[relz] Wrye Bash -- Thread #33

Post » Fri May 27, 2011 3:39 pm

Download: http://tesnexus.com/downloads/file.php?id=22368 or https://sourceforge.net/projects/oblivionworks/files
Readme: http://wryemusings.com/Wrye%20Bash.html
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: [RELZ] http://www.gamesas.com/bgsforums/index.php?showtopic=1058468&hl=
Requirements
Python 2.5.4 and wxpython 2.8.7.1 ansi (the old "official" setup) - if using this best to just download the installer package from http://tesnexus.com/downloads/file.php?id=22368
or
http://www.python.org/ftp/python/2.6.4/python-2.6.4.msi and http://downloads.sourceforge.net/wxpython/wxPython2.8-win32-ansi-2.8.10.1-py26.exe and http://pypi.python.org/pypi/comtypes/0.6.1. (the newer stuff so should be faster, tested as working well)

[/indent]
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 http://www.gamesas.com/bgsforums/index.php?showtopic=941296.
* 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 http://wrye.ufrealms.net/Wrye%20Bash.html#Installation. 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 http://www.uesp.net/wiki/User:Wrye). 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://wrye.ufrealms.net/ or the http://wrye.ufrealms.net/Wrye%20Bash.html. 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)


Version 276 [PacificMorrowind & Raziel23x] changes:
* bugfix: fixed potion weight deselection error
* paths for external tools (TES4edit/view/trans, TES4LodGen, TES4Gecko, TES4Files) settable via the ini for better organization/fun
* tweaked game settings
* added support for launching of TES4Files
* new bashed patch option: set all armours/clothes as playable (betaish... sometimes inadvertantly sets things that really shouldn't be playable - use at own risk... but shouldn't cause any harm, just taking off say a werewolfs head doesn't look good)
(I think I have forgotten a thing or two but thats the majority anyways)

Version 277 [01/08/2010] [PacificMorrowind,Haama,Badhair] (just released)
* fixes: a GMST error causing problems with rebuilding the bashed patch, a couple others, typo fixes.
* a new Bashed Patch section added: Globals
* 5 new Global tweaks added; Timescale, Crime Crime: Force Jail, and 3 TG quest penalties
* added support for launching of Blender, Gmax, 3dsMax, Maya, Photoshop, GIMP, Insanity Sorrow's(IS) Oblivion Launcher, IS's Readme Generator, IS's Random NPC Generator, Oblivion Book Creator, IS's Random Name Generator! (all with settable paths in the ini)
* added an Export/Import script function to the right click menu of mod files
* added an obse/pluggy statistics viewer (code contributed by Badhair, pluggy definitions by Haama)
* Automatically deghost and reghost when using the link to BOSS
* BAIN:
* Hide/Unhide package
* Open at TesAlliance
* Rename package

and now for that news any FO3ers among you have been waiting for!
http://www.fallout3nexus.com/downloads/file.php?id=10097. 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).
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W E I R D
 
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Post » Fri May 27, 2011 1:16 pm

Perhaps I missed this in the FAQ, but if .dll and .dlx files are filtered out from the installed files, what is the recommended method for managing the installation of OBSE plugins with Wrye Bash?

p.s. thx for fixing the "deselected potions weight tweak" bug. that one was a bit of a pain.
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Cassie Boyle
 
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Post » Fri May 27, 2011 6:52 pm

Perhaps I missed this in the FAQ, but if .dll and .dlx files are filtered out from the installed files, what is the recommended method for managing the installation of OBSE plugins with Wrye Bash?

p.s. thx for fixing the "deselected potions weight tweak" bug. that one was a bit of a pain.

You simply don't manage them with Wrye Bash. Just install them manually. They are simple and don't overwrite anything, so they are usually simple to disable and/or uninstall when you want.

gothemasticator
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Danii Brown
 
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Post » Fri May 27, 2011 3:48 pm

If I want to switch from using OBMM to BAIN, do I have to redownload all my mods in archive form, or is there some way to use the omods I already have?
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мistrєss
 
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Post » Fri May 27, 2011 10:55 am

You simply don't manage them with Wrye Bash. Just install them manually. They are simple and don't overwrite anything, so they are usually simple to disable and/or uninstall when you want.

