[RELZ] Wrye Bash -- Thread 48

Post » Sat May 28, 2011 6:36 pm

Download: http://tesnexus.com/downloads/file.php?id=22368 or https://sourceforge.net/projects/oblivionworks/files
Readme: http://wryemusings.com/Wrye%20Bash.html (Very outdated ... most up to date readme is 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/1105224-relz-wrye-bash-thread-47/
Requirements:
  • The old "official" setup:
    • Python 2.5.4 and wxpython 2.8.7.1 ansi () - if using this best to just download the Wrye Python 01 package from http://tesnexus.com/downloads/file.php?id=22368

  • The newer recommended setup:
    • 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 03 package from http://tesnexus.com/downloads/file.php?id=22368 unless you like to customize your install)


Overview:
  • 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!

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 haven't 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 http://tesnexus.com/downloads/file.php?id=22368or http://sourceforge.net/projects/oblivionworks/. Don't link to the actual Bash zip file, since that changes fairly frequently.

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.

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)


Fallout 3:
  • TheLORDofDOOM has taken on making a FO3 version, Wrye4Fallout3... 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/.

Other 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.

Latest Version:
=== 287 [22/07/2010] [Waruddar]
  • BAIN:
    • File skipping (Skip DistantLOD/Voices/Screenshots and '--' directories) was broken by 286. Fixed.

=== 286 [21/07/2010] [Lojack,Metallicow,PacificMorrowind,valda,Waruddar]
Spoiler

  • Bashed Patch:
    • 'Replace Form IDs' added (both Bash and CBash)
      • It is just like Import Formids (but slower). It changes the references in the bashed patch instead of in the file itself
      • Included demo file "P1DCandles_Formids.csv", must be used in conjunction with mmmpld's Candles for Kleptos mod
        • When used, all candles are replaced with his pickupable versions

    • 'Import Actors: AIPackages' and 'Import Actors: Spells' no longer give an error if active with no selected mods (reported by Shi_shinu)
    • 'Import Actors: Spells' significantly refactored
      • SpellsOnly tag replaced with Actors.SpellsForceAdd

    • 'Import Sounds' no longer checks invalid variable name on weather records
    • 'Import Spell Stats' no longer checks the wrong bash tag
      • It now works with both Spells and SpellStats tags

    • 'Tweak Actors':
      • 'As Intended: Imps' and 'As Intended: Boars' work more reliably
      • 'Mayu's Animation Overhaul Skeleton Tweaker' and 'Vanilla Beast Skeleton Tweaker' no longer fail when dealing with unnamed NPCs
      • 'No Bloody Creatures' now correctly sets the record flags

    • 'Tweak Assorted':
      • 'Number of uses for pre-enchanted weapons and staffs' now has improved handling
      • 'Playable Armor' and 'Playable Clothes' now skip over more items that shouldn't be made playable

    • 'Tweak Names':
      • 'Armor' and 'Clothes' no longer fail with a keyerror
        • Also fixed misspelling: 'Trowsers' -> 'Trousers'

      • 'Lore Friendly Names: Dwarven->Dwemer' fixed
        • Expanded to check all text fields except scripts and cell names
        • CBash also checks cell names

    • 'Tweak Settings':
      • 'AI: Max Dead Actors' added for both Bash and CBash (based settings posted by showler)
      • 'Essential NPC Unconsciousness' 10s option was previously setting it to 20s

    • 'Power Exhaustion' no longer assigns to a non-existent variable
    • 'Race Records' now has an expanded description
      • Unlike other import patchers, it works even if no mods are selected

    • Changed the 'Tweak XXX' patchers SelectAll/DeselectAll buttons to be consistent with the rest of the patchers
    • Custom Values for tweaks fully working
    • The Bashed Patch now shows how long it took to build (as suggested by AdmiralWarron)
    • Lists with enough items to scroll will retain their scroll position after using popup menus

  • BAIN:
    • 'Package Commands':
      • Commands such as duplicating a package no longer result in incorrect ordering
      • 'Copy Conflicts to Project' added
      • Disabled various commands when only non-installable items are selected
      • Install / Anneal / Uninstall / HasixtraData / SkipVoices / Copy Conflicts to Project
      • Markers can now be renamed

