[RELz] Wrye Bash - Thread #92

Post » Thu Jun 14, 2012 10:15 am

Continuing from the http://www.gamesas.com/index.php?showtopic=1369624...

What does Wrye Bash do?
  • It makes it safe to try out new mods because it will restore everything to the way it was when you uninstall a mod
  • It makes more mods compatible with each other by importing information from different mods into a "bashed patch"
  • It allows you to exceed the 255 mod threshold by automatically merging mods for you
FAQ:
Spoiler

  • What the heck do all these acronyms mean?
    Yeah, to save typing, we often sling around terminology that can be confusing to newcomers. Here's a quick rundown of what we mean:
    • WB: Wrye Bash. Written in Python.


    • WBSA: Wrye Bash Standalone. Wrye Bash packaged with the required Python interpreter and all dependencies into one neat executable package. Still internally runs on Python, but since the interpreter is internal to the exe, no Python components are required to be installed.


    • PBash: A Bashed Patch built with the "classic" Python mode patchers. These patchers read, process, and write mod records all in Python.


    • CBash: (1) A Bashed Patch built with the CBash (see #2) mode patchers. These patchers still do mod processing in Python, but utilize CBash.dll to do the file reading and writing.


    • CBash: (2) A C++ written DLL with a C API, that is used for reading and writing ESP/ESM format files. This is the only part of Wrye Bash not written in Python (well, except for calls to 7z.exe to extract things).


    • The practical benefits of using CBash are:
      • Building the bashed patch is much faster


      • More plugins are mergeable, giving you the ability to cram more goodness into Oblivion


      • In the future, more interesting kinds of tweaks will be practical to implement
    • BAIN: BAsh INstaller. You use it from the WB Installers tab


    • BAIN archive: A mod released in a format that can be installed by BAIN


    • BAIT: Bash Asynchronous Installer Tab. In development (pre-beta) and will replace the current implementation of BAIN. Will use multi-threading to have a UI that still responds while it processes data (calculates CRC's, installs mods, etc).

Download: http://oblivion.nexusmods.com/mods/22368 (mirrored at http://www.fliggerty.com/phpBB3/viewtopic.php?f=54&t=4233 and, of course, https://sourceforge.net/projects/oblivionworks/files/Wrye%20Bash/)

Documentation:
  • http://oblivionworks.svn.sourceforge.net/viewvc/oblivionworks/Programs/Wrye%20Bash/Mopy/Wrye%20Bash%20General%20Readme.html (also included in the download as "Wrye Bash General Readme.html" in the Mopy folder)
  • alt3rn1ty's http://oblivion.nexusmods.com/mods/35230
  • Metallicow's BAIN http://oblivion.nexusmods.com/mods/38857
  • Translated documentation and guides: http://bbs.3dmgame.com/thread-2490955-1-1.html
Requirements and Installation: Short version: just use the installer and install to the Oblivion folder! When you install dependencies, just install them to their default locations.
Long version:
Spoiler

There are two versions available: the Python version and the Standalone version. They are functionally equivalent. Most people should run the Standalone version since it is slightly simpler (no external Python components to install). You should to install the Python version, however, if you want to be more involved with development or if you already have Python installed on your system for other reasons.

First, if you're using Windows XP, Wrye Bash needs the http://www.microsoft.com/download/en/details.aspx?id=14431 installed, the x86 version. This is required for the custom 7z executable that Wrye Bash uses to run. Later versions of Windows already have this installed.

If you're using the Standalone version, the only other thing you need to install manually is the http://www.microsoft.com/downloads/details.aspx?familyid=a5c84275-3b97-4ab7-a40d-3802b2af5fc2.

If you are using the Python version, dependency installation will be handled automatically by the installer. However, if you want or need to do things manually:
Spoiler

  • http://www.python.org/ftp/python/2.7.3/python-2.7.3.msi (Python 2.7.1 from Wrye Python 04a is fine as well)
  • http://sourceforge.net/projects/wxpython/files/wxPython/2.8.12.1/wxPython2.8-win32-unicode-2.8.12.1-py27.exe
  • http://sourceforge.net/projects/comtypes/files/comtypes/0.6.2/comtypes-0.6.2.win32.exe/download
  • http://sourceforge.net/projects/pywin32/files/pywin32/Build%20217/pywin32-217.win32-py2.7.exe/download
  • Other setups may work, but this is the only officially supported setup.
  • Python 3.x: NOT supported
Note that the 32-bit versions are required even if you are on a 64-bit operating system
Then:
  • For manual installations of either the Standalone or Python versions, extract the archive in your Oblivion game folder so that the Mopy directory appears in the Oblivion directory
  • For Python versions, run by double-clicking on Wrye Bash Launcher.pyw
  • For WBSA (Wrye Bash StandAlone), run by double-clicking on Wrye Bash.exe
Remember! In Windows Vista and up, don't install Oblivion in the Program Files folder due to User Access Controls!

Development:
The project is hosted at https://sourceforge.net/projects/oblivionworks/develop. You don't need a SourceForge account to create or add data to bug reports and feature requests -- you can always contribute anonymously (but put your name in the comments section if you want credit : ). Feeling brave? SVN versions are not guaranteed to be release quality, but if you know what you're doing and want to help us test new features and track down bugs, follow alt3rn1ty's SVN guide to use the latest code:
Spoiler

If going from Standalone version to Python version, use the latest installer to install the Python version before continuing. It will install all required dependencies for you.

The latest svn is always here >>http://oblivionworks.svn.sourceforge.net/viewvc/oblivionworks/Programs/Wrye%20Bash/<< - Then just click "Download GNU Tarball" at the bottom. Note: If you have been told to try a specific revision number instead of the latest, type the revision number in the sticky revision box and press return, the Download GNU Tarball will now grab that revision's set of files.

Use >>http://oblivionworks.svn.sourceforge.net/viewvc/oblivionworks/Programs/Wrye%20Bash/?view=log<< to view the log of changes for reference to specific revision numbers and their changes, to revert to as necessary if things go wrong...