It is true that OBSE plugins are simple enough to install, but it forces users to use two methods to manage their plugins instead of one. In addition, Wrye Bash could provide its CRC checking to the installed OBSE plugins to notify the user if the installed version is out of sync with the version in Bash Installers.

I'm guessing that .exe, .dll, and .dlx files are filtered out so that executable installer files are not themselves installed. This is a valid use case, but it does prevent being able to install/uninstall/update OBSE plugins from the Wrye Bash "Installers" tab.

This may have been proposed and rejected before, but what if extension filtering were not done in 'Data' or BAIN-named subdirectores? Like, Bash Installers/Pluggy/OBSE_Elys_Pluggy.dll would not get installed but Bash Installers/Pluggy/Data/OBSE/Plugins/OBSE_Elys_Pluggy.dll or Bash Installers/OBSEPlugins/05 Pluggy/OBSE/Plugins/OBSE_Elys_Pluggy.dll would. This would prevent executable installers in the top-level directory from getting copied, but would allow users to manage their OBSE plugins (as well as other utilities such as BOSS) with Wrye Bash.

If this is an acceptable idea, I'd be happy to try my hand at coding up a patch.
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Ebou Suso
 
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Post » Fri May 27, 2011 8:56 pm

If I want to switch from using OBMM to BAIN, do I have to redownload all my mods in archive form, or is there some way to use the omods I already have?

I believe OBMM has the capability to convert an omod to a 7z archive. It can also extract an omod to a directory, which you can then move to a Bash Installers subdirectory. The downside is that you may have to apply any logic in the omod install script manually.
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Nick Tyler
 
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Post » Fri May 27, 2011 2:31 pm

IIRC, Wrye decided to purposely not have Bash handle the install of .exe or .dll files. The thinking is that these ought to be managed more directly and purposefully by the user, for safety's sake.

For my own two cents: I do not see a problem or inconsistency in forcing the user to implement two different install methods (BAIN and manual) for two very different kinds of plugins (ESPs and executables).

gothemasticator
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glot
 
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Post » Fri May 27, 2011 7:54 am

I believe OBMM has the capability to convert an omod to a 7z archive. It can also extract an omod to a directory, which you can then move to a Bash Installers subdirectory. The downside is that you may have to apply any logic in the omod install script manually.


Thanks for the tip! :thumbsup:
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Nick Pryce
 
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Post » Fri May 27, 2011 8:36 pm

Minor Bug report: v2.76 ignores Skip Voices when selected in BAIN.
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Bones47
 
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Post » Fri May 27, 2011 10:04 pm

I'm running WB 2.45. Have there been any features important enough since then (aside from BAIN; I prefer manual installation of mods) to justify re-installation of the latest and greatest?
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Jodie Bardgett
 
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Post » Fri May 27, 2011 9:12 am

I'm running WB 2.45. Have there been any features important enough since then (aside from BAIN; I prefer manual installation of mods) to justify re-installation of the latest and greatest?


read the changelong and decide for yourself..

http://wryemusings.com/Wrye%20Bash.html#Versions

yes..
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Luis Longoria
 
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Post » Fri May 27, 2011 12:28 pm

Thanks for all of the updates!
- Tomlong75210
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Bethany Watkin
 
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Post » Fri May 27, 2011 8:14 pm

read the changelong and decide for yourself..

http://wryemusings.com/Wrye%20Bash.html#Versions

yes..


Thanks. That should do nicely.
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Far'ed K.G.h.m
 
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Post » Fri May 27, 2011 7:16 pm

Backburner : A 'Ignore-Contents' tag that can be used in lieu of deactivating-building the bashed patch-reactivating. For atrociously lazy buggers.

A request from the previous thread : Import Spells.
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Imy Davies
 
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Post » Fri May 27, 2011 7:39 am

I have a good working wrye bash and just downloaded 276 how do i or where do I put the 276 so it will work I used the installer the last time and there seems not to be a installer or read me to show me how to get it to work or where to put so it will work thanks in advance
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Donald Richards
 
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Post » Fri May 27, 2011 11:16 am

Hi,

I have a question that may or may not be dumb. Please be gentle, Wrye! :( I find vanilla weights for equipment frustrating and I've looked around for ways to tweak them to more reasonable values, but there doesn't seem to be anything that does this in a compatible way or that maintains consistency with things like OOO and Armamentarium. Can Bash help with this at all? Modders, how would you handle this?