    • 'Package Header Commands':
      • Projects may now be unhidden

    • Double clicking a package will now open it
    • Implemented valda's patch for partial support of japanese multi-byte characters
    • Refreshing packages now ignore Skipped Directories (those that start with '--' or 'Bash')
    • Selecting sub-packages that contain large numbers of files now refreshes a little more quickly (reported by Vindicator)
      • Still needs more work to make it faster

    • Sub-package and Esp/m lists now retain their position when selected
    • The "Hide" command now works with multiple packages selected
      • It is disabled if any selected package is a marker

    • Toggling "Skip DistantLOD" no longer causes packages to be marked dirty (reported by Vindicator)

  • BAIN Wizards:
    • Added For loops (For/Continue/Break/EndWhile)
    • Added While loops (While/Continue/Break/EndWhile)
    • Default keyword wasn't working properly, fixed now
    • Fixed minor bug where allowing unmatched quotes at the end of a line
    • Fixed the increment and decrement operators (++,--)
    • Fixed two typos that caused 'DeSelectSubPackage' (and probably others) to throw an error
    • Removed some debugging prints
    • SelectOne dialogs with no default option have the 'Next' button disabled until an option is selected
    • SelectOne/SelectMany dialogs with no default option will now be shown even during an Auto-WizardReturn
    • Updated wizard documentation for this, and also to include comments (;)

  • CBash:
    • CBash 90% integrated
    • CBash temporarily disabled while remaining issues fixed.
      • Will be re-enabled in a later release

  • General:
    • 7z updated to latest version
    • Backing Up section added
    • CELL block size calculation corrected (reported by valda)
      • Not as important as it may sound. The size isn't actually used except for error raising.

    • Face Import no longer fails when the mod index of the record is higher than expected
    • Import/Export Scripts from/to mod/csv optimized/significantly enhanced
    • Import Prices from csv file added
    • Import Archives now works with the new forum PMs
    • INFO definitions fixed (reported by valda)
    • Ini setting added: bSkipHideConfirmation. (suggested by Utumno)
      • When True, the hide confirmation is suppressed.

    • Launch Buttons for more applications are now supported via Bash.ini (contributed by Metallicow)
      • EVGA Precision,FastStone Image Viewer,FreeMind,PaintShop Photo Pro,Photobie Design Studio,PhotoFiltre,PhotoScape,XnView

    • Mark Mergeable can now change formerly mergeable mods to non-mergeable
    • Mergeable mods that are a master of non-mergeable mods are no longer considered mergeable
    • Missing resource error on wryemonkey16.jpg has been fixed
    • Non-lower case file extensions used in Bash.ini no longer cause issues (reported by Vindicator)
    • Several readme images updated (contributed by Metallicow)
    • Various cell and reference flags corrected
    • Various typos fixed, and more strings are translatable (as reported by DJK)
    • Slight fix to recognize mods in the BOSS masterlist/taglist that the modname starts with a '!' or '['.
    • Version reading code modified to recognize ver/rev/r/v as well as version (and any combination of seperating whitespace and '.' and ':' (except for r/v).

User avatar
koumba
 
Posts: 3394
Joined: Thu Mar 22, 2007 8:39 pm

Post » Sat May 28, 2011 1:11 pm

Waruddar: This is the issue with Younger Hotter NPCs not being really imported even after being selected in the bashed Patch - I can't get it to have the '+' or bullet symbol, and clicking on the mod in the mod list disables the mod and also bashed patch instead...Just reposting this to keep this on your radar:

View Postanithinks, on 11 July 2010 - 06:09 PM, said:
I have WB v285, and while building the Bashed Patch and checking mods, I get the following:

NoMerge Tagged Mods
Following mods are tagged NoMerge and should be deactivate and imported into the bashed patch but are currently active.

? Younger Hotter NPC's v1.0.esp

FYI:
Younger Hotter NPCs in imported via ImportRaces...

If I try to click on the mod (Younger Hotter NPC's v1.0.esp) in the Mods tab (to make it imported with a + or bullet icon instead of a check mark, thus reducing an esp in my total 255 count), it deselects the Bashed Patch itself. In essence, it does not allow me to deselct the said mod even though imported.