A screenshot walkthrough:
http://oblivionworks.svn.sourceforge.net/viewvc/oblivionworks/Programs/Wrye%20Bash/screenshots/svn1.jpg
http://oblivionworks.svn.sourceforge.net/viewvc/oblivionworks/Programs/Wrye%20Bash/screenshots/svn2.jpg
http://oblivionworks.svn.sourceforge.net/viewvc/oblivionworks/Programs/Wrye%20Bash/screenshots/svn3.jpg
http://oblivionworks.svn.sourceforge.net/viewvc/oblivionworks/Programs/Wrye%20Bash/screenshots/svn4.jpg
http://oblivionworks.svn.sourceforge.net/viewvc/oblivionworks/Programs/Wrye%20Bash/screenshots/svn5.jpg
http://oblivionworks.svn.sourceforge.net/viewvc/oblivionworks/Programs/Wrye%20Bash/screenshots/svn6.jpg
http://oblivionworks.svn.sourceforge.net/viewvc/oblivionworks/Programs/Wrye%20Bash/screenshots/svn7.jpg
http://oblivionworks.svn.sourceforge.net/viewvc/oblivionworks/Programs/Wrye%20Bash/screenshots/svn8.jpg

Rinse and repeat when a new svn comes out.

Beware: Its a good idea to rename the tarball according to the revision number and keep it around. Keep a few weeks worth of them so if there is a problem found later with a particular set of committed files in the tarball you can go back to a previous known good revision. There's no need to go back this far but note svn revision 1309 was the directory structure change, and if you go back to a revision earlier than that you will probably have to follow http://www.gamesas.com/index.php?/topic/1205502-relz-wrye-bash/page__view__findpost__p__18000658 to get WB running again.

Reporting Bugs: Try to give us enough information to diagnose your problem. The following information is useful to us:
Spoiler
  • What version of Wrye Bash are you using? If you're using the SVN, be sure to include the revision number.
  • What are all the symptoms? Be sure to include what you did (step-by-step is helpful), what you expected, and what happened.
  • What do you see? Error messages are very valuable to us.
  • What version of Windows are you using? Is UAC enabled and is Oblivion in the default directory? (If it is, please install it somewhere else. This can cause lots of problems)
  • Are you using a bash.ini? If so, include its contents (in spoiler tags, please!)
  • Is the problem related to the Bashed Patch? If so include the following:
    • Your Load Order (in spoiler tags). Get this by right clicking on a column header in the Mods tab, and selecting 'List Mods...'
    • Your Bashed Tags (in spoiler tags). Get this by right clicking on a column header in the Mods tab, and selecting 'List Bash Tags...'
    • Your Bashed Patch config (in spoiler tags). Get this by right clicking on the Bashed Patch and selecting 'List Patch Config...'
  • 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.
  • 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://oblivion.nexusmods.com/mods/22368 or http://sourceforge.net/projects/oblivionworks/. Don't link to the actual download file, since that changes fairly frequently.

Related Projects:
  • Load orders should be managed with http://oblivion.nexusmods.com/mods/20516, which also supplies updated lists of tags used for importing (though even if you don't use BOSS, a basic taglist is shipped with each version of Wrye Bash)
  • Valda ported and maintains Wrye Bash for Fallout3 ( http://www.gamesas.com/index.php?showtopic=1211142 ) and Fallout3 New Vegas ( http://www.gamesas.com/index.php?showtopic=1129389 )
Changelog for Latest Version:
=== 297.1 [2012/06/12] [Various community members]
Spoiler

  • More updating of all Nexus URLs to their new formats. [Arthmoor]
  • Fixed autoNames error in Bashed Patch rebuilding. [Arthmoor]
  • Fixed Wrye Bash not prompting to back up old settings when launching a new version for the first time. [cdcooley, Alex Michael]
  • Various improvements for the WizBAIN Editor. [Metallicow]
  • Fixed load order being read incorrectly when Auto-Ghost was enabled. [WrinklyNinja]
  • Fixed Bash not opening due to datetime error. [Trira/Metallicow]
  • Added Create New Project dialog to Installers tab. [Metallicow]
  • Fixed Bash loading the BOSS API DLLs that are included with BOSS even if they are older than the DLLs included with Bash. [WrinklyNinja]
  • Fixed installer's URL for PyWin32 being invalid. [Alt3rn1ty]
  • Some more attempts at improving UI responsiveness. [cdcooley]
  • Fixed Bash not starting if loadorder.txt doesn't exist when running for Skyrim. [Anonymous submission]
  • Updated Russian translation. [Djk]
  • Fixed error that sometimes occurred when trying to deactivate a plugin. [cdcooley]
User avatar
chloe hampson
 
Posts: 3493
Joined: Sun Jun 25, 2006 12:15 pm

Post » Thu Jun 14, 2012 2:57 am

Bug tracking and progress towards next release
Here's a rundown of what the next release will contain, as well as a list of all known bugs and requested enhancements. Links lead to the sourceforge tracker artifacts. If you have information or opinions pertaining to any particular bug or enhancement, please comment at the tracker link. If you have screenshots or sample files, you can attach them (or links to them) to the trackers too. Any information helps!

Users who have reported bugs and are updating from svn: please check the following for any closed/fixed bugs (indicated with a strikethrough). Confirmation of the fix would be much appreciated.

