Wrye Bash -- Thread 67

Post » Wed May 18, 2011 8:44 pm

Continuing from the http://www.gamesas.com/index.php?showtopic=1191492...

Wrye Bash is a mod management tool for Oblivion. It 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.

Download: http://tesnexus.com/downloads/file.php?id=22368

Documentation:
  • http://oblivionworks.svn.sourceforge.net/viewvc/oblivionworks/Programs/Wrye%20Bash/Mopy/Wrye%20Bash.html (also included in the download as "Wrye Bash.html" in the Mopy folder)
  • http://www.uesp.net/wiki/Tes4Mod:Wrye_Bash
  • alt3rn1ty's http://www.tesnexus.com/downloads/file.php?id=35230
  • Waruddar's Bashed Patch option reference (see bottom of this post)

Screenshots:
  • http://oblivionworks.svn.sourceforge.net/viewvc/oblivionworks/Programs/Wrye%20Bash/screenshots/building_bashed_patch_1.png http://oblivionworks.svn.sourceforge.net/viewvc/oblivionworks/Programs/Wrye%20Bash/screenshots/building_bashed_patch_2.png http://oblivionworks.svn.sourceforge.net/viewvc/oblivionworks/Programs/Wrye%20Bash/screenshots/building_bashed_patch_3.png
  • http://oblivionworks.svn.sourceforge.net/viewvc/oblivionworks/Programs/Wrye%20Bash/screenshots/installers_tab.png http://oblivionworks.svn.sourceforge.net/viewvc/oblivionworks/Programs/Wrye%20Bash/screenshots/installers_tab_conflicts.png
  • http://oblivionworks.svn.sourceforge.net/viewvc/oblivionworks/Programs/Wrye%20Bash/screenshots/mods_tab.png http://oblivionworks.svn.sourceforge.net/viewvc/oblivionworks/Programs/Wrye%20Bash/screenshots/saves_tab.png http://oblivionworks.svn.sourceforge.net/viewvc/oblivionworks/Programs/Wrye%20Bash/screenshots/ini_edits_tab.png http://oblivionworks.svn.sourceforge.net/viewvc/oblivionworks/Programs/Wrye%20Bash/screenshots/screenshots_tab.png

Requirements:
  • It's easiest to just download the WryePython03a package from http://tesnexus.com/downloads/file.php?id=22368 | http://www.fliggerty.com/phpBB3/viewtopic.php?f=54&t=4233
  • If you want to do things manually:
    Spoiler
    • Python 2.5:
      • http://www.python.org/ftp/python/2.5.4/python-2.5.4.msi
      • http://downloads.sourceforge.net/wxpython/wxPython2.8-win32-ansi-2.8.11.0-py25.exe
      • http://sourceforge.net/projects/comtypes/files/comtypes/0.6.2/comtypes-0.6.2.win32.exe/download *included in Wrye Python 03a
      • http://sourceforge.net/projects/psyco/files/psyco/1.6/psyco-1.6.win32-py25.exe/download (optional)
      • http://sourceforge.net/projects/pywin32/files/pywin32/Build216/pywin32-216.win32-py2.5.exe/download
    • Python 2.6: *included in Wrye Python 03a (With the exception of wxPython 2.8.12.0 ansi - 03a includes 2.8.11.0)
      • http://www.python.org/ftp/python/2.6.6/python-2.6.6.msi
      • http://sourceforge.net/projects/wxpython/files/wxPython/2.8.12.0/wxPython2.8-win32-ansi-2.8.12.0-py26.exe
      • http://sourceforge.net/projects/comtypes/files/comtypes/0.6.2/comtypes-0.6.2.win32.exe/download
      • http://www.voidspace.org.uk/downloads/psyco-1.6.win32-py2.6.zip (optional)
      • http://sourceforge.net/projects/pywin32/files/pywin32/Build216/pywin32-216.win32-py2.6.exe/download
    • Python 2.7:
      • http://www.python.org/ftp/python/2.7.1/python-2.7.1.msi
      • http://sourceforge.net/projects/wxpython/files/wxPython/2.8.12.0/wxPython2.8-win32-ansi-2.8.12.0-py27.exe
      • http://sourceforge.net/projects/comtypes/files/comtypes/0.6.2/comtypes-0.6.2.win32.exe/download *included in Wrye Python 03a
      • http://sourceforge.net/projects/pywin32/files/pywin32/Build216/pywin32-216.win32-py2.7.exe/download
    • Python 3.x: NOT Supported
    • Other setups _may_work_, but these are probably the most widely used and tested.
  • If you're trying out the new Beta Standalone versions, you don't need any of the Python components, however you may need the http://www.microsoft.com/downloads/en/confirmation.aspx?familyid=ba9257ca-337f-4b40-8c14-157cfdffee4e&displaylang=en, although this could change in the future (it is beta after all).

Development: The project is hosted at https://sourceforge.net/projects/oblivionworks/develop. Want a feature? Request it https://sourceforge.net/tracker/?group_id=284958&atid=1207904! Want to get involved? Patches are welcome https://sourceforge.net/tracker/?group_id=284958&atid=1207903! Feeling brave? SVN versions are often half working, have serious problems, or Just Don't Work™! If you know what you're doing and still want to help us test new features and track down bugs, download the SVN http://oblivionworks.svn.sourceforge.net/viewvc/oblivionworks/Programs/Wrye%20Bash/?view=tar!

Installation:
  • If you are installing for the first time, make sure you have installed WryePython03a package from http://tesnexus.com/downloads/file.php?id=22368
  • Then just download and run the installer for the most recent release. You can upgrade this way too.
  • For manual installations/upgrades, download the archive version and extract in your Oblivion game folder (so that the Mopy directory appears in the Oblivion directory)
  • For WBSA (Wrye Bash StandAlone) versions, no Python components are required, but remember it is a beta and there are currently issues (see the section under Reporting Bugs.)

Reporting Bugs:
  • Try to give us enough information to diagnose your problem. The following is useful information for us:
    Spoiler
    • What are all the symptoms? Be sure to include what you did (step-by-step is helpful), what you expected, and what happened.
    • If Oblivion isn't installed in the default location, where is it installed?
    • What version of the python components are installed?
      • Python
      • wxPython
      • ComTypes
      • psyco
      • PyWin32

    • What version of Windows are you using? Is UAC enabled?
    • Is CBash enabled? If so, what version is displayed?
    • What version of Wrye Bash are you using? If you're using the SVN, be sure to include the revision number.
    • Are you using a bash.ini? If so, include its contents (in spoiler tags, please!)
  • If you're using the WBSA, things are a bit trickier. There are currently a few known issues:
    • Wrye Bash wont work correctly if you launch it from the command line (DOS). Always launch by double clicking the exe or a shortcut to it.
    • Due to issue #1, no debug mode is available. Some errors that happen will still be printed either to a "Wrye Bash.exe.txt" file, or to the "stdout/stderr" window that shows up with errors sometimes.
    • There may be plenty more...just think of them as "undocumented features"
  • If you think you've found an error in the WBSA, be sure to uninstall ALL python components and test it again first, to be sure we get an accurate report. Having python installed can sometimes trick the WBSA into thinking that it has all of the files it requires, even if it really doesn't.

