[RELZ] Wrye Bash -- Thread No. 41

Post » Sat Feb 19, 2011 1:19 am

Should BOSS tags override ESP tags? Should the Actors.Anims import Idle Animations?

Personality Idles - Modified version.esp
ESP Tags: {{BASH:Actors.Anims,NoMerge}}
BOSS Tags: % {{BASH:Actors.Anims}}

1. ESP Tags seem to be taken rather than BOSS - is this correct?
2. The Bashed Patch does NOT contain any of the Idle Animations (ie there is no Idle Animation branch when using TES4Edit to examine the Bashed Patch)

Thanks for any comments and guidance.
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Gemma Woods Illustration
 
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Post » Sat Feb 19, 2011 4:39 am

So, Wrye Bash is completely open source, right? I ask because there are some changes I'd like to make, and if it's drastic enough maybe even release it to the public. (Python programmer for a couple years)
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Monika Fiolek
 
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Post » Sat Feb 19, 2011 7:41 am

I updated the de.txt to version 284 RC1:

http://www.megaupload.com/?d=OZSIHSQI

I tried to use the new imp spell feature, but I got the following error on updating the bashed patch:

Traceback (most recent call last):  File "c:\games\Oblivion\Mopy\basher.py", line 4693, in Execute    raise  File "c:\games\Oblivion\Mopy\basher.py", line 4655, in Execute    patchFile.buildPatch(log,SubProgress(progress,0.8,0.9))#no speeding needed/really possible (less than 1/4 second even with large LO)  File "c:\games\Oblivion\Mopy\bosh.py", line 13862, in buildPatch    patcher.buildPatch(log,SubProgress(subProgress,index))  File "c:\games\Oblivion\Mopy\bosh.py", line 19793, in buildPatch    tweak.buildPatch(log,progress,self.patchFile)  File "c:\games\Oblivion\Mopy\bosh.py", line 19706, in buildPatch    if  'imp' in record.full.lower() or 'imp' in record.eid.lower() or 'gargoyle' in record.full.lower() or 'gargoyle' in record.eid.lower() or 'gargoyle' in record.model.modPath.lower():AttributeError: 'NoneType' object has no attribute 'lower'


Best regards,
ThreeD
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Neil
 
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Post » Fri Feb 18, 2011 9:25 pm

I'm not sure that the SpellStats tag is working... I tagged bgMagicEV.esp with it, but the "Import Spell Stats" section of the Bashed Patch dialogue remains blank.
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Sunnii Bebiieh
 
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Post » Sat Feb 19, 2011 2:28 am

Also - does the new 'as intended' tweak make the recently released version un-needed?

[edit] then when finally going to rebuild my bashed patch - several updates tonight for me - I see an unusual warning message.

how to describe? ... In updating Fort Akatosh the recommendation was a clean save (fine with me as I barely got into the new one anyway) so I take the old Fort Akatosh out and put the new one in then go to rebash patch and I get a warning stating that the bashed patch is missing a master (was going to bash without FA in for the clean save - then go into the game and save then back out and rebash with it active) - so is this warning a requested feature?

Not that it ruins my day, but since clean saves are common requests by mod makers it seems more than is necessary.

What I think would be a better feature (if not already in and I haven't seen it yet) is to have missing masters on esp that are deactivated and merged into the bashed patch throw a warning like that. As it seems to be now the warning was simply because the previous bashed patch was made while FA was active and had the relations tag.

... hope that makes sense.

