[RELZ] Wrye Bash -- Thread No. 41

Post » Fri Feb 18, 2011 8:28 pm

I know that Shivering Isles files are specifically excluded from being installed by BAIN. There's a very good reason why the installer has to be used to install SI, and BAIN won't touch any vanilla SI files, or any vanilla Oblivion files.


BAN will install my SI files without an issue, however.. if they are indeed added to an exclusive list then that explains why BAIN will no longer recognize them after a restart/rescan. It has no problems with the other official plugins, tho.

Lunaaaa
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Kit Marsden
 
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Post » Fri Feb 18, 2011 8:13 pm

I'm not sure if this has been asked before, but is it possible for end-users (with some programming knowledge) to add their own Tweak Assorted or Tweak Settings commands to Bashed Patches? It seems like there's a lot of potential there for customization, for example if someone wanted all weapons to deal more damage, or a certain class of items to have more value, etc... I'm sure we could ask you to implement the tweaks, but that's not as flexible or as quick as implementing it ourselves.
They provide a link to the Sourceforge site, so gaining access to the development files is no problem. If you come up with good tweaks, they'll probably even consider adding them to the official build.


BAN will install my SI files without an issue
Okay, but unless you have a copy of the modified Oblivion.esm file in there, Shivering Isles will not work at all.
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Emily Graham
 
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Post » Sat Feb 19, 2011 5:03 am

Back from the trip, and just got through catching up on the WB threads. It'll be a couple more days before I start coding again.

RE: BCF Overview
I should be able to add the overview to the BCF file. Probably save it in the BCF as "BCF-Overview.txt" and just skip that file when applying the BCF. You could then access the file by opening the BCF in winrar / 7z / etc. If you'd rather be able to access it through Wrye Bash, let me know and we'll figure something out.

RE: BAIN Readme's
It's under consideration. haama and I were thinking how best to implement it before I left for my trip. It could be accessed though the right-click menu, as a pane tab on the right after the "General" pane, or as a text area like the comments section.
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Amy Gibson
 
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Post » Sat Feb 19, 2011 9:57 am

Okay, but unless you have a copy of the modified Oblivion.esm file in there, Shivering Isles will not work at all.


I know, but I created it for the soul purpose of having a backup of all the relevant SI *.bsa files. That way, once I uninstall my complete BAIN list - I am left with a untouched Vanilla Oblivion install (just as how it was if I would re-install Oblivion).

But it is no real issue, since I can always use bat files to delete the orphan files, and re-install when needed.

Lunaaaa

*the new "Add Markers" function in BAIN is a given! No longer will I have to create empty 7z achieves. :thumbsup:
Now if only those Markers would act as trees, that could be expanded//hidden to have less clutter of files. That way, BAIN installs which you are not planning on using (svck as backups) could be hidden - thus less scrolling.
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David John Hunter
 
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Post » Sat Feb 19, 2011 6:13 am

I'm not sure if this has been asked before, but is it possible for end-users (with some programming knowledge) to add their own Tweak Assorted or Tweak Settings commands to Bashed Patches? It seems like there's a lot of potential there for customization, for example if someone wanted all weapons to deal more damage, or a certain class of items to have more value, etc... I'm sure we could ask you to implement the tweaks, but that's not as flexible or as quick as implementing it ourselves.

very very easily...
It is in Python so it is very easy - unless you do mean and rotten distribution the source is included; just edit the *.py files and save and restart Bash and the compile (*.pyc/pyo) files will be regenerated.

the individual tweaks for tweak settings are in bosh.py under the heading of class GmstTweaker(MultiTweaker): (somwhere near line 17598 depending on version of course) and then a few lines below that the individual tweaks start... examples there should be enough to get you started.

the tweaks for tweak assorted, clothing and actors are a fair bit more complicated... a lot of them are in their own classes but are mainly in the format of class AssortedTweak_ArmorShows(MultiTweakItem): for example... editing them is more complicated but easily doable even with very limited programing knowledge (in fact editing one of those was my very first real programming edit (ie not print 'hello world') - a bit over a year ago now)

Any questions feel free to post here, or pm me.
(and of course feel free to submit changes you want included in the main source).
Pacific Morrowind
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Rebecca Clare Smith
 
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Post » Fri Feb 18, 2011 9:31 pm

I know, but I created it for the soul purpose of having a backup of all the relevant SI *.bsa files. That way, once I uninstall my complete BAIN list - I am left with a untouched Vanilla Oblivion install (just as how it was if I would re-install Oblivion).