Linking:
  • If you'd like to link to Bash from somewhere else, please do! But be sure to link to either http://tesnexus.com/downloads/file.php?id=22368 or http://sourceforge.net/projects/oblivionworks/. Don't link to the actual Bash zip file, since that changes fairly frequently.

Bain
  • Install/uninstall mods from zip, 7z, rar, etc., or just from a directory of uncompressed files. No OMODs required!

Bashed Patches
Get more mods working together than you ever thought possible! Customize the game to your liking!
  • Merge leveled lists
  • Merge TNR faces over other changes to npcs
  • Merge race eye/hair/body/voice changes over other changes to races
  • Merge entire mods into the bashed patch, allowing mods beyond the 255 plugin limit
  • Tweak clothes: Show amulets with robes, zero weight rings and amulets, etc.
  • Tweak global settings

Repair/Edit Stuff
  • Repair frozen animations
  • Repair missing hair CTD bug
  • Remove spells from spell list
  • Rename created spells and enchanted items
  • Remove savegame bloating (one use of this reduced a 158 Mb save 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, and Screenshot Management
  • Auto-Ghost mods to reduce http://www.gamesas.com/index.php?showtopic=941296.
  • View, delete, batch rename, duplicate, open, etc.
  • Save Profiles: Have different sets of saves for different npcs with different loadlists, etc.
  • Readme Browser: Quickly view readme of currently selected mod.
  • Quick/Autoswap between SI and pre-SI versions of Oblivion.esm.
  • Launch Oblivion and TESCS (with or without OBSE).

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
  • Archive Invalidation (now supports BSA-alteration BSA-redirection method)
  • 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)


Fallout 3:
  • TheLORDofDOOM has taken on making a FO3 version, Wrye4Fallout3... and
    here's the first little bit of it (not all translated to account for FO3 but it's showing promise). And another, a bit further along, by Valda called http://www.gamesas.com/index.php?showtopic=1102449.

Other news:
  • There is now a listserve for the svn and bug/request/patch/support trackers; if you want to get emails whenever changes to those items happen just join over https://lists.sourceforge.net/lists/listinfo/oblivionworks-committers. You can also use it for support requests/questions if you desire.

Latest Version:
=== 291 [22/1/2011] [Gaticus,Gratis_monsta,Lojack,myk002,PacificMorrowind,Smooth,Spotty42,Waruddar]
Spoiler

=== 291 [22/1/2011] [Gaticus,Gratis_monsta,Lojack,myk002,PacificMorrowind,Smooth,Spotty42,Waruddar]
  • Bashed Patch:
    • typo fix for Actor Strength Encumbrance Multiplier (Multifier -> Multiplier).
    • Tweak Actors:
      • Quiet Feet patcher added.
      • Irresponsible Creatures tweaker added (thanks to Joben for the idea).

    • Tweak Assorted:
      • another skip added to All Clothes Playable patcher
      • Script Effect Silencer added.
      • Default Icons tweaker added.

    • Import Names
      • Crowded Roads Revisited NPC names csv file added (contributed by Smooth)
      • Crowded Roads Revamped NPC names csv file added (contributed by Spotty42)
      • Crowded Roads Revisited NPC names alternate csv file added (contributed by Gratis_monsta)
      • Crowded Cities 30/15 NPC names csv file added (contributed by Gratis_monsta)
      • Crowded Cities 30/15 NPC names alternate csv file added (contributed by Gratis_monsta)
      • PT_RoamingNPCs names csv file added (contributed by Gratis_monsta)
      • TamrielTravellers/SITamrielTravellers NPC names csv file added (contributed by Gratis_monsta)

    • Race Patcher: skips adjusting eyes instead of fatal error with races that have either left or right eyes unset (or both).

  • BAIN:
    • fix so that the end of the display of the number of packages does not get cut off.
    • Read-Only files in installers (or in Data on uninstall) will no longer throw errors (automatically converted to non-ReadOnly).
    • Subpackages are recognized if they have a broader range of folders\files in them (i.e. no more need to include a dummy texture to force subpackages to be recognized in some instances).
    • Fixed 'Open at TesNexus' to work with the new format (still works with the old format ofc)
    • Delete Project will no longer fail if there are Read-Only files in the Project; they are set to Write access first.
    • New keyboard shortcuts added:
      • Enter: Open archive/project.
      • F2: Rename archive/project.

    • New ini option for (extra) 7z compression arguments - if set and has the solid specification will not prompt for solid details on archive creation.
    • 3 new skip options: Skip Lod Meshes, Skip Lod Normals and Skip Lod Textures.
    • 7z dll/exe updated to version 9.20
    • New Option to enable installation of OBSE Plugin dlls with large warning.
      . Also main menu options for import/export of the dll installation permissions.
    • hackish fix for errors emptying temp - try twice since it'll usually work the second time when it fails the first with a "Windows Error".
    • new 'Open at Planet Elderscrolls' menu item.
    • new 'Open at Google' menu item
    • all Open at
    • menu items moved into 'Open At' submenu.
    • added .001 as a valid read extension - as in BAIN now supports multipart archives.
    • slow double click renames packages (on an default windows installation that is two clicks at least 1/2 second apart and at most 2 second aparts).
    • fix for an couple at exit crash bug.
    • Installers panel now allows dropping files onto it, giving the option of copying or moving the files.
    • Esp/ms can now be renamed via the Esp/m Filter box (just right click them).
    • Changed the rename installer dialog for in place renaming.
    • Moved the 'enter' pressed detection so it doesn't get activated after pressing enter in other dialogs.
    • Widgets on installers tab made resizable (contributed by myk002).

  • BAIN Wizards:
    • packages may now have a 'Wizard Images' directory that won't be installed but may contain images for use with the wizard
    • added ability to use default images located in the 'Mopy\Wizard Images' directory
      • Example: If you use 'Wizard Images\Yes.jpg'[list]
      • BAIN Wizards first checks if it exists in your package. If it does, it uses that and stops looking.
      • Then BAIN Wizards then checks to see if it exists in 'Mopy\Wizard Images'. If it does, it uses that and stops looking.

  • 3 new Wizard functions
    • RenameEspm "original name" "new name".
    • ResetEspmName "original name".
    • ResetAllEspmNames.