[edit] regarding the dummy object for LL I posted http://www.gamesas.com/index.php?/topic/1089021-relz-wrye-bash-thread-no-41/page__view__findpost__p__15929918 for above - the mod is Morrowind Lockpicking - I will report it there too.
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rolanda h
 
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Post » Sat Feb 19, 2011 9:51 am

Bash 284 ini

CustomLaunchers Typo
; (where # is replaced by a number between 1 and 4) ;;;Change to 1 and 18

3 New Paths & links
===========================sCustom=C:\Program Files\FileZilla FTP Client\filezilla.exesCustomopt=-Option(s)sCustomtxt=FileZillahttp://filezilla-project.org/===========================sCustom=C:\Program Files\RADVideo\radvideo.exesCustomopt=-Option(s)sCustomtxt=RAD Video Toolshttp://www.radgametools.com/bnkdown.htm===========================sCustom=C:\Program Files\Egg Translator\EggTranslator.exesCustomopt=-Option(s)sCustomtxt=Egg Translatorhttp://www.egg-of-time.us/portal/index.php?option=com_content&view=article&id=1825===========================

Will PM link for the icons.

Also option to disable OBMM launcher button in the ini.
Thanks for the drag & drop functionality in the mods tab. :)

Also About the Screenshots tab... Maybe make a default path in the ini where bash will look for them so they will show in the screenshots tab. I use fraps and set my screenies/movies/benchmarks to go somewhere else other than it's default path and out of the Oblivion Dir.
Ex. My docs/Fraps/Screenies/Oblivion/... or whatever path the user has it set to.

Maybe also a batch conversion/options for other formats. Ex. BMP, PNG, etc.
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M!KkI
 
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Post » Fri Feb 18, 2011 10:10 pm

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.

But what would happen if I lower the number of active actors? Wouldn't that cap CPU load from processing their AI packages?
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Joie Perez
 
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Post » Sat Feb 19, 2011 4:26 am

I was thinking the same with this, the default values are presumeably the ones in square brackets, so only AI max actors can be lowered from the default of 25 to 20, but surely that would help performance slightly for lower end machines in places like the waterfront which is noted as processor heavy due to the amount of NPCs in the area.
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Evaa
 
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Post » Sat Feb 19, 2011 7:17 am

I'd like to make a small (hopefully) request: When deleting a project, Wrye Bash rightfully rescans for conflicts. However, it also needlessly rescans for conflicts if you select "No" at the confirmation prompt. Also, it rescans for conflicts if you delete a non-project marker. Could those inefficiencies be removed?
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Jani Eayon
 
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Post » Fri Feb 18, 2011 5:41 pm

Thanks so much for wryebash, it's awesome ;D

i have a question for you: can i activate 254 mods + bashed patch, then build the patch, virtually activate the mods which were merged with the patch, and then rebuild the patch with more mods ?
Thanks!
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Tiff Clark
 
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Post » Sat Feb 19, 2011 8:58 am

can i activate 254 mods + bashed patch, then build the patch, virtually activate the mods which were merged with the patch, and then rebuild the patch with more mods ?

There is no need to activate the mergeable mods in the first place. You can leave them deactivated and build the patch. Just remember to select them in the 'Merge mods' list!
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Amie Mccubbing
 
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Post » Sat Feb 19, 2011 6:46 am

A mod's readme should be the one explaining what you should be doing with them in Bash, if anything. If they don't, then we're all guessing based on the best information we all have, and the tags in BOSS are how that information is put to use. In most cases it should be fine to let whatever BOSS and Bash decide on.

Alright, but what would you say in case of OOO 1.32-Cobl.esp? It is tagged Delev, Invent. Should I activate it or leave virtually active?
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NAtIVe GOddess
 
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Post » Fri Feb 18, 2011 11:04 pm

Should BOSS tags override ESP tags? Should the Actors.Anims import Idle Animations?

Personality Idles - Modified version.esp
ESP Tags: {{BASH:Actors.Anims,NoMerge}}
BOSS Tags: % {{BASH:Actors.Anims}}

1. ESP Tags seem to be taken rather than BOSS - is this correct?
2. The Bashed Patch does NOT contain any of the Idle Animations (ie there is no Idle Animation branch when using TES4Edit to examine the Bashed Patch)

Thanks for any comments and guidance.

the priority of tags is esp -> masterlist...and merged ie stats + scripts = (Stats,Scripts) etc.
It is on my list (but certainly not until I'm done my exams (ie after the 22nd)) to enable the masterlist/taglist to remove tags.
Idle Anims: nothing importing them yet - I'll look into it (again after exams)... any specific mods that you think would be good for testing during developemnt of that?

