[RELZ] Wrye Bash -- Thread 45

Post » Wed Oct 06, 2010 7:50 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Readme: http://wryemusings.com/Wrye%20Bash.html (at time a fair bit outdated...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/1095482-relz-wrye-bash-thread-44/
Requirements
Python 2.5.4 and wxpython 2.8.7.1 ansi (the old "official" setup) - if using this best to just download the Wrye Python 01 package from http://tesnexus.com/downloads/file.php?id=22368
or
http://www.python.org/ftp/python/2.6.5/python-2.6.5.msi, http://downloads.sourceforge.net/wxpython/wxPython2.8-win32-ansi-2.8.10.1-py26.exe, http://sourceforge.net/projects/comtypes/files/comtypes/0.6.2/comtypes-0.6.2.win32.exe/download, 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)
(Probably best to just download Wrye Python 02 package from http://tesnexus.com/downloads/file.php?id=22368 unless you like to customize your install)

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:
=== 285 [12/12/2010] [Lojack,Metallicow,PacificMorrowind,Waruddar]
  • Bashed Patch Changes:
    • Master 'Select All' and 'Deselect All' patchers and items in list/tweak patchers buttons added.
    • Export/Import Config buttons added.
    • Save config button removed (due to bug it caused - use Export/Import instead).
    • Actors.AIPackages totally refactored (as in it works properly now).
      • Also removes the OOO duplicate version of UOP AI Package fixes if you are using both of them (except for one on HaulsHisRopes but that shouldn't cause any problems).

    • R.Ears fixed.
    • Misc Tweaks:
      • fix (reported by Blade of Mercy) and improvements to All Clothes playable tweak.

    • Rebuilding doesn't complain about missing masters for the bash patch now (truly!).
    • NoMerge tag warning text updated to be clearer (contributed by Sartivarg).
    • suggestion to deactivate and merge mergeable mods added to rebuild patch checks.
    • NoMerge/Mergeable/Deactivate/Filter warnings/questions merged into one scrollable and much more legible text warning/question window.
    • Patch Dialogue now has an icon assigned (the Wrye Monkey Icon).
    • For tweaks with options that take numbers as value (ie tweak settings) new 'Custom' entry option; select custom and enter your own number in the prompt following any directions there.

  • New Save Game Tweaker: Set Number of Uses for Weapon Enchantments.
  • BAIN Changes:
    • fix so that when you check/uncheck an esp in the esp/m list the view maintains its scroll position.
    • above fix also applied to subpackages list.
    • Wizards changes:
      • DataFileExists properly documents
      • newline error fixed in textboxes

  • Magic Effect school for Spells/enchantments with more than one effect based on highest cost not first effect (so inline with in game values).
  • Bash.ini typos fixed, prettied and sorted a bit better (contributed by Metallicow)
  • Start of the CBash implementation into Wrye Bash:
    • CBash.dll included as Rename_CBash.dll; it will only be used if renamed to just 'CBash.dll'
    • Bunch of Import/Export functions modifed to use that if available: EditorID, Names, Npclevels, Scripts (though leaves a whole lot of backup files on import).


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.
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Peter P Canning
 
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Post » Tue Oct 05, 2010 6:24 pm

Just hit the limit of 254 mods and I'm starting to struggle with the mods I want to play...
Already Gecko'ed some of the Phitt's mods toghether.

Now, I was looking into http://tesnexus.com/downloads/file.php?id=5197.
All the plugins do is set GMST values.

For RealisticForce*.esp
GMST  00000803 fDeathForceForceMax  00000800 fDeathForceForceMin


For RealisticMagicForce*.esp
GMST  00000800 fMagicExplosionPowerMax


Could this be added as an option to Wrye Bashed patch?

It's just so I can set the mod's GMST values instead of using the plugin.

