[RELZ] Wrye Bash -- Thread No. 40

Post » Tue May 17, 2011 5:12 am

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Readme: http://wryemusings.com/Wrye%20Bash.html (at time slightly outdated...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/1085888-relz-wrye-bash-thread-%2339//
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, http://pypi.python.org/pypi/comtypes/0.6.1, http://www.voidspace.org.uk/downloads/psyco-1.6.win32-py2.6.zip, and http://sourceforge.net/project/platformdownload.php?group_id=78018. (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:
=== 283 [18/04/2010] [Lojack,PacificMorrowind,Warrudar]    * Taglist: updated to masterlist version 824 and a bunch of cruft removed.    * Fixes:          o Fixed untranslatable strings reported by ThreeD.          o Remaining scrolling issues in installers tab fixed.    * BAIN Wizard strings now translateable.    * INI Tweaks tab edits:          o Fixed sorting on the INI Tweaks tab.          o Added option to sort valid ini tweaks to the top.          o Added option to see what is causing an INI tweak to be considered invalid (Right Click->List Errors).    * Check added at start of patch build dialogue to detect (with warning and choice of proceeding or not) missing/delinquent masters.    * Option to show/hide ruleset info from Mod Checker added.    * Import Scripts can now add new scripts to the esp (optional).    * Fixed major bug and a slight optimization in Race Patcher.    * Slight optimization to translation feature (only affects you if you have a Non-English OS).    * Some more random strings made translateable.    * New tag __Deactivate__: suggests when you should import & deactivate (if mergeable or mergeable but with NoMerge you always should merge & deactivate).    * Fix for potential type of bashsettings.dat corruption    * NPC patchers optimized.


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.
User avatar
Eliza Potter
 
Posts: 3481
Joined: Mon Mar 05, 2007 3:20 am

Post » Tue May 17, 2011 4:38 am

Sometimes fresh air helps thinking:
it's not possible that wrye bash supports all mods with new worlds without support of the mods themselfs, because just the mod controls the global variable which states, whether the player is in the mods world or not.

So the mod must inject his own global into the oblivion.esm and wrye bash can then add quest conditions for this global.

Best regards,
ThreeD
User avatar
Trevor Bostwick
 
Posts: 3393
Joined: Tue Sep 25, 2007 10:51 am

Post » Tue May 17, 2011 6:00 am

Should the Installer for each ESP/ESM be listed under the "Installers" column on the Mods tab?

I just noticed that only a few Installers are listed for my ESPs and ESMs - is there something I am doing wrong or is there some other explanation. I would expect that anything I have used WB to install should have an entry under the Installers column and this does *not* appear to be happening.

Thanks for any help.
User avatar
Bitter End
 
Posts: 3418
Joined: Fri Sep 08, 2006 11:40 am

Post » Tue May 17, 2011 3:00 pm

Anything installed with BAIN should be listed there (though it's possible that the archive has to still be in the Bash Installers folder for it to work).

Anything you've changed so that it now reports a mismatch in BAIN won't show up there, I think. I could be wrong about that.

Most of mine list the installer, except for small ones I've just dropped in to the directory.
User avatar
Michael Russ
 
Posts: 3380
Joined: Thu Jul 05, 2007 3:33 am

Post » Tue May 17, 2011 12:23 pm

Anything installed with BAIN should be listed there (though it's possible that the archive has to still be in the Bash Installers folder for it to work).

Anything you've changed so that it now reports a mismatch in BAIN won't show up there, I think. I could be wrong about that.

Most of mine list the installer, except for small ones I've just dropped in to the directory.

All my archives are still in the Bash Installers folder. My UL installer has some conflicts with other mods and shows as Yellow and has mis-matches as a result. Does this explain why the Installer isn't shown (even though the mis-matches are not for the ESPs)? If this is the case, does not seem logical to me - but I'm not very bright :)
User avatar
ZANEY82
 
Posts: 3314
Joined: Mon Dec 18, 2006 3:10 am

Post » Tue May 17, 2011 3:53 am

No, that all sounds like it should be there.

You didn't happen to delete your bash dat files while updating or anything, did you? Not sure where Bash stores the information for this.