So, Wrye Bash is completely open source, right? I ask because there are some changes I'd like to make, and if it's drastic enough maybe even release it to the public. (Python programmer for a couple years)

yes (and doesn't matter for edits for self usage anyway) - for releasing, I'd (and Wrye, and everyone else too) much much rather you either sent the changed code to one of the current developers at the time and got them to merge it into the main source rather than have to releasing forks; that is just too much nastyiness in terms of oh no error now what version, etc...

I updated the de.txt to version 284 RC1:

http://www.megaupload.com/?d=OZSIHSQI

I tried to use the new imp spell feature, but I got the following error on updating the bashed patch:

Traceback (most recent call last):  File "c:\games\Oblivion\Mopy\basher.py", line 4693, in Execute    raise  File "c:\games\Oblivion\Mopy\basher.py", line 4655, in Execute    patchFile.buildPatch(log,SubProgress(progress,0.8,0.9))#no speeding needed/really possible (less than 1/4 second even with large LO)  File "c:\games\Oblivion\Mopy\bosh.py", line 13862, in buildPatch    patcher.buildPatch(log,SubProgress(subProgress,index))  File "c:\games\Oblivion\Mopy\bosh.py", line 19793, in buildPatch    tweak.buildPatch(log,progress,self.patchFile)  File "c:\games\Oblivion\Mopy\bosh.py", line 19706, in buildPatch    if  'imp' in record.full.lower() or 'imp' in record.eid.lower() or 'gargoyle' in record.full.lower() or 'gargoyle' in record.eid.lower() or 'gargoyle' in record.model.modPath.lower():AttributeError: 'NoneType' object has no attribute 'lower'


Best regards,
ThreeD

oooh update translation... adding, thanks.
hmmph another of those - I wonder what mod that is failing on.. ah well doesn't mattter which mod... fixed, thanks.
Pacific Morrowind
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Richus Dude
 
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Post » Sat Feb 19, 2011 6:11 am

Also option to disable OBMM launcher button in the ini.
Thanks for the drag & drop functionality in the mods tab. :)

Also About the Screenshots tab... Maybe make a default path in the ini where bash will look for them so they will show in the screenshots tab. I use fraps and set my screenies/movies/benchmarks to go somewhere else other than it's default path and out of the Oblivion Dir.
Ex. My docs/Fraps/Screenies/Oblivion/... or whatever path the user has it set to.

Maybe also a batch conversion/options for other formats. Ex. BMP, PNG, etc.


Bash looks at your Oblivion.ini to find find the directory for screenshots. It's stored in SScreenshotBase. So you could change this to
SScreenshotBase=C:\pathtomyscreenshots\Screenshot


Also, added conversions to PNG,TIF,BMP for you.
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Spencey!
 
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Post » Sat Feb 19, 2011 6:45 am

Alright, but what would you say in case of OOO 1.32-Cobl.esp? It is tagged Delev, Invent. Should I activate it or leave virtually active?
Tags work on "virtually active" mods just as well as on physically active mods. Choose it under "Import Inventory" if that's the recommendation, it will automatically be selected under "Levelled Lists" and then you can choose it under "Merge Patches" as well to prevent it from using up a mod slot.
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sam westover
 
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Post » Sat Feb 19, 2011 4:25 am

Idle Anims: nothing importing them yet - I'll look into it (again after exams)... any specific mods that you think would be good for testing during developemnt of that?

http://tesnexus.com/downloads/file.php?id=30829 is a great one to use for testing idle animation imports, since that's basically all it does.
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Jeff Tingler
 
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Post » Fri Feb 18, 2011 6:30 pm

Tags work on "virtually active" mods just as well as on physically active mods. Choose it under "Import Inventory" if that's the recommendation, it will automatically be selected under "Levelled Lists" and then you can choose it under "Merge Patches" as well to prevent it from using up a mod slot.

