[RELZ] Wrye Bash -- Thread 50

Post » Thu Jan 13, 2011 7:57 am

Again I'd wait for more official word, but really actually it is up to you.

You can leave it active (which is what the readme for the mod says anyway - even though it is old) and the red goes away.

Probably you will have to experiment. A motto I have about Oblivion is this: My load order is my responsibility.

Any mod author should be able to tell you how mods function basically and more specifically how their mod functions, but it is another thing to ask them how their mod functions with many mods they may have never used. The issue is not with the mod but how the tool reads the mod.

Maybe try an alternative - I've used http://tesnexus.com/downloads/file.php?id=19396 before, but Now LAME covers all that.
User avatar
Maeva
 
Posts: 3349
Joined: Mon Mar 26, 2007 11:27 pm

Post » Thu Jan 13, 2011 8:14 am

Those look ok. It seems the author has gotten busy since the last notes say:

This is a beta release with "Turn Undead" being partially incomplete (see below) and to get some feedback. The next instalment (see below for what they will include) of this mod should be along in the near future. I will not let this mod stagnate.


I am not much of a magic user so was thinking that installing LAME would be overkill.

I left that plugin activated, loaded the game, and no crashes yet. I have to actually see the effect to see if it is working.
User avatar
Michael Russ
 
Posts: 3380
Joined: Thu Jul 05, 2007 3:33 am

Post » Thu Jan 13, 2011 10:01 am

there was once said a problem with MAO patcher.... is it fixed by latest official bash, or still not?
I Prefer not to use MAO until i know the problem is fixed, so I'd like to know.
if still not look here http://www.gamesas.com/index.php?/topic/1106088-npcs-wont-sleep/
and take it as gentle request

However even without that Wrye BASH is great Tool,
User avatar
Sophie Louise Edge
 
Posts: 3461
Joined: Sat Oct 21, 2006 7:09 pm

Post » Thu Jan 13, 2011 12:50 pm

I noticed that BAIN can't install some files from Ivellon: textures\Ivellon\weapons\standard\zweih?nder.dds, textures\Ivellon\weapons\standard\zweih?nder_n.dds. The files appear in the missing tab and no matter what I do I can't install them.

Should I copy them manually in the data folder?
User avatar
maddison
 
Posts: 3498
Joined: Sat Mar 10, 2007 9:22 pm

Post » Thu Jan 13, 2011 7:49 am

I noticed that BAIN can't install some files from Ivellon: textures\Ivellon\weapons\standard\zweih?nder.dds, textures\Ivellon\weapons\standard\zweih?nder_n.dds. The files appear in the missing tab and no matter what I do I can't install them.

Should I copy them manually in the data folder?

I thought that was solved being a foreign language thing. In fact I'm positive it was - what version of Bash are you using?

Maybe check has extra directories.
User avatar
Anne marie
 
Posts: 3454
Joined: Tue Jul 11, 2006 1:05 pm

Post » Thu Jan 13, 2011 11:04 am

I thought that was solved being a foreign language thing. In fact I'm positive it was - what version of Bash are you using?

Maybe check has extra directories.

I use version 287. And it doesn't have extra directories, all the other files from the same folder with normal characters were installed.
User avatar
Honey Suckle
 
Posts: 3425
Joined: Wed Sep 27, 2006 4:22 pm

Post » Thu Jan 13, 2011 1:51 pm

I noticed that BAIN can't install some files from Ivellon: textures\Ivellon\weapons\standard\zweih?nder.dds, textures\Ivellon\weapons\standard\zweih?nder_n.dds. The files appear in the missing tab and no matter what I do I can't install them.

Should I copy them manually in the data folder?

The current beta version of Wrye Bash has been converted to read Unicode characters, so that may fix this problem. If you want this fix now, you can download it from Sourceforge. If you don't mind waiting, the next version of Wrye Bash should fix this. Otherwise, there should not be any problems manually copying these files into the Data folder.
User avatar
Petr Jordy Zugar
 
Posts: 3497
Joined: Tue Jul 03, 2007 10:10 pm

Post » Thu Jan 13, 2011 3:36 pm

Hi,

Sorry, this is a bit long and technical.
This might be better posted somewhere else, but I'm not sure where to go.
Also I thought maybe someone else has some experience trying to do the same thing as me.

