[RELZ] Wrye Bash -- Thread 61

Post » Mon May 02, 2011 8:42 pm

Continuing from the http://www.gamesas.com/index.php?showtopic=1166379...

Wrye Bash is a mod management tool for Oblivion. It 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.

Download: http://tesnexus.com/downloads/file.php?id=22368
Documentation:
  • http://oblivionworks.svn.sourceforge.net/viewvc/oblivionworks/Programs/Wrye%20Bash/Mopy/Wrye%20Bash.html (also included in the download as "Wrye Bash.html" in the Mopy folder)
  • http://www.uesp.net/wiki/Tes4Mod:Wrye_Bash
  • alt3rn1ty's http://www.tesnexus.com/downloads/file.php?id=35230
  • Waruddar's Bashed Patch option reference (see bottom of this post)
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
Requirements:
  • It's easiest to just download the WryePython03a package from http://tesnexus.com/downloads/file.php?id=22368
  • If you want to do things manually:
    Spoiler
    • http://www.python.org/ftp/python/2.6.5/python-2.6.5.msi or http://www.python.org/ftp/python/2.6.6/python-2.6.6.msi
    • http://downloads.sourceforge.net/wxpython/wxPython2.8-win32-ansi-2.8.11.0-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.exe
    • http://sourceforge.net/projects/pywin32/files/pywin32/Build216/pywin32-216.win32-py2.6.exe/download

    Older/Newer versions _may_ work but those are probably the most widely used and tested
Development: The project is hosted at https://sourceforge.net/projects/oblivionworks/develop. Want a feature? Request it https://sourceforge.net/tracker/?group_id=284958&atid=1207904! Want to get involved? Patches are welcome https://sourceforge.net/tracker/?group_id=284958&atid=1207903!

Installation:
  • If you are instaling for the first time, make sure you have installed WryePython03a package from http://tesnexus.com/downloads/file.php?id=22368
  • Then just download and run the installer for the most recent release. You can upgrade this way too.
  • For manual installations/upgrades, download the archive version and extract in your Oblivion game folder (so that the Mopy directory appears in the Oblivion directory)

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=22368 or 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, rar, etc., or just from a directory of uncompressed files. No OMODs required!

Bashed Patches
Get more mods working together than you ever thought possible! Customize the game to your liking!
  • Merge leveled lists
  • Merge TNR faces over other changes to npcs
  • Merge race eye/hair/body/voice changes over other changes to races
  • Merge entire mods into the bashed patch, allowing mods beyond the 255 plugin limit
  • Tweak clothes: Show amulets with robes, zero weight rings and amulets, etc.
  • Tweak global settings

Repair/Edit Stuff
  • Repair frozen animations
  • Repair missing hair CTD bug
  • Remove spells from spell list
  • Rename created spells and enchanted items
  • Remove savegame bloating (one use of this reduced a 158 Mb save 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, and Screenshot Management
  • Auto-Ghost mods to reduce http://www.gamesas.com/index.php?showtopic=941296.
  • View, delete, batch rename, duplicate, open, etc.
  • Save Profiles: Have different sets of saves for different npcs with different loadlists, etc.
  • Readme Browser: Quickly view readme of currently selected mod.
  • Quick/Autoswap between SI and pre-SI versions of Oblivion.esm.
  • Launch Oblivion and TESCS (with or without OBSE).

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
  • Archive Invalidation (now supports BSA-alteration BSA-redirection method)
  • 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?showtopic=1102449.

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:
=== 291 [22/1/2011] [Gaticus,Gratis_monsta,Lojack,myk002,PacificMorrowind,Smooth,Spotty42,Waruddar]
Spoiler

=== 291 [22/1/2011] [Gaticus,Gratis_monsta,Lojack,myk002,PacificMorrowind,Smooth,Spotty42,Waruddar]
  • Bashed Patch:
    • typo fix for Actor Strength Encumbrance Multiplier (Multifier -> Multiplier).
    • Tweak Actors:
      • Quiet Feet patcher added.
      • Irresponsible Creatures tweaker added (thanks to Joben for the idea).

    • Tweak Assorted:
      • another skip added to All Clothes Playable patcher
      • Script Effect Silencer added.
      • Default Icons tweaker added.

    • Import Names
      • Crowded Roads Revisited NPC names csv file added (contributed by Smooth)
      • Crowded Roads Revamped NPC names csv file added (contributed by Spotty42)
      • Crowded Roads Revisited NPC names alternate csv file added (contributed by Gratis_monsta)
      • Crowded Cities 30/15 NPC names csv file added (contributed by Gratis_monsta)
      • Crowded Cities 30/15 NPC names alternate csv file added (contributed by Gratis_monsta)
      • PT_RoamingNPCs names csv file added (contributed by Gratis_monsta)
      • TamrielTravellers/SITamrielTravellers NPC names csv file added (contributed by Gratis_monsta)

    • Race Patcher: skips adjusting eyes instead of fatal error with races that have either left or right eyes unset (or both).

  • BAIN:
    • fix so that the end of the display of the number of packages does not get cut off.
    • Read-Only files in installers (or in Data on uninstall) will no longer throw errors (automatically converted to non-ReadOnly).
    • Subpackages are recognized if they have a broader range of folders\files in them (i.e. no more need to include a dummy texture to force subpackages to be recognized in some instances).
    • Fixed 'Open at TesNexus' to work with the new format (still works with the old format ofc)
    • Delete Project will no longer fail if there are Read-Only files in the Project; they are set to Write access first.
    • New keyboard shortcuts added:
      • Enter: Open archive/project.
      • F2: Rename archive/project.

    • New ini option for (extra) 7z compression arguments - if set and has the solid specification will not prompt for solid details on archive creation.
    • 3 new skip options: Skip Lod Meshes, Skip Lod Normals and Skip Lod Textures.
    • 7z dll/exe updated to version 9.20
    • New Option to enable installation of OBSE Plugin dlls with large warning.
      . Also main menu options for import/export of the dll installation permissions.
    • hackish fix for errors emptying temp - try twice since it'll usually work the second time when it fails the first with a "Windows Error".
    • new 'Open at Planet Elderscrolls' menu item.
    • new 'Open at Google' menu item
    • all Open at
    • menu items moved into 'Open At' submenu.
    • added .001 as a valid read extension - as in BAIN now supports multipart archives.
    • slow double click renames packages (on an default windows installation that is two clicks at least 1/2 second apart and at most 2 second aparts).
    • fix for an couple at exit crash bug.
    • Installers panel now allows dropping files onto it, giving the option of copying or moving the files.
    • Esp/ms can now be renamed via the Esp/m Filter box (just right click them).
    • Changed the rename installer dialog for in place renaming.
    • Moved the 'enter' pressed detection so it doesn't get activated after pressing enter in other dialogs.
    • Widgets on installers tab made resizable (contributed by myk002).

