[RELZ] Wrye Bash -- Thread 61

Post » Tue May 03, 2011 12:50 am

So I am interested in using the "Cell Respawn" function of Wrye Bash.
Does this control all respawnable items in game, or just creatures/monsters/animals?

Would it supersede respawning features from overhauls like FRANS, FCOM, War Cry New Dimensions and WAC?

Thanks
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Suzy Santana
 
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Post » Tue May 03, 2011 1:03 am

Is C_Bash safe to use for Non-stand alone version of WB? I recall it did not work well with some bashed patch options earlier...
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Nicole M
 
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Post » Mon May 02, 2011 11:02 pm

Is C_Bash safe to use for Non-stand alone version of WB? I recall it did not work well with some bashed patch options earlier...


I have used it recently but just to test out all aspects of svn or the beta's, but after testing switch back to non-CBash because it still does not have AIPackages - The only thing preventing it going prime time as far as I know.

It works well, and fast, but is not complete yet.
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sexy zara
 
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Post » Tue May 03, 2011 12:29 am

Hi,
Again this is THE Tool for Modded Oblivion. As This IS the Swiss army knife of tools can it Save me From Loading 25 Saves up into Oblivion to Do A clean save for uninstalling a Mod?

Lol..that takes some time to Do....lol

So is there a menu choice or Right click that i dont know about that Matches a Save to the MOD List without Loading Game? OR is the only Safe way to ....Load Save (pause) Save....Load next...(Pause)...ect ect. Also a pain keeping them in the Right Order.

I always Pause for a min to let game run Scripts or what ever. Only noticing this cause I am Updating a bunch of Mods and More then one required this routine...wheew

Thanks for all the continued hard work , NO possible way my Oblivion would ever start without this Tool (Work of ART)!

EDIT:

Acording to this Pic [img]http://i232.photobucket.com/albums/ee72/camaro_69_327/Oblivion%202011/BashSaves.png[/img]I CAn, But its not Working in V2.91 of Bash. I do not get a Pop-up to Update Masters.? And nothing happens if I click save.
^^lol that pic showes 5 saves...Mine shows 388 saves...man i need to weed out some saves!!!
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josie treuberg
 
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Post » Tue May 03, 2011 2:49 am

http://www.bild.me/bild.php?file=5586724Untitled.jpg it is working in 291 :)

Your clean save routine sounds unusual - Un-install the mod concerned, load up the game, go in-doors somewhere, press T and wait 24 hours (x 4 for four days worth), save the game. Done. Then if required install the new version of the mod that needed the clean save. Play on.

I have no idea what this loading up 25 saves is all about.
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Cagla Cali
 
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Post » Tue May 03, 2011 11:45 am

No, http://planetelderscrolls.gamespy.com/View.php?view=oblivionmods.detail&id=1372 http://www.tesnexus.com/downloads/file.php?id=5277. Well, perhaps some do but replacing the mp3 is unnecessary. It's just a CS sound tweak.

As one of the people mentioned who can't hear it at vanilla levels, my effects slider has always been maxed out. In fact the only audio slider I've got that's not is the music. The mod Arkngt linked to adjusts the sound attenuation levels for the specific entry covering the nirnroot sound. It's a pretty dramatic difference too. So it's not a one size fits all approach to fixing it.

Oh crap, I stand corrected :), I cant remember where I got the idea there was a sound file in that mod - Its just an esp.

I stand corrected too : ) but is it a good fit for a wb tweak? Would it be useful to, say, lower all attenuation levels by 5/10/15/20%?
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Alyna
 
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Post » Tue May 03, 2011 8:02 am

So I am interested in using the "Cell Respawn" function of Wrye Bash.
Does this control all respawnable items in game, or just creatures/monsters/animals?
All. It changes the general cell respawn time, which again affects all leveled lists in the cell.

