[RELZ] Wrye Bash -- Thread #38

Post » Fri Apr 29, 2011 3:17 pm

Download: http://tesnexus.com/downloads/file.php?id=22368 or https://sourceforge.net/projects/oblivionworks/files
Readme: http://wryemusings.com/Wrye%20Bash.html (at time slightly outdated...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/index.php?/topic/1081915-relz-wrye-bash/
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. Except installation. It's the "everything but installation" tool! Now with installation too!

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.

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
* 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)


Latest version:
=== 280 [25/03/2010] [haama,PacificMorrowind,Metallicow]* Ini changes  * Can set options (-o, -p, -l, -u) from ini  * Tool Button Changes    * Bugfix: Boolean options were ignored (show---tool, AutoItemCheck)    * Tes4Edit      * Bugfix for later Tes4Edits: Now correctly launches Tes4View and Tes4Trans      * Options to show/hide View/Edit/Trans    * Custom      * Allow Java apps (.jar) to be used      * Allow anything that can be double-clicked (i.e., Folders, Images, etc.)      * Allow Option Switches to be used    * 23 new specific tool launchers added (thanks to Metallicow for images and paths and suggestions :))    * number of custom launchers allowed to be defined in INI increased to 18! (also icons included which display custom  in nice script (contributed by Metallicow))* Taglist fix (reported by Surazal)* Taglist updated to Masterlist version 730* Installer fix (reported by half of everyone on gamesas)* Way nicer icons for most of the tool launchers (contributed by Metallicow)* Bugfix: Readme weirdo bold formatting reversal (reported by myk002 & WalkerInShadows)* Bash Patch Changes:  * New Patchers:    * C.Music (added to Import Cells)  * Changes:    * Race Patcher now also ignores identical to master records.* Enable Wizard Toggle Fix: Wouldn't work if you were using bash.ini* Bugfix: errors on clicking on an esp that you just installed via BAIN (reported by a few people since BAIN was developed - most recently by Aellis)* Unique icon for the Doc Browser (contributed by Metallicow)


and just to repeat some 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 another, a bit further along, by Valda called http://www.gamesas.com/index.php?/topic/1079607-relz-garybash/.

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.
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Nathan Maughan
 
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Post » Sat Apr 30, 2011 2:22 am

Does BAIN support shaders installation yet, or is that not happening? The last time I looked at the shaders package that I backed up. BAIN correctly showed that the backup matched the version installed (which are still the originals.) That seems to be an improvement over older versions.


Thank you for the updates Bash team!
- Tomlong75210
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katsomaya Sanchez
 
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Joined: Tue Jun 13, 2006 5:03 am

Post » Sat Apr 30, 2011 2:18 am

I read from the last thread that 281 would contain the eye fix for those of us getting the error when attempting to create a bashed patch. Is this still the case, or does 280 contain a fix now? Just wondering since 280 is the thread name and no mention of the eye bug is on the OP.

thanks
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Oscar Vazquez
 
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Post » Fri Apr 29, 2011 2:45 pm

I read from the last thread that 281 would contain the eye fix for those of us getting the error when attempting to create a bashed patch. Is this still the case, or does 280 contain a fix now? Just wondering since 280 is the thread name and no mention of the eye bug is on the OP.

thanks

280 is the version with the problem that everyone is complaining about, so ...wait until 281. The thread name matches the current (bugged) release. I still have not seen that error, haha.
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Yama Pi
 
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Post » Fri Apr 29, 2011 4:13 pm

280 is the version with the problem that everyone is complaining about, so ...wait until 281. The thread name matches the current (bugged) release. I still have not seen that error, haha.

Do you use RBP? I do now so have not tried 280 having seen all the error reports regarding it.
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Richard
 
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Post » Sat Apr 30, 2011 6:04 am

I know the question wasn't directed to me, but I don't use RBP. My issues stem from XEO5. It's a Race/NPC overhaul similar to RBP.
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lexy
 
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Joined: Tue Jul 11, 2006 6:37 pm

Post » Sat Apr 30, 2011 6:52 am

Has anyone heard of Wrye Bash not launching after copying and renaming the default INI "bash.ini?"


Yes, I use Race Balancing Project. That is why I made the comment...
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Peter lopez
 
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Joined: Mon Sep 10, 2007 5:55 pm

Post » Fri Apr 29, 2011 6:10 pm

Has anyone heard of Wrye Bash not launching after copying and renaming the default INI "bash.ini?"


Yes, I use Race Balancing Project. That is why I made the comment...

