[RELZ] Wrye Bash -- Thread 44

Post » Sat May 28, 2011 5:43 pm

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Readme: http://wryemusings.com/Wrye%20Bash.html (at time a fair bit outdated...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/1094021-relz-wrye-bash-thread-43/
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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Charleigh Anderson
 
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Post » Sat May 28, 2011 6:40 pm

I'm using svn revision 430. Is that different from the released version 285? Hrm...just noticed that my title bar still says "284". I'll download the version from tesnexus and compare.

hmm if it is still saying 284 at least some of Bash's files haven't been updated (that specific one for the version number would be Wrye Bash.txt).
the released version is revision 429... no significant change between the two... one text file.
Pacific Morrowind
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Baby K(:
 
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Post » Sun May 29, 2011 12:55 am

hmm if it is still saying 284 at least some of Bash's files haven't been updated (that specific one for the version number would be Wrye Bash.txt).
the released version is revision 429... no significant change between the two... one text file.
Pacific Morrowind

edited my message in the last thread before I noticed that you started a new one : ) It was totally my fault. I forgot to copy the files from the svn dir to my oblivion dir. sorry for the noise.

for something completely different: regarding using CBash.dll, could you clarify the comment "though leaves a whole lot of backup files on import"? will it create temporary files that need to be manually removed afterwards?
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Dean
 
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Post » Sat May 28, 2011 1:03 pm

edited my message in the last thread before I noticed that you started a new one : ) It was totally my fault. I forgot to copy the files from the svn dir to my oblivion dir. sorry for the noise.

for something completely different: regarding using CBash.dll, could you clarify the comment "though leaves a whole lot of backup files on import"? will it create temporary files that need to be manually removed afterwards?

No problem... that's really what I was hoping (since then that would mean there wasn't any problem in my code)
That's just for import scripts (everything else leaves one backup of the esp/m on import of X but import scripts (due to a combination of the way that CBash works compared to Bash and some bad coding of mine in import scripts -- to be fixed soon) leaves a backup for each imported script); won't do any harm - except clutter and take up disk space. If desired they can certainly be deleted - they are in Oblivion Mods\Bash Mod Data\Backups I believe.
Pacific Morrowind
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Mylizards Dot com
 
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Post » Sat May 28, 2011 5:56 pm

Got an error with v285 r429 + CBash
action: rebuilding bashed patch

okay... Waruddar will doubtless have that fixed soon.

Just realized that I should mention: that that error is in faction import so just deselect hat and everything should be fine.
Pacific Morrowind
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XPidgex Jefferson
 
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Post » Sat May 28, 2011 4:09 pm

Apologies if this a dumb (or worse, tactless question)

Any recommendation on activating the CBash.dll in terms of...

1. Stability
2. What are the benefits

Many thanks for any guidance.
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Bryanna Vacchiano
 
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Post » Sun May 29, 2011 1:56 am

updated to the new version b ut when i try and rebuild my bashed patch it seems to not finish and i get this

Traceback (most recent call last):
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\basher.py", line 4881, in Execute
patchFile.initFactories(SubProgress(progress,0.1,0.2)) #no speeding needed/really possible (less than 1/4 second even with large LO)
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 14280, in initFactories
updateClasses(readClasses, patcher.getReadClasses())
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 19136, in getReadClasses
classTuples = [tweak.getReadClasses() for tweak in self.enabledTweaks]
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 18664, in getReadClasses
return (MreRecord.type_class[self.key],)
KeyError: ('BL Leather Boots', '%s ')

what does it mean?
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Jack Walker
 
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Post » Sat May 28, 2011 11:49 pm

Any recommendation on activating the CBash.dll in terms of...

1. Stability
2. What are the benefits
1. It's an alpha test of a work in progress, so that's probably one of the things you'd end up testing.
2. It should end up being faster and more feature complete when done, but this is just the first step in integrating it, so I wouldn't expect much.