[*] Saves Tab:
  • Rename Save(s) command added (in the saves menu->file).
  • Re-number Save(s) command added (in the saves menu->file).
  • Rename Player command added.

[*] General:
  • fix for launcher code which prevented launching in some cases (contributed by myk002)
  • fix for move/copy saves so that Default is not selectable if already in Default profile.
  • fix for launcher code to avoid a rare instance in which is was possible for multiple instances to be launched (contributed by Gaticus)
  • Refresh mergeables is now run on CBash Enable/Disable and Version upgrade/downgrade.
  • Backup/Restore settings options added (contributed by Gaticus)
  • Updated BOSS Launcher code to better handle different versions and to give the correct args to BOSS version 1.6.2+.
  • Ini Tweaking fixed to work fine with Nehrim.
  • [[#|Launch Buttons]] for more applications are now supported via Bash.ini (contributed by Metallicow).
    . Sculptris, Softimage Mod Tool, SpeedTree, Tree[d], Mudbox, Tabula, MyPaint, Pixia, PhotoSEAM, TextureMaker, DeepPaint, Crazy Bump, xNormal, WinSnap, WTV, MaPZone, NVIDIA Melody, Switch, Freeplane.
  • Also improved 3dsMax, Notepad++, Twisted Brush icons (contributed by Metallicow).
  • Bash.ini typo fixes (contributed by Metallicow).
  • Exception handling fixes to maintain Python 2.5 compatibility.
  • Bash Installer automatically handling requirements created... still a bit fuzzy but
  • should
  • work in most cases.
  • File read error warning printout fixed
  • Import/Export NPC Levels has been updated to work with more than one mod at a time (when exporting).
  • The csv file must now end in "
  • _NPC_Levels.csv".
  • [[#|Export/Import Factions]] may now be used directly on a mod.
  • [[#|Export/Import Relations]] may now be used directly on a mod.
  • Creating/Duplicating a file will no longer cause a time conflict and suggests non-conflicting file names.
  • Minor improvements to Export/Import Map Markers .
  • [[#|Export/Import Sigil Stones]] added.
  • [[#|Export/Import Spell Stats]] re-added and expanded to support the export/import of flags and all spell effects. It does not support JRoush's OBME yet.
  • [[#|Export/Import Ingredients]] added.
  • Status bar text when mousing over improved to display all applicable messages instead of only one.
  • Fixes/clarifications in wizards.txt/html.
  • Fix so that if Wrye Bash (usually the user account) doesn't have permission to change the date on an esp/m file on startup instead of silently dieing warns ands continues to launch.
  • Experimental unicode support re-added as an option that is disabled by default.
    • Allows Bash and BAIN to work with extended character sets.
    • Requires the unicode version of wxPython to be installed.
    • Set bEnableUnicode in bash.ini to True to test it.

  • Applications started by Bash no longer prevent Bash from being run if Bash is closed and then attempted to be reopened while the application is still running.
  • INI Tweaks renamed to be more consistent
  • Added default grass fade INI Tweak (provided by Metallicow)


Patch option reference (by Waruddar):
Spoiler

Please note, when I say that it should be checked, that only applies if there are items on the right side as well (except for one patch option which is detailed below). Also when I say mods, I mean just that, mods. Don't check any of the csv files unless you know that they're what you want.

Alias Mod Names
  • Should you check it? Not normally.
  • What does it do? If a mod has been renamed, it allows patch options that use the original mod name to know that it needs to use the new mod name instead.
  • When does the user need it? If for instance, you rename Oscuros_Oblivion_Overhaul.esp to OOO.esp (for whatever reason), you'll need this option so that Bash knows that OOO.esp is really Oscuros_Oblivion_Overhaul.esp.

Merge Patches
  • Should you check it? Yes. Unless you need it, it won't help you, but it also doesn't hurt to have it active.
  • What does it do? It copies mods into the Bashed Patch so that they don't have to be active.
  • When does the user need it? If you're running out of space in your load order (Oblivion can only handle 255 mods at a time) this can merge some mods into the Bashed Patch so that you have more space. Some mods have to be merged to work properly (filter mods, Item Interchange), but this should be noted in the mod's readme.
  • When does a modder need it? If you're creating a filter or item interchange type mod. See the readme for details.

Replace Form IDs
  • Should you check it? No. This is an advanced option. If you need it, you'll know it (or be instructed to use it).
  • What does it do? It replaces a set of formIDs with another set of formIDs defined by a csv file.
  • When does the user need it? If you want to replace all usage of one item for another. For instance, P1DCandles replaces all static, non-movable candles with candles that can be picked up, moved around, stolen, etc. It only works for Oblivion.esm though. This option allows P1DCandles to work for all mods (assuming you have the original mod installed).
  • When does a modder need it? If you're systematically replacing a formID with another, this will do the work for you. It also works across all mods the user has.

Import Actors
  • Should you check it? Yes. All mods should probably be checked unless you are told otherwise.
  • What does it do? Some mods make changes to NPCs and Creatures and want those changes to be preserved even if another mod changes the same NPC / Creature. This ensures that those changes are kept.
  • When does the user need it? Normally always. Advanced users may prefer to keep changes from one mod and not the other.
  • When does a modder need it? If you make changes to one of the following and it is important that the change is kept:
    • Actor aggression, confidence, energy level, responsibility, services, training skill, or training level you need to tag the mod with 'Actors.AIData'.
    • Actor skills (armorer, athletics, etc), health, attributes (strength, speed, etc) you need to tag the mod with 'Actors.Stats'.
    • Actor base spell, fatigue, barter gold, level, calc min, calc max, IsBiped, six, IsEssential, IsWeaponAndShield, IsRespawn, IsSwims, IsFlies, IsWalks, IsAutoCalc, IsPCLevelOffset, IsNoLowLevel, IsNoBloodSpray, IsNoBloodDecal, IsNoHead, IsNoRightArm, IsNoLeftArm, IsNoCombatInWater, IsNoShadow IsNoRumors, IsSummonable, IsNoPersuasion, IsCanCorpseCheck you need to tag the mod with 'Actors.ACBS'.
    • NPC class you need to tag the mod with 'NPC.Class'.
    • NPC race you need to tag the mod with 'NPC.Race'.
    • Actor combat style you need to tag the mod with 'Actors.CombatStyle'.
    • Creature blood spray path, blood decal path you need to tag the mod with 'Creatures.Blood'.
    • Actor model path, bound radius, modt you need to tag the mod with 'Actors.Skeleton'.