I've seen the BOSS log messages for other mods that have similar issues (Sensual Walks patches for some mods), that don't get imported. Maybe this is something similar? Maybe a fix can be included in WB v286?

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kyle pinchen
 
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Post » Sun May 29, 2011 12:17 am

Hooray for Unicode! :D

Keep up the good work. :thumbsup:
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Ray
 
Posts: 3472
Joined: Tue Aug 07, 2007 10:17 am

Post » Sat May 28, 2011 5:26 pm

From Last thread

Just did that. Tes4Edit showed me only the following error warnings:

Item interchance - Extraction
and
Item interchance - Placement for FCOM
here about Francescos leveled creatures items.
I have the complete FCOM installed, naturally only Francescos items, not creatures.

Coble Filter late Merge only
here Waalx animals & creatures which is not installed.

There were no other complainings about XLOD subrecords :nope:


Disable Item Interchange and Cobl Filter , unless you have all those mods installed that are listed has master mod. Aka why you can't load them in tes4edit because you needs those mod installed to see what they fully do.

And neither one of those would touch landrecords in relation to XLOD.

So rebuild your bashed patched without those two files activated. Then recheck with tes4edit once again.

========

Congrants on going UNICODE that should help alot..
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Charlotte X
 
Posts: 3318
Joined: Thu Dec 07, 2006 2:53 am

Post » Sat May 28, 2011 3:50 pm

Can a GMST tweak be added for # of friendly hits allowed? I just found a mod that adjusts that setting and I felt that it might make a good new addition to bash's features (not to mention saving a plugin slot for me :P). I hate it when my teammates jump in front of my sword and then turn hostile on me because of it lol.

The GMST setting is called "iFriendHitAllowed".
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Nichola Haynes
 
Posts: 3457
Joined: Tue Aug 01, 2006 4:54 pm

Post » Sat May 28, 2011 10:39 am

Should be easy enough to add. I'm open to adding nearly any GMST tweak to Bash as long as its effects (and potential side effects) are known.
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Dawn Porter
 
Posts: 3449
Joined: Sun Jun 18, 2006 11:17 am

Post » Sat May 28, 2011 10:48 pm

Beside having the books' font darnified, should it be possible to automatically add the tag "" to the option for darnifing books and scrolls added by mods, as in DarnUI? This way, the letters in the mod's books will appear almost black, which is better than the default color..

Ah... my compliments for this wonderful tool!
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Franko AlVarado
 
Posts: 3473
Joined: Sun Nov 18, 2007 7:49 pm

Post » Sat May 28, 2011 2:18 pm

Could you add the GMST iAICombatMinDetection as well? It affects actor ability to find you, and is the sole edit of http://planetelderscrolls.gamespy.com/View.php?view=oblivionmods.detail&id=305 mod. The mod's easy, medium, and hard values are -27, -34, and -40, respectively, and vanilla is -50.
Oh, and thank you and everyone for their work on Bash, it's invaluable.
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Chantel Hopkin
 
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Post » Sat May 28, 2011 10:02 pm

Here is a link to the friendly hits allowed mod: http://www.tesnexus.com/downloads/file.php?id=6612

And also, I noticed something kinda interesting with the Dwarven -> Dwemer tweak. It seems to work on creatures too, which isnt always a good thing. There was a mob called a "Frost Dwarf", which in essence is a mini frost atronach. However, Im now encountering it as a "Frost Dwemer". Was this intended?
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Tamika Jett
 
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Joined: Wed Jun 06, 2007 3:44 am

Post » Sat May 28, 2011 11:44 am

I've seen the BOSS log messages for other mods that have similar issues (Sensual Walks patches for some mods), that don't get imported. Maybe this is something similar? Maybe a fix can be included in WB v286?

Running v286 and all Sensual Walks patches are imported correctly and end up with a dot in the checkbox. For YHN, presume when you say import races, you mean import NPC faces.
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NEGRO
 
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Post » Sun May 29, 2011 1:19 am

We develop on the 32-bit version to make sure that it remains backwards compatible, so I have no idea if it works with the 64-bit version of Python. Probably doesn't.