I can't see why it wouldn't list them properly when mine does, but I did go through and run the installer on all my mods again the other day after an experiment went a bit bad.
User avatar
Austin England
 
Posts: 3528
Joined: Thu Oct 11, 2007 7:16 pm

Post » Tue May 17, 2011 3:33 am

I POSTED THIS IN THE LAST THREAD, BUT IT GOT LOST:

I have a very weird problem with Wrye Bash v282 - my existing games can't be played with Bashed patches built by v282, but they work fine with bashed patches built by Wrye Bash v277 (that's the last one I had on my HDD), even when the exact same options (merge mods, import tweaks etc.) are selected.

I have the latest BOSS masterlist thanks to BOMM, and am using Python 2.6 with the latest com-types and other utilities mentioned in the first post.
In WB v277, I built a bashed patch, and the existing savegames are all purple-coded (implying they will work fine). Now, when I install Wrye Bash v282 by overwriting all the existing folders (Data and Mopy), and relaunch WB, and rebuild the bashed patch with the exact same options (merge mods, import tweaks etc., I even select the same mods and do not include the new mods that come up in import inventory/factions/graphics/names - FCOM etc.). The bashed patch is built fine, and existing save games are still purple-coded.

OBSE+Oblivion starts as usual, comes to main menu. When I try to load the most-recent save, the Loading Screen comes up, but the bar will not move ahead, and Win 7 throws an error and needs to close Oblivion... happens with all the saves. One thing I note is that this bashed patch has fewer records changed (20287) than the bashed patch built by WB v277 (20683).

I tried corepcs's recommendation of uninstalling WB v277, installing WB v275, and then upgrading to WB v282, but that didn't solve the problem either.