Interesting. Not sure what the purpose of this is. The SI bsas and esp have no effect on the game at all...it's the ESM that can mess up modders.
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sharon
 
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Post » Fri Feb 18, 2011 7:48 pm

Interesting. Not sure what the purpose of this is. The SI bsas and esp have no effect on the game at all...it's the ESM that can mess up modders.


Haha, no real purpose except I like having a backup of all my files - which makes reinstalling the game so much easier (especially when you keep losing your install discs).
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Crystal Clear
 
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Post » Sat Feb 19, 2011 4:44 am

Well whatever was causing BAIN to not acknowledge new packages in 283 got fixed in 284. So that's good :)

Importing AI Packs is still not working properly though - they are still appearing in the wrong order in the Bashed Patch.

Importing Death Items also isn't working as expected - it http://img714.imageshack.us/img714/9356/inam.jpg that make no changes to the original settings.

NPCFaces is behaving the same way - not ignoring unchanged NPC data.
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Phoenix Draven
 
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Post » Sat Feb 19, 2011 2:57 am

Importing AI Packs is still not working properly though - they are still appearing in the wrong order in the Bashed Patch.


PacificMorrowind added a Warning Notice to Actors Aipackage Area.

Warning: Aipackages currently has bug in package ordering so may not work has desired in Many Cases


It is still being worked on. For now best to not use Option itself.

It kinda work for some Npcs and Creatures while other it does not. But it all depends on what mods you using once again and if they are changing aipackages has well.
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Elina
 
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Post » Fri Feb 18, 2011 6:07 pm

284 (RC1) released:
=== 284 (RC1) [09/05/2010] [Lojack,PacificMorrowind,Valda68k]
  • Bashed Patch changes:
    • Actors.DeathItems moved (back) to seperate patcher for better Warcry & FCOM ease of use (and similar issues).


Does this mean I can re-enable the DeathItems tag for Warcry?
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April D. F
 
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Post » Sat Feb 19, 2011 6:51 am

Does this mean I can re-enable the DeathItems tag for Warcry?


Yes, you can renable that tag for Warcry for Compatiblity with Mods

But If you are using FCOM then do not select it under Actor Death Items Section, when building patch.
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Silencio
 
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Post » Fri Feb 18, 2011 6:50 pm

Importing Death Items also isn't working as expected - it http://img714.imageshack.us/img714/9356/inam.jpg that make no changes to the original settings.

NPCFaces is behaving the same way - not ignoring unchanged NPC data.

I don't seem to be getting either of those effects. Kalthar's Key copied the UOP version over the top of the OOO version, and faces all seem to be working...hard to completely check though.

Which mods are overwriting the key in the image you posted?
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Nicole Coucopoulos
 
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Post » Sat Feb 19, 2011 3:20 am

Well whatever was causing BAIN to not acknowledge new packages in 283 got fixed in 284. So that's good :)

Importing AI Packs is still not working properly though - they are still appearing in the wrong order in the Bashed Patch.

Importing Death Items also isn't working as expected - it http://img714.imageshack.us/img714/9356/inam.jpg that make no changes to the original settings.

NPCFaces is behaving the same way - not ignoring unchanged NPC data.

AIPackages - I got exams (starting Tuesday, last on the 20th) and wanted to get 284 and did a thorough look at the code and realized that I'm going to have to totally rewrite them (and don't have anything I can quickly write them off of like Actors.Spells was off of Invent - just had to change a dozen or two references to item to spell)... so put warning (as noted by Corepc) and will get to it for 285 (scheduling coding that up on the 23rd or 24th).

INAM: whoops - just copy and pasted my original code for that which was before I had the master record checking enabled... fixed, thanks.

NPCFaces: never done a master record check for that patcher yet (!)... will do - may or may not get to it before I'm done my exams.

