[RELZ] Wrye Bash -- Thread 47

Post » Tue Feb 01, 2011 11:36 pm

When you rebuild the based patch then you must deactive these.

Tweak Names[BL. Leather Boots][P. Grey Trowsers]Tweak ActorsMayu's Animation Overhaul Skeleton Tweaker

It's known bug in Wrye Bash 285, but I believe that's corrected for the next version.


Thanks a lot! I will try it now.

Edit: Worked wonderfully!. Thank you for the quick help and the effort.

/Off to play FCOM :icecream:
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Red Sauce
 
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Post » Tue Feb 01, 2011 12:35 pm

Question about the ForceAIPackages option in Import Actors: AIPackages.

I read these instructions on the FCOM thread:

Import Actors: AIPackages - All FCOM mods and UOP checked. Tag FCOM_Convergence.esp with ForceAIPackages

I don't see a ForceAIPackages option anywhere---am I missing something?
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Aliish Sheldonn
 
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Post » Tue Feb 01, 2011 11:18 am

A good idea, but why not also extend the exceptions to those which can be merged and those with the deactivate tag too? While OBMM is simpler to install stuff with in that it does activate all the plugins (unless the OMOD script states otherwise), BAIN not activating them does allow for the large number of mods which should not be activated, and makes it a concious decision, so you can't forget to deactivate something that shouldn't be active. Therefore it would be good if a middle ground could be reached - activating those which cannot be merged, and are not explicitly told not be be active.

Hey folks. Listen, I was pondering this myself when it occurred to me that BOSS actually does that for a lot of mods. Wait, for clarity, the merge and deactivate parts. It doesn't activate mods for you that I'm aware of.

Anyway, BOSS integrates so nicely with WB already... is this a responsibility for WB/BAIN? I actually am not sure myself... it's a scope question, I guess.
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Stacy Hope
 
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Post » Tue Feb 01, 2011 5:09 pm

BOSS doesn't install mods, BAIN does. So it stands to reason if a mod is to be activated automatically or not, the installation utility should be responsible for doing it. Whether it consults the feature that checks the BOSS tag list is another matter, but it would probably be helpful if the mod has no tags of its own.
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Nick Swan
 
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Post » Tue Feb 01, 2011 7:11 pm

I don't have any comments atm about BAIN auto-checking installed mods. There are arguments for and against, so I'll need to check with PacificMorrowind and lojack to see what they think.

I'm going to try and get 286 released tomorrow evening. Mostly what's left is documentation. As well, there are still some issues with CBash, so I'll have to disable it in the official 286 release. It'll likely make a reappearance for 287.
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Alan Cutler
 
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Post » Tue Feb 01, 2011 2:49 pm

I'm sure I have not gone completely crazy on this issue, but wasn't there a fix posted a thread or two back for Wrye Bash v285 for users having trouble launching Bash after upgrading. I can't remember the exact circumstances, and my message boxes contain hundreds of...yeah, help...??
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Miranda Taylor
 
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Post » Tue Feb 01, 2011 9:46 am

Greetings,

I have observed the following issue with Wrye Bash v285 and v286 (SVN).


Skip DistantLOD: UI shows LOD "dirty" files for installed packaged, when the "Skip DistantLOD" option is disabled via the menu.

Installed packages containing DistantLOD files remain with an orange highlight, and the "Dirty" tab remains populated, when "Skip DistantLOD" is disabled from an enabled state initiated by the user post-startup*.

To reproduce the issue: Toggle "Skip DistantLOD" on, then off. (*If option was enabled at WB startup, toggle: off-on-off)
A complex-package is available for testing, if required: http://www.sendspace.com/file/250zcx (414 bytes)

Workaround: Right-click a package and click "Refresh".


Thank you for the continued developments of Wrye Bash.

Edit#1: Wrye Bash version clarification.
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Bones47
 
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Post » Tue Feb 01, 2011 6:05 pm

I don't have any comments atm about BAIN auto-checking installed mods. There are arguments for and against, so I'll need to check with PacificMorrowind and lojack to see what they think.

With version 285, I like to have anything installed checked - when you rebuild the bashed patch, I just answer yes to the list of mods that should be deactivated - seems to work really well. The only anomaly is having to select all and mark mergeable to ensure it correctly reflects NoMerge and Deactivate tags before building patch.
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Heather M
 
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Post » Tue Feb 01, 2011 12:11 pm

Version 286 released!