I've done a little tinkering with running Wrye Bash on 64-bit python. I didn't do a full test of all Bash's features, but as far as I could tell it worked fine. The tricky part was getting all the dependancies installed - Python, wxPython, and pywin32 were easy enough getting for 64-bit, but I had to install comtypes from svn to get it to work with 64-bit python. Only thing I found that didn't work was CBash, since it's 32-bit.
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Kristian Perez
 
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Joined: Thu Aug 23, 2007 3:03 am

Post » Sat May 28, 2011 7:12 pm

You got further than I did then. When I tried it with Python, wxPython, and Pywin32 in 64-bit, it simply refused to launch with 2.6 or 2.7.

I also tried Python 2.7 in 32bit out of curiosity and it bites the dust there too. I didn't bother recording the error since it didn't seem important and I was just fiddling.

Is comtypes even required anymore btw? I thought I saw some mention of it somewhere, but I just noticed I forgot to put that back in and Bash isn't complaining.
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Isabell Hoffmann
 
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Joined: Wed Apr 18, 2007 11:34 pm

Post » Sat May 28, 2011 4:51 pm

First of all, the BSA situation there is not good. You don't want files found in multiple BSAs. It seems that BSAs are loaded alphabetically too... Inside of BSAs, no date comparison is done. Only the date of the BSA matters. The new FCOM install procedure is as it is because OOO, COBL and MMM have overlapping files, and MMM's files are now in a BSA. The problem is that files take on the date of their installation, and the MMM BSA, which contains the newest files, needs to override the loose files of some of the other FCOM components. Therefore, if you simply install the BSA at the proper time, you do not have to manually re-date the BSAs, which would make installing a bit more tedious for many.


Hi Tomlong,
thanks for the detailed explanation on .bsa files. I am curious how Waruddar and the team will tackle the issue. :-).

I now have a question of a different kind. I concerns some sound files. More specifically, when you turn on "subtitles" you can see what the NPCs "should be saying". I know, that when you use certain mods, no voice is provided. Then the NPCs are actually not supposed to say anything. However, in the game, I talked to some NPCs and the subtitle was "Yes". The lipsync goes on for quiet some time, yet I don't hear a voice. It actually depends on the specific NPC I talk to, meaning when talking to some NPCs you hear "yes" when talking to others you don't. Now I am wondering how to find out whether a sound file should be playing, or whether my sound is not setup correctly.
To phrase my question in other words, can Wrye Bash help me find specific files in all the archives I have installed (or the in the ones I have in my Bash Installers folder?) I am curious, cause to me it seem that a simple "Yes" should always have an associated sound file. Any thoughts on that?
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Angela Woods
 
Posts: 3336
Joined: Fri Feb 09, 2007 2:15 pm

Post » Sat May 28, 2011 11:13 pm

To phrase my question in other words, can Wrye Bash help me find specific files in all the archives I have installed (or the in the ones I have in my Bash Installers folder?) I am curious, cause to me it seem that a simple "Yes" should always have an associated sound file. Any thoughts on that?

I don't think Bash can help you with, not more than to check the Configured tab to see what files have/will be installed. And as for "Yes." - it depends, whether that line comes form an unvoiced mod or from vanilla Oblivion. I can imagine that a lot of mods, quest mods especially, can have one or more lines of "Yes." Do you use Elys Universal Silent Voice? That would explain the lips moving when no sound played. Besides, some mods like Integration or others distribute voices with lipsync files to move lips, but empty sound files, so the effect is the same.

EDIT: For searches like that I think TES4Edit would be much more helpfull. Or TES:CS - check the dialogue for the NPC you are not sure about.
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Lori Joe
 
Posts: 3539
Joined: Tue Jun 20, 2006 6:10 am

Post » Sun May 29, 2011 12:02 am

I don't think Bash can help you with, not more than to check the Configured tab to see what files have/will be installed. And as for "Yes." - it depends, whether that line comes form an unvoiced mod or from vanilla Oblivion. I can imagine that a lot of mods, quest mods especially, can have one or more lines of "Yes." Do you use Elys Universal Silent Voice? That would explain the lips moving when no sound played. Besides, some mods like Integration or others distribute voices with lipsync files to move lips, but empty sound files, so the effect is the same.

