[RELZ] Wrye Bash -- Thread No. 41

Post » Sat Feb 19, 2011 12:20 am

No npm78 - last I communicated with him anyway insisted that they should be active - sorry should have been clear about that.
They should be active - even though Bash has them as green and mergable. So, if I recall, I added NoMerge to them myself so as to avoid them getting merged and then I activated them.

So far I just ignored the request to deactivate them.

Also in the most recent bashing after running up on some bandits - I found http://i361.photobucket.com/albums/oo54/psymon11b/LLplaceholder.jpg in the inventory. Seems like the caliper bug from Frans except no calipers - first time I've seen that. I do not have all armor playable in the bash tweaks.
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stephanie eastwood
 
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Post » Sat Feb 19, 2011 4:13 am

see my reply there


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

Thank you for clearing that up, but why is Oblivion.esm in that list? Why is Oblivion.esm in any list? Shouldn't it be selected (or not selected) automatically in the background or something?
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Steve Smith
 
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Post » Sat Feb 19, 2011 8:20 am

It's probably in that list because some people may prefer the vanilla names over names added by mods, and this would allow WB to give the vanilla names priority.

I'd be curious to see what effect it had on foreign localized versions of Oblivion. Whether it could revert the names of items changed by English mods back to the original language by importing the names from Oblivion.esm
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James Smart
 
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Post » Sat Feb 19, 2011 8:00 am

It's probably in that list because some people may prefer the vanilla names over names added by mods, and this would allow WB to give the vanilla names priority.

I'd be curious to see what effect it had on foreign localized versions of Oblivion. Whether it could revert the names of items changed by English mods back to the original language by importing the names from Oblivion.esm

Maybe it would be safe to have a CSV file then... Actually, no. Your explanation sounds reasonable. Okay...
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Danel
 
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Post » Sat Feb 19, 2011 6:50 am

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.

As Showler said... but I'll look into it to see what my recommendation would be (or if there are any changes to Bash needed to better handle them).
It's probably in that list because some people may prefer the vanilla names over names added by mods, and this would allow WB to give the vanilla names priority.

I'd be curious to see what effect it had on foreign localized versions of Oblivion. Whether it could revert the names of items changed by English mods back to the original language by importing the names from Oblivion.esm

however it won't work that way; it isn't changing names on record inherited from a masterfile of it (for any language). However a csv file export would work fine (for any language).
Pacific Morrowind
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Mistress trades Melissa
 
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Post » Sat Feb 19, 2011 12:11 am

Also in the most recent bashing after running up on some bandits - I found http://i361.photobucket.com/albums/oo54/psymon11b/LLplaceholder.jpg in the inventory. Seems like the caliper bug from Frans except no calipers - first time I've seen that. I do not have all armor playable in the bash tweaks.

er got a formid on that? (or source mod... or something)
Pacific Morrowind
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Erika Ellsworth
 
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Post » Sat Feb 19, 2011 8:20 am

Also in the most recent bashing after running up on some bandits - I found http://i361.photobucket.com/albums/oo54/psymon11b/LLplaceholder.jpg in the inventory. Seems like the caliper bug from Frans except no calipers - first time I've seen that. I do not have all armor playable in the bash tweaks.
Weird. I recently found a spoon named "Are you having fun yet?" on a goblin, but assumed it was an intentional joke. That one definitely seems like something glitched somewhere.
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Lauren Graves
 
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Post » Sat Feb 19, 2011 9:56 am

Minor problem with a Bash Tag

http://www.tesnexus.com/downloads/file.php?id=25079

Saram_Corean_NPC_Hair_1_0.esp
(its actually v1.1 but the esp name did not change in the update, just texture/mesh path references)


This esp is tagged with deactivate - Easy enough to solve just right click in the bash tags and un-check it

If you merge race records for this and deactivate as advised, it will not work for original races when selecting hair for your PC, nor will it distribute hair amongst the NPCs as described.

Contrary to the deactivate tag, it does need to be active.

Edit: Erm, should I be posting this here?, or should it be BOSS or the OP of the mod

Edit2: PS - Thank you for 284 rc, no problems here so far, the new red highlighting flagged the above problem instantly after updating (even though the tag is wrong in this instance)
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MISS KEEP UR
 
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Post » Sat Feb 19, 2011 8:39 am

I'm trying to make Oblivion work in my other copy of Windows without reinstalling the game. I seem to gave copied the necessary registry entries, the modlist is there, but the saves tab is empty. I have copies savegame files to their corresponding folders in this new Windows copy, but they still do not show up on that tab. What could be the cause?
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Veronica Martinez
 
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Post » Fri Feb 18, 2011 11:47 pm

Try deleting the Bashsettings.dat in your "mygames/Oblivion" folder if you copied it over. It contains the full path to the saves, and if your username isn't the same on both computers it won't match correctly.
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Daniel Brown
 
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Post » Sat Feb 19, 2011 3:38 am

Minor problem with a Bash Tag

http://www.tesnexus.com/downloads/file.php?id=25079

Saram_Corean_NPC_Hair_1_0.esp
(its actually v1.1 but the esp name did not change in the update, just texture/mesh path references)


This esp is tagged with deactivate - Easy enough to solve just right click in the bash tags and un-check it

If you merge race records for this and deactivate as advised, it will not work for original races when selecting hair for your PC, nor will it distribute hair amongst the NPCs as described.