My save games can be found here: http://drop.io/kfazy6i

If it helps, my load order is:
Spoiler

Active Mod Files:
00 Oblivion.esm
01 Windfall.esm
02 All Natural Base.esm [Version 0.9.4]
03 Francesco's Leveled Creatures-Items Mod.esm
04 Francesco's Optional New Items Add-On.esm
05 Cobl Main.esm [Version 1.72]
06 Oscuro's_Oblivion_Overhaul.esm [Version 1.34]
07 Mart's Monster Mod.esm [Version 3.7b3p3]
08 TamrielTravellers.esm [Version 1.39c]
09 FCOM_Convergence.esm [Version 0.9.9MB3]
0A Armamentarium.esm [Version 1.35]
0B Unofficial Oblivion Patch.esp [Version 3.2.5]
0C UOP Vampire Aging & Face Fix.esp [Version 1.0.0]
0D Oblivion Citadel Door Fix.esp
0E DLCShiveringIsles.esp
0F Unofficial Shivering Isles Patch.esp [Version 1.4.0]
10 SM Plugin Refurbish - SI.esp [Version 1.30]
11 Francesco's Optional Chance of Stronger Bosses.esp
12 Francesco's Optional Chance of Stronger Enemies.esp
13 Francesco's Optional Chance of More Enemies.esp
14 Francesco's Optional Leveled Quests-SI only.esp
15 Francesco's Optional Leveled Guards.esp
++ FCOM_Francescos.esp [Version 0.9.9]
++ FCOM_FrancescosItemsAddOn.esp [Version 0.9.9]
16 FCOM_FrancescosNamedBosses.esp [Version 0.9.9]
17 Atmospheric Loading Screens - Original Text.esp
18 All Natural - Real Lights.esp [Version 0.9.4]
19 All Natural.esp [Version 0.9.4]
++ All Natural - EW + NW + AWS.esp [Version 0.9.4]
1A MIS Low Wind.esp
1B MIS New Sounds Optional Part.esp
1C Rainbows.esp
1D Book Jackets Oblivion.esp
1E DID3_DoubleTrouble.esp
++ Item interchange - Extraction.esp [Version 0.76] <<<<<<<--- I HAVE MOVED THIS BELOW TO WHERE THE OTHER ITEM-INTERCHANGE ESPS ARE
++ OOO-NoLockBash.esp
1F Lock Bash Omega.esp [Version 1.5]
20 Immersive Combat Music.esp [Version 1.00]
21 Oblivion Collectible Cards.esp
++ Oscars_Nicer_Grass-3346.esp
22 RAEVWD Cities.esp [Version 1.4]
23 RAEVWD New Sheoth.esp [Version 1.5]
24 RAEVWD Imperial City.esp [Version 1.4]
25 SoT_Holiday.esp
26 Enhanced Economy.esp [Version 3.3.4]
27 Map Marker Overhaul.esp [Version 3.3.1]
28 Map Marker Overhaul - SI additions.esp [Version 3.0.2]
29 AyleidStatueMap.esp
2A ShadowbanishMap.esp
2B ShowDaedricShrines.esp
2C sr_super_hotkeys.esp
2D DLCHorseArmor.esp
2E DLCHorseArmor - Unofficial Patch.esp [Version 1.0.5]
2F SM Plugin Refurbish - HorseArmor.esp [Version 1.11]
30 DLCOrrery.esp
31 DLCOrrery - Unofficial Patch.esp [Version 1.0.3]
32 SM Plugin Refurbish - Orrery.esp [Version 1.11]
33 DLCVileLair.esp
34 DLCVileLair - Unofficial Patch.esp [Version 1.0.5]
++ SM Plugin Refurbish - VileLair.esp [Version 1.21]
35 DLCMehrunesRazor.esp
36 DLCMehrunesRazor - Unofficial Patch.esp [Version 1.0.4]
37 SM Plugin Refurbish - MehrunesRazor.esp [Version 1.30]
38 DLCSpellTomes.esp
++ DLCSpellTomes - Unofficial Patch.esp [Version 1.0.1]
39 Adonnays Classical Weaponry.esp
3A Adonnays Elven Weaponry.esp
3B PTArtifacts.esp
3C DLCThievesDen.esp
3D DLCThievesDen - Unofficial Patch.esp [Version 1.0.5]
3E DLCThievesDen - Unofficial Patch - SSSB.esp [Version 1.0.4]
3F SM Plugin Refurbish - ThievesDen.esp [Version 1.30]
40 Cobl Glue.esp [Version 1.72]
41 Cobl Si.esp [Version 1.63]
42 OOO 1.32-Cobl.esp [Version 1.72]
++ FCOM_Cobl.esp [Version 0.9.9]
43 Bob's Armory Oblivion.esp
44 Cheat Bob's Armory Oblivion.esp << - I HAVE REMOVED THIS NOW
45 FCOM_BobsArmory.esp [Version 0.9.9]
46 Oblivion WarCry EV.esp
47 FCOM_WarCry.esp [Version 0.9.9MB3]
48 Oscuro's_Oblivion_Overhaul.esp [Version 1.34]
++ ArmamentariumLLVendors.esp [Version 1.35]
49 ArmamentariumArtifacts.esp [Version 1.35]
4A Mart's Monster Mod - Additional Enemy NPC Vars.esp [Version 3.7b3p3]
4B FCOM_Convergence.esp [Version 0.9.9Mb3]
++ FCOM_EntropicOrderRebalance.esp [Version 0.9.9beta2]
4C FCOM_RealSwords.esp [Version 0.9.9]
4D FCOM_DurabilityAndDamage.esp [Version 0.9.9]
4E Mart's Monster Mod - More Wilderness Life.esp [Version 3.7b3p3]
++ Mart's Monster Mod - More Passive Wildlife.esp [Version 3.7b3p3]
++ FCOM_SaferRoads.esp [Version 0.9.9]
++ FCOM_LessRats.esp [Version 0.9.9]
++ FCOM_LessReaversInGates.esp [Version 0.9.9]
4F Mart's Monster Mod - Extra Wounding.esp [Version 3.7b3p3]
++ Mart's Monster Mod - Looting NPCs & Creatures.esp [Version 3.7b3p3]
50 Mart's Monster Mod - No Carrion Rats.esp [Version 3.7b3p3]
++ Mart's Monster Mod - No Blood.esp [Version 3.7b3p3]
++ Mart's Monster Mod - No Undead Rise.esp [Version 3.7b3p3]
++ Mart's Monster Mod - No Slimes.esp [Version 3.7b3p3]
++ Mart's Monster Mod - No Lanterns.esp [Version 3.7b3p3]
++ Mart's Monster Mod - Less Reavers.esp [Version 3.7b3p3]
51 Mart's Monster Mod - Safer Quest Locations.esp [Version 3.7b3p3]