Please see the opening post for download links and the (rather large) list of changes. Both TESNexus and Sourceforge have been updated.

You should note that CBash is disabled for this release. Renaming the dll won't do anything, so don't bother. It will be re-enabled in a later release once some issues have been worked out.
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D IV
 
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Post » Tue Feb 01, 2011 10:47 pm

Woohoo! Thanks for all the work. Been waiting on this one.

gothemasticator
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Jade Barnes-Mackey
 
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Post » Tue Feb 01, 2011 10:17 pm

Version 286 released!

Please see the opening post for download links and the (rather large) list of changes. Both TESNexus and Sourceforge have been updated.

You should note that CBash is disabled for this release. Renaming the dll won't do anything, so don't bother. It will be re-enabled in a later release once some issues have been worked out.

You're a saviour Waruddar and thanks for the relz. :celebration: :celebration:
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Matt Fletcher
 
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Post » Wed Feb 02, 2011 12:45 am

I am having difficulties getting the TamrielTravellersItemsnpc.esp to load properly in my Wrye Bash. The creator of Tamriel Travelers has tagged this esp with No Merge (due to apparent bugs when it is merged). The text is purple in Wrye Bash, and Wrye Bash tells me that that the .esp is tagged with Filter, and should be deactivated before building the patch, and then merge into the patch during the build. Wrye Bash also tells me that the esp is tagged with NoMerge, and should be deactivated before building the patch and imported according to tags and prferences.

It's tags are the following: Delev, Filter, NoMerge, Relev.

So, my question is how I either (or do both) a) merge TTitemsnpc.esp into the patch during the build and/or B) properly import it according to tags and preferences. Basically, how do I get TTitemsnpc.esp running properly?

I am running an FCOM build, and had it running well until I added the Tamriel Travelers (as an OMOD) and FCOM Tamriel Travelers files. Now, my computer shuts itself off at roughly the same point in the beginning of every new game I start, presumably when something Tamriel Travelers loads, and presumaby b/c TTitemsnpc isn't properly (or at all) part of my load list. I deactivated the Tamriel Travelers OMOD in OBMM and the FCOMTT.esp, but at that point, Oblivion wouldn't even load.

Thanks for any assistance with this.

