[RELZ] Wrye Bash -- Thread 49

Post » Fri Jun 25, 2010 3:58 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Readme: http://wryemusings.com/Wrye%20Bash.html (Very outdated ...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/1107163-relz-wrye-bash-thread-48/
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
Nomee
 
Posts: 3382
Joined: Thu May 24, 2007 5:18 pm

Post » Fri Jun 25, 2010 4:04 pm

:)
Do take a note of my http://www.gamesas.com/index.php?/topic/1107163-relz-wrye-bash-thread-48/page__view__findpost__p__16260875 in the previous thread - there is a small bug in the renaming procedure someplace apparently

Could I ask for a couple of minor features ? Namely F2 for renaming a package and two consecutive clicks for the same end (the windows default) - also Enter for opening a package would be great. I keep using those and then stare at the installers tab lol
EDIT : another one - in export script it would be convenient if the lines added by bash were commented out (preferably with smth like ; BASH : so one can deletethem via reg ex)

And as the backup question rose again I quote from a previous post (additions to the docs ?):
Backing up (>>> suggestions):Maybe a more detailed account of the files would be helpful (albeit a bit anol)
Overview:
? "Oblivion\Mopy" >>> contains also bash.ini - and what about Mopy\Data\Actor Levels ?
? "Oblivion\Data\Bash Patches" >>> contains also Bashed Patch, 0.esp_Configuration.dat files
? "Oblivion\Data\Docs">>> contains also Bash Readme Template and some css files - maybe user edited - not sure which exactly can be edited / worth backing up
? "Documents\My Games\Oblivion" >>> BashProfiles && BashSettings DATs are the only files that are added there by Bash ? Important to know

for the time being (Oblivion Mods needs special treatment as is usually huge):
Spoiler
rem alpha - if any wizard of Dos is available - after you...MKDIR "c:\games\oblivion\BashBack\My Games\Oblivion"MKDIR c:\games\oblivion\BashBack\MopyMKDIR c:\games\oblivion\BashBack\Mopy\DataMKDIR c:\games\oblivion\BashBack\Datacopy Mopy\bash.ini c:\games\oblivion\BashBack\Mopyxcopy "Mopy\Data\Actor Levels" "c:\games\oblivion\BashBack\Mopy\Data\Actor Levels" /D /E /C /R /I /K /Yxcopy "Data\INI Tweaks" "c:\games\oblivion\BashBack\Data\INI Tweaks" /D /E /C /R /I /K /Yxcopy "Data\Bash Patches" "c:\games\oblivion\BashBack\Data\Bash Patches" /D /E /C /R /I /K /Yxcopy "Data\Docs\Bash Readme Template.html" c:\games\oblivion\BashBack\Data\Docs /D /C /R /I /K /Yxcopy "Data\Docs\Bash Readme Template.txt"  c:\games\oblivion\BashBack\Data\Docs /D /C /R /I /K /Yxcopy "Data\Docs\Bashed Lists.html" c:\games\oblivion\BashBack\Data\Docs /D /C /R /I /K /Yxcopy "Data\Docs\Bashed Lists.txt"   c:\games\oblivion\BashBack\Data\Docs /D /C /R /I /K /Yxcopy Data\Docs\wtxt_sand_small.css  c:\games\oblivion\BashBack\Data\Docs /D /C /R /I /K /Yxcopy Data\Docs\wtxt_teal.css c:\games\oblivion\BashBack\Data\Docs /D /C /R /I /K /Ycopy "%USERPROFILE%\Documents\My Games\Oblivion\BashSettings.dat" "c:\games\oblivion\BashBack\My Games\Oblivion"copy "%USERPROFILE%\Documents\My Games\Oblivion\BashProfiles.dat" "c:\games\oblivion\BashBack\My Games\Oblivion"pause

Also around this post there is a discussion of the "dual boot" (1.1/SI) Oblivion.esm install - there was no clear outcome I think and probably the docs should be updated as they refer to the 1.1 patch - the instructions do not quite work with the 1.2 patch and it is a really really useful feature
Thanks indeed :tops:
User avatar
Kat Ives
 