Basically, I think you're meant to think of it as an opportunity to alpha test the new "engine" and offer some feedback/results, while still having the option to use the original engine if you have problems.


updated to the new version b ut when i try and rebuild my bashed patch it seems to not finish and i get this
KeyError: ('BL Leather Boots', '%s ')

what does it mean?
Based on the name, it looks like it might be related to the Tweak Names function for armors. You could try it with that tweak disabled.
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Craig Martin
 
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Post » Sat May 28, 2011 11:23 am

Just realized that I should mention: that that error is in faction import so just deselect hat and everything should be fine.
Pacific Morrowind


Without using CBash I get no error, but with.
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adame
 
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Post » Sat May 28, 2011 3:12 pm

tried that and it seems that Bash isn't liking it whenyou try to use Bashed Patch to Tweak names of either armor or clothing
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Tiffany Castillo
 
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Post » Sat May 28, 2011 8:09 pm

updated to the new version b ut when i try and rebuild my bashed patch it seems to not finish and i get thisTraceback (most recent call last):



it looks like it might be related to the Tweak Names function for armors. You could try it with that tweak disabled.


Yep can duplicate the exact same error..Tweak Names Armor is causing it..Let me see which Naming Convention it could be since you can right click on it and select naming convention options..New feature for 2.85..
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Annick Charron
 
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Post » Sat May 28, 2011 7:29 pm

Just installed v285 and performed some basic tests - what a fantastic release!!! Huge thanks being so responsive and even more for all the selfless hard work you do - I, for one, am truly appreciative and a massive fan.

I can confirm the consolidated deactivate/nomerge/merge dialogue with the scrollbar works perfectly. The explanations are great and the whole thing addresses one of my biggest learning curves automatically (ie what can I uncheck after or before building the bashed patch) - just love that automation.

The Wizard, something I am really keen on, just gets better and better!!!

Many thanks again!!
:foodndrink:
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Stephanie Kemp
 
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Post » Sat May 28, 2011 2:44 pm

Apologies if this a dumb (or worse, tactless question)

Any recommendation on activating the CBash.dll in terms of...

1. Stability
2. What are the benefits

Many thanks for any guidance.

Stability: probably less stable than using the Python code... less tested at any rate
Benefits: FASTER being the primary one... also more esp data exposed
However as of right now there is almost zero integration of that code into the Patching process; just for the liste types of import/export X on the esp/esm menus.

tried that and it seems that Bash isn't liking it whenyou try to use Bashed Patch to Tweak names of either armor or clothing

Fixed, thanks.

Just installed v285 and performed some basic tests - what a fantastic release!!! Huge thanks being so responsive and even more for all the selfless hard work you do - I, for one, am truly appreciative and a massive fan.

I can confirm the consolidated deactivate/nomerge/merge dialogue with the scrollbar works perfectly. The explanations are great and the whole thing addresses one of my biggest learning curves automatically (ie what can I uncheck after or before building the bashed patch) - just love that automation.

The Wizard, something I am really keen on, just gets better and better!!!

Many thanks again!!
:foodndrink:

well that was your idea so I'm glad I was able to implement it nicely (well had to include a slightly hacky thing but I'll be fixing that soon I hope).

I'm actually quite happy with the size of the changelog... especially given as I realized that it's been 9 days since last release!
as always thanks for the nice feedback and requests (and bug reports too) everyone... many things like the custom values for numeric tweaks I would never have thought of but now that I've implemented them I consider them to be highly necessary.
Pacific Morrowind
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Laura
 
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Post » Sat May 28, 2011 12:29 pm

Maybe it's just me, but it seems like 285 is on steroids when it comes to rebuilding a bashed patch - the thing flew through processing in 57 seconds which is half of the time it normally takes for me. So if this was intentional, kudos, if not, then it's a nice side effect of something :)
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Cesar Gomez
 
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Post » Sat May 28, 2011 11:17 am

Maybe it's just me, but it seems like 285 is on steroids when it comes to rebuilding a bashed patch - the thing flew through processing in 57 seconds which is half of the time it normally takes for me. So if this was intentional, kudos, if not, then it's a nice side effect of something :)


If in cbash mode that make the difference..just do not look at your memory usage.. :whistling:
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Sebrina Johnstone
 
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Post » Sat May 28, 2011 11:51 pm

when you say the issue is fixed did you upload the fix already or will it have to wait for the next releas>
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Jesus Duran
 
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Post » Sat May 28, 2011 4:42 pm

I think I got something like 10 fps more to my game with this new 2.85 release (also Cbash active). Thanks :)
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Chloe Mayo
 
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Post » Sat May 28, 2011 5:14 pm

If in cbash mode that make the difference..just do not look at your memory usage.. :whistling:


But I thought CBash wasn't even supposed to touch patch rebuilds yet? I've also not done the file rename to even make it active, so it shouldn't have any effect on things, right?
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X(S.a.R.a.H)X
 
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Post » Sun May 29, 2011 2:39 am

Maybe it's just me, but it seems like 285 is on steroids when it comes to rebuilding a bashed patch - the thing flew through processing in 57 seconds which is half of the time it normally takes for me. So if this was intentional, kudos, if not, then it's a nice side effect of something :)

If in cbash mode that make the difference..just do not look at your memory usage.. :whistling:

WOW!
CBash shouldn't be doing that yet - only implemented for import/export Names, Scripts NpcLevels and Editor ID -- not through the patch (except for a slight thing in Factions) was my understanding... did you get a shiny new powerful computer delivered (and set up to look and feel identical) while you were out? :rofl: ... don't know why it would go that fast (yes I did a couple very very small speed improvements but nothing remotely that big)

when you say the issue is fixed did you upload the fix already or will it have to wait for the next releas>

Fixed as in commited to the SVN repository... next release will have it included, or available from the SVN repo at any time.


I think I got something like 10 fps more to my game with this new 2.85 release (also Cbash active). Thanks :)

well all I can say is great... though I really don't know why it would do that... not really any changes that I would have thought would impact the game at all (except for fixes)... hmmm maybe the AIPackage fixes are giving it better performance (big question mark)
Pacific Morrowind
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Tamara Dost
 
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Post » Sat May 28, 2011 7:48 pm

But I thought CBash wasn't even supposed to touch patch rebuilds yet? I've also not done the file rename to even make it active, so it shouldn't have any effect on things, right?


Only if you rename the dll then cbash mode will be turned on..


And you have not done that.

So that means that you have one hell of a computer once again that can process that many records that fast and well I know you do..

still take me upward to 6 minutes to build a fcom patch / all natural / on my dual core 2.0 ghz..MMMforFrans is less than 3 minutes.

Frans+TIE I can see it getting done in less than minute on your system..

in non cbash mode..
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Sheila Reyes
 
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Post » Sat May 28, 2011 9:38 pm

WOW!
CBash shouldn't be doing that yet - only implemented for import/export Names, Scripts NpcLevels and Editor ID -- not through the patch (except for a slight thing in Factions) was my understanding... did you get a shiny new powerful computer delivered (and set up to look and feel identical) while you were out? :rofl: ... don't know why it would go that fast (yes I did a couple very very small speed improvements but nothing remotely that big)

Yeah, I missed seeing that the factions thing was also used in the Bashed patch. Other than that, it shouldn't affect the patch at all. Going to fix the factions thing now.

Just a preemptive note since people have been good about it thus far, but for any future bug reports we will need to know if CBash is active. The easiest way to tell is to look at the application title. If CBash is active, it will be listed along with its version number (example: "Wrye Bash 285, CBash v0.4.1: Default [SI]"). If it is NOT active, the title will look as it normally does(example: "Wrye Bash 285: Default [SI]").
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loste juliana
 
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Post » Sun May 29, 2011 12:49 am

In the new "Rename clothes to sort by type", could you add a "P Grey Trousers" option (that is, without parentheses, a period, or a dash)
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Mr.Broom30
 
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Post » Sat May 28, 2011 9:17 pm

Wrye Bash won't start when I have CBash.dll activated. Works fine w/o it. Have no idea what it might be.
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saxon
 
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Post » Sat May 28, 2011 12:35 pm

Only if you rename the dll then cbash mode will be turned on..


And you have not done that.

So that means that you have one hell of a computer once again that can process that many records that fast and well I know you do..

still take me upward to 6 minutes to build a fcom patch / all natural / on my dual core 2.0 ghz..MMMforFrans is less than 3 minutes.

Frans+TIE I can see it getting done in less than minute on your system..

in non cbash mode..


Well my point was that previously the patch took 2+ minutes to build, and then 285 comes along. Last patch I built was with r407 and took 2:20. Today, just to see the results, built it again. Done in 0:57 - and I'm also noticing right away that it's changing HALF as many records too, which probably explains a few things.
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Jessica Nash
 
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Post » Sat May 28, 2011 9:43 pm

Wrye Bash won't start when I have CBash.dll activated. Works fine w/o it. Have no idea what it might be.

I had to install the vc2005 runtime. CBash.dll needs MSVCP80.dll.
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lolly13
 
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