Upcoming release 297.2: CBash 0.6.0, documentation, and UI usability
  • http://sourceforge.net/support/tracker.php?aid=3414919 Mods flicker on mouse over [lojack5]
  • http://sourceforge.net/support/tracker.php?aid=3414715 Possible CBash patcher bugs
  • http://sourceforge.net/support/tracker.php?aid=3331937 CBash: Using C.Name blocks other cell record changes [lojack5]
  • http://sourceforge.net/support/tracker.php?aid=3531731 Bash reverts load order if lock order is set and load order is adjusted manually.
  • http://sourceforge.net/support/tracker.php?aid=3530378 [Oblivion] Item Interchange files generate patch errors.
  • http://sourceforge.net/support/tracker.php?aid=3530366 [Skyrim] Bashed Patch building crashes when AV present.
  • http://sourceforge.net/support/tracker.php?aid=3530401 Huge amount of interface lag after introducing BAPI.
  • https://sourceforge.net/tracker/?func=detail&aid=3534735&group_id=284958&atid=1207901 BAIN does not remove plugins from plugins.txt
  • http://sourceforge.net/support/tracker.php?aid=3413533 INI Edits: Hide invalid tweaks [lojack5]
  • http://sourceforge.net/support/tracker.php?aid=3413532 Auto-add INI's installed by BAIN to the INI Edits Tab [lojack5]
  • http://sourceforge.net/support/tracker.php?aid=3413519 UI usability improvements - stage 1
  • http://sourceforge.net/support/tracker.php?aid=3411726 Make wbsa the default installer choice
  • http://sourceforge.net/support/tracker.php?aid=3407019 highlight but don't select unconfigured mods on bp import [myktaylor]
  • http://sourceforge.net/support/tracker.php?aid=3406435 Add help icon in bashed patch dialog
  • http://sourceforge.net/support/tracker.php?aid=3393119 mod with new, deleted records is still mergeable [waruddar] (Partial fix for Python mode done by PacificMorrowind)
  • http://sourceforge.net/support/tracker.php?aid=3385784 Remove BALO
  • http://sourceforge.net/support/tracker.php?aid=3103903 Hijackthis for Oblivion.
  • http://sourceforge.net/support/tracker.php?aid=2997330 View details of a BCF [waruddar]
https://sourceforge.net/tracker/?group_id=284958&atid=1207901&status=1:
Spoiler
  • http://sourceforge.net/support/tracker.php?aid=3531500 BAIN removes comments from installed ini files.
  • https://sourceforge.net/tracker/?func=detail&aid=3534590&group_id=284958&atid=1207901[Skyrim] Has More Directories does not stick to packages.
  • https://sourceforge.net/tracker/index.php?func=detail&aid=3534587&group_id=284958&atid=1207901[Skyrim] Skip Docs is too overzealous
  • http://sourceforge.net/support/tracker.php?aid=3531163 Crash when selecting esp/esm after closing Document-Browser
  • http://sourceforge.net/support/tracker.php?aid=3415244 Invalid FormIDs breaking the patch
  • http://sourceforge.net/support/tracker.php?aid=3530352 BAIN does not refresh on change of CRCs in Projects
  • http://sourceforge.net/support/tracker.php?aid=3530353 [Skyrim] Clicking on Installers tab generates error.
  • http://sourceforge.net/support/tracker.php?aid=3530357 BAIN error during mod installation
  • http://sourceforge.net/support/tracker.php?aid=3530358 Error with Race Tweaks building bashed patch.
  • http://sourceforge.net/support/tracker.php?aid=3530359 Mod Checker reports ITM and UDR for mods that are clean.
  • http://sourceforge.net/support/tracker.php?aid=3530371 KEY error in status bar for BOSS
  • http://sourceforge.net/support/tracker.php?aid=3530373 Export Names -> Reimport File. Bash does nothing.
  • http://sourceforge.net/support/tracker.php?aid=3530374 [Skyrim] Error when trying to Import FormIDs
  • http://sourceforge.net/support/tracker.php?aid=3530375 [Skyrim] Export Names does not work with Skyrim.esm
  • http://sourceforge.net/support/tracker.php?aid=3530376 Export Stats does not work with Skyrim.esm
  • http://sourceforge.net/support/tracker.php?aid=3530380 Unable to launch Wrye Bash (Unicode error)
  • http://sourceforge.net/support/tracker.php?aid=3530381 Unhandled exception encountered processing mismatched BCFs
  • http://sourceforge.net/support/tracker.php?aid=3530382 Mods tab lists BAIN archive on files where the BAIN is gone.
  • http://sourceforge.net/support/tracker.php?aid=3530383 Corrupts the description of mods after saving it in Cyrillic
  • http://sourceforge.net/support/tracker.php?aid=3474315 INI Edits/tweaks must be in ANSI (UTF-8 with BOM fails)
  • http://sourceforge.net/support/tracker.php?aid=3456263 Program freeze and loss of work
  • http://sourceforge.net/support/tracker.php?aid=3425987 Scroll bar menu must be global
  • http://sourceforge.net/support/tracker.php?aid=3425981 upgrating from 291 to 295 may cause Oblivion.esm ghosting
  • http://sourceforge.net/support/tracker.php?aid=3411634 Bash Memory Problems
  • http://sourceforge.net/support/tracker.php?aid=3410269 Issue with certain format INI files.
  • http://sourceforge.net/support/tracker.php?aid=3408415 Progress bar disappears while autoannealing
  • http://sourceforge.net/support/tracker.php?aid=3402087 Tweak Actors: Vanilla Beast Skeleton Tweaker broken
  • http://sourceforge.net/support/tracker.php?aid=3388557 CBash: Possible spell patcher problem (need more info)
  • http://sourceforge.net/support/tracker.php?aid=3388518 CTDs if spells imp from FCOM_Convergence (possibly solved)
  • http://sourceforge.net/support/tracker.php?aid=3385296 error handling for bosh.initSettings is flawed
  • http://sourceforge.net/support/tracker.php?aid=3329021 just opening Wrye Bash causes Oblivion CTD (possibly solved)
https://sourceforge.net/tracker/?group_id=284958&atid=1207904&status=1:
Spoiler
  • http://sourceforge.net/support/tracker.php?aid=3476805 Skyrim: Renumber Saves
  • https://sourceforge.net/tracker/?func=detail&aid=3532383&group_id=284958&atid=1207904 BAIN packaging of project data into a BSA
  • http://sourceforge.net/support/tracker.php?aid=3495819 Cancel a package install
  • http://sourceforge.net/support/tracker.php?aid=3487656 Preview of 'Clean Data'
  • http://sourceforge.net/support/tracker.php?aid=3479506 'Auto-Anneal' like functionality for changes
  • http://sourceforge.net/support/tracker.php?aid=3475090 Readme's with name of archive
  • http://sourceforge.net/support/tracker.php?aid=3472028 Sync to Data - for archives
  • http://sourceforge.net/support/tracker.php?aid=3471635 Automatic 'Plugin Encoding' detection
  • http://sourceforge.net/support/tracker.php?aid=3471619 Hide some "always recommened" Bashed Patch options
  • http://sourceforge.net/support/tracker.php?aid=3467881 'Hide' feature requests
  • http://sourceforge.net/support/tracker.php?aid=3467396 SEFF icon tweaker
  • http://sourceforge.net/support/tracker.php?aid=3467395 New skip: Skip Silent Voices
  • http://sourceforge.net/support/tracker.php?aid=3467154 Per-plugin encodings
  • http://sourceforge.net/support/tracker.php?aid=3462945 install conversions per drag and drop
  • http://sourceforge.net/support/tracker.php?aid=3462054 BAIN/BAIT UI suggestiongs
  • http://sourceforge.net/support/tracker.php?aid=3455468 Update from file
  • http://sourceforge.net/support/tracker.php?aid=3446770 NMM integration
  • http://sourceforge.net/support/tracker.php?aid=3439187 Reverse view of the data files
  • http://sourceforge.net/support/tracker.php?aid=3439136 NoMerge Tag that does not imply Deactivate
  • http://sourceforge.net/support/tracker.php?aid=3438579 Customizable locations - oblivion.ini, plugins.txt and saves
  • http://sourceforge.net/support/tracker.php?aid=3437929 Move vanilla files to special package instead of overwriting
  • http://sourceforge.net/support/tracker.php?aid=3437922 Jump from mod list to corresponding installer
  • http://sourceforge.net/support/tracker.php?aid=3437918 Portable source version of Wrye Bash