52 Mart's Monster Mod - Dungeons of MMM.esp [Version 3.7b3p3]
53 Mart's Monster Mod - Gems & Gem Dust.esp [Version 3.7b3p3]
54 Mart's Monster Mod - Hunting & Crafting.esp [Version 3.7b3p3]
55 Mart's Monster Mod - Farm Animals.esp [Version 3.7b3p3]
56 Mart's Monster Mod - Diverse WaterLife.esp [Version 3.7b3p3]
++ Mart's Monster Mod - Slof Horses Complete.esp [Version 3.7b3p3]
++ Mart's Monster Mod - Diverse Runeskulls Loot G&GD.esp [Version 3.7b3p3]
++ TamrielTravellerAdvscript.esp [Version 1.39c]
57 TamrielTravellers4OOO.esp [Version 1.39c]
58 ShiveringIsleTravellers.esp [Version 1.39c]
++ ShiveringIsleTravellersFriendlyFactions4MMM.esp [Version 1.39c]
++ FCOM_TamrielTravelers.esp [Version 0.9.9]
++ FCOM_DiverseGuardUnity.esp [Version 0.9.9]
++ FCOM_BobsGuardUnity.esp [Version 0.9.9]
++ FCOM_HungersUnitySI.esp [Version 0.9.9]
++ FCOM_Archery.esp [Version 0.9.9]
++ FCOM_FriendlierFactions.esp [Version 0.9.9]
59 FCOM_MoreRandomSpawns.esp [Version 0.9.9]
5A FCOM_MoreRandomItems.esp [Version 0.9.9]
++ Mart's Monster Mod - Shivering Isles.esp [Version 3.7b3p3]
++ ArmamentariumLL4OOO.esp [Version 2.01]
++ ArmamentariumLLMagicOOO.esp [Version 1.35]
5B OOO-WaterFish.esp [Version 1.34]
++ MMM-Cobl.esp [Version 1.69]
5C Kragenir's Death Quest.esp
5D KDQ - Rural Line Additions.esp
5E Shads Water Bucket Plus.esp
5F Tombstone Epitaphs - The Unveiling.esp
60 Windfall.esp
61 DLCBattlehornCastle.esp
62 DLCBattlehornCastle - Unofficial Patch.esp [Version 1.0.4]
63 SM Plugin Refurbish - Battlehorn.esp [Version 1.30]
64 DLCFrostcrag.esp
65 DLCFrostcrag - Unofficial Patch.esp [Version 1.0.4]
66 SM Plugin Refurbish - FrostCrag.esp [Version 1.2]
67 Knights.esp
68 Knights - Unofficial Patch.esp [Version 1.0.9]
++ SM Plugin Refurbish - Knights.esp [Version 1.06]
69 The Lost Spires.esp
6A Lost Paladins of the Divines.esp
6B Mart's Monster Mod - City Defences.esp [Version 3.7b3p3]
++ FCOM_Knights.esp [Version 0.9.9Mb3]
6C road+bridges.esp [Version 4.5.2]
6D NakedNord.esp
6E Harvest [Flora].esp [Version 3.0.0]
++ Harvest [Flora] - Shivering Isles.esp [Version 3.0.0]
++ Harvest [Flora] - DLCVileLair.esp [Version 3.0.0]
6F Harvest [Flora] - DLCFrostcrag.esp [Version 3.0.0]
70 Ayelid Wells.esp
71 Cliff_BetterLetters.esp [Version 1.1]
72 Kyoma's Journal Mod.esp [Version 3.2.0]
73 Leviathan Soulgems.esp
74 Oblivifall - Let's Talk!.esp [Version 1.1]
75 Oblivifall - Something's Not Right.esp [Version 1.0]
76 P1DkeyChain.esp [Version 5.00]
77 Enhanced Economy - House prices.esp [Version 1.0]
78 Quest Award Leveller.esp [Version 2.1.0]
++ Quest Award Leveller - Battlehorn Castle.esp
++ Quest Award Leveller - Vile Lair.esp [Version 2.1.0]
++ Quest Award Leveller - Mehrunes Razor.esp [Version 2.1.0]
++ Quest Award Leveller - Knights of the Nine.esp [Version 2.1.0]
79 Alternate Start Revamped.esp
7A Simple Essentials beta2.esp
7B attack and hide medium v2.1.esp
7C ZumbsLockpickingMod - OBSE.esp
7D RenGuardOverhaul.esp
7E RenGuardOverhaulShiveringIsles.esp
7F Enhanced Grabbing.esp [Version 0.4]
80 Denock Arrows.esp
81 Kobu's Character Advancement System.esp
82 Kobu's Personality Enhancer.esp
83 Kobu's Health Modifier Mod.esp
84 Kobu's 2x Slower Jack-of-All-Trades Mod.esp
85 Kobu's Cure for Fatigue Mod.esp [Version 1.0.1]
86 Kobu's Lighter Backpack Mod.esp
++ Item interchange - Placement for FCOM.esp [Version 0.76]
++ Item interchange - Placement for Frostcrag.esp [Version 0.78]
++ Item interchange - Option, Ingredients in Bulk, reduced.esp [Version 0.78]
87 bgBalancingEVCore.esp [Version 10.52EV-D]
88 bgMagicEV.esp [Version 1.7EV]
++ bgMagicSpellTomes_for_WryeBash.esp [Version 1.68EV]
++ bgMagicItemSigil.esp [Version 1.68EV]
++ bgMagicEVStartspells.esp [Version 1.68EV]
89 bgMagicBonus.esp [Version 1.7EV]
++ bgMagicEVAddEnVar.esp [Version 1.68EV]
8A bgMagicEVPaperChase.esp [Version 1.68EV]
++ bgBalancingEVOptionalClasses.esp [Version 9.0EV-U]
++ bgBalancingEVOptionalFangs.esp [Version 10.0EV-D]
++ bgBalancingEVOptionalMoreEyes.esp [Version 10]
** bgBalancingEVOptionalNPCDiversity, Beautification.esp [Version 10.0EV-D]
++ bgBalancingEVOptionalFCOMAdditions.esp [Version 10.]
8B bgBalancingEVLAMEAddition.esp [Version 10.51EV-D]
++ bgBalancingEVLAMEGlue.esp [Version 10.0EV-D1.62EV]
** bgBalancingEVOptionalNPCDiversityLAME.esp [Version 10.5EV-D]
8C bgIntegrationEV.esp [Version 0.993]
** bgMagicEVShader.esp [Version 1.7EV]
++ bgMagicShaderLifeDetect.esp [Version 1.68]
8D bgMagicLightningbolt.esp
** NRB4 Standard Road Record.esp
++ Cobl Filter Late MERGE ONLY.esp [Version 1.53]
8E Cobl Silent Equip Misc.esp [Version 01]
8F FormID Finder4.esp
90 Streamline 3.1.esp
91 Bashed Patch, 0.esp