Import Actors: AIPackages
  • Should you check it? Yes. All mods should probably be checked unless you are told otherwise.
  • What does it do? Some mods make changes to NPCs and Creatures AI Packages and want those changes to be preserved even if another mod changes the same NPC / Creature. This merges the AI Packages so that they are all present from all tagged mods.
  • When does the user need it? Normally always. Advanced users may prefer to keep changes from one mod and not the other.
  • When does a modder need it? If you make changes to one of the following and it is important that the change is kept:
    • Actor AI Packages you need to tag the mod with 'Actors.AIPackages'. If you're re-adding an AI Package that was previously removed, you need to tag the mod with 'Actors.AIPackagesForceAdd' as well.

Import Actors: Animations
  • Should you check it? Yes. All mods should probably be checked unless you are told otherwise.
  • What does it do? Some mods make changes to NPCs and Creatures animations and want those changes to be preserved even if another mod changes the same NPC / Creature. This merges the animations so that they are all present from all tagged mods.
  • When does the user need it? Normally always. Advanced users may prefer to keep changes from one mod and not the other.
  • When does a modder need it? If you make changes to one of the following and it is important that the change is kept:
    • Actor animations you need to tag the mod with 'Actors.Anims'.

Import Actors: Death Items
  • Should you check it? Yes. All mods should probably be checked unless you are told otherwise.
  • What does it do? Some mods make changes to NPCs and Creatures death items (items that are added to the NPC / Creature only when it dies) and want those changes to be preserved even if another mod changes the same NPC / Creature. This ensures that those changes are kept.
  • When does the user need it? Normally always. Advanced users may prefer to keep changes from one mod and not the other.
  • When does a modder need it? If you make changes to one of the following and it is important that the change is kept:
    • Actor Death Items you need to tag the mod with 'Actors.DeathItem'.

Import Actors: Spells
  • Should you check it? Yes. All mods should probably be checked unless you are told otherwise.
  • What does it do? Some mods make changes to NPCs and Creatures and want those changes to be preserved even if another mod changes the same NPC / Creature. This ensures that those changes are kept.
  • When does the user need it? Normally always. Advanced users may prefer to keep changes from one mod and not the other.
  • When does a modder need it? If you add or remove an actor's spell and it is important that the change is kept you need to tag the mod with 'Actors.Spells'. If you're re-adding a spell that was previously removed, you need to tag the mod with 'Actors.SpellsForceAdd' as well.

Import Cells
  • Should you check it? Yes. All mods should probably be checked unless you are told otherwise.
  • What does it do? Some mods make changes to cells (the areas your character can enter) and want those changes to be preserved even if another mod changes the same cell. This ensures that those changes are kept.
  • When does the user need it? Normally always. Advanced users may prefer to keep changes from one mod and not the other.
  • When does a modder need it? If you make changes to one of the following and it is important that the change is kept:
    • Cell climate, or IsBehaveLikeExterior you need to tag the mod with 'C.Climate'.
    • Cell music type you need to tag the mod with 'C.Music'.
    • Cell name you need to tag the mod with 'C.Name'.
    • Cell owner, rank, global variable, or IsPublicPlace you need to tag the mod with 'C.Owner'.
    • Cell water, water height, IsHasWater you need to tag the mod with 'C.Water'.
    • Cell ambient, directional, or fog lighting you need to tag the mod with 'C.Light'.
    • Cell flags not mentioned above you need to tag the mod with 'C.RecordFlags'. Use with care, it also overrides the above flags.

Import Factions
  • Should you check it? Yes. All mods should probably be checked unless you are told otherwise.
  • What does it do? Some mods make changes to the factions that an NPC / Creature belongs to and want those changes to be preserved even if another mod changes the same NPC / Creature. This ensures that those changes are kept.
  • When does the user need it? Normally always. Advanced users may prefer to keep changes from one mod and not the other.
  • When does a modder need it? If you make changes to one of the following and it is important that the change is kept:
    • Adding a faction, removing a faction, or changing the actor's rank in a faction you need to tag the mod with 'Factions'.

Import Graphics
  • Should you check it? Depends. This is an aesthetic choice. Choose whichever mod graphics you prefer.
  • What does it do? Some mods make changes to the graphics of the game. This ensures that the graphics from the mod(s) you like are preserved even if another mod changes the same graphics.
  • When does the user need it? If you use a mod that changes the graphics of the game, and you want those graphics to always be used even if another mod changes the graphics to something else.
  • When does a modder need it? If you make changes to one of the following and it is important that the change is kept you need to tag the mod with 'Graphics':
    • Birthsign icon path
    • Loading Screen icon path
    • Class icon path
    • Land texture icon path
    • Region icon path
    • Activator model path, bound radius, or modt
    • Door model path, bound radius, or modt
    • Flora model path, bound radius, or modt
    • Furniture model path, bound radius, or modt
    • Grass model path, bound radius, or modt
    • Static model path, bound radius, or modt
    • Potion/Poison icon path, model path, bound radius, or modt
    • Ammo icon path, model path, bound radius, or modt
    • Alchemical Apparatus icon path, model path, bound radius, or modt
    • Book icon path, model path, bound radius, or modt
    • Ingredient icon path, model path, bound radius, or modt
    • Key icon path, model path, bound radius, or modt
    • Light icon path, model path, bound radius, or modt
    • Misc icon path, model path, bound radius, or modt
    • Sigil Stone icon path, model path, bound radius, or modt
    • Soul Gem icon path, model path, bound radius, or modt
    • Weapon icon path, model path, bound radius, or modt
    • Tree icon path, model path, bound radius, or modt
    • Armor or Clothing male body (model path, bound radius, or modt), male world, male icon path, female body, female world, female icon path, or flags (IsHead, IsHair, etc)
    • Creature body parts or nift
    • Magic Effect icon path, model path, bound radius, modt, effect shader, enchant effect or light
    • Almost anything in an Effect Shader

Import Inventory
  • Should you check it? Yes. All mods should probably be checked unless you are told otherwise.
  • What does it do? Some mods make changes to the items that an NPC / Creature / Container start with and want those changes to be preserved even if another mod changes the same NPC / Creature / Container. This merges all these changes.
  • When does the user need it? Normally always. Advanced users may prefer to keep changes from one mod and not the other.
  • When does a modder need it? If you add, remove, or change the count of an item in an NPC / Creature / Container and it is important that the change is kept you need to tag the mod with 'Invent'.

Import NPC Faces
  • Should you check it? Depends. This is an aesthetic choice. Choose whichever mod has the NPC faces that you prefer.
  • What does it do? Some mods make changes to NPC faces. This ensures that the NPC faces from the mod(s) you like are preserved even if another mod changes the same NPC faces.
  • When does the user need it? If you use a mod that changes the NPC faces of the game, and you want those NPC faces to always be used even if another mod changes the NPC faces to something else.
  • When does a modder need it? If you make changes to one of the following and it is important that the change is kept:
    • NPC Face-Gen Symmetric, Face-Gen Asymmetric, Face-Gen Texture Symmetry, eyes, hair, hair length, hair color, fnam you need to tag the mod with 'NpcFaces'. You may tag it with 'NpcFacesForceFullImport' if you want all of the previous attributes to be kept even if they haven't been changed.