  • http://sourceforge.net/support/tracker.php?aid=3437914 Actually visible installer selection highlight
  • http://sourceforge.net/support/tracker.php?aid=3436179 Create original file cache against overwrites
  • http://sourceforge.net/support/tracker.php?aid=3436064 Installation of DLLs outside of obse\plugins
  • http://sourceforge.net/support/tracker.php?aid=3425443 Dockable status bar buttons
  • http://sourceforge.net/support/tracker.php?aid=3423164 INIzer support
  • http://sourceforge.net/support/tracker.php?aid=3418026 Installer should prompt to update out-of-date deps
  • http://sourceforge.net/support/tracker.php?aid=3412774 only mark mergeable when we have to
  • http://sourceforge.net/support/tracker.php?aid=3411323 Standard bashed patch name should be Bashed Patch.esp
  • http://sourceforge.net/support/tracker.php?aid=3411283 Make it more obvious how to rebuild a bashed patch
  • http://sourceforge.net/support/tracker.php?aid=3408190 organize tweakers by semantics instead of implementation
  • http://sourceforge.net/support/tracker.php?aid=3408172 Import/export ACBS.stats
  • http://sourceforge.net/support/tracker.php?aid=3406403 Italicize bashed patch settings in non-default states
  • http://sourceforge.net/support/tracker.php?aid=3404131 Add selection information to List Subpackages command
  • http://sourceforge.net/support/tracker.php?aid=3403229 prompt to see if user wishes to remove crc-mismatched files
  • http://sourceforge.net/support/tracker.php?aid=3402841 implement ini-configurable text styles
  • http://sourceforge.net/support/tracker.php?aid=3400520 Make tone imports optional in face import tool
  • http://sourceforge.net/support/tracker.php?aid=3400506 More user-friendly INI Edits tab
  • http://sourceforge.net/support/tracker.php?aid=3400500 startup tips
  • http://sourceforge.net/support/tracker.php?aid=3400496 List unmanaged files
  • http://sourceforge.net/support/tracker.php?aid=3400495 Associate extra files with BAIN packages
  • http://sourceforge.net/support/tracker.php?aid=3400296 Automatically build bashed patch after BAIN installation
  • http://sourceforge.net/support/tracker.php?aid=3400289 Autorun BOSS after BAIN installation
  • http://sourceforge.net/support/tracker.php?aid=3400257 Startup splash screen?
  • http://sourceforge.net/support/tracker.php?aid=3400256 .esm files should always be considered bashable
  • http://sourceforge.net/support/tracker.php?aid=3397660 Autoactivate mods after installation
  • http://sourceforge.net/support/tracker.php?aid=3396026 Better understanding of the .ess file format
  • http://sourceforge.net/support/tracker.php?aid=3395297 Automatic bug reporting
  • http://sourceforge.net/support/tracker.php?aid=3395286 Alchemy potion auto-renamer for save game
  • http://sourceforge.net/support/tracker.php?aid=3393346 Visually indicate that a BCF is missing files
  • http://sourceforge.net/support/tracker.php?aid=3391651 Remove masters?
  • http://sourceforge.net/support/tracker.php?aid=3391647 Friendlier UI: create menu bar
  • http://sourceforge.net/support/tracker.php?aid=3391289 no warn ab dirty mods that BOSS says should not be cleaned
  • http://sourceforge.net/support/tracker.php?aid=3390846 Automatically enforce MustBeActiveIfImported tag
  • http://sourceforge.net/support/tracker.php?aid=3388155 Add "Advanced" tweak where power users can alter GMSTs
  • http://sourceforge.net/support/tracker.php?aid=3387324 Persist bash.ini settings across updates
  • http://sourceforge.net/support/tracker.php?aid=3387004 One-click mod cleaning
  • http://sourceforge.net/support/tracker.php?aid=3384252 EOL non-CBash patchers
  • http://sourceforge.net/support/tracker.php?aid=3383924 Threaded installer
  • http://sourceforge.net/support/tracker.php?aid=3383351 BAIN Package Update Checker
  • http://sourceforge.net/support/tracker.php?aid=3383346 BAIN BSA Conflict Support
  • http://sourceforge.net/support/tracker.php?aid=3380401 Rename "Clean Data" to "Move unowned data files to project"
  • http://sourceforge.net/support/tracker.php?aid=3380280 Revamp hidden files system
  • http://sourceforge.net/support/tracker.php?aid=3379910 BAIN interaction with modified INIs
  • http://sourceforge.net/support/tracker.php?aid=3379905 Have deleted files go to the Recycle Bin
  • http://sourceforge.net/support/tracker.php?aid=3349242 Allow uninstalling of files not installed by a package.
  • http://sourceforge.net/support/tracker.php?aid=3339035 Deprecate support for Python 2.6
  • http://sourceforge.net/support/tracker.php?aid=3333426 Launchers for Oblivion/Data in file manager; conscribe log
  • http://sourceforge.net/support/tracker.php?aid=3333419 package metadata file
  • http://sourceforge.net/support/tracker.php?aid=3329193 "NoMerge" including "Deactivate" semantics is unintuitive
  • http://sourceforge.net/support/tracker.php?aid=3314401 Have BAIT show an image for packages
  • http://sourceforge.net/support/tracker.php?aid=3314399 dnd text/text files into the BAIN comments
  • http://sourceforge.net/support/tracker.php?aid=3168471 Move mods docs to Docs\
  • http://sourceforge.net/support/tracker.php?aid=3149179 Bypass AutoRefresh: AutoRefresh on SHIFT-release if needed.
  • http://sourceforge.net/support/tracker.php?aid=3140786 Import faces to NPCs within save files, and ESP
  • http://sourceforge.net/support/tracker.php?aid=3139535 SubPkg names beside ESP & Data-tab itms +SubPkg Conflicts
  • http://sourceforge.net/support/tracker.php?aid=3139504 Multi-part/volume archive support (7z)
  • http://sourceforge.net/support/tracker.php?aid=3127326 BAIN install order list improvements
  • http://sourceforge.net/support/tracker.php?aid=3117381 Tweaker: zero the disposition of Crime victims and witnesses
  • http://sourceforge.net/support/tracker.php?aid=3101356 Change the way NpcFaces and NpcFacesForceFullImport work
  • http://sourceforge.net/support/tracker.php?aid=3099804 Keep info about installed pkgs when source pkgs disappear
  • http://sourceforge.net/support/tracker.php?aid=3092291 Autoupdate/rollback functionality
  • http://sourceforge.net/support/tracker.php?aid=3092281 OMOD support
  • http://sourceforge.net/support/tracker.php?aid=3091563 Visual resource conflict browser
  • http://sourceforge.net/support/tracker.php?aid=3091504 Redesign UI for Installers Tab
  • http://sourceforge.net/support/tracker.php?aid=3059673 Each profile has its own data
  • http://sourceforge.net/support/tracker.php?aid=2998602 Associate readme's with BAIN packages
  • http://sourceforge.net/support/tracker.php?aid=2998601 Rename installed files
  • http://sourceforge.net/support/tracker.php?aid=2985605 Restructure Bash directories
  • http://sourceforge.net/support/tracker.php?aid=2985295 Customizable Hidden installer directory
  • http://sourceforge.net/support/tracker.php?aid=2985293 Relocate Bash Files
  • http://sourceforge.net/support/tracker.php?aid=2985278 New Container Bash Tag
  • http://sourceforge.net/support/tracker.php?aid=2985275 Sub-package file filtering panel
  • http://sourceforge.net/support/tracker.php?aid=2985271 NoTweaks Bashed Tag
  • http://sourceforge.net/support/tracker.php?aid=2985270 Development Tab
  • http://sourceforge.net/support/tracker.php?aid=2985267 Doc Browser
  • http://sourceforge.net/support/tracker.php?aid=3530355 BAIN forces install of package with single subpackage.
  • http://sourceforge.net/support/tracker.php?aid=3530356 [Skyrim] BAIN support for Automatic Variants packages.
  • http://sourceforge.net/support/tracker.php?aid=3530385 Add option to not use profile-specific load orders.
  • http://sourceforge.net/support/tracker.php?aid=2902924 Compare scripts between mod versions
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Budgie
 