Any ideas what is going wrong?
User avatar
Emma
 
Posts: 3287
Joined: Mon Aug 28, 2006 12:51 am

Post » Tue May 17, 2011 12:27 am

You didn't happen to delete your bash dat files while updating or anything, did you? Not sure where Bash stores the information for this.

I can't see why it wouldn't list them properly when mine does, but I did go through and run the installer on all my mods again the other day after an experiment went a bit bad.

No - didn't delete the dat file.

Seems like I need to try and re-install things again - might try with one that is not showing up and see if that makes a difference before doing them all.

Thanks for the feedback,

Edit:
Just tried it on one of my BAIN packages and the re-install does seem to fix the problem - will need to do all the others at some point - thanks for the clue
User avatar
Johanna Van Drunick
 
Posts: 3437
Joined: Tue Jun 20, 2006 11:40 am

Post » Tue May 17, 2011 8:38 am

Any ideas what is going wrong?
Are you in a position to generate a bashed patch with 282, make a copy of it, rebuild your bashed patch with 277 and then do a comparison between the two with TES4Edit?

Might expose a bug in 282, or at least show possible causes.
User avatar
Juanita Hernandez
 
Posts: 3269
Joined: Sat Jan 06, 2007 10:36 am

Post » Tue May 17, 2011 12:31 am

Are you in a position to generate a bashed patch with 282, make a copy of it, rebuild your bashed patch with 277 and then do a comparison between the two with TES4Edit?

Might expose a bug in 282, or at least show possible causes.