  • BAIN Wizards:
    • packages may now have a 'Wizard Images' directory that won't be installed but may contain images for use with the wizard
    • added ability to use default images located in the 'Mopy\Wizard Images' directory
      • Example: If you use 'Wizard Images\Yes.jpg'[list]
      • BAIN Wizards first checks if it exists in your package. If it does, it uses that and stops looking.
      • Then BAIN Wizards then checks to see if it exists in 'Mopy\Wizard Images'. If it does, it uses that and stops looking.

  • 3 new Wizard functions
    • RenameEspm "original name" "new name".
    • ResetEspmName "original name".
    • ResetAllEspmNames.

[*] Saves Tab:
  • Rename Save(s) command added (in the saves menu->file).
  • Re-number Save(s) command added (in the saves menu->file).
  • Rename Player command added.

[*] General:
  • fix for launcher code which prevented launching in some cases (contributed by myk002)
  • fix for move/copy saves so that Default is not selectable if already in Default profile.
  • fix for launcher code to avoid a rare instance in which is was possible for multiple instances to be launched (contributed by Gaticus)
  • Refresh mergeables is now run on CBash Enable/Disable and Version upgrade/downgrade.
  • Backup/Restore settings options added (contributed by Gaticus)
  • Updated BOSS Launcher code to better handle different versions and to give the correct args to BOSS version 1.6.2+.
  • Ini Tweaking fixed to work fine with Nehrim.
  • [[#|Launch Buttons]] for more applications are now supported via Bash.ini (contributed by Metallicow).
    . Sculptris, Softimage Mod Tool, SpeedTree, Tree[d], Mudbox, Tabula, MyPaint, Pixia, PhotoSEAM, TextureMaker, DeepPaint, Crazy Bump, xNormal, WinSnap, WTV, MaPZone, NVIDIA Melody, Switch, Freeplane.
  • Also improved 3dsMax, Notepad++, Twisted Brush icons (contributed by Metallicow).
  • Bash.ini typo fixes (contributed by Metallicow).
  • Exception handling fixes to maintain Python 2.5 compatibility.
  • Bash Installer automatically handling requirements created... still a bit fuzzy but
  • should
  • work in most cases.
  • File read error warning printout fixed
  • Import/Export NPC Levels has been updated to work with more than one mod at a time (when exporting).
  • The csv file must now end in "
  • _NPC_Levels.csv".
  • [[#|Export/Import Factions]] may now be used directly on a mod.
  • [[#|Export/Import Relations]] may now be used directly on a mod.
  • Creating/Duplicating a file will no longer cause a time conflict and suggests non-conflicting file names.
  • Minor improvements to Export/Import Map Markers .
  • [[#|Export/Import Sigil Stones]] added.
  • [[#|Export/Import Spell Stats]] re-added and expanded to support the export/import of flags and all spell effects. It does not support JRoush's OBME yet.
  • [[#|Export/Import Ingredients]] added.
  • Status bar text when mousing over improved to display all applicable messages instead of only one.
  • Fixes/clarifications in wizards.txt/html.
  • Fix so that if Wrye Bash (usually the user account) doesn't have permission to change the date on an esp/m file on startup instead of silently dieing warns ands continues to launch.
  • Experimental unicode support re-added as an option that is disabled by default.
    • Allows Bash and BAIN to work with extended character sets.
    • Requires the unicode version of wxPython to be installed.
    • Set bEnableUnicode in bash.ini to True to test it.

  • Applications started by Bash no longer prevent Bash from being run if Bash is closed and then attempted to be reopened while the application is still running.
  • INI Tweaks renamed to be more consistent
  • Added default grass fade INI Tweak (provided by Metallicow)


Patch option reference (by Waruddar):
Spoiler

Please note, when I say that it should be checked, that only applies if there are items on the right side as well (except for one patch option which is detailed below). Also when I say mods, I mean just that, mods. Don't check any of the csv files unless you know that they're what you want.

Alias Mod Names
  • Should you check it? Not normally.
  • What does it do? If a mod has been renamed, it allows patch options that use the original mod name to know that it needs to use the new mod name instead.
  • When does the user need it? If for instance, you rename Oscuros_Oblivion_Overhaul.esp to OOO.esp (for whatever reason), you'll need this option so that Bash knows that OOO.esp is really Oscuros_Oblivion_Overhaul.esp.

Merge Patches
  • Should you check it? Yes. Unless you need it, it won't help you, but it also doesn't hurt to have it active.
  • What does it do? It copies mods into the Bashed Patch so that they don't have to be active.
  • When does the user need it? If you're running out of space in your load order (Oblivion can only handle 255 mods at a time) this can merge some mods into the Bashed Patch so that you have more space. Some mods have to be merged to work properly (filter mods, Item Interchange), but this should be noted in the mod's readme.
  • When does a modder need it? If you're creating a filter or item interchange type mod. See the readme for details.

Replace Form IDs
  • Should you check it? No. This is an advanced option. If you need it, you'll know it (or be instructed to use it).
  • What does it do? It replaces a set of formIDs with another set of formIDs defined by a csv file.
  • When does the user need it? If you want to replace all usage of one item for another. For instance, P1DCandles replaces all static, non-movable candles with candles that can be picked up, moved around, stolen, etc. It only works for Oblivion.esm though. This option allows P1DCandles to work for all mods (assuming you have the original mod installed).
  • When does a modder need it? If you're systematically replacing a formID with another, this will do the work for you. It also works across all mods the user has.