Contrary to the deactivate tag, it does need to be active.

oh that must have been when I regexed replaced (should have checked every replacemtn I guess)... any race mod can't be inactive... fixing, thanks
[edit for your edit after I clicked reply but before I clicked send]: fine here or BOSS - on the mod's thread it would probably take longer to be fixed in the masterlist & taglist. and great glad that 284 is working good for you.

@@Elenhil: try using a batch file with this code (rpelacing directory paths as needed):
C:\Python26\python.exe "Wrye Bash Launcher.pyw" -p "C:/users/youruser/documents" -d

Pacific Morrowind
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Allison C
 
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Post » Fri Feb 18, 2011 10:52 pm

Oh forgot to mention another one of those, I previously had....

Corean_hair_for_Original_race.esp

I have not tried that in 284 rc but pretty sure that will also have the same problem

Edit: < Sorry if you are replying this one :) > Just confirmed by trying it, also has the deactivate tag
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KU Fint
 
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Post » Sat Feb 19, 2011 5:47 am

Oh forgot to mention another one of those, I previously had....

Corean_hair_for_Original_race.esp

I have not tried that in 284 rc but pretty sure that will also have the same problem

Edit: < Sorry if you are replying this one :) > Just confirmed by trying it, also has the deactivate tag

eh I'll go through the hair mods to see if there are any others like that... that will pop until the next masterlist release and 284 full of Bash.
Pacific Morrowind
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rae.x
 
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Post » Sat Feb 19, 2011 3:02 am

Concerning the new AI: Max Active Actors tweak. What exactly does it do? Or, more important, can we use it to reduce AI overload?
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Danielle Brown
 
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Post » Fri Feb 18, 2011 6:15 pm

er got a formid on that? (or source mod... or something)
Pacific Morrowind

I can see if I get it again. What is the console command for getting the real ID when it shows up as FF? GetBaseID or something?
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Ebou Suso
 
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Post » Sat Feb 19, 2011 8:06 am

I can see if I get it again. What is the console command for getting the real ID when it shows up as FF? GetBaseID or something?
GetBaseObject. :)
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Karen anwyn Green
 
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Post » Fri Feb 18, 2011 10:13 pm

Concerning the new AI: Max Active Actors tweak. What exactly does it do? Or, more important, can we use it to reduce AI overload?


Max Active Actors tweaks the game setting to allow more Npcs to be active when loaded aka walking around, eating, etc..Not in combat

Max Combat Actors tweaks the game setting to allow more npcs to be in combent when loaded.

If using MMM or OOO or FCOM then you already have these settings.

The bash settings can be used to tweak the MassAI settings themselves to be more or less.

It will not get rid of ai overloading problem has that is either 1) system is overloaded and cannot process anymore 2) Bad mod causing the slowdown which has been known to happen in past 3) It will not raise or fps , it will most likely go down if you raise them above the default. But If not using MMM or OOO then at least try kicking value up to 30 combat / 40 actors. Then it will help in that area and just allow more npcs to be activae and in combat.

Corepc
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Leticia Hernandez
 
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Post » Sat Feb 19, 2011 9:55 am

Many thanks for the new release.

Just installed the new release and wanted to try the new INI settings for colour and style. I made these changes...

oDeactivateTextColour=(192,0,0)
oDeactivateTextStyle=Default

The behaviour in WB remains unchanged (ie Deactivate tag highlighted by italics)

Am I doing something wrong or is this a problem?

I am still using the Wrye Python 01 (rather than the 02).
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RObert loVes MOmmy
 
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Post » Fri Feb 18, 2011 8:51 pm

Many thanks for the new release.

Just installed the new release and wanted to try the new INI settings for colour and style. I made these changes...

er oops... hadn't meant to include those changes in the INI in the release... done the changes in the INI but not yet done the main code section... exams getting in the way... they won't do anything no matter what you set them to right now - that should be rectified soon though (like hmm around the 25-28th I'm thinking)
Pacific Morrowind
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Zach Hunter
 
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Post » Sat Feb 19, 2011 4:19 am

Did I miss a request somewhere that led to uninstalled BAIN packages being sorted to the bottom of the list, regardless of the "order" number that is assigned to them?
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Gemma Archer
 
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Post » Sat Feb 19, 2011 2:38 am

Did I miss a request somewhere that led to uninstalled BAIN packages being sorted to the bottom of the list, regardless of the "order" number that is assigned to them?

uhh..no....
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Emmanuel Morales
 
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Post » Sat Feb 19, 2011 3:48 am

Did I miss a request somewhere that led to uninstalled BAIN packages being sorted to the bottom of the list, regardless of the "order" number that is assigned to them?


You don't have "Sort by Active" selected do you? If not then it's probably a bug introduced by drag-n-drop that I'll have to fix.
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Farrah Lee
 
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Post » Fri Feb 18, 2011 6:45 pm

My inactive Mods stay where their at...
Everything so far so good, Thanks for the work... :goodjob:
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Nick Swan
 
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Post » Sat Feb 19, 2011 4:11 am

You don't have "Sort by Active" selected do you? If not then it's probably a bug introduced by drag-n-drop that I'll have to fix.
I did indeed. I don't think I've ever noticed that option before, and I have no idea how I turned it on.

Thank you.
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Connor Wing
 
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Post » Sat Feb 19, 2011 2:22 am

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?


Thanks for your help too Torello, I'm slowly working my way through the big mods.
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Nick Pryce
 
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