[RELZ] Wrye Bash -- Thead 60

Post » Tue May 03, 2011 4:14 am

Importing faces imports hair as well - this has been the standard.


BTW, I just used the latest installer and it is working well. I like this 291 release a lot - WB does not crash as before when managing a huge list of mods in the installers tab. I have a question, I wish to use the option "bEnableUnicode=True" for UTF names, in the bash.ini. I'm going to get wxPython unicode. Any known caveats before runing away and test it out?
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Jason White
 
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Post » Mon May 02, 2011 7:08 pm

Certainly could be it. Did you have Mayu's Animation Overhaul installed?

No, I did not. The box was checked by default by Wrye Bash. I assumed that anything that was checked by default was a built in feature. I guess I suspected that particular checkbox from the start. I should have trusted my instincts and de-selected it from the beginning.
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Austin England
 
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Post » Tue May 03, 2011 3:27 am

Importing faces imports hair as well - this has been the standard.


BTW, I just used the latest installer and it is working well. I like this 291 release a lot - WB does not crash as before when managing a huge list of mods in the installers tab. I have a question, I wish to use the option "bEnableUnicode=True" for UTF names, in the bash.ini. I'm going to get wxPython unicode. Any known caveats before runing away and test it out?



Thanks Ulrim. I guess what I'm asking is... Is there a way to "get around" this standard and ONLY import the faces?
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:)Colleenn
 
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Post » Mon May 02, 2011 11:30 pm

Thanks Ulrim. I guess what I'm asking is... Is there a way to "get around" this standard and ONLY import the faces?


Import NPC Faces

? Overview

This patcher component will extract the face, hair and eyes data from an NPC face modifying mod (which is to say any/all of the Tamriel NPCs Revamped mods), and add it to the patch, merging it over any changes to those same NPCs from other mods.

? Configuration

? Source mods are automatically recognized if their mod name starts with TNR or the mod has a NpcFaces or NpcFacesForceFullImport tag in the mod description.

? Note that since there is a now a TNR All Races mod, you may wish to discard (or at least uncheck) any previous TNR mods you have.

? If tagged with NpcFaces only changed face subrecords will be imported into the patch; this will get changes from more esps at once - like hair from mod 1 and facial changes from mod 2 however depending on the exact changes the results may not look good though.

? If tagged with NpcFacesForceFullImport all the npc facial subrecords will be imported whether they are changed or not.

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Kristina Campbell
 
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Post » Mon May 02, 2011 7:15 pm

Please forgive me for reporting what is likely a well known issue concerning Quest Award Leveller - Knights of the Nine.esp.

Since I first began building Bashed-Patches mid 2010 this build error appears in Patch readmes:

Load Error Mods
The following mods had load errors and were skipped while building the patch. Most likely this problem is due to a badly formatted mod. For more info, see Bashed Patch: Error Messages.

? Quest Award Leveller - Knights of the Nine.esp

It doesn't seem to affect game stability or playability so I've ignored it all this time. But if there's a fix I'd like to implement it. Is there?

Thanks in advance!

-Decrepit-
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Stacy Hope
 
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Post » Mon May 02, 2011 6:21 pm

? If tagged with NpcFacesForceFullImport all the npc facial subrecords will be imported whether they are changed or not.

I asked this before but never got an answer - does NpcFacesForceFullImport still import non-facial records, such as hair and eyes? If it doesn't it would imply that both tags should be used if you want hair, eyes and all facial sub-records imported.

Any comments or answers on this?

Please forgive me for reporting what is likely a well known issue concerning Quest Award Leveller - Knights of the Nine.esp.

Since I first began building Bashed-Patches mid 2010 this build error appears in Patch readmes:


It doesn't seem to affect game stability or playability so I've ignored it all this time. But if there's a fix I'd like to implement it. Is there?

Thanks in advance!

-Decrepit-

I've had this p[roblem on occasion and what is recommeded is to open the ESP in CS and then save, which should correct the problem.