Thanks
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Lynette Wilson
 
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Post » Fri May 27, 2011 10:19 am

I have a good working wrye bash and just downloaded 276 how do i or where do I put the 276 so it will work I used the installer the last time and there seems not to be a installer or read me to show me how to get it to work or where to put so it will work thanks in advance



bump
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Rachel Tyson
 
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Post » Fri May 27, 2011 6:47 am

I'm making an educational guess and asking that the two file mopy and data file are just to be put into the oblivion mopy file to upgrade the version to 276 is this right?
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louise hamilton
 
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Post » Fri May 27, 2011 6:11 am

@goblueman - Just copy the files so that they replace your existing files. You should have to answer "yes" to "replace" each file.

@OnmyojiOmn - The most compatible way to do this is to use a feature built into Wrye Bash that allows you to export a spreadsheet of all the stats for equipment in your load order (Export Stats), then modify the weights on the spreadsheet that is created and then use "Import Stats" to copy the modified stats back into your bashed patch.
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Len swann
 
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Post » Fri May 27, 2011 11:05 am

I just updated from 230 (I think) to 275. Upon rebuilding my bashed patch a dialog box appeared with the following:

C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py:548: DeprecationWarning: 'I' format requires 0 <= number <= 4294967295  def packSub(self,type,data,*values):


Do I need to update some Python components? If so, how, where, etc.?

I know enough about this stuff to be dangerous, and that's about all... :confused:
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Anthony Santillan
 
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Post » Fri May 27, 2011 4:24 pm

I have a good working wrye bash and just downloaded 276 how do i or where do I put the 276 so it will work I used the installer the last time and there seems not to be a installer or read me to show me how to get it to work or where to put so it will work thanks in advance

copy it to your oblivion folder (so that it overwrites both data and mopy).

I just updated from 230 (I think) to 275. Upon rebuilding my bashed patch a dialog box appeared with the following:

C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py:548: DeprecationWarning: 'I' format requires 0 <= number <= 4294967295  def packSub(self,type,data,*values):


Do I need to update some Python components? If so, how, where, etc.?

I know enough about this stuff to be dangerous, and that's about all... :confused:

hmmn never seen that before... what version of python do you have? (It will (should and does for everyone that I know of) work on Python 2.5.x and 2.6.x - see links in the first post, I'd recommend getting Python 2.6.x
Pacific Morrowind
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Abi Emily
 
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Post » Fri May 27, 2011 8:35 pm

Is there a 'Sync to Load List' command option in Wrye Bash? I used that command in Wrye Mash on my Morrowind save games from time to time, to good effect.
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Adriana Lenzo
 
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Post » Fri May 27, 2011 9:30 am

Is there a 'Sync to Load List' command option in Wrye Bash? I used that command in Wrye Mash on my Morrowind save games from time to time, to good effect.

yes (though currently it doesn't change the order just whether active or not). Just go to the saves tab-->right click a save-->Load Masters and it'll attempt to load exactly that set of esps/ms (and warn if unable to load some).
Pacific Morrowind
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Claire Vaux
 
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Post » Fri May 27, 2011 10:21 am

@goblueman - Just copy the files so that they replace your existing files. You should have to answer "yes" to "replace" each file.

@OnmyojiOmn - The most compatible way to do this is to use a feature built into Wrye Bash that allows you to export a spreadsheet of all the stats for equipment in your load order (Export Stats), then modify the weights on the spreadsheet that is created and then use "Import Stats" to copy the modified stats back into your bashed patch.



So Sorry to sound dump opening the mopy file in the data area and just put the two files into that area and say yes to all is ok ?
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Syaza Ramali
 
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Post » Fri May 27, 2011 5:38 am

So Sorry to sound dump opening the mopy file in the data area and just put the two files into that area and say yes to all is ok ?

no - copy and past (or extract what/ever) from the Archive to the same folder that oblivion.exe is and say yes to all.
(and I'll try to get the exe version up tonight.)
Pacific Morrowind
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Julia Schwalbe
 
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