I'm trying to setup multiple copies of oblivion. One for play and one for modding.
I have isolated everything into the game folder by setting the bUseMyGamesDirectory=0.
So I no longer need to use the My Documents folder.

I have also removed the installers from TESCS and obmm, so everything can be cloned easily.

The problem I'm having is wrye bash :(
Bash expects the save game files and ini's to be in the My Games folder and there doesn't seem to be a way to change it to use the app directory instead.
I can customize the personalPath in bash.ini but wrye still automatically appends "\My Games\Oblivion"
I looked at the code and it seems to assume that the My Games folder will always be used.

Is it possible to make this work without having to hack the py files?
I figured I should ask in case there is something simple I overlooked and I can save myself a headache :)
I am a long time programmer, so I can probably fix the code for my own use but I don't know python so I'd rather avoid it.

Another small issue for my isolation project. Sort of wrye related.
Oblivion uses an obscure folder in a hidden directory among your windows user profile, ...\Local Settings\Application Data\Oblivion\
There doesn't seem to be a way to customize the path that oblivion uses, so multiple concurrent instances of that folder are not possible.
Wrye is writing (or at least referencing it in the py code) to the plugins.txt file that is located in that Application Data\Oblivion folder.

The question here is, is it safe to just let Bash overwrite the plugins.txt file after switching the active copy of oblivion?

EDIT:
I should mention that my objective is to avoid having to rename folders each time I switch the working copy of oblivioin.
If everything works out with my setup, I can just change the App Path in the registry and everything will work.
So far it all works except I can't have concurrent copies of Bash.
User avatar
Dan Stevens
 
Posts: 3429
Joined: Thu Jun 14, 2007 5:00 pm

Post » Thu Jan 13, 2011 7:27 am

It been a very and I do mean very long time since I been here I have been developing a new app for android based phones to have a moble guide for this program and great tool. You can read about it in my thread for it at http://www.gamesas.com/index.php?/topic/1116700-wipbetarelease-wrye-bash-updater-for-your-android-based-phone/

I am hopping to have it on the android market place soon but right now I cannot afford the 25 usd fee google charges to regisiter as a developer so right now you can get it off the nexus as well as my website http://crazydroid.net2e.net I am hoping that once I get all the bugs out of my app it will be a great resource guide to how to use this python tool as well as just a refresher guide to the advaced users.
User avatar
Manny(BAKE)
 
Posts: 3407
Joined: Thu Oct 25, 2007 9:14 am

Post » Thu Jan 13, 2011 5:31 am

I'm using Cobl 1.72 and BBC 4-7-1. When I rebuild the Bash patch, the content checker gives the following info:
LVLI
? cobEatMeatRaw

Better Imperial City.esp: 001D0E

Better Imperial City.esp: 001D0F

Better Imperial City.esp: 001D10

? cobEatVeggies

Better Imperial City.esp: 00AE79

Content Checker:

? When activated, this will check the inventory contents of containers, creatures and NPCs, and the entries of leveled lists to make sure that their entries are of valid types. E.g. it will try to ensure that leveled spell lists only contain spells and other leveled lists.

? If items/entries of incorrect type are found, then they are removed from the container/list. The patch report will list any containers/lists modified and what was removed from them.

I asked in the BBC forum but display name is already in use said "There are no levelled lists in "Better Imperial City.esp" and there is nothing in BC with an Editor ID beginning "cob", sounds more like it's from Cobl to me. Also, assuming those are Form IDs (minus the first two digits) that you're listing, none of those Form IDs exist in "Better Imperial City.esp" either,..."

Any clues?
User avatar
Breanna Van Dijk
 
Posts: 3384
Joined: Mon Mar 12, 2007 2:18 pm

Post » Thu Jan 13, 2011 12:56 am

cob* stuff usually comes from COBL. Are you by chance using the COBL filter mod? Perhaps it has forms from BC that BC no longer supports?
User avatar
Steph
 
Posts: 3469
Joined: Sun Nov 19, 2006 7:44 am

Post » Thu Jan 13, 2011 9:53 am

cob* stuff usually comes from COBL. Are you by chance using the COBL filter mod? Perhaps it has forms from BC that BC no longer supports?
Yes. And Better Imperial City.esp is listed under masters. I'm not familiar with the term forms in this context? Is there a solution? Is this something I should worry about?
User avatar
NeverStopThe
 