Posts: 3408
Joined: Tue Aug 28, 2007 2:11 pm

Post » Fri Jun 25, 2010 12:39 pm

I am having quite a problem with this error when building my bashed patch in Wrye:

***************************************************************************************************
Traceback (most recent call last):
File "C:\Games\Bethesda Softworks\Oblivion\Mopy\basher.py", line 4947, in Execute
raise
File "C:\Games\Bethesda Softworks\Oblivion\Mopy\basher.py", line 4906, 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 "C:\Games\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 15111, in buildPatch
patcher.buildPatch(log,SubProgress(subProgress,index))
File "C:\Games\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 26501, in buildPatch
raise StateError(_('Mesh undefined for eye %s in race %s') % (strFid(eye),race.eid,))
bolt.StateError: Mesh undefined for eye (BP-CosmeticLibraryBase-Public.esm,0x001CEB) in race GoldenSaint

***************************************************************************************************

I have gone through TES4Edit to make sure that the mesh path is being properly picked up, creating the proper mesh directories and respective .nif, .tri and .egm files for the eyes. It still reports that the mesh is undefined? Perhaps there is something more to this error that I am overlooking?

Any help would be greatly appreciated!
User avatar
Brad Johnson
 
Posts: 3361
Joined: Thu May 24, 2007 7:19 pm

Post » Fri Jun 25, 2010 7:09 am

I have an esp file- Kvatch rebuilt patch, that is part of All Natural. I am not running Kvatch Rebuilt so I don't have that esp selected. When I attempted to delete it from OBMM, I got the message that it was a part of All Natural and couldn't be removed. So my question is this- as long as I don't activate the esp and it's not part of my bashed patch, am I okay with having it in my list (it's red to indicate a missing master). Or should I edit or even remove and reinstall All Natural from within OBMM (I installed it as an OMOD)? If leaving it causes no difficulties to the game, I'd prefer to do taht. Thanks.
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Brιonα Renae
 
Posts: 3430
Joined: Mon Oct 22, 2007 3:10 am

Post » Fri Jun 25, 2010 9:32 am

I have an esp file- Kvatch rebuilt patch, that is part of All Natural. I am not running Kvatch Rebuilt so I don't have that esp selected. When I attempted to delete it from OBMM, I got the message that it was a part of All Natural and couldn't be removed.


OBMM is just warning you once again that the esp is part of all natural, you can safely delete. either through bash or obmm itself or through windows explorer. Best to only keep mods you plan on using in your load order and installed.
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Mashystar
 
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Joined: Mon Jul 16, 2007 6:35 am

Post » Fri Jun 25, 2010 4:44 am

OK, thanks.
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Lisa Robb
 
Posts: 3542
Joined: Mon Nov 27, 2006 9:13 pm

Post » Fri Jun 25, 2010 7:19 pm

I just received the following error when I clicked on the "Help file" button in Wrye Bash:
Spoiler

Traceback (most recent call last):
File "C:\Games\Bethesda Softworks\Mopy\basher.py", line 11562, in Execute
bolt.Path.getcwd().join('Wrye Bash.html').start()
File "C:\Games\Bethesda Softworks\Mopy\bolt.py", line 482, in start
os.startfile(self._s)
WindowsError: [Error 2] The system cannot find the file specified: 'C:\\Games\\Bethesda Softworks\\Mopy\\Wrye Bash.html'



Strangely, the error says that the file can't be found but Firefox managed to open it anyway. I'm using Windows XP SP3, if that helps.
User avatar
Lew.p
 
Posts: 3430
Joined: Thu Jun 07, 2007 5:31 pm

Post » Fri Jun 25, 2010 4:49 am

I've a request to add two options to the "INI Edits" tab.

  • WaterShader (Disable or Enable) - to prevent the purple water issue
  • Screenshot (Disable or Enable) - also allow to change the pathname of a screenshot


Thanks for your efforts to a better Wrye Bash. :tops:
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Emma-Jane Merrin
 
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Post » Fri Jun 25, 2010 9:09 pm

Purple water issue?
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Jaylene Brower
 
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Joined: Tue Aug 15, 2006 12:24 pm

Post » Fri Jun 25, 2010 7:51 pm

Purple water issue?