On one occasion this works perfectly and on another, it did not - so worth a try :)
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Meghan Terry
 
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Post » Tue May 03, 2011 8:47 am

Is it possible through Wrye Bash (or BAIN) to "track" the conflicts of any individual file that I specify? (instead of rummaging through the conflicts in the BAIN window trying to find the file you're looking for)
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stephanie eastwood
 
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Post » Tue May 03, 2011 8:52 am

concerning Quest Award Leveller - Knights of the Nine.esp.


Are you using the fixed quest award leveler? The one I use is http://www.tesnexus.com/downloads/file.php?id=13536.


I asked this before but never got an answer - does NpcFacesForceFullImport still import non-facial records, such as hair and eyes? If it doesn't it would imply that both tags should be used if you want hair, eyes and all facial sub-records imported.


Maybe I did not understand your question. It is all explained in the Wrye Bash official help file.

Bash Tags:

NpcFaces: only changed face subrecords will be imported into the patch.
NpcFacesForceFullImport: will extract the face, hair and eyes data from an NPC face modifying mod.

however, if you want to import new hair or eyes, you have to include these race record tags:

Eyes: Mod contributes eyes (Race Records).
Hair: Mod contributes hair styles (Race Records).

There, I just did your homework. Is it not working right?
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Dominic Vaughan
 
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Post » Tue May 03, 2011 6:34 am

Maybe I did not understand your question. It is all explained in the Wrye Bash official help file.

Bash Tags:

NpcFaces: only changed face subrecords will be imported into the patch.
NpcFacesForceFullImport: will extract the face, hair and eyes data from an NPC face modifying mod.

however, if you want to import new hair or eyes, you have to include these race record tags:

Eyes: Mod contributes eyes (Race Records).
Hair: Mod contributes hair styles (Race Records).

There, I just did your homework. Is it not working right?

Actually, that is not what it says...

Import NPC Faces
? Overview

This patcher component will extract the face, hair and eyes data from an NPC face modifying mod (which is to say any/all of the Tamriel NPCs Revamped mods), and add it to the patch, merging it over any changes to those same NPCs from other mods.

? Configuration
? Source mods are automatically recognized if their mod name starts with TNR or the mod has a NpcFaces or NpcFacesForceFullImport tag in the mod description.
? Note that since there is a now a TNR All Races mod, you may wish to discard (or at least uncheck) any previous TNR mods you have.
? If tagged with NpcFaces only changed face subrecords will be imported into the patch; this will get changes from more esps at once - like hair from mod 1 and facial changes from mod 2 however depending on the exact changes the results may not look good though.
? If tagged with NpcFacesForceFullImport all the npc facial subrecords will be imported whether they are changed or not.


So I am still unsure how the two tags actually behave - from my previous post..

I have just been re-reading the Help on NpcFaces and NpcFacesForceFullImport and, as a result, wish to confirm that my understanding is correct.

  • Mods tagged with NpcFaces will merge face, hair and eyes data from NPC entries
  • Mods tagged with NpcFacesForceFullImport will only import Face data NPC entries and will not merge changes made by more than one mod
  • Mods tagged with both NpcFaces and NpcFacesForceFullImport will merge hair and eyes data and import Face data without merging

Based on this understanding, I should tag mods like TNR, Beautiful People, etc with both tags to get the best result - is this correct?

If my understanding is correct, I can get rid of my modified versions of various mods - basically deleted conflicting records to avoid merged results and minimise strange looking faces.

Many thanks for any help and clarification.

Unless I am totally misunderstaning everything (which is quite possible), I would really like to hear some clarification on this.
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Alberto Aguilera
 
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Post » Tue May 03, 2011 5:32 am

Now ive read most of the readme and tinkered around with making a Bashed Patch but what exactly does creating a Bashed Patch do and why does it help clean up modded games?
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..xX Vin Xx..
 