Posts: 3405
Joined: Tue Mar 27, 2007 11:25 pm

Post » Thu Jan 13, 2011 6:48 am

Yes. And Better Imperial City.esp is listed under masters. I'm not familiar with the term forms in this context? Is there a solution? Is this something I should worry about?

yes use tes4edit and cut off all "Better Imperial city.esp"-related content from "Cobl filter rate - load late.esp" this way you keep features from it and it will not use records for older versions of Better imperial city - OR - if you are not aware losing the functionality (which is mostly to hunger/thirsty mods) you may hide "Cobl filter rate - load late.esp" in wrye bash, so No records from it will be processed by Wrye BASH

but it's just leveled lists - and BASH content checker removes those records from bashed patch leveled lists - so it will be almost no harm when ignoring it but may cause weird things such as some MISC item qualified as food for hunger/thirst mods
User avatar
brandon frier
 
Posts: 3422
Joined: Wed Oct 17, 2007 8:47 pm

Post » Thu Jan 13, 2011 7:46 am

It's highly unlikely he'll be able to do anything to the filter plugin at all since every filter mod I've seen has loads of masters that not everyone has access to. TES4Edit will not load it without all of the required masters, just like the game will crash if it's activated instead of used by Bash. If it's throwing reports from the content checker, it sounds like the filter just needs to be updated by whoever is in charge of it on the COBL team.

As long as the game loads, it should be fine to ignore it. The content checker is simply telling you it dropped those IDs because they were invalid for the lists they were in.
User avatar
Undisclosed Desires
 
Posts: 3388
Joined: Fri Mar 02, 2007 4:10 pm

Post » Thu Jan 13, 2011 4:02 am

Need some advice. I am working with a new mod ROM Revised Oblivion Mod made by Underground09 http://www.tesnexus.com/downloads/file.php?id=33114

Right now I load it after my bashed patch and it works fine but would like to put it before the bashed patch so I can overwrite some things. The author does not have experience in this so I want to test some things but do not fully understand all the tags I can apply.

The mod needs to load latest in the LO but not after Better Cities. Right now I have to move Better Cities IC Market.esp after the bashed patch and after ROM but before the ROM BC patch, for that to work.

Anyway, here are my questions:
Is there a utility or process to check an esp to tell what tags it should have?

I know the mod is based on OOO and changes:

scripts
potion weights
the imperial armor that guards wear (I would like to change this by using another mod and think I can do that by using the bashed patch as long as I do not import that change from ROM, just don't know what tag would do that)
racial abilities (vanuilla races)
birthsign powers
spell names and atrributes
hammer weights
fatigue and encumbrance
plus some others I am probably not fully aware of.

Any help you can give me, at least on a few tags I should try first, would save me alot of time.

Thanks in advance.
User avatar
Vicky Keeler
 
Posts: 3427
Joined: Wed Aug 23, 2006 3:03 am

Post » Thu Jan 13, 2011 11:43 am

It's highly unlikely he'll be able to do anything to the filter plugin at all since every filter mod I've seen has loads of masters that not everyone has access to. TES4Edit will not load it without all of the required masters, just like the game will crash if it's activated instead of used by Bash. If it's throwing reports from the content checker, it sounds like the filter just needs to be updated by whoever is in charge of it on the COBL team.

As long as the game loads, it should be fine to ignore it. The content checker is simply telling you it dropped those IDs because they were invalid for the lists they were in.
Thanks. Do you think I Should submit it to the Cobl thread, in case they make another release?
User avatar
Jodie Bardgett
 
Posts: 3491
Joined: Sat Jul 29, 2006 9:38 pm

Post » Thu Jan 13, 2011 5:20 am

Thanks. Do you think I Should submit it to the Cobl thread, in case they make another release?


http://www.gamesas.com/index.php?/topic/1104955-relz-cobl-no16/

i have some of the mod from cobl filter but not them all..
User avatar
Charlotte Lloyd-Jones
 
Posts: 3345
Joined: Fri Jun 30, 2006 4:53 pm

Post » Thu Jan 13, 2011 5:39 pm


Anyway, here are my questions:
Is there a utility or process to check an esp to tell what tags it should have?