Would it supersede respawning features from overhauls like FRANS, FCOM, War Cry New Dimensions and WAC?
Yes, but it will not supersede adjustments made in scripts, like http://www.tesnexus.com/downloads/file.php?id=25536 or http://www.tesnexus.com/downloads/file.php?id=23366 - but those are the only mods I know that make scripted changes to the respawn timer.
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Taylah Haines
 
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Post » Mon May 02, 2011 9:23 pm

http://www.bild.me/bild.php?file=5586724Untitled.jpg it is working in 291 :)

Your clean save routine sounds unusual - Un-install the mod concerned, load up the game, go in-doors somewhere, press T and wait 24 hours (x 4 for four days worth), save the game. Done. Then if required install the new version of the mod that needed the clean save. Play on.

I have no idea what this loading up 25 saves is all about.
Hi, Thanks for the Pic that just tells me my Install is FUBAR...Damn...

In your Pic you have 17 saves....in order to have them ALL Current you would have to Do that save routine 17 times correct?....

Well i have way more then that...lol Some go back 1 1/2 years and I would like them all Purple!...lol...

This looks like An easy thing to Do from now on, just that my Install of 291 seams to be not working correctly.?

In site may help here.....
Sometimes I Load Oblivion and pick and old Save...Say one saved at the End Battle Closing the Gates. And Play it Again without saving.
I have a lot of Saves that are in Good spots thru the game .
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Trista Jim
 
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Post » Tue May 03, 2011 10:31 am

In your Pic you have 17 saves....in order to have them ALL Current you would have to Do that save routine 17 times correct?....
Well i have way more then that...lol Some go back 1 1/2 years and I would like them all Purple!...lol...


Oh right I see, that would be a bit of a tedious task .. I dont think there is an easier solution though unfortunately. My load order changes too often over time to be able to go back so far really, and relying on streamsaves (with streamline just rotating 20 slots) also limits the amount of retracing, so have never bothered updating old saves. And an advantage to that is if you incorporate a new mod which after testing with your usual setup turns out to be a bad idea, I can un-install it and go back to a save prior to installation of that mod.

This looks like An easy thing to Do from now on, just that my Install of 291 seams to be not working correctly.?


Seems like it. If you are not dependant on Python for anything else, I can recommend the new Beta 2 which does not need such an involved setup process, it does not have an installer but all you need do is un-install all parts of Python via control panels add/remove programs, then delete the mopy folder, also delete the bash patches folder in data. Extract the Beta archive and copy the data and mopy folder from that into oblivion folder. Say yes to overwrites.

Then go into mopy, right click on Wrye Bash.exe and choose send to desktop for a handy launch icon.

No need to weed out any previous settings files, they will be adopted by this version - Its quite a smooth transition apart from it does not have an installer yet. And will eliminate any python complications you may have if you are willing to take the plunge - I have been using it since the moment it was posted and had no problems at all.
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Lewis Morel
 
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Post » Tue May 03, 2011 3:11 am

I started a thread for all the modders http://www.gamesas.com/index.php?/topic/1174346-wrye-bash-wizards/. I'm looking for input on ways to improve the wizards in Wrye Bash.
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rebecca moody
 
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Post » Tue May 03, 2011 6:06 am

guys, did you grab my report that for me (win 7 x64 ultimate )
the bash tag menu will not scroll down if the taskbar is placed on the top of the screen?
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emma sweeney
 
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Post » Tue May 03, 2011 8:21 am

guys, did you grab my report that for me (win 7 x64 ultimate )
the bash tag menu will not scroll down if the taskbar is placed on the top of the screen?


Confirmed, added to the bugtracker. It's most likely a problem with wxPython (i.e. we're not going to get a fix anytime soon)
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Sunnii Bebiieh
 
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Post » Tue May 03, 2011 7:17 am

Another request I have is when on the installers tab,
right click on the SubPackages menupanel/whatever will bring up a context menu with the choice
List SubPackages. Just the Subpackage Names. Spoiler/Code tags included if you want, but I won't need those lines.
Simple enough request.
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Ebou Suso
 
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Post » Tue May 03, 2011 8:41 am

Another request I have is when on the installers tab,
right click on the SubPackages menupanel/whatever will bring up a context menu with the choice
List SubPackages. Just the Subpackage Names. Spoiler/Code tags included if you want, but I won't need those lines.
Simple enough request.