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Post » Tue May 03, 2011 1:06 am

It basically merges the changes various mods make according to directions. These "directions" are specified by the use of tags (called Bash tags). If you build a bash patch and then look at it with something like TES4Edit, you'll see that each record is made up of elements from the various mods you have loaded. When you build the bash patch it also looks at your load order and determines a "winner" and that along with the tags, allows it to resolve conflicts by importing the appropriate records into the patch. That's why a bash patch should be loaded last, or close to last. It basically lets you pick and choose which elements from various mods are actually implemented. You don't need to worry about most of this though. If you use BOSS to sort your load order, BOSS will also add the bash tags and take care of most of the work for you.
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Nana Samboy
 
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Post » Mon May 02, 2011 8:53 pm

So what does merging the mods at the start of the patching process do? Also how can i be sure im selecting the correct components when rebuilding a patch?
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SUck MYdIck
 
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Post » Tue May 03, 2011 4:52 am

Have a look at this http://www.tesnexus.com/downloads/file.php?id=35230. It will explain the options when building a patch. Basically WB builds a complete record by taking elements from the mods you have loaded. When you modify something in the CS, the record will be made up of extra elements that aren't required. Those extra elements might override changes that you want from another mod. We know the bits and pieces that we want to grab from each mod, so we've created Bash tags to specify the elements we want. WB combines those elements into a complete record. Don't worry about the technical details. :)
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Janeth Valenzuela Castelo
 
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Post » Mon May 02, 2011 7:23 pm

Is it possible through Wrye Bash (or BAIN) to "track" the conflicts of any individual file that I specify? (instead of rummaging through the conflicts in the BAIN window trying to find the file you're looking for)

This is on my list. There is going to be a new "file details" window that will show information like this for the currently selected file.
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Dragonz Dancer
 
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Post » Mon May 02, 2011 9:03 pm

I asked this before but never got an answer - does NpcFacesForceFullImport still import non-facial records, such as hair and eyes? If it doesn't it would imply that both tags should be used if you want hair, eyes and all facial sub-records imported.

Any comments or answers on this?


I've had this p[roblem on occasion and what is recommeded is to open the ESP in CS and then save, which should correct the problem.

On one occasion this works perfectly and on another, it did not - so worth a try :)




Well, I've tried both NpcFaces and NpcFacesForceFullImport, and both seem to do the same. Both will import facial settings AND whatever hair was set for an NPC. I was hoping to find a way to import the face but not the hair settings, but it does not look like that is possible. It would seem it is all or nothing. :(
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Rude_Bitch_420
 
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Post » Mon May 02, 2011 8:52 pm

Well, I've tried both NpcFaces and NpcFacesForceFullImport, and both seem to do the same. Both will import facial settings AND whatever hair was set for an NPC. I was hoping to find a way to import the face but not the hair settings, but it does not look like that is possible. It would seem it is all or nothing. :(

Thanks for the definitive answer - much appreciated.

I too was hoping that NpcFacesForceFullImport would only do the face records.
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Ilona Neumann
 
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Post » Tue May 03, 2011 6:49 am

This is on my list. There is going to be a new "file details" window that will show information like this for the currently selected file.


So someone is working on the next version. That's good. Seemed like nobody's been around for this past week who is, and I thought it might be a time-out period. We all need breaks, after all.

That being the case, what about adding the IAllyHitAllowed number to Tweak Settings in the Bashed Patch? The default's 4 or 5. I use several companions, along with Mart's, and there are a number of pitched battles where in-fighting becomes almost as bad as the scheduled combat. ("Hey, orc berserker, here! What about trying to kill me?") Putting in settings of 10, or even 15, sounds good. And it would save on using a mod to achieve the same purpose.

I think it's a reasonable question. I've posted it twice, and I'd just like to know if it's something that can be done and might be. :)
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Joe Bonney
 
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Post » Mon May 02, 2011 9:11 pm

This may have already been reported but I seem to have issues with auto ghosting happening even when not selected.

Generally I leave it off when I don't plan to play Oblivion so that the next time I open bash of run boss things are OK, but with 291 everytime I open bash the mergables are already ghosted and I check the mod header context menu and it does not show auto ghosting as active.

If I select that then unselect it fixes itself. Not major but a bit of a pain and I don't think intentional.

==================

Also what does this error mean:
Traceback (most recent call last):  File "I:\Games\Oblivion\Mopy\basher.py", line 5307, in Execute    patchFile.buildPatch(log,SubProgress(progress,0.8,0.9))#no speeding needed/really possible (less than 1/4 second even with large LO)  File "I:\Games\Oblivion\Mopy\bosh.py", line 17162, in buildPatch    patcher.buildPatch(log,SubProgress(subProgress,index))  File "I:\Games\Oblivion\Mopy\bosh.py", line 30236, in buildPatch    blueEyeMesh = eye_mesh[(GPath('Oblivion.esm'),0x27308)]KeyError: (bolt.Path('Oblivion.esm'), 160520)
Is it a missing eye mesh?