Does this mean I can re-enable the DeathItems tag for Warcry?

yes though whether you want to use it (check it in the patcher for death items) or not depends on your LO (ie not with FCOM)
I don't seem to be getting either of those effects. Kalthar's Key copied the UOP version over the top of the OOO version, and faces all seem to be working...hard to completely check though.

Which mods are overwriting the key in the image you posted?

You will only notice it with some LOs... but the problem is there (well to be technical that is was there, since I've fixed it on the SVN)
Pacific Morrowind
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Stefanny Cardona
 
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Post » Sat Feb 19, 2011 2:42 am

I don't seem to be getting either of those effects. Kalthar's Key copied the UOP version over the top of the OOO version, and faces all seem to be working...hard to completely check though.

Which mods are overwriting the key in the image you posted?


The blank one that overrode the UOP is TIE. Bash should have ignored the "change" from TIE since it's not actually wanting to change that record.

Similar thing for NPCFaces, TIE wanted to change one that got wiped by Better DB Sanctuary for an NPC that had no changes to face data.

I don't get how it can work for one of us, but not the other? The code should behave exactly the same for both of us, right?

Ah, ninja'd by PacificMorrowind, that explains things :)
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phillip crookes
 
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Post » Sat Feb 19, 2011 4:54 am

In the import sections of the Bashed Patch, why is Oblivion.esm not checked and hidden? Checking it does not seem to be very optional... http://www.gamesas.com/index.php?/topic/1091719-wrye-import-mod-and-deactivate/
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Sophie Payne
 
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Post » Fri Feb 18, 2011 8:54 pm

very very easily...
It is in Python so it is very easy - unless you do mean and rotten distribution the source is included; just edit the *.py files and save and restart Bash and the compile (*.pyc/pyo) files will be regenerated.

the individual tweaks for tweak settings are in bosh.py under the heading of class GmstTweaker(MultiTweaker): (somwhere near line 17598 depending on version of course) and then a few lines below that the individual tweaks start... examples there should be enough to get you started.

the tweaks for tweak assorted, clothing and actors are a fair bit more complicated... a lot of them are in their own classes but are mainly in the format of class AssortedTweak_ArmorShows(MultiTweakItem): for example... editing them is more complicated but easily doable even with very limited programing knowledge (in fact editing one of those was my very first real programming edit (ie not print 'hello world') - a bit over a year ago now)

Any questions feel free to post here, or pm me.
(and of course feel free to submit changes you want included in the main source).
Pacific Morrowind

Thank you for the information. I don't know Python, but perhaps I will use this to learn, once I figure out some tweaks I want.
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Latino HeaT
 
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Post » Sat Feb 19, 2011 7:22 am

In the import sections of the Bashed Patch, why is Oblivion.esm not checked and hidden? Checking it does not seem to be very optional... http://www.gamesas.com/index.php?/topic/1091719-wrye-import-mod-and-deactivate/

see my reply there

Thank you for the information. I don't know Python, but perhaps I will use this to learn, once I figure out some tweaks I want.

well any questions don't hesitate to ask... Until I'm done my tests I may take longer than I like to respond but I'm always happy to help other coders (or really anyone).
Pacific Morrowind
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Rudi Carter
 
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Post » Sat Feb 19, 2011 6:36 am

I've just upgraded from Wrye Bash 262 so far so good, I can't seem to find any info though on what the new purple colour means.
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Scott Clemmons
 
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Post » Sat Feb 19, 2011 6:35 am

the esp is tagged as NoMerge.

Coming back to Oblivion?
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Len swann
 
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Post » Fri Feb 18, 2011 6:17 pm

Yes, I've spent the last two days updating everything. I'm still undecided about Bain though I don't understand the main idea behind how it works, however I've just found Tomlongs site so things are looking up.
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Danielle Brown
 
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Post » Fri Feb 18, 2011 10:22 pm

Yes, I've spent the last two days updating everything. I'm still undecided about Bain though I don't understand the main idea behind how it works, however I've just found Tomlongs site so things are looking up.