Import Actors
  • Should you check it? Yes. All mods should probably be checked unless you are told otherwise.
  • What does it do? Some mods make changes to NPCs and Creatures and want those changes to be preserved even if another mod changes the same NPC / Creature. This ensures that those changes are kept.
  • When does the user need it? Normally always. Advanced users may prefer to keep changes from one mod and not the other.
  • When does a modder need it? If you make changes to one of the following and it is important that the change is kept:
    • Actor aggression, confidence, energy level, responsibility, services, training skill, or training level you need to tag the mod with 'Actors.AIData'.
    • Actor skills (armorer, athletics, etc), health, attributes (strength, speed, etc) you need to tag the mod with 'Actors.Stats'.
    • Actor base spell, fatigue, barter gold, level, calc min, calc max, IsBiped, six, IsEssential, IsWeaponAndShield, IsRespawn, IsSwims, IsFlies, IsWalks, IsAutoCalc, IsPCLevelOffset, IsNoLowLevel, IsNoBloodSpray, IsNoBloodDecal, IsNoHead, IsNoRightArm, IsNoLeftArm, IsNoCombatInWater, IsNoShadow IsNoRumors, IsSummonable, IsNoPersuasion, IsCanCorpseCheck you need to tag the mod with 'Actors.ACBS'.
    • NPC class you need to tag the mod with 'NPC.Class'.
    • NPC race you need to tag the mod with 'NPC.Race'.
    • Actor combat style you need to tag the mod with 'Actors.CombatStyle'.
    • Creature blood spray path, blood decal path you need to tag the mod with 'Creatures.Blood'.
    • Actor model path, bound radius, modt you need to tag the mod with 'Actors.Skeleton'.

Import Actors: AIPackages
  • Should you check it? Yes. All mods should probably be checked unless you are told otherwise.
  • What does it do? Some mods make changes to NPCs and Creatures AI Packages and want those changes to be preserved even if another mod changes the same NPC / Creature. This merges the AI Packages so that they are all present from all tagged mods.
  • When does the user need it? Normally always. Advanced users may prefer to keep changes from one mod and not the other.
  • When does a modder need it? If you make changes to one of the following and it is important that the change is kept:
    • Actor AI Packages you need to tag the mod with 'Actors.AIPackages'. If you're re-adding an AI Package that was previously removed, you need to tag the mod with 'Actors.AIPackagesForceAdd' as well.

Import Actors: Animations
  • Should you check it? Yes. All mods should probably be checked unless you are told otherwise.
  • What does it do? Some mods make changes to NPCs and Creatures animations and want those changes to be preserved even if another mod changes the same NPC / Creature. This merges the animations so that they are all present from all tagged mods.
  • When does the user need it? Normally always. Advanced users may prefer to keep changes from one mod and not the other.
  • When does a modder need it? If you make changes to one of the following and it is important that the change is kept:
    • Actor animations you need to tag the mod with 'Actors.Anims'.

Import Actors: Death Items
  • Should you check it? Yes. All mods should probably be checked unless you are told otherwise.
  • What does it do? Some mods make changes to NPCs and Creatures death items (items that are added to the NPC / Creature only when it dies) and want those changes to be preserved even if another mod changes the same NPC / Creature. This ensures that those changes are kept.
  • When does the user need it? Normally always. Advanced users may prefer to keep changes from one mod and not the other.
  • When does a modder need it? If you make changes to one of the following and it is important that the change is kept:
    • Actor Death Items you need to tag the mod with 'Actors.DeathItem'.

Import Actors: Spells
  • Should you check it? Yes. All mods should probably be checked unless you are told otherwise.
  • What does it do? Some mods make changes to NPCs and Creatures and want those changes to be preserved even if another mod changes the same NPC / Creature. This ensures that those changes are kept.
  • When does the user need it? Normally always. Advanced users may prefer to keep changes from one mod and not the other.
  • When does a modder need it? If you add or remove an actor's spell and it is important that the change is kept you need to tag the mod with 'Actors.Spells'. If you're re-adding a spell that was previously removed, you need to tag the mod with 'Actors.SpellsForceAdd' as well.

Import Cells
  • Should you check it? Yes. All mods should probably be checked unless you are told otherwise.
  • What does it do? Some mods make changes to cells (the areas your character can enter) and want those changes to be preserved even if another mod changes the same cell. This ensures that those changes are kept.
  • When does the user need it? Normally always. Advanced users may prefer to keep changes from one mod and not the other.
  • When does a modder need it? If you make changes to one of the following and it is important that the change is kept:
    • Cell climate, or IsBehaveLikeExterior you need to tag the mod with 'C.Climate'.
    • Cell music type you need to tag the mod with 'C.Music'.
    • Cell name you need to tag the mod with 'C.Name'.
    • Cell owner, rank, global variable, or IsPublicPlace you need to tag the mod with 'C.Owner'.
    • Cell water, water height, IsHasWater you need to tag the mod with 'C.Water'.
    • Cell ambient, directional, or fog lighting you need to tag the mod with 'C.Light'.
    • Cell flags not mentioned above you need to tag the mod with 'C.RecordFlags'. Use with care, it also overrides the above flags.

Import Factions
  • Should you check it? Yes. All mods should probably be checked unless you are told otherwise.
  • What does it do? Some mods make changes to the factions that an NPC / Creature belongs to and want those changes to be preserved even if another mod changes the same NPC / Creature. This ensures that those changes are kept.
  • When does the user need it? Normally always. Advanced users may prefer to keep changes from one mod and not the other.
  • When does a modder need it? If you make changes to one of the following and it is important that the change is kept:
    • Adding a faction, removing a faction, or changing the actor's rank in a faction you need to tag the mod with 'Factions'.

Import Graphics
  • Should you check it? Depends. This is an aesthetic choice. Choose whichever mod graphics you prefer.
  • What does it do? Some mods make changes to the graphics of the game. This ensures that the graphics from the mod(s) you like are preserved even if another mod changes the same graphics.
  • When does the user need it? If you use a mod that changes the graphics of the game, and you want those graphics to always be used even if another mod changes the graphics to something else.
  • When does a modder need it? If you make changes to one of the following and it is important that the change is kept you need to tag the mod with 'Graphics':
    • Birthsign icon path
    • Loading Screen icon path
    • Class icon path
    • Land texture icon path
    • Region icon path
    • Activator model path, bound radius, or modt
    • Door model path, bound radius, or modt
    • Flora model path, bound radius, or modt
    • Furniture model path, bound radius, or modt
    • Grass model path, bound radius, or modt
    • Static model path, bound radius, or modt
    • Potion/Poison icon path, model path, bound radius, or modt
    • Ammo icon path, model path, bound radius, or modt
    • Alchemical Apparatus icon path, model path, bound radius, or modt
    • Book icon path, model path, bound radius, or modt
    • Ingredient icon path, model path, bound radius, or modt
    • Key icon path, model path, bound radius, or modt
    • Light icon path, model path, bound radius, or modt
    • Misc icon path, model path, bound radius, or modt
    • Sigil Stone icon path, model path, bound radius, or modt
    • Soul Gem icon path, model path, bound radius, or modt
    • Weapon icon path, model path, bound radius, or modt
    • Tree icon path, model path, bound radius, or modt
    • Armor or Clothing male body (model path, bound radius, or modt), male world, male icon path, female body, female world, female icon path, or flags (IsHead, IsHair, etc)
    • Creature body parts or nift
    • Magic Effect icon path, model path, bound radius, modt, effect shader, enchant effect or light
    • Almost anything in an Effect Shader

Import Inventory
  • Should you check it? Yes. All mods should probably be checked unless you are told otherwise.
  • What does it do? Some mods make changes to the items that an NPC / Creature / Container start with and want those changes to be preserved even if another mod changes the same NPC / Creature / Container. This merges all these changes.
  • When does the user need it? Normally always. Advanced users may prefer to keep changes from one mod and not the other.
  • When does a modder need it? If you add, remove, or change the count of an item in an NPC / Creature / Container and it is important that the change is kept you need to tag the mod with 'Invent'.