(These settings complement the improved ragdolls but are optional. There are three options of each. Should not be too much difficult...)
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James Hate
 
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Post » Tue Oct 05, 2010 10:09 pm

This might belong in the Cobl thread since thats what it pertains to..... Ok, complete newb when it comes to bashed patches. Never did it before, guess I wasnt running enough mods to warrent it truthfuly. I have a few questions about the following text:

= Check ModsThis is a report on your currently active/merged mods.=== MergeableFollowing mods are active, but could be merged into the bashed patch.* bgMagicEVAddEnVar.esp* bgMagicEVStartspells.esp* bgMagicSpellTomes_for_WryeBash.esp* Cobl Races - Balanced.esp* Cobl Tweaks.esp* EnchantmentRestore_Wells.esp* Francesco's Optional Vendor Tweaks.esp* Francesco's Slower skills x1.5.esp* Harvest [Flora] - Shivering Isles.esp* Harvest[Containers] - Flat-Top Barrels Add-on.esp* Harvest[Containers] - SI - Ore Respawn.esp* Harvest[Containers] - Vanilla - Ore Respawn.esp* MaleBodyReplacerV4.esp* oc_darker_nights.esp* Quest Award Leveller - Knights of the Nine.esp* ScriptIcon_Replacer.esp* Thieves_Arsenal_Patch_033010.esp= Cobl RulesThis ruleset covers Cobl (Common Oblivion) and related mods.=== WARNING: Cobl Main.esm* Cobl Races TNR.esp --  Deactive and add to Bashed Patch using Import NPC Faces.* Cobl Races TNR SI.esp --  Deactive and add to Bashed Patch using Import NPC Faces.


The question is about what comes after the warning. "Import NPC Faces" is actually a link in my report, but the link is dead. So, do I just create a bashed patch and add Cobl Races TNR.esp and Cobl Races TNR SI.esp, then uncheck those two in my load order then check the patch?

Sorry if this is the wrong place for this, I'll try Cobl if it is. What I did read about wyre bash went over how to import one face, so not really sure what " Deactive and add to Bashed Patch using Import NPC Faces" actually means since cobl races affects more than one person. So any info or a link would be appreciated.

Thanks
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electro_fantics
 
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Post » Wed Oct 06, 2010 1:51 am

The new version of Wrye Bash is giving me error on rebuilding patch with Mayu's Animation Overhaul Patcher option enabled.
Traceback (most recent call last):
File "D:\Gry\Oblivion\Mopy\basher.py", line 4921, in Execute
raise
File "D:\Gry\Oblivion\Mopy\basher.py", line 4883, 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 "D:\Gry\Oblivion\Mopy\bosh.py", line 14426, in buildPatch
patcher.buildPatch(log,SubProgress(subProgress,index))
File "D:\Gry\Oblivion\Mopy\bosh.py", line 20501, in buildPatch
tweak.buildPatch(log,progress,self.patchFile)
File "D:\Gry\Oblivion\Mopy\bosh.py", line 20295, in buildPatch
if record.full.lower() == 'bendu olo': continue
AttributeError: 'NoneType' object has no attribute 'lower'

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kiss my weasel
 
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Post » Tue Oct 05, 2010 8:38 pm

How do I start wrye bash?! The launcher is an internet explorer with nothing but info and weird commands I dont understand.
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Tiffany Holmes
 
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Post » Tue Oct 05, 2010 10:42 pm

Oblivion\Mopy\Wrye Bash Launcher.pyw

Making a shortcut and pinning it to the start menu is what I do. YMMV.
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Lizbeth Ruiz
 
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Post » Tue Oct 05, 2010 11:10 pm

It still just gives me an explorer page.
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Mrs. Patton
 
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Post » Tue Oct 05, 2010 9:33 pm

Have you successfully installed Python 2.6.5 and all the addons required by Wrye Bash?

edit: (as specified in the OP of this thread)
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Luis Reyma
 
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Post » Wed Oct 06, 2010 1:36 am

Yes.
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Jhenna lee Lizama
 
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Post » Tue Oct 05, 2010 6:10 pm

Then I'm sorry, I truly don't know what is happening there.