Added to the tracker :goodjob:
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Juan Suarez
 
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Post » Tue May 03, 2011 9:54 am

Feature request for BAIN: The ability to cancel refresh of the Bash Installers directory. I often re-package mods, and do so in the BI directory. If I accidently click on my WB window while doing so, it then automatically starts to scan the extacted folder and any partially-compressed archive I'm creating. This can take some time, so I'd like the ability to cancel it.
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Daniel Brown
 
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Post » Tue May 03, 2011 12:02 am

Another feature request for BAIN: It would be nice if it recognized packages set up like this -

NorthernFront-33127-1-0.rar
The Northern Front
Data

- as it is a quite common way of packaging mods.
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Mimi BC
 
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Post » Tue May 03, 2011 9:47 am

Another feature request for BAIN: It would be nice if it recognized packages set up like this -

NorthernFront-33127-1-0.rar
The Northern Front
Data

- as it is a quite common way of packaging mods.

I agree. To let Wrye Bash even recognize that kind of archive requires repackaging of the mod. Time consuming.

Another thing I've experience is that mods sometimes have files in an archive with has a read-only attribute assigned. Is there anything it could be done to avoid this in Wrye Bash perhaps to notify about files with an assigned read-only attribute, but you must change it by your self?
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Nicole M
 
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Post » Tue May 03, 2011 11:34 am

@ Wrye Bash team - Note for future reference

If you get someone moaning that they have never set Ghosting on files and Wrye Bash is still ghosting them ( Wonder who that could have been :whistling: :) )

Ask if they also use http://www.tesnexus.com/downloads/file.php?id=32277

Use the update OBMM Extended option in the Extended Utilities menu and update it, then once it's updated go to More Settings in the Extended Utilities menu and uncheck "Hide ESPMs"

Not the easiest thing to notice, More Settings in Extended Utilities, and it was on by default.

I do believe that was the source of my problem, only using OBMMex to occasionally update Surazals Sensual Walks, I didn't make the association with those occurances of ghosting, and had not noticed OBMMex had gained that feature, so now I have both utilities singing off the same hymn sheet again :facepalm:

I have been on the lookout for recurrence ever since, I know we can multi-select all mods and right click, choose Ghosting\Disallow Ghosting in Wrye Bash to un-ghost all mods, but it wasn't until Surazals update yesterday came along it dawned on me.
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Krystina Proietti
 
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Post » Tue May 03, 2011 2:46 am

@ Wrye Bash team - Note for future reference

If you get someone moaning that they have never set Ghosting on files and Wrye Bash is still ghosting them ( Wonder who that could have been :whistling: :) )

Ask if they also use http://www.tesnexus.com/downloads/file.php?id=32277


Not the easiest thing to notice, More Settings in Extended Utilities, and it was on by default.

:yes: Just tried that and it worked. Thanks for pointing that out alt3rn1ty. :sweat:
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Sista Sila
 
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Post » Tue May 03, 2011 5:47 am

@ Wrye Bash team - Note for future reference

If you get someone moaning that they have never set Ghosting on files and Wrye Bash is still ghosting them ( Wonder who that could have been :whistling: :) )

Ask if they also use http://www.tesnexus.com/downloads/file.php?id=32277


Not the easiest thing to notice, More Settings in Extended Utilities, and it was on by default.

I do believe that was the source of my problem, only using OBMMex to occasionally update Surazals Sensual Walks, I didn't make the association with those occurances of ghosting, and had not noticed OBMMex had gained that feature, so now I have both utilities singing off the same hymn sheet again :facepalm:

I have been on the lookout for recurrence ever since, I know we can multi-select all mods and right click, choose Ghosting\Disallow Ghosting in Wrye Bash to un-ghost all mods, but it wasn't until Surazals update yesterday came along it dawned on me.

Does OBMMEx's ghosting use the same ".ghost" extension? If not, I'll have to update BOSS to cover it.
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Dragonz Dancer
 
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Post » Tue May 03, 2011 1:21 am

Does OBMMEx's ghosting use the same ".ghost" extension? If not, I'll have to update BOSS to cover it.

:facepalm: 2nd FacePalm of the day doh!, think I am half asleep still - No, just checked the docs ...