Yes. TES4EDIT
Load all your mods and check ROM to see excactly what the conflicts are. That should give you an idea which tags are needed.
User avatar
Sarah Kim
 
Posts: 3407
Joined: Tue Aug 29, 2006 2:24 pm

Post » Thu Jan 13, 2011 6:30 am

Yes. TES4EDIT
Load all your mods and check ROM to see excactly what the conflicts are. That should give you an idea which tags are needed.


Will give it a go.

What would happen if I chose tags that are not applicable to the mod? Would Wrye Bash ignore them? If that was the case, though, I would assume you could tag all the mods with all tags, and let Wrye Bash sort them out, unless you needed not to tag some mods.
User avatar
Laura Tempel
 
Posts: 3484
Joined: Wed Oct 04, 2006 4:53 pm

Post » Thu Jan 13, 2011 4:41 am

Will give it a go.

What would happen if I chose tags that are not applicable to the mod? Would Wrye Bash ignore them? If that was the case, though, I would assume you could tag all the mods with all tags, and let Wrye Bash sort them out, unless you needed not to tag some mods.


Tagging all mods would achieve the same as tagging no mods - who loads last wins.
The challenge is to find the right tags to use to minimize conflicts. But first you need to be aware of the conflicts and that is where TES4EDIT is such a great tool.
User avatar
Lakyn Ellery
 
Posts: 3447
Joined: Sat Jan 27, 2007 1:02 pm

Post » Thu Jan 13, 2011 3:23 am

Hey I'm using the mod "100% harvest chance" (changes harvest chance for all known plans to 100% for all 4 seasons)
but it won't work with newly added ingredients to flora nor with "harvest flora" mod (as both touches same flora)

would you please add a patcher in "tweaks assorted" to make all plants 100% harvestable? it would replace the need for the mod and solve it better...
and no it cannot been done by import stats as it doesn't touch flora records :P

thanks for reading this and please don't hesistate to add that feature as it would be almost trivial to do withyour skills
I ask this gently and not push, because I know you made (and still making) great job for free for us :) thanks

EDIT: also can you add fActorStrengthEncumbranceMult to gmst tweaks? in vanilla that is 5 and changing that make you easy change amount of things carried without stucking and don't need messing with strength nor patching all items
currently I do it with my own tweak mod "Carry More" which have wariants with diffrent multipliers, also there was a mod long time ago "carry four times more loot" which does the same but have only one option (20)
since it was made i think it's at least midle demand on this - and it will save a slot, make it fully configurable, and make avoid to clutter boss maserlist
User avatar
Reanan-Marie Olsen
 
Posts: 3386
Joined: Thu Mar 01, 2007 6:12 am

Post » Thu Jan 13, 2011 6:44 pm

Looks like error in one of the Eyes records in OWC - New Dimension.esp. You may want to check it out in the CS or TES4EDIT. Also, if it's tagged with any Eyes tags, turn them off and try rebuilding BP again.


I have found the Problem. It was a "New" Undead Race without a head...... :laugh: :ahhh:
User avatar
Bigze Stacks
 
Posts: 3309
Joined: Sun May 20, 2007 5:07 pm

Post » Thu Jan 13, 2011 8:27 am

Hey all. I'm trying to get ROM tagged properly. I have a quick question: is there a tag for Magic Effect/Data records? I know Graphics gets some of them, but I'm looking for Flags, Magic School, Projectile speed, Base cost, Casting sound, Bolt sound, Area sound, and Enchant effect
User avatar
Solina971
 
Posts: 3421
Joined: Thu Mar 29, 2007 6:40 am

Post » Thu Jan 13, 2011 5:24 am

@Myk002
{{BASH:Sound}} covers Casting, Bolt and Area sounds. Hopefully {{BASH:SpellStats}} would cover the rest.
User avatar
Killer McCracken
 
Posts: 3456
Joined: Wed Feb 14, 2007 9:57 pm

Post » Thu Jan 13, 2011 5:27 pm

@Myk002
{{BASH:Sound}} covers Casting, Bolt and Area sounds. Hopefully {{BASH:SpellStats}} would cover the rest.

Thanks. This helped, though I actually found the /real/ problem was that ROM needed OOO's esp as a master so that Wrye Bash would detect the changes in the records.
User avatar
sas
 
Posts: 3435
Joined: Thu Aug 03, 2006 8:40 am

PreviousNext

Return to IV - Oblivion