Import Names
  • Should you check it? Depends. This is an aesthetic choice. Choose whichever file has the names that you prefer.
  • What does it do? Some mods make changes to the various names in the game. This ensures that the names from the mod(s) you like are preserved even if another mod changes the same name.
  • When does the user need it? If you use a mod that changes the names of things in the game, and you want those names to always be used even if another mod changes the names to something else.
  • When does a modder need it? If you make changes to one of the following and it is important that the change is kept you need to tag the mod with 'Names':
    • Class name
    • Faction name
    • Hair name
    • Eyes name
    • Race name
    • Magic Effect name
    • Enchantment name
    • Spell name
    • Birthsign name
    • Activator name
    • Alchemical Apparatus name
    • Armor name
    • Book name
    • Clothing name
    • Container name
    • Door name
    • Ingredient name
    • Light name
    • Misc name
    • Flora name
    • Furniture name
    • Weapon name
    • Ammo name
    • NPC name
    • Creature name
    • Soul Gem name
    • Key name
    • Potion/Poison name
    • Sigil Stone name
    • World name
    • Cell name
    • Dialogue name
    • Quest name

Import Relations
  • Should you check it? Yes. All mods should probably be checked unless you are told otherwise.
  • What does it do? Some mods make changes to the way that a faction interacts with another faction and want those changes to be preserved even if another mod changes the same faction. This ensures that those changes are kept.
  • When does the user need it? Normally always. Advanced users may prefer to keep changes from one mod and not the other.
  • When does a modder need it? If you add, or change the relation that a faction has with another and it is important that the change is kept you need to tag the mod with 'Relations'.

Import Roads
  • Should you check it? Yes. All mods should probably be checked unless you are told otherwise.
  • What does it do? Some mods make changes to the layout of the world, and this requires that the roads match the new layout even if another mod changes the same world. This ensures that the road is kept.
  • When does the user need it? Normally always. Advanced users may prefer to keep changes from one mod and not the other.
  • When does a modder need it? If you change the road record of a world, and want that road kept even if the world is possibly changed by a later mod, you need to tag the mod with 'Roads'.

Import Script Contents
  • Should you check it? No.
  • What does it do? It copies the actual script into the bashed patch.
  • When does the user need it? Never.
  • When does a modder need it? Never. It has a good chance of breaking the patch unless you know exactly what you're doing. It is disabled in CBash mode for safety.

Import Scripts
  • Should you check it? Yes. All mods should probably be checked unless you are told otherwise.
  • What does it do? Some mods make changes to the script associated with an object and want those changes to be preserved even if another mod changes the same object. This ensures that those changes are kept.
  • When does the user need it? Normally always. Advanced users may prefer to keep changes from one mod and not the other.
  • When does a modder need it? If you make changes to one of the following and it is important that the change is kept you need to tag the mod with 'Scripts':
    • Activator script
    • Potion/Poison script
    • Alchemical Apparatus script
    • Armor script
    • Book script
    • Clothing script
    • Container script
    • Creature script
    • Door script
    • Flora script
    • Furniture script
    • Ingredient script
    • Key script
    • Light script
    • Leveled Creature script
    • Misc script
    • NPC script
    • Quest script
    • Sigil Stone script
    • Soul Gem script
    • Weapon script

Import Sounds
  • Should you check it? Depends. This is an aesthetic choice. Choose whichever mod has the sounds that you prefer.
  • What does it do? Some mods make changes to the various sounds in the game. This ensures that the sounds from the mod(s) you like are preserved even if another mod changes the same sound.
  • When does the user need it? If you use a mod that changes the sounds of things in the game, and you want those sounds to always be used even if another mod changes the sounds to something else.
  • When does a modder need it? If you make changes to one of the following and it is important that the change is kept you need to tag the mod with 'Sound':
    • Activator sound
    • Container open, close sounds
    • Creature foot weight, inherits sounds from, other sounds
    • Door open, close, loop sounds
    • Light sound
    • Magic Effect casting, bolt, hit, area sounds
    • Weather sounds

Import Spell Stats
  • Should you check it? Yes. All mods should probably be checked unless you are told otherwise (such as if you're using a spell overhaul, you'll probably want to only check that overhaul).
  • What does it do? Some mods change spells in order to fix bugs or to rebalance them. This ensures that these changes are kept even if another mod doesn't use the same changes.
  • When does the user need it? Normally always. Advanced users may prefer to keep changes from one mod and not the other. Some mods may instruct you on which items should be checked.
  • When does a modder need it? If you make changes to one of the following and it is important that the change is kept you need to tag the mod with 'SpellStats':
    • Spell name, cost, level type, spell type

Import Stats
  • Should you check it? Yes. All mods should probably be checked unless you are told otherwise (such as if you're using an item overhaul, you'll probably want to only check that overhaul).
  • What does it do? Some mods change items in order to fix bugs or to rebalance them. This ensures that these changes are kept even if another mod doesn't use the same changes.
  • When does the user need it? Normally always. Advanced users may prefer to keep changes from one mod and not the other. Some mods may instruct you on which items should be checked.
  • When does a modder need it? If you make changes to one of the following and it is important that the change is kept you need to tag the mod with 'Stats':
    • Potion/Poison weight, value
    • Ammo weight value, damage, speed, enchantment points
    • Alchemical Apparatus weight, value, quality
    • Armor weight, value, health, strength
    • Book weight, value, enchantment points
    • Clothing weight, value, enchantment points
    • Ingredient weight, value
    • Key weight, value
    • Light weight, value, duration
    • Misc weight, value
    • Sigil Stone weight, value, uses
    • Weapon weight, value, health, damage, speed, reach, enchantment points

Globals
  • Should you check it? Depends. Each option is entirely up to you and you may use or not use whatever option you want.
  • What does it do? Sets various global values for you.
  • When does the user need it? If you want to try one of the listed options. Each option is documented in Bash.

Tweak Actors
  • Should you check it? Depends. Each option is entirely up to you and you may use or not use whatever option you want.
  • What does it do? Makes various changes to actors for you.
  • When does the user need it? If you want to try one of the listed options. Each option is documented in Bash.

Tweak Assorted
  • Should you check it? Depends. The following options are recommended for all users: Bow Reach Fix, DarNified Books if you use DarN's UI, and Nvidia Fog Fix (even if you don't have an Nvidia graphics card). Each option is entirely up to you and you may use or not use whatever option you want.
  • What does it do? Makes various misc changes for you.
  • When does the user need it? If you want to try one of the listed options. Each option is documented in Bash.