Import NPC Faces
  • Should you check it? Depends. This is an aesthetic choice. Choose whichever mod has the NPC faces that you prefer.
  • What does it do? Some mods make changes to NPC faces. This ensures that the NPC faces from the mod(s) you like are preserved even if another mod changes the same NPC faces.
  • When does the user need it? If you use a mod that changes the NPC faces of the game, and you want those NPC faces to always be used even if another mod changes the NPC faces to something else.
  • When does a modder need it? If you make changes to one of the following and it is important that the change is kept:
    • NPC Face-Gen Symmetric, Face-Gen Asymmetric, Face-Gen Texture Symmetry, eyes, hair, hair length, hair color, fnam you need to tag the mod with 'NpcFaces'. You may tag it with 'NpcFacesForceFullImport' if you want all of the previous attributes to be kept even if they haven't been changed.

Import Names
  • Should you check it? Depends. This is an aesthetic choice. Choose whichever file has the names that you prefer.
  • What does it do? Some mods make changes to the various names in the game. This ensures that the names from the mod(s) you like are preserved even if another mod changes the same name.
  • When does the user need it? If you use a mod that changes the names of things in the game, and you want those names to always be used even if another mod changes the names to something else.
  • When does a modder need it? If you make changes to one of the following and it is important that the change is kept you need to tag the mod with 'Names':
    • Class name
    • Faction name
    • Hair name
    • Eyes name
    • Race name
    • Magic Effect name
    • Enchantment name
    • Spell name
    • Birthsign name
    • Activator name
    • Alchemical Apparatus name
    • Armor name
    • Book name
    • Clothing name
    • Container name
    • Door name
    • Ingredient name
    • Light name
    • Misc name
    • Flora name
    • Furniture name
    • Weapon name
    • Ammo name
    • NPC name
    • Creature name
    • Soul Gem name
    • Key name
    • Potion/Poison name
    • Sigil Stone name
    • World name
    • Cell name
    • Dialogue name
    • Quest name

Import Relations
  • Should you check it? Yes. All mods should probably be checked unless you are told otherwise.
  • What does it do? Some mods make changes to the way that a faction interacts with another faction and want those changes to be preserved even if another mod changes the same faction. This ensures that those changes are kept.
  • When does the user need it? Normally always. Advanced users may prefer to keep changes from one mod and not the other.
  • When does a modder need it? If you add, or change the relation that a faction has with another and it is important that the change is kept you need to tag the mod with 'Relations'.

Import Roads
  • Should you check it? Yes. All mods should probably be checked unless you are told otherwise.
  • What does it do? Some mods make changes to the layout of the world, and this requires that the roads match the new layout even if another mod changes the same world. This ensures that the road is kept.
  • When does the user need it? Normally always. Advanced users may prefer to keep changes from one mod and not the other.
  • When does a modder need it? If you change the road record of a world, and want that road kept even if the world is possibly changed by a later mod, you need to tag the mod with 'Roads'.

Import Script Contents
  • Should you check it? No.
  • What does it do? It copies the actual script into the bashed patch.
  • When does the user need it? Never.
  • When does a modder need it? Never. It has a good chance of breaking the patch unless you know exactly what you're doing. It is disabled in CBash mode for safety.

Import Scripts
  • Should you check it? Yes. All mods should probably be checked unless you are told otherwise.
  • What does it do? Some mods make changes to the script associated with an object and want those changes to be preserved even if another mod changes the same object. This ensures that those changes are kept.
  • When does the user need it? Normally always. Advanced users may prefer to keep changes from one mod and not the other.
  • When does a modder need it? If you make changes to one of the following and it is important that the change is kept you need to tag the mod with 'Scripts':
    • Activator script
    • Potion/Poison script
    • Alchemical Apparatus script
    • Armor script
    • Book script
    • Clothing script
    • Container script
    • Creature script
    • Door script
    • Flora script
    • Furniture script
    • Ingredient script
    • Key script
    • Light script
    • Leveled Creature script
    • Misc script
    • NPC script
    • Quest script
    • Sigil Stone script
    • Soul Gem script
    • Weapon script

Import Sounds
  • Should you check it? Depends. This is an aesthetic choice. Choose whichever mod has the sounds that you prefer.
  • What does it do? Some mods make changes to the various sounds in the game. This ensures that the sounds from the mod(s) you like are preserved even if another mod changes the same sound.
  • When does the user need it? If you use a mod that changes the sounds of things in the game, and you want those sounds to always be used even if another mod changes the sounds to something else.
  • When does a modder need it? If you make changes to one of the following and it is important that the change is kept you need to tag the mod with 'Sound':
    • Activator sound
    • Container open, close sounds
    • Creature foot weight, inherits sounds from, other sounds
    • Door open, close, loop sounds
    • Light sound
    • Magic Effect casting, bolt, hit, area sounds
    • Weather sounds

Import Spell Stats
  • Should you check it? Yes. All mods should probably be checked unless you are told otherwise (such as if you're using a spell overhaul, you'll probably want to only check that overhaul).
  • What does it do? Some mods change spells in order to fix bugs or to rebalance them. This ensures that these changes are kept even if another mod doesn't use the same changes.
  • When does the user need it? Normally always. Advanced users may prefer to keep changes from one mod and not the other. Some mods may instruct you on which items should be checked.
  • When does a modder need it? If you make changes to one of the following and it is important that the change is kept you need to tag the mod with 'SpellStats':
    • Spell name, cost, level type, spell type