Aaah, TES4EDIT -that's one of the few utilities (along with TES4GECKO and Pyffi) that I haven't messed with yet. Is there a guide to get me started on TES4EDIT? I'll look on UESP and TESPOSItive etc. to see what I can find.
User avatar
Dawn Farrell
 
Posts: 3522
Joined: Thu Aug 23, 2007 9:02 am

Post » Tue May 17, 2011 6:50 am

Sometimes fresh air helps thinking:
it's not possible that wrye bash supports all mods with new worlds without support of the mods themselfs, because just the mod controls the global variable which states, whether the player is in the mods world or not.

So the mod must inject his own global into the oblivion.esm and wrye bash can then add quest conditions for this global.

Best regards,
ThreeD


I'm not 100% sure if this was a question or a request, but it made me think of a feature request that would be nice to have.

Would it be possible to add the "move worldspaces" function that Gecko does? This feature is useful for worldspace modders ( and users of unsupported worldspace mods ) for making sure that the LOD generated in those worldspaces will actually work instead of being completely missing. It would also eliminate the need for having to juggle load order on ESMs to make sure a certain one is occupying the 01 slot.
User avatar
ezra
 
Posts: 3510
Joined: Sun Aug 12, 2007 6:40 pm

Post » Mon May 16, 2011 11:57 pm

How does one go about using an SVN repository? I mean, if I want to be as up-to-date as I can be with the latest revisions, how do I do that?
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Sasha Brown
 
Posts: 3426
Joined: Sat Jan 20, 2007 4:46 pm

Post » Tue May 17, 2011 10:37 am

Stealth post from someone who shouldn't be here...

RE: Move Worldspaces - will be supported when CBash is added (~1 month). Already on my planned features list.

RE: SVN Repository. I really wouldn't recommend it for general use. There are often bugs and experimental fixes that aren't resolved until the official release. As well, it makes supporting Bash that much harder when we have to keep track of both official and dev releases. Besides, official releases are made pretty often, so you wouldn't have too much of an advantage.
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Rachel Cafferty
 
Posts: 3442
Joined: Thu Jun 22, 2006 1:48 am

Post » Tue May 17, 2011 11:13 am

I know, but if it's more for my own curiosity than an actual desire to be up-to-the-minute... it looks cool, and I don't know about it, so I want to :P I've actually Googled Subversion trying to find a guide to it, but I've come up short :shrug:
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butterfly
 
Posts: 3467
Joined: Wed Aug 16, 2006 8:20 pm

Post » Tue May 17, 2011 3:50 pm

Probable bug in the handling for the Actors.AIPackages tag: http://img146.imageshack.us/img146/2433/aipacks.jpg

In that shot, the package added by the UOP to keep Selene in her cell after the Bloated Float quest is done is not being inserted in the proper position. AI packages are sensitive to positional ordering and need to be preserved as best as possible when the processing is done.

That middle one is actually an edit that was made in TIE awhile back to preserve the change to that NPC, but it isn't necessary to keep it any longer. That one ended up in the right spot, but the UOP one should have gone either above it or directly below it, not at the end of the list where it won't take proper affect.

@ ishmaeltheforsaken: Goolge for TortoiseSVN. That should give you a good starting point on using an SVN client program, which makes using SVN repositories MUCH easier to manage. Though anything you'll find in SVN repositories is usually unsupported, so Waruddar's advice holds - and not just for Bash either.
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Suzy Santana
 
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Post » Tue May 17, 2011 1:31 pm

Anyone have any idea why CNRP isn't importing correctly? They're shown as imported (with the dot), but the mod names aren't purple like other imported mods, and the inventory changes aren't showing up in game. I heard that Sylar's Inns of Cyrodiil might be doing it, but I disabled that mod and nothing changed, so I'm guessing it's a problem with WB?

And why is it that Wrye Bash won't run unless I have Python 2.5 installed? I thought that I could install 2.6 along with the associated files (and get rid of 2.5) and be good to go?
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Elizabeth Falvey
 
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Post » Tue May 17, 2011 1:39 am

Anyone have any idea why CNRP isn't importing correctly? They're shown as imported (with the dot), but the mod names aren't purple like other imported mods, and the inventory changes aren't showing up in game. I heard that Sylar's Inns of Cyrodiil might be doing it, but I disabled that mod and nothing changed, so I'm guessing it's a problem with WB?