Tweak Clothes
  • Should you check it? Depends. Each option is entirely up to you and you may use or not use whatever option you want.
  • What does it do? Makes various changes to clothing for you.
  • When does the user need it? If you want to try one of the listed options. Each option is documented in Bash.

Tweak Names
  • Should you check it? Depends. Each option is entirely up to you and you may use or not use whatever option you want.
  • What does it do? Mostly modifies names to make them sort "better" in game. Lore Friendly Names is the exception and simply replaces one word for another for consistency.
  • When does the user need it? If you want to try one of the listed options. Each option is documented in Bash.

Tweak Settings
  • Should you check it? Depends. The following options are recommended for all users: UOP Vampire Aging and Face Fix.esp. Each option is entirely up to you and you may use or not use whatever option you want.
  • What does it do? Sets various game setting values for you.
  • When does the user need it? If you want to try one of the listed options. Each option is documented in Bash.

Cobl Catalogs
  • Should you check it? If you use COBL, yes. Otherwise, no.
  • What does it do? It updates the in game COBL catalogs to include all ingredients and effects added by your mods.
  • When does the user need it? If you use COBL and want the in game catalogs to be accurate.

Cobl Exhaustion
  • Should you check it? If you use COBL and use its Exhaustion feature, yes. Otherwise, no.
  • What does it do? It updates greater powers added by other mods that are listed in the selected csv files so that they're compatible with COBL's Exhaustion feature.
  • When does the user need it? If you use COBL and its Exhaustion feature.

Contents Checker
  • Should you check it? Yes.
  • What does it do? It checks for some errors in your active mods.
  • When does the user need it? Always. Unless you know for certain that your actives mods are safe (because you ran this option previously and haven't changed your mods).

Leveled Lists
  • Should you check it? Yes.
  • What does it do? It merges changes to leveled lists so that mods play nicely with each other.
  • When does the user need it? Always. Advanced users may want it disabled, or may want to take it off automatic.

Morph Factions
  • Should you check it? If you use COBL and Wrye Morph, yes. Otherwise, no.
  • What does it do? It updates factions so that they are more likely to work with Wrye Morph.
  • When does the user need it? If you use COBL and Wrye Morph. Then again, you should only be using Wrye Morph if you're an advanced user, so you probably aren't reading this.

Power Exhaustion
  • Should you check it? No. It is only available for backwards compatibility.
  • What does it do? It updates greater powers added by other mods so that they're compatible with Wrye's deprecated Power Exhaustion mod.
  • When does the user need it? Never. Update to COBL Exhaustion already.

Race Records
  • Should you check it? Yes. Unlike all other options, even if there are no mods on the right, it should still be selected. All mods should probably be checked unless you are told otherwise.
  • What does it do? Some mods make changes to races and want those changes to be preserved even if another mod changes the same race. This ensures that those changes are kept. It also checks for and fixes various errors as described in the patch window.
  • When does the user need it? Normally always. Advanced users may prefer to keep changes from one mod and not the other. Some mods may instruct you on which items should be checked.
  • When does a modder need it? If you make changes to one of the following and it is important that the change is kept:
    • Race hairs you need to tag the mod with 'Hair'.
    • Race male height, weight, tail (model path, bound radius, modt), upper body texture path, lower body texture path, hand texture path, foot texture path, tail texture path you need to tag the mod with 'Body-M'.
    • Race female height, weight, tail (model path, bound radius, modt), upper body texture path, lower body texture path, hand texture path, foot texture path, tail texture path you need to tag the mod with 'Body-F'.
    • Race male voice you need to tag the mod with 'Voice-M'.
    • Race female voice you need to tag the mod with 'Voice-F'.
    • Race teeth lower (model path, bound radius, modt, icon path), or teeth upper (model path, bound radius, modt, icon path) you need to tag the mod with 'R.Teeth'.
    • Race mouth (model path, bound radius, modt, icon path), or tongue (model path, bound radius, modt, icon path) you need to tag the mod with 'R.Mouth'.
    • Race male ears (model path, bound radius, modt, icon path), or female ears (model path, bound radius, modt, icon path) you need to tag the mod with 'R.Ears'.
    • Race head (model path, bound radius, modt, icon path), Face-Gen Symmetric, Face-Gen Asymmetric, Face-Gen Texture Symmetry, or snam you need to tag the mod with 'R.Head'.
    • Race male attributes (strength, speed, etc) you need to tag the mod with 'R.Attributes-M'.
    • Race female attributes (strength, speed, etc) you need to tag the mod with 'R.Attributes-F'.
    • Race skills, skill modifiers you need to tag the mod with 'R.Skills'.
    • Race description you need to tag the mod with 'R.Description'.
    • Race factions (add/remove/change relation modifier) you need to tag the mod with 'R.Relations'.
    • Race spells (adding) you need to tag the mod with 'R.AddSpells'.
    • Race spells (removing or removing some and adding others) you need to tag the mod with 'R.ChangeSpells'. Don't use 'R.AddSpells' and 'R.ChangeSpells' at the same time.
    • Race eyes (adding,removing) you need to tag the mod with 'Eyes'.

SEWorld Tests
  • Should you check it? Yes (assuming you aren't using a really old patch).
  • What does it do? It fixes any quests that aren't suspended while your character is in the Shivering Isles.
  • When does the user need it? Always (assuming you aren't using a really old patch). If you don't have the Shivering Isles expansion, this won't do you any good, but it also won't hurt you. So it's safer to just leave it enabled.


User avatar
Danii Brown
 
Posts: 3337
Joined: Tue Aug 22, 2006 7:13 am

Post » Thu May 19, 2011 4:41 am

CBash -> Undelete References produces this error:

Traceback (most recent call last):
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\basher.py", line 12022, in Execute
cleaner.cleanUDRs(SubProgress(progress,index,index+1))
AttributeError: ModCleaner instance has no attribute 'cleanUDRs'


Basher SVN 1129
Bolt SVN 1130
Bosh SVN 1132
Bash SVN 1132

Let me know if you need more.
User avatar
Samantha Wood
 
Posts: 3286
Joined: Sun Oct 15, 2006 5:03 am

Post » Thu May 19, 2011 2:59 am

Nope, that's all I need. Should be fixed now.
User avatar
naomi
 
Posts: 3400
Joined: Tue Jul 11, 2006 2:58 pm

Post » Wed May 18, 2011 7:15 pm

found an error
svn ver. 1133
non- CBash
Mod-Checker -> Scan for UDR's

Traceback (most recent call last):  File "Q:\Oblivion Tools\Wrye Bash\Mopy\basher.py", line 5409, in CheckMods    scanDirty=(None,modChecker)[self.gScanDirty.GetValue()]  File "Q:\Oblivion Tools\Wrye Bash\Mopy\bosh.py", line 9803, in checkMods    ret = ModCleaner.scan_Many(scan,progress)  File "Q:\Oblivion Tools\Wrye Bash\Mopy\bosh.py", line 17217, in scan_Many    return ModCleaner._scan_Python(modInfos,what,progress)  File "Q:\Oblivion Tools\Wrye Bash\Mopy\bosh.py", line 17329, in _scan_Python    if what & (ModCleaner.UDR|ModCleaner.FOG):TypeError: unsupported operand type(s) for &: 'instance' and 'int'

User avatar
Vicki Blondie
 
Posts: 3408
Joined: Fri Jun 16, 2006 5:33 am

Post » Wed May 18, 2011 5:28 pm

Thanks you, fixed that one now too.