Import Stats
  • Should you check it? Yes. All mods should probably be checked unless you are told otherwise (such as if you're using an item overhaul, you'll probably want to only check that overhaul).
  • What does it do? Some mods change items in order to fix bugs or to rebalance them. This ensures that these changes are kept even if another mod doesn't use the same changes.
  • When does the user need it? Normally always. Advanced users may prefer to keep changes from one mod and not the other. Some mods may instruct you on which items should be checked.
  • When does a modder need it? If you make changes to one of the following and it is important that the change is kept you need to tag the mod with 'Stats':
    • Potion/Poison weight, value
    • Ammo weight value, damage, speed, enchantment points
    • Alchemical Apparatus weight, value, quality
    • Armor weight, value, health, strength
    • Book weight, value, enchantment points
    • Clothing weight, value, enchantment points
    • Ingredient weight, value
    • Key weight, value
    • Light weight, value, duration
    • Misc weight, value
    • Sigil Stone weight, value, uses
    • Weapon weight, value, health, damage, speed, reach, enchantment points

Globals
  • Should you check it? Depends. Each option is entirely up to you and you may use or not use whatever option you want.
  • What does it do? Sets various global values for you.
  • When does the user need it? If you want to try one of the listed options. Each option is documented in Bash.

Tweak Actors
  • Should you check it? Depends. Each option is entirely up to you and you may use or not use whatever option you want.
  • What does it do? Makes various changes to actors for you.
  • When does the user need it? If you want to try one of the listed options. Each option is documented in Bash.

Tweak Assorted
  • Should you check it? Depends. The following options are recommended for all users: Bow Reach Fix, DarNified Books if you use DarN's UI, and Nvidia Fog Fix (even if you don't have an Nvidia graphics card). Each option is entirely up to you and you may use or not use whatever option you want.
  • What does it do? Makes various misc changes for you.
  • When does the user need it? If you want to try one of the listed options. Each option is documented in Bash.

Tweak Clothes
  • Should you check it? Depends. Each option is entirely up to you and you may use or not use whatever option you want.
  • What does it do? Makes various changes to clothing for you.
  • When does the user need it? If you want to try one of the listed options. Each option is documented in Bash.

Tweak Names
  • Should you check it? Depends. Each option is entirely up to you and you may use or not use whatever option you want.
  • What does it do? Mostly modifies names to make them sort "better" in game. Lore Friendly Names is the exception and simply replaces one word for another for consistency.
  • When does the user need it? If you want to try one of the listed options. Each option is documented in Bash.

Tweak Settings
  • Should you check it? Depends. The following options are recommended for all users: UOP Vampire Aging and Face Fix.esp. Each option is entirely up to you and you may use or not use whatever option you want.
  • What does it do? Sets various game setting values for you.
  • When does the user need it? If you want to try one of the listed options. Each option is documented in Bash.

Cobl Catalogs
  • Should you check it? If you use COBL, yes. Otherwise, no.
  • What does it do? It updates the in game COBL catalogs to include all ingredients and effects added by your mods.
  • When does the user need it? If you use COBL and want the in game catalogs to be accurate.

Cobl Exhaustion
  • Should you check it? If you use COBL and use its Exhaustion feature, yes. Otherwise, no.
  • What does it do? It updates greater powers added by other mods that are listed in the selected csv files so that they're compatible with COBL's Exhaustion feature.
  • When does the user need it? If you use COBL and its Exhaustion feature.

Contents Checker
  • Should you check it? Yes.
  • What does it do? It checks for some errors in your active mods.
  • When does the user need it? Always. Unless you know for certain that your actives mods are safe (because you ran this option previously and haven't changed your mods).

Leveled Lists
  • Should you check it? Yes.
  • What does it do? It merges changes to leveled lists so that mods play nicely with each other.
  • When does the user need it? Always. Advanced users may want it disabled, or may want to take it off automatic.

Morph Factions
  • Should you check it? If you use COBL and Wrye Morph, yes. Otherwise, no.
  • What does it do? It updates factions so that they are more likely to work with Wrye Morph.
  • When does the user need it? If you use COBL and Wrye Morph. Then again, you should only be using Wrye Morph if you're an advanced user, so you probably aren't reading this.

Power Exhaustion
  • Should you check it? No. It is only available for backwards compatibility.
  • What does it do? It updates greater powers added by other mods so that they're compatible with Wrye's deprecated Power Exhaustion mod.
  • When does the user need it? Never. Update to COBL Exhaustion already.

Race Records
  • Should you check it? Yes. Unlike all other options, even if there are no mods on the right, it should still be selected. All mods should probably be checked unless you are told otherwise.
  • What does it do? Some mods make changes to races and want those changes to be preserved even if another mod changes the same race. This ensures that those changes are kept. It also checks for and fixes various errors as described in the patch window.
  • When does the user need it? Normally always. Advanced users may prefer to keep changes from one mod and not the other. Some mods may instruct you on which items should be checked.
  • When does a modder need it? If you make changes to one of the following and it is important that the change is kept:
    • Race hairs you need to tag the mod with 'Hair'.
    • Race male height, weight, tail (model path, bound radius, modt), upper body texture path, lower body texture path, hand texture path, foot texture path, tail texture path you need to tag the mod with 'Body-M'.
    • Race female height, weight, tail (model path, bound radius, modt), upper body texture path, lower body texture path, hand texture path, foot texture path, tail texture path you need to tag the mod with 'Body-F'.
    • Race male voice you need to tag the mod with 'Voice-M'.
    • Race female voice you need to tag the mod with 'Voice-F'.
    • Race teeth lower (model path, bound radius, modt, icon path), or teeth upper (model path, bound radius, modt, icon path) you need to tag the mod with 'R.Teeth'.
    • Race mouth (model path, bound radius, modt, icon path), or tongue (model path, bound radius, modt, icon path) you need to tag the mod with 'R.Mouth'.
    • Race male ears (model path, bound radius, modt, icon path), or female ears (model path, bound radius, modt, icon path) you need to tag the mod with 'R.Ears'.
    • Race head (model path, bound radius, modt, icon path), Face-Gen Symmetric, Face-Gen Asymmetric, Face-Gen Texture Symmetry, or snam you need to tag the mod with 'R.Head'.
    • Race male attributes (strength, speed, etc) you need to tag the mod with 'R.Attributes-M'.
    • Race female attributes (strength, speed, etc) you need to tag the mod with 'R.Attributes-F'.
    • Race skills, skill modifiers you need to tag the mod with 'R.Skills'.
    • Race description you need to tag the mod with 'R.Description'.
    • Race factions (add/remove/change relation modifier) you need to tag the mod with 'R.Relations'.
    • Race spells (adding) you need to tag the mod with 'R.AddSpells'.
    • Race spells (removing or removing some and adding others) you need to tag the mod with 'R.ChangeSpells'. Don't use 'R.AddSpells' and 'R.ChangeSpells' at the same time.
    • Race eyes (adding,removing) you need to tag the mod with 'Eyes'.