Posts: 3518
Joined: Sat Oct 14, 2006 2:26 pm

Post » Thu Jun 14, 2012 12:26 pm

Adding to the bug list:

http://sourceforge.net/support/tracker.php?aid=3531731 Bash reverts load order if lock order is set and load order is adjusted manually.
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Becky Palmer
 
Posts: 3387
Joined: Wed Oct 04, 2006 4:43 am

Post » Thu Jun 14, 2012 8:05 am

Ghoested plugins definately weren't working. BOSS loaded and ran no problem, got the BOSS Log etc., but it wasn't working right until I un-ghosted everything, not sure why.

It worked in 295.5 so far as I can tell. Wierder was the fact that the load order was messed up when I loaded 296, but I didn't have the same problem with reverting to 295.5.

As I said before, the issues I reported and most especially the lag mean I've now skipped this update. It's impossible to tell what causes a crash when the app freezes for over two minutes anyway. Obviously, this is partly my older system but it's borderline unusable at my end.
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Jimmie Allen
 
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Joined: Sun Oct 14, 2007 6:39 am

Post » Wed Jun 13, 2012 10:42 pm

Another bug that hasn't been noted: Import faces doesn't work. It didn't work in 2.95 either; someone told me that after I asked about it, but it was never reported for some reason.

Also, from the first post:

In CBash mode instead of mergeing deleted REFR, ACRE, ACHR records they will be merged as and undeleted
Huh?
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lauren cleaves
 
Posts: 3307
Joined: Tue Aug 15, 2006 8:35 am

Post » Wed Jun 13, 2012 9:28 pm

I get the feeling that the code that the Mods tab is built on will need a rewrite, rather than little patches, to fix the performance issues. Which would be a lot easier if the code was separated so that each tab had a separate python file, with common stuff being stored in another, or something like that.
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Maya Maya
 
Posts: 3511
Joined: Wed Jul 05, 2006 7:35 pm

Post » Thu Jun 14, 2012 12:02 pm

Another bug that hasn't been noted: Import faces doesn't work. It didn't work in 2.95 either; someone told me that after I asked about it, but it was never reported for some reason.
We need to know precisely HOW it isn't working, because at least one bug I fixed along the way dealt with importing a face.

Is there an error? Does it simply not work? Which menu option are you using for this?

Bug reports need to be fairly specific since we, as stewards, aren't going to know the gory details behind everything like the main developers do. They're capable of guessing at what the problem is, we aren't. At least not yet.

I get the feeling that the code that the Mods tab is built on will need a rewrite, rather than little patches, to fix the performance issues. Which would be a lot easier if the code was separated so that each tab had a separate python file, with common stuff being stored in another, or something like that.
It certainly wouldn't surprise me. That sounds like a pretty big refactoring project though.
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Sian Ennis
 
Posts: 3362
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Post » Thu Jun 14, 2012 2:23 am

I apologize if this has already been reported, but I noticed a strange behavior in Wrye Bash 296 / Boss 2.0.1 :

http://www.imagebam.com/image/57b142193897846

- "Enhanced vegetation [125%].esp has a timestamp of "02/01/2001 08:23:08" and is #13 in load order
- "Skyrimized Water HD eng.esp" has a timestamp of "02/01/2001 08:10:08" and is #14 in load order
- "Vanilla_Race_Overhaul.esp" has a timestamp of "02/01/2001 08:25:08" and is #15 in load order

Unless I'm mistaken, #14 is incorrectly set here.

It looks like a minor bug to me, since AFAIK Oblivion loads plugins according to the timestamp, but really had me puzzled (and worried!) at the first glance.

Thank you for all the hard work on 296 (and 297!).
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Alyesha Neufeld
 
Posts: 3421
Joined: Fri Jan 19, 2007 10:45 am

Post » Thu Jun 14, 2012 3:57 am

Powers that be-

In response to http://www.gamesas.com/topic/1123302-wip-wrye-bash-pictorial-guide-for-newbies/page__view__findpost__p__20875254in the pictorial guide thread:
Tiny update - Wrye Bash 297 (when it is released) has had to separate game specific files (Oblivion/Skyrim) in Bash Patches\ and INI Tweaks\ ..
Does this mean that the separated game files will or will not be in the individual game directories?

Is it going to be that bash will now be like FOMM and be installable as its own program and then you tell it which game to manage (I hope not) or will it be individual to each install like it has been (I hope so).

My concern has to do with my use of custom locations for the installers.dat and bashmoddata.dat things which I keep local to the game directories and not off in the BAIN archive.

thanks
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+++CAZZY
 
Posts: 3403
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Post » Thu Jun 14, 2012 10:37 am

The installer version script has been modified to only install Oblivion stuff with Oblivion, and Skyrim stuff with Skyrim.

If you use the Standalone download or the Python Source download, those folders will drop in every game even though they don't really need to be there.