Keep 'em coming!
User avatar
Darlene Delk
 
Posts: 3413
Joined: Mon Aug 27, 2007 3:48 am

Post » Thu May 19, 2011 1:18 am

The Artifacts.esp problem and the UL Imperial Isle+Better Imperial City.esp+ UL patch problem still exists (CBash - > WORLDSPACE records).
Going from Bash to CBash changes some spells in a saved game (exp. Summon Mud Crab (from bgMagicEV.esp LO C6) -> Summon Gluttonous Hunger (SM_Shivering_Isles.esp LO CA)) the bashed patch seems to be correct, but not the saved game.
User avatar
Britney Lopez
 
Posts: 3469
Joined: Fri Feb 09, 2007 5:22 pm

Post » Wed May 18, 2011 9:22 pm

The Artifacts.esp problem and the UL Imperial Isle+Better Imperial City.esp+ UL patch problem still exists (CBash - > WORLDSPACE records).
Going from Bash to CBash changes some spells in a saved game (exp. Summon Mud Crab (from bgMagicEV.esp LO C6) -> Summon Gluttonous Hunger (SM_Shivering_Isles.esp LO CA)) the bashed patch seems to be correct, but not the saved game.
Well, CBash doesn't touch anything with saved games, that's still handled by Python only code, so maybe something else is going on there? Could you rehash me on the Artifacts problem. IIRC, it was something to do with renaming/unpacking the BSA to make it mergeable, then something not quite right. I'll try that out myself, but I've never used Artifacts before, so I'm not sure if I'll spot anything wrong.
User avatar
megan gleeson
 
Posts: 3493
Joined: Wed Feb 07, 2007 2:01 pm

Post » Thu May 19, 2011 2:01 am

Well, CBash doesn't touch anything with saved games, that's still handled by Python only code, so maybe something else is going on there? Could you rehash me on the Artifacts problem. IIRC, it was something to do with renaming/unpacking the BSA to make it mergeable, then something not quite right. I'll try that out myself, but I've never used Artifacts before, so I'm not sure if I'll spot anything wrong.


Artifacts:
If the mod artifacts.esp is merged, this is possible without bsa (meshes and textures, ... unpacked), in game the "The Collectors Guild"- building vwd (far-nif mesh) is visible, but not if you come near, the building vanishes (and no door). "The Colletors Guild"- building you can find on the island between the Old Bridge and Vindasel.

Better Cities (Better Imperial City.esp) + Unique Landscape (xulImperialIsle.esp):
The UL patch should remove some rocks from a dock and some other things, but the merged patch doesn't remove the rocks. Activated and loaded, it removes the rocks.
User avatar
Sharra Llenos
 
Posts: 3399
Joined: Wed Jan 17, 2007 1:09 pm

Post » Wed May 18, 2011 5:51 pm

Alright, I'll try to take a look. Without formid's it may take a while though.
User avatar
Shannon Marie Jones
 
Posts: 3391
Joined: Sun Nov 12, 2006 3:19 pm

Post » Thu May 19, 2011 9:53 am

Alright, I'll try to take a look. Without formid's it may take a while though.


xx000CE6 Tamriel, Block 0,0, Sub- Block 0,0 , Placed Object ... trfafGuildBuilding [STAT:0C073574]
User avatar
Lloyd Muldowney
 
Posts: 3497
Joined: Wed May 23, 2007 2:08 pm

Post » Wed May 18, 2011 7:25 pm

You sure about that formID for the Tamriel worldspace? That should be 0000003C.
User avatar
Hayley Bristow
 
Posts: 3467
Joined: Tue Oct 31, 2006 12:24 am

Post » Thu May 19, 2011 4:05 am

You sure about that formID for the Tamriel worldspace? That should be 0000003C.


Tamriel yes, but I meant the building
[REFR:0C000CE6] (places trfafGuildBuilding [STAT:0C073574] in GRUP Cell Temporary Children of [CELL:00005FE6] (in Tamriel [WRLD:0000003C] at 2,6))
User avatar
james reed
 
Posts: 3371
Joined: Tue Sep 18, 2007 12:18 am

Post » Wed May 18, 2011 9:53 pm

Thanks. Looking at it in TES4Edit shows it identical in the Bashed Patch as what's in Artifacts.esm. I'll try firing up Oblivion to see what it looks like in game.
User avatar
Motionsharp
 
Posts: 3437
Joined: Sun Aug 06, 2006 1:33 am

Post » Wed May 18, 2011 9:07 pm

@Baphometal: Oh. I see now. Are the rock and the sign missing too?
User avatar
Robert Bindley
 
Posts: 3474
Joined: Fri Aug 03, 2007 5:31 pm

Post » Wed May 18, 2011 9:06 pm

@Baphometal: Oh. I see now. Are the rock and the sign missing too?


Sign yes, rock I don't know. It's not a problem with missing mesh or texture or wrong texture.

With CBash merged mods with WORLDSPACE records (artifacts.esp, UL compatibility patches) are merged into the bashed patch, but the records are not used in game (or something like this).
User avatar
Jack Bryan
 
Posts: 3449
Joined: Wed May 16, 2007 2:31 am

Post » Thu May 19, 2011 1:28 am

Mod Checker gives the following advice:

NoMerge Tagged Mods
Following mods are tagged NoMerge and should be deactivated and imported into the bashed patch but are currently active.

? EVE_StockEquipmentReplacer.esp


This seems contradictory. If something is tagged NoMerge, why would the advice be to basically merge it? Or am I misunderstanding the advice?
User avatar
Liii BLATES
 
Posts: 3423
Joined: Tue Aug 22, 2006 10:41 am

Post » Thu May 19, 2011 5:33 am

Sign yes, rock I don't know. It's not a problem with missing mesh or texture or wrong texture.