Load order

Spoiler
Active Mods ? 00 Oblivion.esm ? 01 Francesco's Leveled Creatures-Items Mod.esm ? 02 Francesco's Optional New Items Add-On.esm ? 03 Cobl Main.esm [Version 1.71] ? 04 Oscuro's_Oblivion_Overhaul.esm [Version 1.34] ? 05 Mart's Monster Mod.esm [Version 3.7b3p3] ? 06 TamrielTravellers.esm [Version 1.39c] ? 07 FCOM_Convergence.esm [Version 0.9.9MB3] ? 08 Armamentarium.esm [Version 1.35] ? 09 Unofficial Oblivion Patch.esp [Version 3.2.0] ? 0A DLCShiveringIsles.esp ? 0B Unofficial Shivering Isles Patch.esp [Version 1.4.0] ? 0C Francesco's Optional Chance of Stronger Bosses.esp ? 0D Francesco's Optional Chance of Stronger Enemies.esp ? 0E Francesco's Optional Chance of More Enemies.esp ? 0F Francesco's Optional Leveled Guards.esp ? 10 FCOM_Francescos.esp [Version 0.9.9] ? 11 FCOM_FrancescosItemsAddOn.esp [Version 0.9.9] ? 12 FCOM_FrancescosNamedBosses.esp [Version 0.9.9] ? 13 RAEVWD Cities.esp [Version 1.7] ? 14 RAEVWD New Sheoth.esp [Version 1.5] ? 15 RAEVWD Imperial City.esp [Version 1.7] ? 16 DLCOrrery.esp ? 17 DLCOrrery - Unofficial Patch.esp [Version 1.0.3] ? 18 DLCVileLair.esp ? 19 DLCVileLair - Unofficial Patch.esp [Version 1.0.5] ? 1A DLCMehrunesRazor.esp ? 1B DLCMehrunesRazor - Unofficial Patch.esp [Version 1.0.4] ? 1C DLCSpellTomes.esp ? 1D DLCSpellTomes - Unofficial Patch.esp [Version 1.0.1] ? 1E DLCThievesDen.esp ? 1F DLCThievesDen - Unofficial Patch.esp [Version 1.0.5] ? 20 DLCThievesDen - Unofficial Patch - SSSB.esp [Version 1.0.4] ? 21 Cobl Glue.esp [Version 1.69] ? 22 Cobl Si.esp [Version 1.63] ? 23 OOO 1.32-Cobl.esp [Version 1.69] ? 24 FCOM_Cobl.esp [Version 0.9.9] ? 25 Bob's Armory Oblivion.esp ? 26 FCOM_BobsArmory.esp [Version 0.9.9] ? 27 Oblivion WarCry EV.esp ? 28 FCOM_WarCry.esp [Version 0.9.9MB3] ? 29 Oscuro's_Oblivion_Overhaul.esp [Version 1.34] ? 2A ArmamentariumLLVendors.esp [Version 1.35] ? 2B ArmamentariumArtifacts.esp [Version 1.35] ? 2C FCOM_Convergence.esp [Version 0.9.9Mb3] ? 2D FCOM_EntropicOrderRebalance.esp [Version 0.9.9beta2] ? 2E FCOM_RealSwords.esp [Version 0.9.9] ? 2F FCOM_DurabilityAndDamage.esp [Version 0.9.9] ? 30 Mart's Monster Mod - More Wilderness Life.esp [Version 3.7b3p3] ? 31 Mart's Monster Mod - More Passive Wildlife.esp [Version 3.7b3p3] ? 32 FCOM_SaferRoads.esp [Version 0.9.9] ? 33 FCOM_LessRats.esp [Version 0.9.9] ? 34 FCOM_LessReaversInGates.esp [Version 0.9.9] ? 35 Mart's Monster Mod - Extra Wounding.esp [Version 3.7b3p3] ? 36 Mart's Monster Mod - Looting NPCs & Creatures.esp [Version 3.7b3p3] ? 37 Mart's Monster Mod - Less Reavers.esp [Version 3.7b3p3] ? 38 Mart's Monster Mod - Dungeons of MMM.esp [Version 3.7b3p3] ? 39 Mart's Monster Mod - Gems & Gem Dust.esp [Version 3.7b3p3] ? 3A Mart's Monster Mod - Hunting & Crafting.esp [Version 3.7b3p3] ? 3B Mart's Monster Mod - Farm Animals.esp [Version 3.7b3p3] ? 3C Mart's Monster Mod - Diverse WaterLife.esp [Version 3.7b3p3] ? 3D Mart's Monster Mod - Slof Horses Complete.esp [Version 3.7b3p3] ? 3E Mart's Monster Mod - Diverse Runeskulls Loot G&GD.esp [Version 3.7b3p3] ? 3F TamrielTravellers4OOO.esp [Version 1.39c] ? 40 FCOM_TamrielTravelers.esp [Version 0.9.9] ? 41 FCOM_DiverseGuardUnity.esp [Version 0.9.9] ? 42 FCOM_BobsGuardUnity.esp [Version 0.9.9] ? 43 FCOM_HungersUnitySI.esp [Version 0.9.9] ? 44 FCOM_Archery.esp [Version 0.9.9] ? 45 FCOM_FriendlierFactions.esp [Version 0.9.9] ? 46 FCOM_MoreRandomSpawns.esp [Version 0.9.9] ? 47 FCOM_MoreRandomItems.esp [Version 0.9.9] ? 48 Mart's Monster Mod - Shivering Isles.esp [Version 3.7b3p3] ? 49 ArmamentariumLL4OOO.esp [Version 2.01] ? 4A ArmamentariumLLMagicOOO.esp [Version 1.35] ? 4B OOO-WaterFish.esp [Version 1.34] ? 4C MMM-Cobl.esp [Version 1.69] ? 4D DLCBattlehornCastle.esp ? 4E DLCBattlehornCastle - Unofficial Patch.esp [Version 1.0.4] ? 4F DLCFrostcrag.esp ? 50 DLCFrostcrag - Unofficial Patch.esp [Version 1.0.4] ? 51 Knights.esp ? 52 Knights - Unofficial Patch.esp [Version 1.0.9] ? 53 Mart's Monster Mod - City Defences.esp [Version 3.7b3p3] ? 54 FCOM_Knights.esp [Version 0.9.9Mb3] ? 55 Harvest [Flora].esp [Version 3.0.0] ? 56 Harvest [Flora] - Shivering Isles.esp [Version 3.0.0] ? 57 Harvest [Flora] - DLCVileLair.esp [Version 3.0.0] ? 58 Harvest [Flora] - DLCFrostcrag.esp [Version 3.0.0] ? 59 Deadlier Sneaking 1.1.esp ? 5A Francesco's Slower skills x1.5.esp ? 5B Mart's Monster Mod - Resized Races.esp [Version 3.7b3p3] ? 5C Cobl Races.esp [Version 1.52] ? 5D Francesco's 10 days respawn time - 1-20 day lenght rescale.esp