SEWorld Tests
  • Should you check it? Yes (assuming you aren't using a really old patch).
  • What does it do? It fixes any quests that aren't suspended while your character is in the Shivering Isles.
  • When does the user need it? Always (assuming you aren't using a really old patch). If you don't have the Shivering Isles expansion, this won't do you any good, but it also won't hurt you. So it's safer to just leave it enabled.


User avatar
James Hate
 
Posts: 3531
Joined: Sun Jun 24, 2007 5:55 am

Post » Tue May 03, 2011 3:49 am

Arthmoor suggested I bring up something here that I recently found with respect to the Actors.AIPackagesForceAdd tag, to determine if things are working as designed.

I noticed a conflict between FCOM_Convergence.esp and Arthmoor's A Brotherhood Renewed mod with the AI Packages for a couple of vanilla NPCs. Arthmoor's mod added some AI packages to these NPCs. FCOM_Convergence.esp had the vanilla AI packages for these specific NPCs.

Presumably because of the "ForceAdd" tag, the vanilla AI packages from FCOM_Convergence.esp were being imported into the Bashed Patch and overwriting the changes from Arthmoor's mod. Adding the AIPackages tag to his mod, which loads later, resolved the issue.

I subsequently did an exhaustive conflict check of all my mods' NPC records after finding that AIPackage issue. In addtion to A Brotherhood Renewed, I also found AFK_Weye, Origins of the Mage Guild and the associated patch for OMG/FCOM also needed to have the AIPackages tag added for the same reason. In every case the conflict was with a vanilla Oblivion.esm AIPackage record that was getting imported into the Bashed Patch as a result of that tag on FCOM_Convergence.esp.

I guess the question is are things working as designed? If so, there are likely many more mods that will need to also have the AIPackage tag added when used with FCOM.
User avatar
chirsty aggas
 
Posts: 3396
Joined: Wed Oct 04, 2006 9:23 am

Post » Tue May 03, 2011 2:27 am

Still seeking help with this issue, reposting from near the end of the previous thread:

The story so far: I had a power outage with Bash open. Thereafter, Bash wouldn't start, so I uninstalled it, uninstalled the Mopy folder, and all related files in Documents/my games/Oblivion. I also uninstalled and reinstalled python, wxpython, pywin32, comtypes, and psyco. Then I reinstalled Bash.

The oddity as it stands is this: Wrye Bash Launcher.pyw fails to launch Bash, nor does it generate a bugdump. It does, however, rebuild bolt.pyc. Launching the debuglog.bat however, launches Bash with no problems. In fact, thereafter Bash performs quite well and I've yet to get it to generate any debug text with any errors. I've rebuilt patches, set up the installers tab, and run Oblivion with Bash running in the background, all error-free.

I'd really like to get the standard launcher working, though. Any ideas?

EDIT: useful information. My installation path is C:\Oblivion\Mopy.
OS is Vista x64, UAC currently disabled. Both python 2.5.2 and 2.6.6 are installed, latest versions of everything python related. Bash is rev. 291.
Accessing the installers tab behaves each time as if it's my first time activating the tab (Warning message for first time use, and 12+ minutes to build the data).
Pidfile.tmp is not present except when Bash is active. Attempting
User avatar
xemmybx
 
Posts: 3372
Joined: Thu Jun 22, 2006 2:01 pm

Post » Mon May 02, 2011 10:18 pm

Greetings:

Recently experienced a similar oddity (I believe) to that posted by Tyrthyllanos. In my case, the launcher stopped working.

FYI: I have Win7 64-bit OS and I install all my games (except a few that won't cooperate) to C:\games.

I had installed a Citirix client which was giving me some problems with IE8...or perhaps it was the Windows7 service pack and other recent updates. I went to a restore point and then reinstalled IE and the Win7 updates....still waiting to hear from our techs at work concerning the Citrix issues...

In any event, the Wrye Bash Launcher refused to launch Wrye Bash. I had not upgraded to WB 291, so I took the opportunity to do so. Launcher still would not launch Wrye Bash.

No bash log...

So I followed the procedure for generating a bug dump...'kick starting' Wrye Bash...
? Generating the Bugdump

? Open a command shell (Start: Programs: Accessories: Command Prompt).

? chdir to the Mopy directory. "chdir" means "change directory". E.g.: chdir C:\Program Files\Bethesda Softworks\Oblivion\Mopy

? Type: c:\python25\python.exe bash.py -d

? If you have a different version/location of python, adapt the first argument accordingly.

? Doing this will cause any error messages that Bash generates on start to spew to the command shell. This is the bugdump.


Wrye Bash launched. Still no bug dump, but the command prompt window informed me that (I guess) comtypes were generated...

C:\Games\Bethesda Softworks\Oblivion\Mopy>c:\python26\python.exe bash.py -d
# Generating comtypes.gen._99AB80C4_5E19_4FD5_B3CA_5EF62FC3F765_0_1_0
# Generating comtypes.gen._00020430_0000_0000_C000_000000000046_0_2_0
# Generating comtypes.gen.stdole
# Generating comtypes.gen.myole4ax
# Generating comtypes.gen._EAB22AC0_30C1_11CF_A7EB_0000C05BAE0B_0_1_1
# Generating comtypes.gen.SHDocVw

The launcher appears to work now...

Regards,

Hem

P.S. Bash window not states that I am using WB v290...not 291...I used the installer for 291...not manual...is this a problem on my end...or is the mismatched version number something that needs updating within WB?
User avatar
Joanne
 
Posts: 3357
Joined: Fri Oct 27, 2006 1:25 pm

Post » Tue May 03, 2011 5:27 am

I got this thing again while rebuilding the bashed patch.

Traceback (most recent call last):  File "G:\Program Files\Bethesda Softworks\Oblivion\Mopy\basher.py", line 5406, in Execute    patchFile.buildPatch(SubProgress(progress,0.1,0.9)) #try to speed this up!  File "G:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 17558, in buildPatch    patcher(self, subProgress)  File "G:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 30707, in finishPatch    subProgress.setFull(len(ObCollection.LoadOrderMods) * 2)  File "G:\Program Files\Bethesda Softworks\Oblivion\Mopy\bolt.py", line 1431, in setFull    if (1.0*full) == 0: raise ArgumentError('Full must be non-zero!')bolt.ArgumentError: Full must be non-zero!

