) then it does not need to be loaded after merging.
? Guard Names
? A names patcher file that covers guards, legion soldiers, couriers, and a few other generically named characters and creatures from both Oblivion and Oscuro's Oblivion Overhaul. ; * This is based on Flak's Complete Names Project. However, ranks have been strongly tweaked from Flak's version and OOO names have been added.
? %ModName% Names
? A names patcher file that names/renames NPCs etc. in specified mod.
? Authors: Crowded Roads Revamped ~ Spotty42, Crowded Roads Revisited ~ Smooth
? Rational Names
? A names patcher file for Rational Names is included. This includes all of the name changes of the Rational Names 2 mod (but not the GMST settings for soul gem strings). It also includes additional name changes to cover Shivering Isles, Oscuro's Oblivion Overhaul and a few more mods.
? Note that it is best not to edit this file directly since it is included in the Bash distribution. Instead, duplicate and edit as desired.

guppgupp try my guide linked below, but obviously avoid the csv files causing your problems (will ammend that soon)

Edit: Wrye Bash Pictorial Guide Update 7.1 being uploaded at time of this edit. Just the Basics Guide PDF, Complete JPG collection and the images next are being updated to include the new Screen 6 of Basics.
User avatar
Taylor Bakos
 
Posts: 3408
Joined: Mon Jan 15, 2007 12:05 am

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