With CBash merged mods with WORLDSPACE records (artifacts.esp, UL compatibility patches) are merged into the bashed patch, but the records are not used in game (or something like this).


Well for Artifacts I could see the reason. If the ESP is merged, the BSA is not being loaded. The fact that you're seeing missing meshes means that the records ARE being used, they're just pointing to something the game can't find. The LOD works because tes4lodgen will load the BSA when the ESM is loaded and then uses that data to generate the files.

I don't get why the UL patch doesn't work though. All of the patch files for Open Cities I've made that contain injected records all appear to be working as expected.
User avatar
Mandy Muir
 
Posts: 3307
Joined: Wed Jan 24, 2007 4:38 pm

Post » Wed May 18, 2011 8:20 pm

Well for Artifacts I could see the reason. If the ESP is merged, the BSA is not being loaded. The fact that you're seeing missing meshes means that the records ARE being used, they're just pointing to something the game can't find. The LOD works because tes4lodgen will load the BSA when the ESM is loaded and then uses that data to generate the files.

I don't get why the UL patch doesn't work though. All of the patch files for Open Cities I've made that contain injected records all appear to be working as expected.


No, I don't use the BSA, I have extracted the meshes, textures,... .
If I merge the artifacts.esp with CBash into the bashed patch (without BSA and extracted files it is fully mergeable) and deactivate the artifacts.esp the building is missing, but when I activate the esp (loose files, no BSA)in my load order the building is visible. No missing meshes.
User avatar
Raymond J. Ramirez
 
Posts: 3390
Joined: Sun Oct 14, 2007 8:28 am

Post » Thu May 19, 2011 2:26 am

Ok, this one's going to svck to figure out.

With artifacts.bas unpacked, artifacts.esp merged:

Load Order:
Spoiler
Active Mod Files:00  Oblivion.esm01  All Natural Base.esm  [Version 1.3]02  Open Cities Resources.esm  [Version 4.0.1]03  Artifacts.esm04  Unofficial Oblivion Patch.esp  [Version 3.3.5]++  Oblivion Citadel Door Fix.esp05  DLCShiveringIsles.esp06  Unofficial Shivering Isles Patch.esp  [Version 1.4.2]07  All Natural.esp  [Version 1.3]08  All Natural - SI.esp  [Version 1.3]09  OBGE - Liquid Water.esp0A  All Natural - Real Lights.esp  [Version 1.3]0B  DLCHorseArmor.esp0C  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.6]0D  DLCOrrery.esp0E  DLCOrrery - Unofficial Patch.esp  [Version 1.0.4]0F  DLCVileLair.esp10  DLCVileLair - Unofficial Patch.esp  [Version 1.0.6]11  DLCMehrunesRazor.esp12  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.5]13  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]14  DLCThievesDen.esp15  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.9]++  Artifacts.esp16  DLCBattlehornCastle.esp17  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.5]18  DLCFrostcrag.esp19  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.5]1A  Knights.esp1B  Knights - Unofficial Patch.esp  [Version 1.1]1C  SM Plugin Refurbish(Merged).esp  [Version 1.30]1D  Open Cities New Sheoth.esp  [Version 2.0]1E  Open Cities Outer Districts.esp  [Version 4.0.1]**  All Natural - Indoor Weather Filter For Mods.esp  [Version 1.3]1F  Bashed Patch, 0.esp


Result in TES4Edit: http://img825.imageshack.us/img825/5209/artifacts.png

And what it looks like in-game: http://img862.imageshack.us/img862/5006/screenshot0k.png




So, it's working fine here. There's got to be some other mod conflict that we're not seeing. Once we figure that out, we can see if it's something that's wrong with the Bashed Patch, or if artifacts just needs to be marked NoMerge.
User avatar
Jessica Nash
 
Posts: 3424
Joined: Tue Dec 19, 2006 10:18 pm

Post » Wed May 18, 2011 6:10 pm

It came out exactly the same way for me when I ran the patch and merged it in. Your TES4Edit image is exactly what it should be.
User avatar
Leonie Connor
 
Posts: 3434
Joined: Mon Mar 12, 2007 4:18 pm

Post » Thu May 19, 2011 12:13 am

When rebuilding the Bashed Patch and selecting Import Names what all do I need to select so that I'm getting the correct NPC names imported? Do you recommend just selecting everything or only select the specific plugins I have enabled? I'm using the mod Crowded Cities for example but there is a Crowded Cities 15_Names.csv, Crowded Cities 15_Alternate_Names.csv, Crowded Cities 30_Alternate_names.csv, and Crowded Cities 30_Names.csv. What is the difference between them and do I select all 4 or just one of them?
User avatar
Makenna Nomad
 
Posts: 3391
Joined: Tue Aug 29, 2006 10:05 pm

Post » Thu May 19, 2011 7:31 am

r1135 will not start:

C:\Games\Bethesda Softworks\Oblivion\Mopy>bash.py -dTraceback (most recent call last):  File "C:\Games\Bethesda Softworks\Oblivion\Mopy\bash.py", line 36, in     import bolt  File "C:\Games\Bethesda Softworks\Oblivion\Mopy\bolt.py", line 141, in     class AbstractError(BoltError):  File "C:\Games\Bethesda Softworks\Oblivion\Mopy\bolt.py", line 143, in AbstractError    def __init__(self,message=_('Abstract section called.')):  File "C:\Games\Bethesda Softworks\Oblivion\Mopy\bolt.py", line 121, in _    text = Encode(text,'mbcs')NameError: global name 'Encode' is not defined

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Yung Prince
 
Posts: 3373
Joined: Thu Oct 11, 2007 10:45 pm

Post » Wed May 18, 2011 6:44 pm

Could you double check the download from svn? I just pulled the newest rev and it's starting for me
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Donatus Uwasomba
 
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Joined: Sun May 27, 2007 7:22 pm

Post » Wed May 18, 2011 10:51 pm

Still busted. Will not start, same output as before.
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JAY
 
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Joined: Fri Sep 14, 2007 6:17 am

Post » Wed May 18, 2011 10:31 pm

It's a mod conflict or something similar

I made a very small load order
Active Mod Files:00  Oblivion.esm01  Artifacts.esm  [Version 1.1]02  Unofficial Oblivion Patch.esp  [Version 3.3.5]03  DLCShiveringIsles.esp04  Unofficial Shivering Isles Patch.esp  [Version 1.4.2]++  Artifacts.esp  [Version 1.1]05  Alternative Beginnings.esp  [Version 1.1.3]06  Bashed Patch, 0.esp

rebuild the bashed patch with CBash and the the guild building is visible.

I removed the mod The Lost Spires from my big load order, but this mod was not the problem.
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Sasha Brown
 
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