If you have a problem with your video card, but is that not important just ignore it.
User avatar
Nicole Kraus
 
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Joined: Sat Apr 14, 2007 11:34 pm

Post » Fri Jun 25, 2010 10:51 am

I wonder if it would be possible to add "uncheck all/check all" options? Would make it easier to trouble shoot as you could uncheck all mods quickly - and then also recheck them all after the trouble shooting.
User avatar
carley moss
 
Posts: 3331
Joined: Tue Jun 20, 2006 5:05 pm

Post » Fri Jun 25, 2010 12:23 pm

Error while "Export > Item Data" Oblivion.esm [SI] in WB 287
Traceback (most recent call last):  File "C:\Games\Bethesda Softworks\Oblivion\Mopy\basher.py", line 9838, in Execute    itemStats.readFromMod(fileInfo)  File "C:\Games\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 13259, in readFromMod    stats[longid] = tuple(recordGetAttr(attr) for attr in attrs)  File "C:\Games\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 13259, in     stats[longid] = tuple(recordGetAttr(attr) for attr in attrs)AttributeError: 'MreAlch' object has no attribute 'modPath'

User avatar
P PoLlo
 
Posts: 3408
Joined: Wed Oct 31, 2007 10:05 am

Post » Fri Jun 25, 2010 5:37 pm

I wonder if it would be possible to add "uncheck all/check all" options? Would make it easier to trouble shoot as you could uncheck all mods quickly - and then also recheck them all after the trouble shooting.

Uncheck oblivion.esm to uncheck 99.9% of all mods
select them all and hit space to check them again
but I always have ghosts so checking them all leads me to problems (once I checked both SI and 1.1 Oblivion.esms :D)
User avatar
Alyce Argabright
 
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Joined: Mon Aug 20, 2007 8:11 pm

Post » Fri Jun 25, 2010 11:28 am

I've a request to add two options to the "INI Edits" tab.

  • Screenshot (Disable or Enable) - also allow to change the pathname of a screenshot

Disable enable screenshots is already there - not sure about the path though
User avatar
Bloomer
 
Posts: 3435
Joined: Sun May 27, 2007 9:23 pm

Post » Fri Jun 25, 2010 8:32 pm

:)
Do take a note of my http://www.gamesas.com/index.php?/topic/1107163-relz-wrye-bash-thread-48/page__view__findpost__p__16260875 in the previous thread - there is a small bug in the renaming procedure someplace apparently

Could I ask for a couple of minor features ? Namely F2 for renaming a package and two consecutive clicks for the same end (the windows default) - also Enter for opening a package would be great. I keep using those and then stare at the installers tab lol


I'll take a look at the bug, I noticed your report last thread, but RL has been pretty busy for me lately.

The UI stuff sounds good, since it's consistent with windows (not sure how to do the "two clicks rename" best), but can definitely get enter and F2 implemented.
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Peetay
 
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Post » Fri Jun 25, 2010 1:02 pm

Uncheck oblivion.esm to uncheck 99.9% of all mods


Didn't think of that. That should do it. :)
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Matt Terry
 
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Joined: Sun May 13, 2007 10:58 am

Post » Fri Jun 25, 2010 3:31 pm

You can also go to the file header in the mods tab, right click, load, Bethesda ESMs and it will guarantee you all you get is Oblivion.esm

You should save your current list in the same menu first to make it easy to retrieve.
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Olga Xx
 
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Joined: Tue Jul 11, 2006 8:31 pm

Post » Fri Jun 25, 2010 12:55 pm

You can also go to the file header in the mods tab, right click, load, Bethesda ESMs and it will guarantee you all you get is Oblivion.esm

You should save your current list in the same menu first to make it easy to retrieve.


Thanks. I spent 10 minutes unchecking and then rechecking plugins yesterday when trouble shooting. Just proves that it's a good idea to think things through before doing stuff...
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Mélida Brunet
 
Posts: 3440
Joined: Thu Mar 29, 2007 2:45 am

Post » Fri Jun 25, 2010 3:05 pm

Just a note (from a reminder on the BOSS thread)...

This tag is ignored by WB 287 (has been doing this since v282) - from the BOSS log...