And why is it that Wrye Bash won't run unless I have Python 2.5 installed? I thought that I could install 2.6 along with the associated files (and get rid of 2.5) and be good to go?

Purple text means indicates plugin is tagged with "NoMerge," not just an import option. There are plenty of plugins with "import xx" tags that are not tagged with "NoMerge." Also, you can use Python 26, but you need to make sure you have ComTypes installed and you have modified the Bash shortcut to start in the Python26 folder instead of Python25.
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Madeleine Rose Walsh
 
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Post » Tue May 17, 2011 2:39 am

More precisely, wasn't it purple text means it's marked NoMerge but could be merged if it wasn't?
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BEl J
 
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Post » Tue May 17, 2011 1:54 pm

I'm not 100% sure if this was a question or a request, but it made me think of a feature request that would be nice to have.

Would it be possible to add the "move worldspaces" function that Gecko does? This feature is useful for worldspace modders ( and users of unsupported worldspace mods ) for making sure that the LOD generated in those worldspaces will actually work instead of being completely missing. It would also eliminate the need for having to juggle load order on ESMs to make sure a certain one is occupying the 01 slot.


I was refering to a previous discussion about a feature request:
I have another feature request although I do not know, if you can realize it.
Wrye Bash already supports the GetPlayerInSEWorld-Test. Now there are Mods with own worlds, where a corresponding test would be also reasonable.
Such a mod could have a global GetPlayerInMODWorld, which is injected into the oblivion.esm, so that all mods can access this global, and the mod puts this global with a tag in the mod description, like {worldtest=GetPlayerInMODWorld}.
Now wrye bash could recognize this tag and append a "GetPlayerInMODWorld == 0" to all quest conditions, where GetPlayerInMODWorld is not already present, like already done with GetPlayerInSEWorld.


I thought of a general way to add this to the bashed patch without having the mod itself to support it, but this won't work, as only the mod can set the global GetPlayerInMODWorld to 0/1. But with my first suggestion as quoted it should work.

Best regards,
ThreeD
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Johnny
 
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Post » Tue May 17, 2011 7:49 am

Some more information on mergeable mods with the NoMerge tags not showing in purple (eg most Sensual Walks Vwalk ESPs)...

I found that if I try to mark one of these mods a Mergeable, I get a message saying that it has the NoMerge tag and then the colour is changed to purple. The implication is that WB is perhaps not checking whether a mod tagged as NoMerge is in fact mergeable and therefore the correct colour is not been displayed.

Hope this makes sense and is of some help.
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Cheville Thompson
 
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Post » Tue May 17, 2011 3:05 pm

Purple text means indicates plugin is tagged with "NoMerge," not just an import option. There are plenty of plugins with "import xx" tags that are not tagged with "NoMerge."

Okay.

Also, you can use Python 26, but you need to make sure you have ComTypes installed and you have modified the Bash shortcut to start in the Python26 folder instead of Python25.

I've got ComTypes, but I don't have the python icon for Bash, which means the launcher isn't pointed toward the right exe. But, uh, which one is it? It doesn't say in the readme or in this thread (which it should, for tech-ignorant people like me).
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Betsy Humpledink
 
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Post » Tue May 17, 2011 8:09 am

Sometimes fresh air helps thinking:
it's not possible that wrye bash supports all mods with new worlds without support of the mods themselfs, because just the mod controls the global variable which states, whether the player is in the mods world or not.

So the mod must inject his own global into the oblivion.esm and wrye bash can then add quest conditions for this global.

Best regards,
ThreeD



Should the Installer for each ESP/ESM be listed under the "Installers" column on the Mods tab?

I just noticed that only a few Installers are listed for my ESPs and ESMs - is there something I am doing wrong or is there some other explanation. I would expect that anything I have used WB to install should have an entry under the Installers column and this does *not* appear to be happening.

Thanks for any help.

ony anything that you used WB to isntall after that feature (hmm i think that was 278 or so) was created will have that data saved for it.

I POSTED THIS IN THE LAST THREAD, BUT IT GOT LOST:

I have a very weird problem with Wrye Bash v282 - my existing games can't be played with Bashed patches built by v282, but they work fine with bashed patches built by Wrye Bash v277 (that's the last one I had on my HDD), even when the exact same options (merge mods, import tweaks etc.) are selected.