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Darrell Fawcett
 
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Post » Tue Feb 01, 2011 7:14 pm

Version 286 released!


Thank you very much to all who work on this project.
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anna ley
 
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Post » Tue Feb 01, 2011 7:49 pm

v286 has made a number of mods mergeable. However, imported into the Bashed Patch they clearly no longer work.

So far I'm certain about MM_TextLocks, ChaseCameraMod, MM_TextHorse, MM_TextLoading.

Others I've not checked yet are Thievery - EE patch, Choices and Consequences - SM Plugin Refurbish - Orrery, Lost Spires - Dark Forest patch, Lost Spires - Everglade patch, Harvest [Flora] - DLCFrostcrag, RealisticForceMedium, RealisticMagicForceLow, LFox No Trespassing, PTDoorExploitBegone.
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Kelly Upshall
 
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Post » Tue Feb 01, 2011 3:32 pm

@Waruddar,

Just a minor issue, with 286 release version you renamed “Rename-CBash.dll” to “Rename_CBash.dll” subsequently the old one will not be overwritten.

Thank you again for maintaining this great tool.

Crash
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Devin Sluis
 
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Post » Tue Feb 01, 2011 8:29 pm

v286: Joy! Can now rebuild the Bashed Patch without having to uncheck Aspen Wood (and invariably forgetting to check it again :rolleyes: )
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P PoLlo
 
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Post » Tue Feb 01, 2011 11:42 pm

snip


AFAIK the current advice is to remove the nomerge tag. Probably best to check the mod's thread.
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Phillip Hamilton
 
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Post » Tue Feb 01, 2011 10:35 pm

It keeps saying OMOBS is imported into the patch and deactivating it. And the NoMerge tag causes Initial_Glow_all mod to deactivate. Checking it and then rebuilding continues to bring up a prompt to deactivate it O_o. I'm gonna change that. I don't know why that tag is there. I'll have to ask in the Boss thread.

I'm confused. I hope this version doesn't break my game's stability =/.
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naomi
 
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Post » Tue Feb 01, 2011 10:51 pm

It keeps saying OMOBS is imported into the patch and deactivating it. And the NoMerge tag causes Initial_Glow_all mod to deactivate. Checking it and then rebuilding continues to bring up a prompt to deactivate it O_o. I'm gonna change that. I don't know why that tag is there. I'll have to ask in the Boss thread.

I'm confused. I hope this version doesn't break my game's stability =/.


What do you mean with a "prompt to deactivate it"? :unsure: I never get a prompt from Wrye Bash/the Bashed Patch telling me to deactivate anything. I've used Initial_Glow_all w/o any tags (i.e. merged) for a long time and it has wroked fine. But I just added Graphics, NoMerge as adviced by BOSS - so now I have a dot instead. I'll check how it works ingame - but I generally trust BOSS on stuff like this. Have you had any issues with it?
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Mrs shelly Sugarplum
 
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Post » Tue Feb 01, 2011 9:56 pm

What do you mean with a "prompt to deactivate it"? :unsure: I never get a prompt from Wrye Bash/the Bashed Patch telling me to deactivate anything. I've used Initial_Glow_all w/o any tags (i.e. merged) for a long time and it has wroked fine. But I just added Graphics, NoMerge as adviced by BOSS - so now I have a dot instead. I'll check how it works ingame - but I generally trust BOSS on stuff like this. Have you had any issues with it?