I got this when trying to build a very gimped bashed patch for Nehrim. http://www.tesnexus.com/downloads/file.php?id=36437 was the cause of the error (though dammit it bashed without issue before). It comes in two varieties - one that makes all vanilla Oblivion races playable and one that just adds the bodies to the Nehrim races. It is the latter I'm using. The error only occurs when importing race tags on that mod - regular merging and all is ok.
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Susan
 
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Post » Mon May 02, 2011 8:39 pm

So someone is working on the next version. That's good. Seemed like nobody's been around for this past week who is, and I thought it might be a time-out period. We all need breaks, after all.

I'm actually working on something that probably won't appear for a few versions yet. PacificMorrowind does most of the real magic 'round here, and he's been a bit busy recently.

That being the case, what about adding the IAllyHitAllowed number to Tweak Settings in the Bashed Patch?
...
I think it's a reasonable question. I've posted it twice, and I'd just like to know if it's something that can be done and might be. :)

It certainly is reasonable, but to make it easier on the devs, it helps to create a feature request item at the Wrye Bash SourceForge page: https://sourceforge.net/tracker/?group_id=284958&atid=1207904.
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Shirley BEltran
 
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Post » Tue May 03, 2011 8:50 am

I'm currently getting into oblivion again, got a new comp etc, and would love to use bash too.

I'm on win7x64 though, and for some reason bash won't install properly. I've tried all I could find in the readme, and all the vista advises too, but can't get it to work. Is there a guide for win7x64? could someone point me in the right direction?

tnx
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Monika
 
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Post » Mon May 02, 2011 7:44 pm

I'm currently getting into oblivion again, got a new comp etc, and would love to use bash too.

I'm on win7x64 though, and for some reason bash won't install properly. I've tried all I could find in the readme, and all the vista advises too, but can't get it to work. Is there a guide for win7x64? could someone point me in the right direction?

tnx

Don't know if this applies in your case, but...

...make sure you don't/didn't install Oblivion into the default Program Files directory. Neither Viista or Win7 play nice with that location. Install the game elsewhere, either to another partition/drive or some place like C:\Games\....

-Decrepit-
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SWagg KId
 
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Post » Mon May 02, 2011 6:19 pm

Also I've heard from a few folks that try to install all the python stuff by hand that they couldn't get it to work.

If you did then uninstall and use the Wrye Python 03a installer.

otherwise more info is needed.
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Monika Fiolek
 
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Post » Mon May 02, 2011 11:54 pm

Don't know if this applies in your case, but...

...make sure you don't/didn't install Oblivion into the default Program Files directory. Neither Viista or Win7 play nice with that location. Install the game elsewhere, either to another partition/drive or some place like C:\Games\....

-Decrepit-

I just use the default locations and turn off UAC. Never had a problem.
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Jacob Phillips
 
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Post » Mon May 02, 2011 11:27 pm

I'm not aware of Win 7/64 being any differant than any other version other than UAC conflicts with the Program Files directory... :shrug:
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Bigze Stacks
 
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Post » Tue May 03, 2011 4:58 am

I'm currently getting into oblivion again, got a new comp etc, and would love to use bash too.

I'm on win7x64 though, and for some reason bash won't install properly. I've tried all I could find in the readme, and all the vista advises too, but can't get it to work. Is there a guide for win7x64? could someone point me in the right direction?

tnx


I actually had a lot of trouble getting this working too. It was a lot of fiddling around and I finally managed to get it to work. I remember that I had to run the installers as administrator (actually select run as administrator) so that the system menus would get updated. Also don't install to program files. Lastly I remember I had to temporarily turn off UAC - but I was able to turn it back on again when I was done. I don't know why I had so much trouble with this - I think part of it was that I was trying to get Blender and Nifskope to play along when I was doing it, so that caused some issues with Python.
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Marie Maillos
 
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