Double clicking on Wrye Bash Launcher.pyw (or on a shortcut that points at it) gives you a webpage, you say? Hm. Nope, that's a new one on me. :shrug:
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CRuzIta LUVz grlz
 
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Post » Tue Oct 05, 2010 11:43 pm

Right click on the Wrye Bash Launcher.pyw file and choose Properties. Hit the "Change" button next to the "Opens With" and browse to Pythonw.exe.

Set it to open with that file automatically from now on.

Somebody associated PYW files with Internet Explorer for some reason.
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mimi_lys
 
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Post » Wed Oct 06, 2010 1:05 am

Now it wont open at all.
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Sweets Sweets
 
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Post » Wed Oct 06, 2010 6:05 am

Try reinstalling Python and all the components. If it asks about file associations, say yes. Read the windows that come up to make sure you don't miss anything.
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Melly Angelic
 
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Post » Tue Oct 05, 2010 9:30 pm

I keep having issues with my install of Wrye Bash, I don't know if this is because I didn't install the Python Pre-requisites properly or not (to be honest I had little idea what I was doing there), but here is the problem.

ImportError: DLL load failed: The specified module could not be found.

Before this I had the no wx module found error.

Any help would be greatly appreciated.
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Chris Duncan
 
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Post » Tue Oct 05, 2010 11:51 pm

*snip*

=== WARNING: Cobl Main.esm
* Cobl Races TNR.esp -- Deactive and add to Bashed Patch using Import NPC Faces.
* Cobl Races TNR SI.esp -- Deactive and add to Bashed Patch using Import NPC Faces.

The question is about what comes after the warning. "Import NPC Faces" is actually a link in my report, but the link is dead. So, do I just create a bashed patch and add Cobl Races TNR.esp and Cobl Races TNR SI.esp, then uncheck those two in my load order then check the patch?

*snip*



Nvm ... just looked around till I found it.
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CArlos BArrera
 
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Post » Tue Oct 05, 2010 7:53 pm

Now it wont open at all.

Uninstall Python and every things that you installed using Revo uninstaller (google it). Take out all registry entries as in the Moderate Setting of uninstallation in Revo uninstaller. Restart windows.

Time to reinstall. Read every step in the readme. If you are using Windows 7/ Vista, install using Administrator account. Install Wrye Python 02 (link in first post). Make sure you have installed all the components listed (wxpython, psyco etc.) in the first post. install Wrye Bash last. Once installed, your Oblivion folder should have a sub-folder called Mopy.

Go inside this folder, and click on the Wrye Bash launcher file (right click on it and choose "Run as admisnistrator" if using Windows 7/vista, if needed). Should work fine. If not, then you did not follow one of the steps in the readme.
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Roy Harris
 
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Post » Wed Oct 06, 2010 10:08 am

I'm surprised that your patch involves regular expressions and escaping of non-ASCII characters. I had figured the solution for Bash's path handling would be to convert it to consistently use Unicode strings instead of byte strings for all paths and filenames, and to ask users to install the Unicode version of wxPython instead of the ANSI version. The Windows API supports Unicode natively, including for file I/O operations, and if Bash can utilize that, non-ASCII characters shouldn't need any special handling.

Sorry for taking too long to respond.
Basically, I think that it's a good idea to unify handlings of the string to UNICODE.
However, The zip/rar archive where MBCS filename was stored already exists so many in the world.
How does WB handle such archives?

When reading the filename from archive and converting to UNICODE, guess of a character code is needed.
Is it accepted that WB depends on http://chardet.feedparser.org/ etc?
(and, the guess is often mistaken.)