User avatar
Emma Parkinson
 
Posts: 3401
Joined: Wed Jul 26, 2006 5:53 pm

Post » Mon May 02, 2011 8:18 pm

Hi,

This may have been suggested before. Can we have collapsible markers that produce an effect similar to code folding in some text editors? This would allow hiding long lists of Bain packaged mods in the UI so less scrolling needs to be done while editing or manipulating a certain Bain package.

Regards,
niche99
User avatar
Joanne Crump
 
Posts: 3457
Joined: Sat Jul 22, 2006 9:44 am

Post » Tue May 03, 2011 1:33 am

I noticed something odd with Wrye Bash 291. I'm not seeing a "merge" tag in the Bash Tags window in the lower right corner of the Wrye Bash window. Mods that I have tagged with the Merge tag (e.g. via BOSS) are instead showing up as having the "Invent" tag, which would alphabetically be the tag immediately above Merge assuming it actually was on the menu. Note that mods that are actually tagged Merge are still getting merged, although it may be because Wrye detects those as mergeable anyway.

EDIT: Documentation for 291 shows the Merge tag is obsolete and ignored. If that's the case, it should not be defaulting to "Invent" if something has the Merge tag. :) Can anyone else reproduce this?
User avatar
candice keenan
 
Posts: 3510
Joined: Tue Dec 05, 2006 10:43 pm

Post » Tue May 03, 2011 10:18 am

Hi.

Thank you !!

Its Programs like this and BOSS that make Life SOO dam easy Thank you. Lovin the New Stuff, loaded me some DLL's, thanks for that. From the Installers Tab to the Mods tab then back to the saves tab and I can see what I am doing to my install . With Bash I have 157/210 162/216 mods loading . and My Game continues to run. Played for 4 hours straight last night, and I Quit the Game!! This install is now 2 years old and went from OBMM to BAIN and everything works as far as I can tell. But last I changed FCOM was 6 months ago.

SOoo

Thanks to everyone that makes this Possible!!
User avatar
ILy- Forver
 
Posts: 3459
Joined: Sun Feb 04, 2007 3:18 am

Post » Tue May 03, 2011 3:16 am

PIL not needed for last version? Thx!
User avatar
Undisclosed Desires
 
Posts: 3388
Joined: Fri Mar 02, 2007 4:10 pm

Post » Tue May 03, 2011 2:50 am

Heyas

I had just updated some mods that I had and rebuilt my bashed patch. After this I had noticed that there were ghost files of esp's that were merged with my bashed patch in my data folder, and not realizing this at the time I deleted them thinking them to be junk.. However, with my over sized brain I was able to get them back from the depths of computer hell (I think I got them all anyways).

But, it's clear that this feature needs some idiot proofing. First, those ghost files need to be prevented from being deleted some how. Second, A full list of mods merged with the bashed patch needs to be created with the output log. I used the log to get my deleted mods back but it did not show some of them and because of that I am unsure If I got them all back.
User avatar
Tracy Byworth
 
Posts: 3403
Joined: Sun Jul 02, 2006 10:09 pm

Post » Tue May 03, 2011 6:24 am

@idiot proofing about *.ghost files
i think it's enough to mark them hidden (so it isn't even viewable by standard windows setting) but deghosting then should make them NOT hidden

@patches
VadderApp created unofficial patch to wrye bash to make VORB better working (pushes use of mod resource in all custom mods)
could you include his patcher code (as you include mayu's skeleton tweaker, but here's simplier it's just making use one of 600 skeletons for each NPC)
User avatar
Soku Nyorah
 
Posts: 3413
Joined: Tue Oct 17, 2006 1:25 pm

Post » Tue May 03, 2011 3:02 am

@idiot proofing about *.ghost files
i think it's enough to mark them hidden (so it isn't even viewable by standard windows setting) but deghosting then should make them NOT hidden


You mean the standard Windows "hidden" file setting? I don't think that would actually accomplish the purpose of ghosting files, which is to make oblivion not process the file. File ghosting was created because Oblivion will waste time on every ESP/ESM in the Data folder regardless of whether the file is marked as active. AFAIK the "hidden" setting doesn't effect anything BUT the user's ability to see and interact with the file through windows explorer.
User avatar
Conor Byrne
 
Posts: 3411
Joined: Wed Jul 11, 2007 3:37 pm

Post » Tue May 03, 2011 6:48 am

Some pestering :wink:

Any progress with CBash and the :intergalactic: AIPackages :intergalactic: ?
User avatar
Taylah Illies
 
Posts: 3369
Joined: Fri Feb 09, 2007 7:13 am

Post » Tue May 03, 2011 6:46 am

Just dropping the link here also.

TES4WizBAIN v0.01 has been released.

http://www.tesnexus.com/downloads/file.php?id=37511

It generates folder structures with a working wizard for use with BAIN.
I bet a certain Psymon will start drooling. lol Well, maybe not lol

It will become more useful when I have more time to develop it.
Requirements for it are simply Python & wxPython, so Bashers are already, ready to use it:)
User avatar
Rhi Edwards
 
Posts: 3453
Joined: Fri Jul 28, 2006 1:42 am

Post » Tue May 03, 2011 12:18 am

Sorry I have a problem with bain I have downloaded mods from tesnexus from http://www.tesnexus.com/modules/members/index.php?id=614236. Afther I downloaded his mods and copied them in bash installers directiory there was some python error so I have installed those mods myself and now it is telling me this :

Spoiler

Traceback (most recent call last):
File "D:\Elders Scrolls\Oblivion\mopy\basher.py", line 4269, in OnShowPage
self.GetPage(event.GetSelection()).OnShow()
File "D:\Elders Scrolls\Oblivion\mopy\basher.py", line 2824, in OnShow
if data.refresh(progress,what,self.fullRefresh):
File "D:\Elders Scrolls\Oblivion\mopy\bosh.py", line 11479, in refresh
settings['bash.installers.removeEmptyDirs'], fullRefresh)
File "D:\Elders Scrolls\Oblivion\mopy\bosh.py", line 10003, in refreshSizeCrcDate
size = apFile.size
File "D:\Elders Scrolls\Oblivion\mopy\bolt.py", line 427, in size
return os.path.getsize(self._s)
File "C:\Python26\lib\genericpath.py", line 49, in getsize
return os.stat(filename).st_size
WindowsError: [Error 123] Nazwa pliku, nazwa katalogu lub sk?adnia etykiety woluminu jest niepoprawna: 'D:\\Elders Scrolls\\Oblivion\\Data\\Textures\\Derida\\Gloria\\Trish\\???????'