EDIT: For searches like that I think TES4Edit would be much more helpfull. Or TES:CS - check the dialogue for the NPC you are not sure about.


Ah, thanks for the quick answer. (Yes I do use Elys Universal Silent Voice, and I will have a look at TES4Edit/TES:CS.)

I know I shouldn't have combined these two questions... The other one is really more related to Wrye Bash. At least for me, it would be cool to have "search interface" where I can input a specific file and the get as output in which archives (active an non-active and bsa) it is being used. I know the .bsa discussion is not finished (http://www.gamesas.com/index.php?/topic/1107081-bsa-files-and-its-problems-with-file-replacers/). At least this way I would be aware that some .bsa files might influence my setup.
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Paula Ramos
 
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Joined: Sun Jul 16, 2006 5:43 am

Post » Sat May 28, 2011 6:06 pm

First of all, the BSA situation there is not good. You don't want files found in multiple BSAs. It seems that BSAs are loaded alphabetically too... Inside of BSAs, no date comparison is done. Only the date of the BSA matters. The new FCOM install procedure is as it is because OOO, COBL and MMM have overlapping files, and MMM's files are now in a BSA. The problem is that files take on the date of their installation, and the MMM BSA, which contains the newest files, needs to override the loose files of some of the other FCOM components. Therefore, if you simply install the BSA at the proper time, you do not have to manually re-date the BSAs, which would make installing a bit more tedious for many.

Hi Tomlong,
thanks for the detailed explanation on .bsa files. I am curious how Waruddar and the team will tackle the issue. :-).

I now have a question of a different kind. I concerns some sound files. More specifically, when you turn on "subtitles" you can see what the NPCs "should be saying". I know, that when you use certain mods, no voice is provided. Then the NPCs are actually not supposed to say anything. However, in the game, I talked to some NPCs and the subtitle was "Yes". The lipsync goes on for quiet some time, yet I don't hear a voice. It actually depends on the specific NPC I talk to, meaning when talking to some NPCs you hear "yes" when talking to others you don't. Now I am wondering how to find out whether a sound file should be playing, or whether my sound is not setup correctly.
To phrase my question in other words, can Wrye Bash help me find specific files in all the archives I have installed (or the in the ones I have in my Bash Installers folder?) I am curious, cause to me it seem that a simple "Yes" should always have an associated sound file. Any thoughts on that?

It should be noted that files only get the install date when installed by OBMM, if installed by BAIN or manually they will keep the date they have in the compressed file.

This is important if you want to install anything after a BSA that should replace files in it, then you have to make sure that those files have dates newer than the BSA.
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Robert
 
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Joined: Sun Sep 02, 2007 5:58 am

Post » Sat May 28, 2011 9:41 pm

Eh...I had quite a bit of trouble myself trying to override a mod's BSA with loose files yesterday. Im beginning to think that the mod's BSA is getting loaded before ArchiveInvalidationInvalidated!.bsa, and therefore requiring invalidation. If BSAs are loaded alphabetically, it provides a perfect explanation for the problem, because the file is called 1em_Vilja.bsa...

EDIT: According to ProcMon, its not loading before Archive Invalidation Invalidated, but then again all of the plugins appear in alphabetical order rather than my load order in ProcMon D:. Perhaps invalidation is always done on the alphabetically first archive with textures? Ugh...I think Im gonna need someone to explain it for me.
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Izzy Coleman
 
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Post » Sun May 29, 2011 2:50 am

Eh...I had quite a bit of trouble myself trying to override a mod's BSA with loose files yesterday. Im beginning to think that the mod's BSA is getting loaded before ArchiveInvalidationInvalidated!.bsa, and therefore requiring invalidation. If BSAs are loaded alphabetically, it provides a perfect explanation for the problem, because the file is called 1em_Vilja.bsa...

The ArchiveInvalidation Invalidated! BSA is registered in the INI, and Vilja's BSA is loaded by a plugin, different scenarios. I do not think alphabetical order applies to INI-registered BSAs.


Edit: It seems that INI-registered BSAs are loaded first. You can check all of this out fairly quickly by launching TES4View.
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Vahpie
 
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Post » Sat May 28, 2011 7:28 pm

The ArchiveInvalidation Invalidated! BSA is registered in the INI, and Vilja's BSA is loaded by a plugin, different scenarios. I do not think alphabetical order applies to INI-registered BSAs.