Did you also modify "bash.ini" :P Maybe one of the paths (under General) wasn't set correctly, or maybe I messed something up. Let me try something...
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jess hughes
 
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Joined: Tue Oct 24, 2006 8:10 pm

Post » Fri Apr 29, 2011 4:19 pm

This individual is running on Win7 64-bit and has Oblivion installed to the Program Files (x86) folder.
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Hannah Whitlock
 
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Post » Sat Apr 30, 2011 12:52 am

If BAIN encounters a problem extracting an archive, it is raising the error before deleting InstallerTempList.txt. Simple fix in code, just move the cleanup before the error is raised.

Edit:
Has anyone heard of Wrye Bash not launching after copying and renaming the default INI "bash.ini?"

After looking at it more closely, it wasn't preventing Bash from launching. It was something unrelated on my system. My apologies for the false lead.
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Jeff Tingler
 
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Post » Fri Apr 29, 2011 6:20 pm

Thank you. I will relay this information.
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Melis Hristina
 
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Post » Sat Apr 30, 2011 5:25 am

Fixed the BCF refresh issue. Actually, it wasn't a problem with refreshing, but a copy/paste error when deciding when to enable a BCF.

I sent an email to PacificMorrowind through sourceforge requesting developer access for Bash, but in the meantime someone else with commit access can fix it as below.

Spoiler is hiding the code changes.
Spoiler

In basher.py, find:
        selectedCRCs = set(window.data[archive].crc for archive in window.GetSelected())        srcCRCs = set(window.data.srcCRC_converters)

and change it to:
        selectedCRCs = set(window.data[archive].crc for archive in window.GetSelected())        crcInstallers = set(window.data.crc_installer)        srcCRCs = set(window.data.srcCRC_converters)

Find:
            linkSet = set([converter for installerCRC in selectedCRCs for converter in window.data.srcCRC_converters[installerCRC] if selectedCRCs <= converter.srcCRCs <= srcCRCs])

and change it to:
            linkSet = set([converter for installerCRC in selectedCRCs for converter in window.data.srcCRC_converters[installerCRC] if selectedCRCs <= converter.srcCRCs <= crcInstallers])

The above fixes the problem. The below are minor issues I came across.

In bosh.py, find:
        self.bcfCRC_converter = newData        self.srcCRC_converters

and change it to:
        self.bcfCRC_converter = newData

Find:
self.tempList.remove()

in 3 places. Move it to right above:
        if result:

in the same function.

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Jarrett Willis
 
Posts: 3409
Joined: Thu Jul 19, 2007 6:01 pm

Post » Fri Apr 29, 2011 4:02 pm

Found a work-around for the Bash.ini load issue.

Edit: Removed work-around since the issue is fixed as of v281.
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Manuel rivera
 
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Post » Sat Apr 30, 2011 3:32 am

Thank you!
- Tomlong75210
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casey macmillan
 
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Post » Fri Apr 29, 2011 9:50 pm

Thank you!
- Tomlong75210

You're welcome B)

I think I've found the actual bug. Lemme confirm it, then I'll post details.

Edit4:
Removed details since it's fixed as of v281.
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Shelby McDonald
 
Posts: 3497
Joined: Sat Jan 13, 2007 2:29 pm

Post » Sat Apr 30, 2011 7:45 am

Fixed the BCF refresh issue. Actually, it wasn't a problem with refreshing, but a copy/paste error when deciding when to enable a BCF.

I sent an email to PacificMorrowind through sourceforge requesting developer access for Bash, but in the meantime someone else with commit access can fix it as below.

Spoiler is hiding the code changes.
Spoiler

In basher.py, find:
        selectedCRCs = set(window.data[archive].crc for archive in window.GetSelected())        srcCRCs = set(window.data.srcCRC_converters)

and change it to:
        selectedCRCs = set(window.data[archive].crc for archive in window.GetSelected())        crcInstallers = set(window.data.crc_installer)        srcCRCs = set(window.data.srcCRC_converters)

Find:
            linkSet = set([converter for installerCRC in selectedCRCs for converter in window.data.srcCRC_converters[installerCRC] if selectedCRCs <= converter.srcCRCs <= srcCRCs])

and change it to:
            linkSet = set([converter for installerCRC in selectedCRCs for converter in window.data.srcCRC_converters[installerCRC] if selectedCRCs <= converter.srcCRCs <= crcInstallers])

The above fixes the problem. The below are minor issues I came across.