No, the question was: is tagging/importing enough or are there parts of this mod that require it to be actually active, not (partially?) imported?
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Eve(G)
 
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Post » Fri Feb 18, 2011 9:19 pm

Hey, does TTItemsNpc need to be active before rebuilding the bashed patch, or will its changes make their way into the leveled lists without extra effort on the user's part?
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~Amy~
 
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Post » Sat Feb 19, 2011 8:11 am

@Elenhil: That one has to be active. It contains new content, so importing some features will not work properly on it.

The tags are for Wrye Bash's inner workings, but there is no recommendation to "deactivate" on that mod, so I'm not sure why you think you should.

Also, "virtually active" refers only to mods with green text that have been selected in the "merge patches" dialog and have a "+" in their box. It does not refer to mods that have some elements imported and have the dot in their box.
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Tracey Duncan
 
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Post » Fri Feb 18, 2011 9:23 pm

@Elenhil: That one has to be active. It contains new content, so importing some features will not work properly on it.

The tags are for Wrye Bash's inner workings, but there is no recommendation to "deactivate" on that mod, so I'm not sure why you think you should.

Also, "virtually active" refers only to mods with green text that have been selected in the "merge patches" dialog and have a "+" in their box. It does not refer to mods that have some elements imported and have the dot in their box.

I saw it as purple in someone's load order...Oh, it probably has something to do with the codebox tags on the Nexus forums. That purple might not have been from Wrye Bash. I am not sure. Geez, that thing confuses me.
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Theodore Walling
 
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Post » Fri Feb 18, 2011 5:35 pm

any specific mods that you think would be good for testing during developemnt of that?


http://tesnexus.com/downloads/file.php?id=30829 is a great one to use for testing idle animation imports, since that's basically all it does.

Agree - that's the one in my original post and only has Idle Animations in it.
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Kathryn Medows
 
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Post » Sat Feb 19, 2011 12:26 am

Hey, can the "Last" marker be switched to the "First" marker. New packages are placed above it, so if it is last, they get placed right with the rest of your packages. It is nice for that marker to be first, so that new packages are placed on the opposite side of it from your sorted packages.

new stuff
== Last ==
My painstakingly sorted packages

>>

new stuff
== First ==
My painstakingly sorted packages
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Bethany Watkin
 
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Post » Fri Feb 18, 2011 8:35 pm

But, if it was "First", then new stuff would load after it.
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Janette Segura
 
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Post » Sat Feb 19, 2011 2:19 am

Hey everyone, quick question for you all. I've been using BAIN for a while now and it's be far the best method of installation I've come across. I love how you can see exactly what files are being installed and what is being overridden. The problem is that the Installers Tab in Wrye Bash takes 3-5 minutes to load. I have a decent computer, 4 gigs of ram and it runs Oblivion fine. I'm not using an incredible amount of mods, in fact, barely any texture replaces and no FCOM. So is it normal for it to take that long to load? Or is there any way I could speed it up? It's just a put off when I want to make a small change or install 1 new mod when it takes so long each time to get to that tab.

Thanks!

CK
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Kathryn Medows
 
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Post » Fri Feb 18, 2011 8:19 pm

But, if it was "First", then new stuff would load after it.

That is the point. When you sort packages, place them beneath the Last marker to distinguish them from other packages. Why in the world would you want randomly added new packages mixed in with the rest of your sorted packages.

My BAIN Package List - http://sites.google.com/site/oblivionpoinfo/lists/mybainlist <-- I am big on organization, and I though that that was part of the feature of that marker. Some users actually leave it in the middle of their package list...


Edit: Even "== New Packages Loaded Above This Marker ==" would be more helpful.
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Elisabete Gaspar
 
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