Edit: It seems that INI-registered BSAs are loaded first. You can check all of this out fairly quickly by launching TES4View.


According to TES4Edit, ArchiveInvalidationInvalidated.bsa IS loading before 1em_Vilja.bsa. However I just tested making an old-school "ArchiveInvalidation.txt" and guess what? It was being applied on 1em_Vilja.bsa. When I added the file, I got my loose files to override the BSA, but when I removed it, the BSA files were winning again. Something is turning 1em_Vilja.bsa into the primary archive for invalidation...
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Mrs shelly Sugarplum
 
Posts: 3440
Joined: Thu Jun 15, 2006 2:16 am

Post » Sat May 28, 2011 9:54 pm

Eh...I had quite a bit of trouble myself trying to override a mod's BSA with loose files yesterday. Im beginning to think that the mod's BSA is getting loaded before ArchiveInvalidationInvalidated!.bsa, and therefore requiring invalidation. If BSAs are loaded alphabetically, it provides a perfect explanation for the problem, because the file is called 1em_Vilja.bsa...

EDIT: According to ProcMon, its not loading before Archive Invalidation Invalidated, but then again all of the plugins appear in alphabetical order rather than my load order in ProcMon D:. Perhaps invalidation is always done on the alphabetically first archive with textures? Ugh...I think Im gonna need someone to explain it for me.


Check the dates of the files, the replacement files in the data\* folders has to be newer than the BSA.
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courtnay
 
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Joined: Sun Nov 05, 2006 8:49 pm

Post » Sat May 28, 2011 4:11 pm

Check the dates of the files, the replacement files in the data\* folders has to be newer than the BSA.


The BSA has a later date, but...how do I redate it?
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Jani Eayon
 
Posts: 3435
Joined: Sun Mar 25, 2007 12:19 pm

Post » Sat May 28, 2011 12:43 pm

According to TES4Edit, ArchiveInvalidationInvalidated.bsa IS loading before 1em_Vilja.bsa. However I just tested making an old-school "ArchiveInvalidation.txt" and guess what? It was being applied on 1em_Vilja.bsa. When I added the file, I got my loose files to override the BSA, but when I removed it, the BSA files were winning again. Something is turning 1em_Vilja.bsa into the primary archive for invalidation...

Was ArchiveInvalidation.txt empty? ArchiveInvalidationInvalidated.bsa is supposed to load before Vilja's BSA. Were the override files dated earlier than Vilja's BSA?
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Alisia Lisha
 
Posts: 3480
Joined: Tue Dec 05, 2006 8:52 pm

Post » Sat May 28, 2011 8:28 pm

Was ArchiveInvalidation.txt empty? ArchiveInvalidationInvalidated.bsa is supposed to load before Vilja's BSA. Were the override files dated earlier than Vilja's BSA?


I listed the file I wanted to override in the txt, and that worked. It turns out that the problem is caused by the fact that the loose files were dated earlier than the BSA.
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Joanne Crump
 
Posts: 3457
Joined: Sat Jul 22, 2006 9:44 am

Post » Sat May 28, 2011 4:33 pm

I listed the file I wanted to override in the txt, and that worked. It turns out that the problem is caused by the fact that the loose files were dated earlier than the BSA.

At least, the reality make sense as we know it. The BSA talk are getting complicated enough without throwing what we figure we already know out of the window. Remember to empty that TXT file.
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BaNK.RoLL
 
Posts: 3451
Joined: Sun Nov 18, 2007 3:55 pm

Post » Sat May 28, 2011 9:43 pm

Was ArchiveInvalidation.txt empty? ArchiveInvalidationInvalidated.bsa is supposed to load before Vilja's BSA. Were the override files dated earlier than Vilja's BSA?

You could use "reset BSA timestamps" in OBMMs Utilities->Archive Invalidation, ONLY use this if you don't have any BSA that replaces anything in the game.

The best option is to download a tool that can change a file date, and change the dates of the files in data\* folders that you want to override the BSA.
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Jennifer Rose
 
Posts: 3432
Joined: Wed Jan 17, 2007 2:54 pm

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