I have the latest BOSS masterlist thanks to BOMM, and am using Python 2.6 with the latest com-types and other utilities mentioned in the first post.
In WB v277, I built a bashed patch, and the existing savegames are all purple-coded (implying they will work fine). Now, when I install Wrye Bash v282 by overwriting all the existing folders (Data and Mopy), and relaunch WB, and rebuild the bashed patch with the exact same options (merge mods, import tweaks etc., I even select the same mods and do not include the new mods that come up in import inventory/factions/graphics/names - FCOM etc.). The bashed patch is built fine, and existing save games are still purple-coded.

Any ideas what is going wrong?

I'll download those saves and see if I can figure out what is going on. (sorry for the delay)

How does one go about using an SVN repository? I mean, if I want to be as up-to-date as I can be with the latest revisions, how do I do that?

RapidSVN or TortoiseSVN or some command line SVN (RapidSVN is very simple. However as noted there is more likely to be bugs there. If reporting bugs from there please make suer to state what revision your are using.

Probable bug in the handling for the Actors.AIPackages tag: http://img146.imageshack.us/img146/2433/aipacks.jpg

In that shot, the package added by the UOP to keep Selene in her cell after the Bloated Float quest is done is not being inserted in the proper position. AI packages are sensitive to positional ordering and need to be preserved as best as possible when the processing is done.

That middle one is actually an edit that was made in TIE awhile back to preserve the change to that NPC, but it isn't necessary to keep it any longer. That one ended up in the right spot, but the UOP one should have gone either above it or directly below it, not at the end of the list where it won't take proper affect.

Oh bother... didn't know that AIPackages have to be in specfic orders... UGH... that will take some complex thinking as to how to best rework the patcher.
Pacific Morrwoind
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FLYBOYLEAK
 
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Post » Tue May 17, 2011 1:02 am

Okay.


I've got ComTypes, but I don't have the python icon for Bash, which means the launcher isn't pointed toward the right exe. But, uh, which one is it? It doesn't say in the readme or in this thread (which it should, for tech-ignorant people like me).

I do not know what you mean by "icon" or "the right exe," but you can find instructions here: http://sites.google.com/site/oblivionpoinfo/prep.

Edit: The WB shortcut configuration instructions can be found at step #8.
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Marie
 
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Post » Mon May 16, 2011 11:30 pm

Okay.


I've got ComTypes, but I don't have the python icon for Bash, which means the launcher isn't pointed toward the right exe. But, uh, which one is it? It doesn't say in the readme or in this thread (which it should, for tech-ignorant people like me).


Target (choose any icon) should read
%SYSTEMDRIVE%\Python26\pythonw.exe bash.py

Start in: "I:\Bethesda Softworks\Oblivion\Mopy" or whatever drive your game is installed on.
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Lovingly
 
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Joined: Fri Sep 15, 2006 6:36 am

Post » Tue May 17, 2011 12:55 am

Some more information on mergeable mods with the NoMerge tags not showing in purple (eg most Sensual Walks Vwalk ESPs)...

I found that if I try to mark one of these mods a Mergeable, I get a message saying that it has the NoMerge tag and then the colour is changed to purple. The implication is that WB is perhaps not checking whether a mod tagged as NoMerge is in fact mergeable and therefore the correct colour is not been displayed.

Hope this makes sense and is of some help.

Bash only calculates mergeability automatically when a ) the esp/m hasn't already been checked or b ) the esp/m size has changed. So if before that change the esp/m had already been calculated it won't be recalculated unless you manually tell it to or delete bash's data record... so select all and mark mergeable forces a recheck.

I've got ComTypes, but I don't have the python icon for Bash, which means the launcher isn't pointed toward the right exe. But, uh, which one is it? It doesn't say in the readme or in this thread (which it should, for tech-ignorant people like me).

the wrye bash launcher.pyw will automatically be opened by whatever python is your default install.
If it isn't you can do a batch file like so:
%PYTHON% "Wrye Bash Launcher.pyw"

repalcing %PYTHON% wiht the path to your python.exe - unless you have set up PYTHON as an environment variable.
Pacific Morrowind
you can use a
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Princess Johnson
 
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