Readme: http://wryemusings.com/Wrye%20Bash.html (at time slightly outdated... most up to date readme in the download - the file named Wrye Bash.html in the mopy folder)
Wrye Bash Wiki: http://www.uesp.net/wiki/Tes4Mod:Wrye_Bash
Screenshots: http://wryemusings.com/images/WryeBash_01.png, http://wryemusings.com/images/WryeBash_02.png, http://wryemusings.com/images/WryeBash_03.png, http://wryemusings.com/images/WryeBash_05.png
Previous Topic: http://www.gamesas.com/bgsforums/index.php?showtopic=1075540
Requirements
Python 2.5.4 and wxpython 2.8.7.1 ansi (the old "official" setup) - if using this best to just download the installer package from http://tesnexus.com/downloads/file.php?id=22368
or
http://www.python.org/ftp/python/2.6.4/python-2.6.4.msi, http://downloads.sourceforge.net/wxpython/wxPython2.8-win32-ansi-2.8.10.1-py26.exe and http://pypi.python.org/pypi/comtypes/0.6.1. (the newer stuff so should be faster, needed for newer versions of Blender/Nifscripts/PyFFI, tested as working well other than one bug to be fixed)
Wrye Bash has a lot of features. I mean a LOT. It's like twenty tools rolled into one. It includes as subfeatures the entire feature sets of other tools, and offers plenty of other features that no other mod tool has.
Bain
* Install/uninstall mods from zip, 7z, archives, etc. No OMODs required!
Bashed Patchers
* Configure and build a custom patch mod to...
* Merge leveled lists
* Merge TNR faces over other changes to npcs
* Merge race eye/hair/body/voice changes over other changes to races
* Tweak clothes: Show amulets with robes, zero weight rings and amulets, etc.
* Tweak misc. GMST settings.
Repair/Edit Stuff
* Repair animation bug (various animations freezing)
* Repair hair bug (game ctds when viewing race menu after removing a hair mod)
* Remove spells from spell list
* Rename created spells, enchanted items
* Remove bloating (one use of this reduced a 158 Mb savegame to 2.5 Mb)
* Import NPC levels into an existing savegame (essential when switching to/from OOO, Frans, etc.)
* Import PC face from other savegame or any mod (e.g., import any of TNR's faces into game)
* Easily generate html readmes using wiki-like syntax.
Mod, Savegame, Screenshot Management
* Auto-Ghost mods to reduce espm thrashing.
* Launch Oblivion and TESCS (with or without OBSE).
* Mod, save, screenshot file management. (Rename, duplicate, etc.)
* Save Profiles: Have different sets of saves for different npcs with different loadlists, etc.
* Screenshots: View, delete, batch rename, open, etc.
* Readme Browser: Quickly view readme of currently selected mod.
* Quick/Autoswap between SI and pre-SI versions of Oblivion.esm.
Installation: First time installation is still a little difficult, but later updates are easy (just unzip latest version into Oblivion directory). However, for first time installation you have to preinstall two other packages and then (sometimes) tweak a shortcut. You can't just download and press the pretty buttons -- you have to follow the readme instructions. If you have followed the instructions and still have problems, post the bugdump. If you've havent followed the instructions and whine that it won't work without posting the bugdump, Wrye will bite your fingers off (it's a monkey thing). Otherwise he's quite helpful.
Linking: If you'd like to link to Bash from somewhere else, please do! But be sure to link to either Wrye Musings or the Bash Readme. Don't link to the actual Bash zip file, since that changes fairly frequently.
For everyone:
* Accurately and quickly managing your load order (correctly sorts ESMs)
* Locking your load order (so updated mods automatically load in the exact same spot as the old version)
* Checking your load list for problems (missing mod dependencies)
* Checking savegames against load list and syncing load list to savegame
* Cleaning bloated savegames
* Archive Invalidation (now supports BSA-alteration BSA-redirection method)
* Replacers (install/remove texture replacement mods -- really any mod, too)
* Change master entry in savegame (to avoid losing items, quest progress, etc. when the name of a mod has changed)
For mod-makers:
* Add a master to a plugin (for mod de-isolation)
* Change master entry in plugin (for mod de-isolation)
* Locking your load order (so changes you make don't move the plugin to the end of your load list)
* Savegame profiles (so you can easily test with only your mod active, then easily switch back to playing with all your mods active)
=== 278.1 [24/02/2010] [PacificMorrowind] (most recent but still a couple BUGS... fixing in 279 which I'm hoping to have out Tonight/Monday (or Tuesday at the latest))
* Fixed an issue with launching via bash.py instead of the launcher (reported by daemondarque)
* Fixed a fatal bug with with new autocheck inisettings(reported by Gabba)
* Fixed a bug in autotagging (reported by Gabba)
=== 278 [23/02/2010] [PacificMorrowind, Haama, Lojack]
* NoMerge tag now correctly makes mods not show up as mergeable in the main window
* The Mark Mergeable command now shows all reasons for the mod to be not mergeable (and now includes having a NoMerge tag).
* New export/import options; Item Data, Prices
* INI Tweaks tab instead of Ini tweaks menu, showing status of the tweak etc. (contributed by Lojack)
* Bashed patch changes:
* New patchers:
* Actors.DeathItems
* Actors.Animations
* Actors.AIData
* Actors.AIPackages
* Actors.Stats
* Redguard FGTS nuller
* Cell Names importer (C.Name) (added to to Import Cells)
* Changes:
* Import Scripts modified to only import the script record on a record if the script record doesn't match the master's script record for that particular importing mod.
* Import Graphics, Sound, ScriptContents, (Actors.X all built to follow that new system) also changed like Import Scripts (Import Inventory, Relations, Factions already doing a merge rather than straight import so don't need changing)
* Timescale tweaked
* All items() calls changed to iteritems() since iteritems() is (slighty) faster.
* Tool Launchers:
* Artweaver
* Audacity
* DDSConverter
* Fraps
* Notepad++
* Paint.NET
* Custom 1, 2, 3, 4
* All icons now are in either 32*32 or 16*16 - defaults to 16*16, change if desired in the ini ofc.
* Options to show/hide some of them added to the INI
* NEW! Wizard based install system (contributed by: Lojack)
* Updated 7z dll & exe to latest version
* Various small fixes and code cleanups
* Fixes to
* A few memory usage optimizations when building the bashed patch
* Bash tags list now looks in all of header description, tags list, BOSS masterlist, LLPatch list (instead of stopping and returning the tags from the first of those that had tags).
* A new ini setting to determine whether or not to autocheck new items in the bashed patch dialogue (previously was determined per patcher in the code).
and just to repeat the links and news:
Wrye4Fallout3. TheLORDofDOOM of has taken on making a FO3 version... and here's the first little bit of it (not all translated to account for FO3 but it's showing promise).
and a bit more 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.