The over all install process isn't changing. These are just for the game specific content.
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Sakura Haruno
 
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Post » Thu Jun 14, 2012 12:37 pm

Ahh - goody - thanks
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Britney Lopez
 
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Post » Thu Jun 14, 2012 10:30 am

FYI Yacoby has more or less stopped any further development of Wrye Mash 85/86 Stand Alone because of his commitment in RL. I don't know if anyone of you guys has been working with Wrye Mash, so see this as a request. :smile:

Yes, there are a lot of unicode problems. Basically I want to slowly convert it to unicode but because of that there are some minor issues with wxPython complaining when I pass it non unicode latin-1 strings (I assume).

Just a FYI, I am unlikely to put much more time (if at all) into this. The source is of course available to anyone who wants to fix issues.
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Mizz.Jayy
 
Posts: 3483
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Post » Thu Jun 14, 2012 10:28 am

I wasn't even aware there was a version 85 or 86. I've got 84 installed, which works well, and has BAIN support added. Alas, I doubt any of us is familiar enough with the innards of Morrowind to be able to contribute anything meaningful to an effort like that.
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Amie Mccubbing
 
Posts: 3497
Joined: Thu Aug 31, 2006 11:33 pm

Post » Thu Jun 14, 2012 12:53 pm

I've started having strange problems when using Wrye Bash...

Problem 1:
-->Mod sorting by Groups no longer works<--
Recently Wrye Bash stopped auto re-sorting mods by groups (if their time stamp changed for some reason) or letting me assign/re-assign mods to groups. When I right click on a mod and go to "groups ->" the sub menu will not show. I can manually sort mods by changing their times, but this is natually both painful and slow. What's going on? More importantly, how do I fix it? I'm running the most current version of Wrye Bash (296). The error started in 295, and was not fixed when I tried uninstalling it and then installing 296. I have no idea why it started doing this, nothing happened or changed as far as I can remember, it just stopped working one day.


Problem 2 [SOLVED]:
-->BAIN will no longer install mods<--
Solution: Wrye Bash needed to be restarted.

Depreciated:
Having decided to try completely re-installing Oblivion in hopes of fixing the above error as well as frequent CTD while playing, I decided to use BAIN to re-install all my mods (this was after uninstalling my old 295 Wrye Bash and installing version 296). This worked really great at first. Then I noticed that a few mods were not packaged in a manner that BAIN could work well with and weren't installing right. So I unzipped the first one (from .rar), tinkered with it, zipped it back up (to .7zp - not noticing that, the original file was .rar) and stuck the corrected archives in BAIN. I quickly figured out my re-zipping error and deleted the old .rar version from BAIN and tried to install the new .7zp version. It would not install. I tried anneal and anneal-all. I tried to uninstall (even though it was not installed) and then re-install the archive. I tried install missing, and this worked, sort of. See, the mod was actually a patch for another mod (all it did was replace a mesh file. Actually it had two different versions to choose from for the new mesh file, saved in two different folders which I re-structured to "01 XXX" -> "Meshes" -> etc. This necessity of choice was what had made it not BAIN compatible before.), and though it was correctly located higher in the load order list that the mod it was patching, the lower mod was still overwriting the files it was supposed to replace (the original order mod's text background was yellow). I tried everything all over again, no dice. I finally deleted the files of both the original mod and the patch mod from Data and then removed the archives from BAIN and then reinstalled them in BAIN. I still can not get the patch mod to install, and now the original mod (whose archive I've not messed with in any way) will not install either (but hey, at least it's no longer highlighted in yellow...). A few other notes: when I select which mesh I want the patch archive to use, BAIN lists it under the Mismatched tab rather than the Missing tab, while the orginal archive lists most of its files under the Matched tab rather than the Missing tab, even though none of them are in the Data folder (I deleted them myself, as noted ealier). Any ideas???

I noticed this error log while trying to get the mods to install (repeated several times):
Traceback (most recent call last):  File "bash\basher.pyo", line 9960, in Execute  File "bash\bosh.pyo", line 9195, in install  File "bash\bosh.pyo", line 8233, in install  File "bash\bosh.pyo", line 8173, in unpackToTemp  File "bash\bolt.pyo", line 1344, in open  File "codecs.pyo", line 881, in openIOError: [Errno 2] No such file or directory: u'InstallerTempList.txt'
Hope that helps...
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Epul Kedah
 
Posts: 3545
Joined: Tue Oct 09, 2007 3:35 am

Post » Thu Jun 14, 2012 5:41 am

(How do you/can you delete a post?!?)
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Margarita Diaz
 
Posts: 3511
Joined: Sun Aug 12, 2007 2:01 pm

Post » Thu Jun 14, 2012 11:20 am

I apologize if this has already been reported, but I noticed a strange behavior in Wrye Bash 296 / Boss 2.0.1 :

http://www.imagebam.com/image/57b142193897846

- "Enhanced vegetation [125%].esp has a timestamp of "02/01/2001 08:23:08" and is #13 in load order
- "Skyrimized Water HD eng.esp" has a timestamp of "02/01/2001 08:10:08" and is #14 in load order
- "Vanilla_Race_Overhaul.esp" has a timestamp of "02/01/2001 08:25:08" and is #15 in load order

Unless I'm mistaken, #14 is incorrectly set here.

It looks like a minor bug to me, since AFAIK Oblivion loads plugins according to the timestamp, but really had me puzzled (and worried!) at the first glance.

Thank you for all the hard work on 296 (and 297!).
Looks like a bug to me. Does it happen when you run BOSS independently of WB (ie. are the timestamps after running and the order displayed in the BOSS Log also mismatched)? What happens if you close WB and re-open it, are they still mismatched (ie. is it a refresh issue)?
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Samantha Pattison
 
Posts: 3407
Joined: Sat Oct 28, 2006 8:19 pm

Post » Thu Jun 14, 2012 11:08 am

I've started having strange problems when using Wrye Bash...

Problem 1:
-->Mod sorting by Groups no longer works<--
Although I'm pretty sure this is part of BALO, and thus eventually slated for removal, it seems to be working fine for me? The submenu shows up, but since I've never used this part of Bash it doesn't really do much else.

Problem 2:
-->BAIN will no longer install mods<--
When you say the patch mod is "higher" are you certain its package order number is larger than the mod it's a patch for?

It seems as though your BAIN data may have gotten itself confused. Have you tried doing a full refresh to sort it out?

