Readme: http://wryemusings.com/Wrye%20Bash.html (at time slightly outdated...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/1087446-relz-wrye-bash-thread-no-40/
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 http://tesnexus.com/downloads/file.php?id=22368 from TesNexus.
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) - now bundled in http://tesnexus.com/downloads/file.php?id=22368 at TesNexus.
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.
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.
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: 284 (RC1) release:
=== 284 (RC1) [09/05/2010] [Lojack,PacificMorrowind,Valda68k]* Incorrect italicization fixed.* Active mods with the 'Deactivate' tag will be highlighted in red.* Bashed Patch changes: * Actors.DeathItems moved (back) to seperate patcher for better Warcry & FCOM ease of use (and similar issues). * New Patcher: Import Spells - Actors.Spells and spellsOnly tags added for it, basically invent for spells. * RacePatcher changes: * Left eye import fix (contributed by Valda68k) * R.Ears tag added; imports ears * R.Attributes-F tag added; imports race attributes for females * R.Attributes-M tag added; imports race attributes for males * R.Skills tag added; imports race skill bonuses * R.Description tag added; imports race description * R.AddSpells tag added; imports race spells additions. * R.ChangeSpells tag added; imports race spell as totally new list. * NPC Hairlength will also be randomized when random hair/eyes are assigned (and even if both of those are pre-set) __if__ hair length is 0.0 or None. * another not insignificant optimization.* Merge dialogue no longer shows mergeable mods that load after the patch (those are not and have never been merged anyways)* Warning about delinquent/missing masters on rebuild doesn't warn for such errors for the patch itself (since presumably you are rebuilding the patch since you've changed your LO intentionally)* New warnings about NoMerge/Deactivate tagged mods being active at rebuild time (they shouldn't be).* 3 new GMST changers added to tweak settings* NPC Tweaker changes: * Renamed to Tweak Actors. * 'No Bloody Creatures' tweak added. * 'As Intended: Boars' tweak added. * 'As Intended: Imps' tweak added.* Mod Checker now alerts you if you have NoMerge or Deactivate tagged mods active instead of imported & deactivated.* BAIN: * Renaming now updates the 'Mods' and 'INI Edits' tabs * 2 bugfixes dealing with filtering (reported by Vindicator) * Double or middle clicking on an image in a BAIN Wizard will open the full image. * You can now create your own 'Markers'. Right click->Add Marker..., then type the name. the '==' will be added before and after for you.* comtypes is optional now. It is required for a couple function but most have work arounds enabled (ie Bashed Patch log loads in default internet browser) and Wrye Bash will work without it (features currently without workarounds are: the PM Archive panel, Doc Browser).* You can delete Installers and INI Edits with the Delete key now.* You can rearrange Load Order/Install Order on the Mods Tab and Installers Tab by dragging and dropping.the reason it is designated RC1 is the er rather large size of the changes for this version.Pacific Morrowind
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.