Start using it and it will become clear. Basically it tracks what files are from which archives, so if, for example, you have the OOO and Cobl, you can see in the right hand window which files 'conflict' or rather are the same (like the meteroic weapons) and see which one wins, or rather which archives' files the game actually uses. It also means if you unistall cobl, the meteroic weapon files will be REPLACED by those in OOO, not just left there as OBMM would.

Make sense?
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joannARRGH
 
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Post » Sat Feb 19, 2011 5:49 am

Katnap - Here is http://www.gamesas.com/index.php?/topic/1084204-bain-mod-installation-projects/. As much as you will find with regard to arguments for or against or how - really in practice it is pretty easy. I know you are quite experienced at this so you should be able to pick it up quickly.

Question for Wrye Bash team:

The author of http://www.tesnexus.com/downloads/file.php?id=28010, npm78, has suggested not merging several of the esp involved. I've then tagged those mods with NoMerge. When activating the bashing process however I get the warning that these mods need to be deactivated. Npm78 had insisted that although Bash wants to merge them it is best not to. So then the question is ... does that warning basically assume that all NoMerge mods are doing something like importing records? I suppose another way I could go about it is to remove the NoMerge tags and just activate the esp afterwards.

Thoughts?

[edit] also this about death items is confusing:
Yes, you can renable that tag for Warcry for Compatiblity with Mods

But If you are using FCOM then do not select it under Actor Death Items Section, when building patch.
So does that mean if using Warcry in non FCOM then tag it but in FCOM set up don't?
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JERMAINE VIDAURRI
 
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Post » Fri Feb 18, 2011 7:15 pm

Thank you for your help. I started with something small (Race Balancing Project :P ) which went well. If I have any questions where would be the best place to ask.

Also great work on both Tomlongs site and your thread Psymon.
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Kyra
 
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Post » Sat Feb 19, 2011 3:40 am

Technical questions about functions not working as described or features malfunctioning should really go here.

If it is about best practices for packaging or other general questions feel free to ask in my thread. If it is about installing FCOM with BAIN and other touchy subjects then Tomlong's thread. Really anywhere. I'm generally more available in the evening to late night and tomlong in the day. Not that we are working shifts or anything. I'll help out if I can but I will say that Tomlong is far more dedicated to learning every small detail of every kind of install than I am. At this point I refuse to give instructions on BAINing FCOM other than to say http://www.gamesas.com/index.php?/topic/1084204-bain-mod-installation-projects/page__view__findpost__p__15798012. Tomlong has dove head first into it though.

My thread, to me, is more about the philosophy of packaging and I prefer advocating for complex packaging. Tomlong advocates for simple packaging. It is all described in the threads. My first 3-4 posts cover most general uses of BAIN, but some prefer the bullet points of tomlongs approach. And then of course there is the both/and option (my favorite).

On topic though: a readme for BAIN that is separate from the normal Wrye Bash readme? Is there a way to perhaps have the utility bar at the bottom have another readme for that - or even better have it only visible on that bar when the installers tab is open?
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Anna S
 
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Post » Sat Feb 19, 2011 9:42 am

The author of http://www.tesnexus.com/downloads/file.php?id=28010, npm78, has suggested not merging several of the esp involved. I've then tagged those mods with NoMerge. When activating the bashing process however I get the warning that these mods need to be deactivated. Npm78 had insisted that although Bash wants to merge them it is best not to. So then the question is ... does that warning basically assume that all NoMerge mods are doing something like importing records? I suppose another way I could go about it is to remove the NoMerge tags and just activate the esp afterwards.
When he says not to merge them, does he mean that they should stay active (in which case the bash tags may need to be altered), or that they should have their information imported, but the files themselves not be activated (in which case the files should not be active when building the bashed patch)?

[edit] also this about death items is confusing:
So does that mean if using Warcry in non FCOM then tag it but in FCOM set up don't?
The actual tag can be added back to WarCry with no problems now. If using WarCry with OOO alone, or with MMM or MMMforOOO or pretty much any other combination of mods except FCOM, you'll probably want to select WarCry in the Death Items menu of the rebuild bashed patch dialogue in order to ensure you get WarCry Trophies. If using it with FCOM, simply don't select it when rebuilding the bashed patch, because FCOM_WarCry.esp changes the way WarCry Trophies work.
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Rachel Eloise Getoutofmyface
 
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