With OBMM Extender you can use the utility named "ESPMHider" which moves inactive ESP, ESM and BSA files to another directory to prevent Oblivion.exe thrashing and therefore increasing the load time in OBMM.


So it would seem the occurence of Wrye Bash ghosting files for me on that previous occasion without me ghosting them was a random Wrye Bash hiccup (could have been caused with swapping in/out various svns and testing without cleaning out settings).

Well at least theres another potential puzzle solved if people dont realise OBMMex does this differently.
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jodie
 
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Post » Mon May 02, 2011 7:11 pm

Edit: Note to self; Dont try to help with this stuff with a hangover :)

Wrinkly I think it puts them in username \ appdata \ local \ temp \ obmm \

So with windows folder settings hiding system folders they are hidden.

Currently though I have nothing in there so cant confirm that location for this purpose, but the folder is present.

Edit2: :rofl: In other words - Currently I have no idea where they are stored - Right thats enough of me publicly embarrassing myself for one day. :bolt:
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Tamika Jett
 
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Post » Tue May 03, 2011 1:22 am

Bug Report:

Traceback (most recent call last):
File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\basher.py", line 10449, in Execute
modDetails.readFromMod(modInfo,SubProgress(progress,0.1,0.7))
File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 16095, in readFromMod
(type,size) = recs.unpackSubHeader()
File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 554, in unpackSubHeader
(type,size) = selfUnpack('4sH',6,recType+'.SUB_HEAD')
File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 521, in unpack
raise ModReadError(self.inName, recType,endPos,self.size)
bosh.ModReadError: Bashed Patch, 0.esp: ----.SUB_HEAD: Attempted to read past (726) end (725) of file/buffer.


Using WB v291, tried selecting Details... on the Bashed Patch's right-click menu. (I meant to click the Readme button, but missed.)
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Kelly Tomlinson
 
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Post » Tue May 03, 2011 8:56 am

Figured out a size for the wizard dialog

change 600x440 in belt to 742x544
See pic for my stupid details photoshop calculation.

http://img546.imageshack.us/i/beltwizardwindow.jpg/
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Dalton Greynolds
 
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Post » Mon May 02, 2011 10:38 pm

Feature request for BAIN: The ability to cancel refresh of the Bash Installers directory. I often re-package mods, and do so in the BI directory. If I accidently click on my WB window while doing so, it then automatically starts to scan the extacted folder and any partially-compressed archive I'm creating. This can take some time, so I'd like the ability to cancel it.
On the to-do list :)


I agree. To let Wrye Bash even recognize that kind of archive requires repackaging of the mod. Time consuming.

Another thing I've experience is that mods sometimes have files in an archive with has a read-only attribute assigned. Is there anything it could be done to avoid this in Wrye Bash perhaps to notify about files with an assigned read-only attribute, but you must change it by your self?
I'm pretty sure PacificMorrowind already took care of the read-only issue, if not for 291 then at least the svn. As for non-standard naming, I'll have to look at it as see how to best handle it.


Bug Report:
Traceback (most recent call last):File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\basher.py", line 10449, in ExecutemodDetails.readFromMod(modInfo,SubProgress(progress,0.1,0.7))File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 16095, in readFromMod(type,size) = recs.unpackSubHeader()File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 554, in unpackSubHeader(type,size) = selfUnpack('4sH',6,recType+'.SUB_HEAD')File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 521, in unpackraise ModReadError(self.inName, recType,endPos,self.size)bosh.ModReadError: Bashed Patch, 0.esp: ----.SUB_HEAD: Attempted to read past (726) end (725) of file/buffer.

Using WB v291, tried selecting Details... on the Bashed Patch's right-click menu. (I meant to click the Readme button, but missed.)
I seem to recall having this happen to me once or twice. Is CBash on or off? This one'll probably have to defer to PM/Waruddar


Figured out a size for the wizard dialog

change 600x440 in belt to 742x544
See pic for my stupid details photoshop calculation.

http://img546.imageshack.us/i/beltwizardwindow.jpg/
With the resizeable wizards is this necessary, or are you suggesting a better default size? Personally I'd go with 750x550, to make it even, if that's what you're suggesting.
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CHARLODDE
 
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