I noticed this error log while trying to get the mods to install (repeated several times):
Traceback (most recent call last):  File "bash\basher.pyo", line 9960, in Execute  File "bash\bosh.pyo", line 9195, in install  File "bash\bosh.pyo", line 8233, in install  File "bash\bosh.pyo", line 8173, in unpackToTemp  File "bash\bolt.pyo", line 1344, in open  File "codecs.pyo", line 881, in openIOError: [Errno 2] No such file or directory: u'InstallerTempList.txt'
Hope that helps...
Where is your game and Wrye Bash installed to? This looks like the result of a permissions error.
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Michelle davies
 
Posts: 3509
Joined: Wed Sep 27, 2006 3:59 am

Post » Thu Jun 14, 2012 12:34 am

Although I'm pretty sure this is part of BALO, and thus eventually slated for removal, it seems to be working fine for me? The submenu shows up, but since I've never used this part of Bash it doesn't really do much else.
What do you mean? Is Wrye Bash no longer going to sort mods automatically and make sure they stay in the right order?!? Say It Ain't So! And no, the groups sorting won't work if you've got "lock times" on (or at least thats the way it used to work, I don't really see "lock times" anymore...). So no idea why this entire feature is on the glitz? Or where/how to activate it, if it needs something done to it before it can be used?
I REALLY LIKE THE GROUP SORTING FEATURE, PLEASE DO NOT REMOVE IT!


When you say the patch mod is "higher" are you certain its package order number is larger than the mod it's a patch for?
Yes. The origonal mod's package number is 108, the patch mod is 119.


It seems as though your BAIN data may have gotten itself confused. Have you tried doing a full refresh to sort it out?
How? Wait, I have an idea... Shutting Wrye Bash down. Opening it back up. Installing mods... SUCCESS!!! Thank yo so very much! To think, all that time I wasted, and all I needed to do was restart Wrye Bash! Still, I'd try and fix whatever bug caused this error in the first place. One shouldn't need to restart a program all the time to keep it operating correctly...


Where is your game and Wrye Bash installed to? This looks like the result of a permissions error.
I've got Oblivion installed on an external hard drive, and I'm running the standalone version of Wrye Bash from within the Oblivion folder. Not, I'm sure, that you're much interested in that now, unless it somehow explains Problem #1...
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john palmer
 
Posts: 3410
Joined: Fri Jun 22, 2007 8:07 pm

Post » Thu Jun 14, 2012 3:58 am

What do you mean? Is Wrye Bash no longer going to sort mods automatically and make sure they stay in the right order?!? Say It Ain't So! And no, the groups sorting won't work if you've got "lock times" on (or at least thats the way it used to work, I don't really see "lock times" anymore...). So no idea why this entire feature is on the glitz? Or where/how to activate it, if it needs something done to it before it can be used?
I REALLY LIKE THE GROUP SORTING FEATURE, PLEASE DO NOT REMOVE IT!
The job of maintaining load order properly long ago fell to http://oblivion.nexusmods.com/mods/20516. BALO never did work entirely correctly and has comments in the code about how it needed a lot of work. So the developers decided that it was best to eventually phase it out and drop it entirely.

You're in luck for the moment since their absence has spared BALO its inevitable doom. That's not something any of us currently keeping things afloat has any plans to tackle since it's not getting in the way of anything and not causing bugs elsewhere.

Don't expect it to remain forever. Right now it's taking up valuable resources just sitting there.
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Benjamin Holz
 
Posts: 3408
Joined: Fri Oct 19, 2007 9:34 pm

Post » Thu Jun 14, 2012 7:35 am

I'm having a problem with the googly eyes avoiding feature that is built in in Wrye Bash. I'm using the Comprehensive Cosmetic Compilation's resource ESM to make my own custom race for use in a house mod. It uses the Elaborate Eye meshes.

When I tested it to see if it worked in game the eyes were googly, I thought that perhaps it conflicted with TNR or some other race mod that I have so I ran TES4Edit to see what was conflicting with the custom race I made. It turned out that the bashed patch changed the eye mesh used for the custom race back to the vanilla eye mesh. No other cosmetic mods conflicted with my custom mod. I also use Abriael's human race and Bellagail's vampire race which use a different eye mesh but these are unaffected by the bashed patch.

I've tried to use Bash tags to import the eyes but that didn't help, now it also seems that an example race in CCC.esm that uses the same mesh and contains the resources for my custom race also has it's eyes changed to vanilla by the bashed patch.

I'm fairly new to modding and I don't really now where to look next to fix this problem, the one thing that did work was to set the custom race as non-playable but that resulted in all the NPC's from that mod losing their dialogue. Is there any way to fix this? I guess I could simply load it after the bashed patch but I don't really want to resort to that.

Here is my load order.
Spoiler

underdark.esm
CCC.esm
All Natural Base.esm
Cobl Main.esm
Better Cities Resources.esm
CM Partners.esm
TRoN.esp
Unofficial Oblivion Patch.esp
UOP Vampire Aging & Face Fix.esp
Oblivion Citadel Door Fix.esp
DLCShiveringIsles.esp
Unofficial Shivering Isles Patch.esp
USIPS Additional Changes.esp
Better Cities .esp
All Natural.esp
All Natural - SI.esp
Enhanced Water v2.0 HD.esp
All Natural - Real Lights.esp
WindowLightingSystem.esp
AliveWaters.esp
Book Jackets Oblivion.esp
ClocksOfCyrodiil_BC_OBC_OC_OCLR_Vanilla.esp
Streamline 3.1.esp
Map Marker Overhaul.esp
Map Marker Overhaul - SI additions.esp
Enhanced Hotkeys.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
VipCxj_HighHeels.esp
FDJShadowGear.esp
FDJSBCompilation.esp
Mage Equipment.esp
LevelerCheat.esp
HTBShopInABottle.esp
DLCThievesDen.esp
DLCThievesDen - Unofficial Patch.esp
DLCThievesDen - Unofficial Patch - SSSB.esp
Cobl Glue.esp
Cobl Si.esp
Alluring Potion Bottles v3.esp
Alluring Wine Bottles.esp
Castle_Highrock.esp
Abriael_Human.esp
DLCFrostcrag.esp
DLCFrostcrag - Unofficial Patch.esp
Knights.esp
Knights - Unofficial Patch.esp
Castle_Knightstone.esp
xuldarkforest.esp
xulStendarrValley.esp
xulTheHeath.esp
XulEntiusGorge.esp
xulFallenleafEverglade.esp
xulColovianHighlands_EV.esp
xulChorrolHinterland.esp
xulBeachesOfCyrodiilLostCoast.esp
Castle_Almgard-V2.esp
xulBravilBarrowfields.esp
xulLushWoodlands.esp
xulAncientYews.esp
xulAncientRedwoods.esp
xulCloudtopMountains.esp
xulArriusCreek.esp
xulPatch_AY_AC.esp
xulRollingHills_EV.esp
xulPantherRiver.esp
xulRiverEthe.esp
xulBrenaRiverRavine.esp
xulImperialIsle.esp
xulBlackwoodForest.esp
xulCheydinhalFalls.esp
xulAspenWood.esp
xulSkingradOutskirts.esp
xulSnowdale.esp
xulCliffsOfAnvil.esp
xulSilverfishRiverValley.esp
xulJerallGlacier.esp
xulTheEasternPeaks.esp
Castle_Seaview.esp
CastleSeaview+LostCoast Patch.esp
Castle_Wolfspike.esp
Patch-Wolfspike-UL.esp
Castle Wolfspike2.esp
Salmo the Baker, Cobl.esp
RingOfWings_Wingless.esp
Alternative Start by Robert Evrae.esp
CM Partners.esp
Vampire Race Reloaded.esp
Vampire Race Reloaded Patch by Xtudo.esp
CM Partners NPC.esp
CM Partners Extra NPCs.esp
Cobl Races.esp
Better Cities Full.esp
Better Cities - VWD of the IC.esp
Better Imperial City.esp
Better Cities - All Natural.esp
Better Cities - Unique Landscape Barrowfields.esp
Better Cities - Unique Landscape Chorrol Hinterland.esp
Better Cities - Knights of the Nine.esp
Better Cities - Unique Landscape Cheydinhal Falls.esp
Better Cities - Unique Landscape Skingrad Outskirts.esp
Better Cities - COBL.esp
Better Cities - Unique Landscape Imperial Isle.esp
Better Cities - No LEYAWIIN Flooding.esp
UnderdarkSaga.esp
Cobl Silent Equip Misc.esp
Bashed Patch, 0.esp
There are three custom mods in there, FDJShadowGear.esp(compilation of armor and weapons for my player), FDJSBCompilation.esp(compilation of clothes I use from Sinblood's mods) and Castle_Knightstone which is not mine but is the mod I'm working on to customize it to my preference, and is also the mod that contains the custom races I made.