(DC) Sutch Reborn Vwalk.esp
. Bashed Patch tag suggestion: {{BASH:Actors.Anims,NoMerge}}
. Note: The bash tag seems to be ignored by WB 282 - turn off Automatic and set manually

...is this something that can be fixed?

Thanks
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Daniel Lozano
 
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Post » Fri Jun 25, 2010 6:55 am

Disable enable screenshots is already there - not sure about the path though

What I mean was to have the same convenience as you have with the "Border Region - Enable / Disable" option instead of editing "Oblivion.ini" manually.
The change the pathname you need to click a button say "Browse..." and select a different pathname than ":\Bethesda Softworks\Oblivion" (default path).
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Kari Depp
 
Posts: 3427
Joined: Wed Aug 23, 2006 3:19 pm

Post » Fri Jun 25, 2010 3:01 pm

What I mean was to have the same convenience as you have with the "Border Region - Enable / Disable" option instead of editing "Oblivion.ini" manually.
The change the pathname you need to click a button say "Browse..." and select a different pathname than ":\Bethesda Softworks\Oblivion" (default path).

Yes sorry it was not there - I had created it :
[Display]bAllowScreenShot=1
[Display]bAllowScreenShot=0

I'll take a look at the bug, I noticed your report last thread, but RL has been pretty busy for me lately.

The UI stuff sounds good, since it's consistent with windows (not sure how to do the "two clicks rename" best), but can definitely get enter and F2 implemented.
Thanks a lot :) I am not in a hurry -don't get me wrong :icecream: :thumbsup:
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Stephy Beck
 
Posts: 3492
Joined: Mon Apr 16, 2007 12:33 pm

Post » Fri Jun 25, 2010 7:36 am

I'm fairly new to BAIN and Bashed Patches and have what is likely a very simple question with an easy obvious answer.

I'm at the stage where I need to actually "rebuild" my Bashed Patch, as opposed to create one anew. I have a vague memory of reading somewhere that when one rebuilds an existing patch it shouldn't be active, meaning, I assume, that its ESP should be un-checked in the Wrye Bash mods window? For the life of me I can't recall where I read that. Is this really necessary? Or is it better to just delete my current patch, drop in another blank patch file, and start afresh?

In other words, what's the best procedure for re-building an existing patch.

Thanks in advance!

-Decrepit-
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jess hughes
 
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Joined: Tue Oct 24, 2006 8:10 pm

Post » Fri Jun 25, 2010 11:11 am

I'm fairly new to BAIN and Bashed Patches and have what is likely a very simple question with an easy obvious answer.

I'm at the stage where I need to actually "rebuild" my Bashed Patch, as opposed to create one anew. I have a vague memory of reading somewhere that when one rebuilds an existing patch it shouldn't be active, meaning, I assume, that its ESP should be un-checked in the Wrye Bash mods window? For the life of me I can't recall where I read that. Is this really necessary? Or is it better to just delete my current patch, drop in another blank patch file, and start afresh?

In other words, what's the best procedure for re-building an existing patch.

Thanks in advance!

-Decrepit-
EDIT :Right click on Bashed patch and choose rebuild patch - all you need - rebuilt from scratch
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Nikki Morse
 
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Post » Fri Jun 25, 2010 10:43 am

Yes sorry it was not there - I had created it :
[Display]bAllowScreenShot=1
[Display]bAllowScreenShot=0


Thanks utumno. :)
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Benji
 
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Post » Fri Jun 25, 2010 4:05 pm

BUG : I build an SI and a non SI patch - my SI one I named Bashed Patch, 0 SI.esp and BOSS is placing it some slots below Bashed Patch, 0.esp. Now kuertee clean up started to enter infinite loops on reload - after trying to debug this with no success I noticed that kuertee clean up was listed in the masters of my SI patch (it loaded after the non SI one so no issues there) - why ? It has no bash tags whatever ! Moving it after the BP and rebuilding solved the crashes - moving it back and rebuilding crashes again - same save same BP settings. The only unusual thing about KCU is it not being a child of Ob.esm.
Please look into it (BP + KCU one more record added to BP - I'd be curious to learn which)
Thanks :)
PS : is there any naming convention for the BP - one that BOSS would recognize ? They should be put one after the other I guess
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Misty lt
 
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