In bosh.py, find:
        self.bcfCRC_converter = newData        self.srcCRC_converters

and change it to:
        self.bcfCRC_converter = newData

Find:
self.tempList.remove()

in 3 places. Move it to right above:
        if result:

in the same function.




Edit2:
While on the topic of typos, bash_default.ini has a very minor documentation typo:
";sAutoItemCheck: determines whether to automatically check new items in the bashed patch"
where the variable is actually "bAutoItemCheck=False"


Done, thanks Waruddar
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Dan Scott
 
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Post » Sat Apr 30, 2011 7:42 am

Appreciate it.
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CHARLODDE
 
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Post » Fri Apr 29, 2011 9:13 pm

Thank you for all of the quick updates Waruddar. I really appreciate the work you are doing.


Thanks again!
- Tomlong75210
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Kieren Thomson
 
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Post » Sat Apr 30, 2011 12:45 am

I just wanted to say thanks. 2.80 has made my game a whole lot more stable, and improved my FPS dramatically. I managed to walk all the way from Chorrol to Anvil via the West Road without crashing, whereas before I probably would have crashed at least once. My FPS used to hold steady at 10-12 outdoors (and still does, a lot of the time), but now I see mid-20s and even spikes into the 30s and 40s! The bashed patch takes a bit longer to rebuild, but I'm willing to suffer through that for a more stable game.

I have found what appears to be another bug, though... since using 2.80, CNRP isn't working correctly - that is, it doesn't appear to be importing NPCs' inventories like it should. I've tried both keeping the mods active (checked) and importing them like they should be (the dot) and neither one works.
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Taylor Tifany
 
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Post » Sat Apr 30, 2011 1:08 am

I just wanted to say thanks. 2.80 has made my game a whole lot more stable, and improved my FPS dramatically. I managed to walk all the way from Chorrol to Anvil via the West Road without crashing, whereas before I probably would have crashed at least once. My FPS used to hold steady at 10-12 outdoors (and still does, a lot of the time), but now I see mid-20s and even spikes into the 30s and 40s! The bashed patch takes a bit longer to rebuild, but I'm willing to suffer through that for a more stable game.

That is awesome! Walking from Chorrol to Anvil without crashing is one of my dream goals, haha...seriously.

Edit: Make that walking from Chorrol to Anvil with my newest nearly 400 mods setup (won't be running it until May or June.) I have done that walk before, but it just seems so long ago...

Edit: Does BAIN ignore only subpackages prefixed "--" or does it also ignore folders with that prefix.
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Marcin Tomkow
 
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Post » Sat Apr 30, 2011 6:11 am

Edit: Does BAIN ignore only subpackages prefixed "--" or does it also ignore folders with that prefix.

From the readme:
"Files and directories that begin with '--' (two dashes) and are at either the top level of the package or the top level of a subpackage will be silently skipped."

I just tested it in v280, and it does play by those rules. However, it looks like the refreshing might need a little tweaking. If I add/delete/rename a directory within a project's sub-package, BAIN refreshes and shows the new name. If I add or delete a sub-package, BAIN catches it and auto-refreshes. However, if I rename a sub-package, I have to manually refresh it before it is caught.

Also, it is showing the "--" sub-package in the sub-packages list. Not sure if this is desirable or not. On one hand, it shows that the dev directory exists, on the other, selecting it has no effect since BAIN skips it. Personally, I'd rather it not show up at all in the list (if it's skipped, it should be skipped and be entirely invisible to BAIN), but others might like it there :shrug:
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Annika Marziniak
 
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Post » Fri Apr 29, 2011 10:42 pm

I would prefer that it did not show up as well. Some people might get confused...
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Rob
 
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Post » Sat Apr 30, 2011 3:11 am

Found a work-around for the Bash.ini load issue.

Open Bash.ini, and delete (or comment out) all of the custom tool launcher settings at the end. This will allow Bash to launch.


Sweet! Commented them out and Bash loaded right up and pointed to the right folder ^.^
Now I can get back to finishing my modding (tomorrow). Thanks!
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Thomas LEON
 
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Post » Sat Apr 30, 2011 2:24 am

Does BAIN have support for installing Shaders yet? I asked this toward the end of the last thread, I think.
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Sammie LM
 
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Post » Sat Apr 30, 2011 4:15 am

Does BAIN have support for installing Shaders yet? I asked this toward the end of the last thread, I think.


The code for it exists in Bash, but it's currently waiting on a good UI for managing shader replacers.
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CHangohh BOyy
 
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