If you need any more info please let me know. And sorry if this is a stupid question and this is easily fixed but I couldn't find it.
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Claire Lynham
 
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Post » Wed Jun 13, 2012 11:04 pm

Does your mod use the standard mesh path?
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Stu Clarke
 
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Joined: Fri Jun 22, 2007 1:45 pm

Post » Thu Jun 14, 2012 7:46 am

I wasn't even aware there was a version 85 or 86. I've got 84 installed, which works well, and has BAIN support added. Alas, I doubt any of us is familiar enough with the innards of Morrowind to be able to contribute anything meaningful to an effort like that.
I don't blame you Arthmoor because anyone has the right to do what they want to do right. Okay http://www.gamesas.com/topic/1331996-yacobys-wrye-mash-fork/ is based on http://www.gamesas.com/topic/1106095-wrye-mash-stand-alone/ improvements of Wrye Mash 84, which is now outdated because it's built of the old Python 2.4/2.5 versions.

I think this http://www.gamesas.com/index.php?/topic/1084204-bain-mod-installation-projects/page__view__findpost__p__16622421 might be interesting.
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Jeffrey Lawson
 
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Post » Thu Jun 14, 2012 11:36 am

If you mean the standard path that the original Elaborate Eyes mod uses no, since CCC is a compilation mod of a whole bunch of cosmetic addons, the path is as follows:

Meshes\Characters\CCC\imperial\EyeLeftHuman.nif
Meshes\Characters\CCC\imperial\EyeRightHuman.nif

Here are some pics of how it looks in TES4Edit:

http://imageshack.us/photo/my-images/839/tes4edit1.jpg/
http://imageshack.us/photo/my-images/215/tes4edit.jpg/

Could it be that Bash doesn't recognize the path like with Ren's eyes? Those are unaltered and appear fine.
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Marilú
 
Posts: 3449
Joined: Sat Oct 07, 2006 7:17 am

Post » Thu Jun 14, 2012 9:22 am

What do you mean? Is Wrye Bash no longer going to sort mods automatically and make sure they stay in the right order?!? Say It Ain't So! And no, the groups sorting won't work if you've got "lock times" on (or at least thats the way it used to work, I don't really see "lock times" anymore...). So no idea why this entire feature is on the glitz? Or where/how to activate it, if it needs something done to it before it can be used?
I REALLY LIKE THE GROUP SORTING FEATURE, PLEASE DO NOT REMOVE IT!
...
BALO will be removed, but the ability to group plugins into user-defined groups will likely remain, IIRC for discussions on this and exclusion groups a while ago (though I can't recall any decision on the latter).

I think that it turned out that plugin grouping was still of some use to people (I think the example was for deactivating/activating sets of plugins?) so that would remain. However it sounds like you are using groups to position plugins automatically in your load order (ie. BALO) - this has been deprecated functionality for several releases, as the developers decided that BALO had been surpassed by BOSS a while ago.

So if you want automatic sorting, use BOSS. If you want to be able to group plugins in a manner that has no bearing on load order (as is likely what plugin grouping will be repurposed into), then you will still be able to do that after BALO is removed.

tl;dr: Groups will stay in, but they won't have anything to do with load order (probably) after BALO is removed.
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Trent Theriot
 
Posts: 3395
Joined: Sat Oct 13, 2007 3:37 am

Post » Thu Jun 14, 2012 8:50 am

I apologize if this has already been reported, but I noticed a strange behavior in Wrye Bash 296 / Boss 2.0.1 : http://www.imagebam.com/image/57b142193897846 - "Enhanced vegetation [125%].esp has a timestamp of "02/01/2001 08:23:08" and is #13 in load order - "Skyrimized Water HD eng.esp" has a timestamp of "02/01/2001 08:10:08" and is #14 in load order - "Vanilla_Race_Overhaul.esp" has a timestamp of "02/01/2001 08:25:08" and is #15 in load order Unless I'm mistaken, #14 is incorrectly set here. It looks like a minor bug to me, since AFAIK Oblivion loads plugins according to the timestamp, but really had me puzzled (and worried!) at the first glance. Thank you for all the hard work on 296 (and 297!).

I also have this problem. The load order is not based on timestamps. BOSS correctly set the timestamps, and WB can show the correct timestomp, but load orders are incorrect.

Although Oblivion still load using timestamps, this bug stops me from hand-sorting mods and rebuilding Bashed patch. If manual move is used,all the timestamps of the esps are automatically changed to fit the new(and wrong) load order.When rebuilding Bashed patch, WB will use the new loading order.

I reinstalled 295.5 and everything works fine.

Also, in this new order, Everything above Bashed patch,0.esp are in the correct order(yet missing some), all the missing esps are under Bashed patch,0.esp.

I use Python 2.7.3,Pywin32 217,wxPython 2.8.12.1 Unicode.
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CHARLODDE
 
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