Moreover, when extracting arbitrary files from archive, it's necessary to restore to MBCS filename.
Is the conversion of MBCS -> UNICODE -> MBCS reversible in python?
(Please google by "UNICODE FULLWIDTH TILDE WAVE DASH")

I agrees to handle the filename in 7zip as UNICODE string.
But, I feel to had better handle the MBCS filename in zip/rar as-is.

"Should use 7zip if you want to store a non-ASCII character filename.", Put it aside please :)
Thanks.
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Lauren Graves
 
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Post » Wed Oct 06, 2010 8:44 am

Yeah I uninstalled and installed again and it fails to work. The only thing I did wrong was install it to my desktop since I have no "temporary" folder.
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Stacyia
 
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Post » Tue Oct 05, 2010 11:28 pm

Hello everyone,

I didn't understand the installation instructions in the first post (maybe because I am not so good at english xD). I am running wrye bash 275 with python 2.5.4 and wxpython 2.8.7.1 ansi (the one you called "old official setup") and I want to upgrade to wrye bash 285.

The readme is outdated, because it covers the versions up to 275 (mine), so:

-Do I need to update download the Wrye Python 02 package or just the Wrye Python 01 package in order to upgrade?
I tried to make a clean installation downloading the pack 02, the 275 self installer and the 285 folders to replace it, but Wrye Bash simply refused to start.

I run Windows Vista Home Basic and I installed Oblivion in the folder C:/Bethesda Softworks/Oblivion (so not in Program Files).

Please, any help would be much appreciated, thanks
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Bambi
 
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Post » Tue Oct 05, 2010 10:30 pm

You only need the WryePython02 package and the 285 archive package.

Run the installer for WryePython02 and follow through all the prompts. Check to see if there are any errors.

Extract the 285 archive into your Oblivion folder so that the Data folder merges with Data and there is a MOPY folder under the Oblivion folder.

Try using the Wrye Bash Launcher.pyw file. If it doesn't work, find the folder where WryePython02 extracted it's installers and run the one for WXPython again. Then try the Launcher again.
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Laurenn Doylee
 
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Post » Tue Oct 05, 2010 9:01 pm

The Sourceforge file isn't up to date- it is currently at version 282. Not a big deal normally, but the Nexus isn't working for me right now, so it would be nice if there were an up to date mirror.
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Ashley Tamen
 
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Post » Wed Oct 06, 2010 11:07 am

I had a general question about Wrye BaSh (and possibly OBMM) functionality.

Say I download a texture replacer/ some other sort of "replacer" mod, that is supposed to overwrite OBlivion's original files - if I install that mod using WB or OBMM, does it overwrite the existing files, or does it hide/rename/backup the original files and put the new files from the mod in their place?

I ask because if I uninstall the mod, will the original files also be lost, or will they be restored by Wrye Bash? Or is this handled in another way?
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Samantha Wood
 
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Post » Tue Oct 05, 2010 10:36 pm

Use the tarball: http://oblivionworks.svn.sourceforge.net/viewvc/oblivionworks/Programs/Wrye%20Bash.tar.gz?view=tar
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jenny goodwin
 
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Post » Wed Oct 06, 2010 8:58 am

Say I download a texture replacer/ some other sort of "replacer" mod, that is supposed to overwrite OBlivion's original files - if I install that mod using WB or OBMM, does it overwrite the existing files, or does it hide/rename/backup the original files and put the new files from the mod in their place?
All original files (except a couple added by the last patch) are stored in BSA archives and are never actually changed or replaced by OBMM, Wrye Bash or any other mod. The only way to affect them is to alter the BSA files yourself.

Replacers just "override" the ones from the BSAs, and restoring the original is simply a matter of removing the replacer so that the BSA takes priority again.
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Reven Lord
 
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Post » Wed Oct 06, 2010 12:03 am

I've got a request, could you add (selectable)"limits" to the unlimited rings & amulets" tweaks, (you could maybe have 1 for each finger) the Unlimited is Way to unbalanceing, but Extreamly hard to pass up.. :hubbahubba:
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Michelle Chau
 
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