I upgraded from 284(and I recently updated my masterlist). 286 gave OMOBS a dot, and left Initial_Glow_all unchecked(no dot).

So when I went to check it and rebuild, a window came up saying it has the nomerge tag and to deactivate it. By doing that it was unchecked again(no dot).

So I checked it again after the patch was rebuilt.

..and checked it again and now has a dot.

Just tested - it works in game.

False alarm.

FWIW - it was a lack of reading on my part.
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joeK
 
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Post » Wed Feb 02, 2011 1:32 am

I have not installed this latest version yet (will do when I get home tonight) - But, O_o thats a looong list of new features/fixes.

Thank you Wrye Bash team :foodndrink:


One question I have not specific to this release - Regarding Skip DistantLod

If we do not have that checked, and use TES4LodGen (having previously done a refresh installers to update crc's), then we go back to installers and Anneal all... Will Wrye bash re-overwrite distant lods from installers that have just had those files replaced by TES4LodGen?

In some cases at the moment I am unsure which I would prefer, the original distant lod by the mod creator, or using the TES4LodGen generated files completely.

I have no problems that I have seen with distant lod, apart from the occasional slight height difference between land and distant buildings which no-one can do anything about, just curious about other peoples more knowledgeable thoughts on this.
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matt oneil
 
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Post » Tue Feb 01, 2011 2:24 pm

I think I need to make that last question a bit clearer

User does not have skip distantlod selected and wants Anneal all to re-install original mod distant lods. TES4LodGen creates new distant lod with new crc and timestamp
Will Wrye bash no longer overwrite the newer distantlods with an anneal all?. Or will it do as expected.
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Chenae Butler
 
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Post » Tue Feb 01, 2011 10:54 am

A question about the Replace Form IDs feature: (first a bit of background)

In Real Lights, there is a script that replaces all the welkynd and varla stones in the current cell with lights which have the same attributes as the vanilla ones (weight, meshes, value, etc), to give the impression of the stones emitting a light. When the stones are picked up, they are replaced by the vanilla stones in your inventory, and when these vanilla stones are dropped, they are replaced by the lit versions.

Now, this system works quite well, I haven't had any problems with it - except one thing: if you disable the RL plugin in your game, then you'll effectively lose all the stones that have been converted to lights (those you have dropped, and those in cells you've visited but didn't pick up). What with there being a limited number of these stones, this is a Bad Thing, and I've been looking for a way to revert the script changes, but no luck so far.

My question is, could I use Replace Form IDs to replace all mentions of the vanilla stones with the lit versions, forgoing the need for the scripting in the first place, and ensuring that when the mod is deactivated, no stones are lost, but they just go back to being vanilla stones? Or did I get the wrong end of the stick?

EDIT: Oh, and thanks for the new release. :D
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Jynx Anthropic
 
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Post » Tue Feb 01, 2011 12:27 pm

The first thing I do when I woke up this morning was to upgrade the Wrye Bash.

After that I wanted to fix some issues I've so I tried to reinstall the BAIN package again, but this time I was curious if there was something new feature to discover.
My last install in BAIN I used the Wizard feature for that installation, but now I tried the Auto Wizard and this error came up instead.

An error occured in the wizard script: Line:		Note "You can choose which combination of weather mods' weathers you wish to see in game in the 'All Natural.ini', as well as customise a wide variety of All Natural's options and features there. Error:	(Line 74, Column 196): Unterminated double quote.



Any suggestions?
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Soraya Davy
 
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Post » Wed Feb 02, 2011 12:47 am

The first thing I do when I woke up this morning was to upgrade the Wrye Bash.

After that I wanted to fix some issues I've so I tried to reinstall the BAIN package again, but this time I was curious if there was something new feature to discover.
My last install in BAIN I used the Wizard feature for that installation, but now I tried the Auto Wizard and this error came up instead.

An error occured in the wizard script: Line:		Note "You can choose which combination of weather mods' weathers you wish to see in game in the 'All Natural.ini', as well as customise a wide variety of All Natural's options and features there. Error:	(Line 74, Column 196): Unterminated double quote.



Any suggestions?


That's an error in the Wizard file for AN, it's not a WB bug. It'll be fixed in 1.0.
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Manny(BAKE)
 
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