I have deleted them from bash installers directory but it keeps telling me the lines there are above. I like the bain but I like those mods too so I don't want to delete them so is there a way to tell wrye bash to ignore those errors while loading mods in bash installers tab.
Bain is very nice tool so I would like to keep using it but I can't because of that thing.

P.S.
The mods are working fine in game so I really don't understand why bain have problem with them.

Help would be very appreated. Thanks in advance.
User avatar
Alberto Aguilera
 
Posts: 3472
Joined: Wed Aug 29, 2007 12:42 am

Post » Tue May 03, 2011 9:50 am

I like the surprise of seeing the colour purple on my savegame. :biggrin:
User avatar
Phoenix Draven
 
Posts: 3443
Joined: Thu Jun 29, 2006 3:50 am

Post » Mon May 02, 2011 11:24 pm

I'm installing Fearsome Magicka and its requisites, including Screen Effects, and I notice that ScreenEffects.esm has a green icon in the Masters window when checking the Bashed Patch. Normally, all esm's are blue (the ones I've used anyway). Anyone who knows why it's green in this case? I checked the WB readme and couldn't find anything regarding this - but perhaps I missed it.
User avatar
Rozlyn Robinson
 
Posts: 3528
Joined: Wed Jun 21, 2006 1:25 am

Post » Tue May 03, 2011 8:05 am

I'm installing Fearsome Magicka and its requisites, including Screen Effects, and I notice that ScreenEffects.esm has a green icon in the Masters window when checking the Bashed Patch. Normally, all esm's are blue (the ones I've used anyway). Anyone who knows why it's green in this case? I checked the WB readme and couldn't find anything regarding this - but perhaps I missed it.


If it works the same as saves (which I think it logically would), green is the color when the masters are out of order but nothing is missing. My Bashed Patch has everything below FCOM's ESM green, which is right after the first mod on my list it isn't reliant on. Presumably this is because of the way the patch is built. If I understand it correctly, it initially sets itself as reliant on every active mod in your load list, then removes the reliance from the master list of anything it doesn't actually pull data from.

If I'm right, there should be a mod in your load order between Screen Effects and whatever occurs above it on the Bashed Patch master list, that isn't a master of the Bashed Patch. In my case Progress.esm is being skipped, and then everything else down the list in order is green.
User avatar
Rebekah Rebekah Nicole
 
Posts: 3477
Joined: Fri Oct 13, 2006 8:47 pm

Post » Mon May 02, 2011 11:56 pm

If I'm right, there should be a mod in your load order between Screen Effects and whatever occurs above it on the Bashed Patch master list, that isn't a master of the Bashed Patch. In my case Progress.esm is being skipped, and then everything else down the list in order is green.


Sorry, I don't get that. :unsure: FearsomeMagicka.esp is the only esp that has ScreenEffects.esm as a master. Both are listed under Masters for the Bashed Patch.
User avatar
Juan Suarez
 
Posts: 3395
Joined: Sun Nov 25, 2007 4:09 am

Post » Mon May 02, 2011 9:21 pm

I'd like to request the addition of code from http://tahoe-lafs.org/trac/tahoe-lafs/browser/src/allmydata/windows/fixups.py which relates to http://bugs.python.org/issue1602 .

I suspect this would allow unicode filenames to work in BAIN with a hopeful backport to MAIN (Wrye Mash). I discovered that BAIN can't handle accented characters in either the code form used in Wrye Bash or Mash (which makes sense as they are just about the same).

The better workaround, and I suspect the one used by current modders, is to simply avoid using unicode characters in their filenames. This was used on rare occasions on Morrowind mods, probably because they didn't have BAIN so wouldn't have been concerned about it.

I'm currently only aware of Morrowind mods "The Underground 2" and "Lost Artifacts".

You can see my post here http://forums.gamespy.com/morrowind_technical_problems/b49680/20692803/p1/?0 .

Personally, I see no point in adding the code to workaround the problem as it is too trivial. I intend to remove the accented characters from filenames on the mods I have, once I determine what amendments are required to the source .NIF or .ESP.
User avatar
rebecca moody
 
Posts: 3430
Joined: Mon Mar 05, 2007 3:01 pm

Post » Mon May 02, 2011 9:44 pm

A request to Wrye Bash team:

Can a script effect silencer be added as a Wrye Bash Tweak? Similar to Quiet Footsteps etc.?
User avatar
Jessica White
 
Posts: 3419
Joined: Sun Aug 20, 2006 5:03 am

Post » Tue May 03, 2011 6:49 am

A request to Wrye Bash team:

Can a script effect silencer be added as a Wrye Bash Tweak? Similar to Quiet Footsteps etc.?

That was already done quite a while ago. In fact, it was I that suggested it.
User avatar
Courtney Foren
 
Posts: 3418
Joined: Sun Mar 11, 2007 6:49 am

Post » Tue May 03, 2011 5:18 am

I may have reported this already - I forget.

After getting files skipped on install with Ivellon again - I again tried the unicode setting in bash and got this error in trying to open BAIN:
I:\Games\Oblivion\Mopy\bolt.py:580: UnicodeWarning: Unicode equal comparison failed to convert both arguments to Unicode - interpreting them as being unequal  if isinstance(other,Path): return cmp(self._cs, other._cs)Traceback (most recent call last):  File "I:\Games\Oblivion\Mopy\basher.py", line 4269, in OnShowPage    self.GetPage(event.GetSelection()).OnShow()  File "I:\Games\Oblivion\Mopy\basher.py", line 2824, in OnShow    if data.refresh(progress,what,self.fullRefresh):  File "I:\Games\Oblivion\Mopy\bosh.py", line 11479, in refresh    settings['bash.installers.removeEmptyDirs'], fullRefresh)  File "I:\Games\Oblivion\Mopy\bosh.py", line 10005, in refreshSizeCrcDate    oSize,oCrc,oDate = oldGet(rpFile,(0,0,0))  File "I:\Games\Oblivion\Mopy\bolt.py", line 580, in __cmp__    if isinstance(other,Path): return cmp(self._cs, other._cs)UnicodeDecodeError: 'ascii' codec can't decode byte 0xfc in position 69: ordinal not in range(128)

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Jordan Moreno
 
Posts: 3462
Joined: Thu May 10, 2007 4:47 pm

Post » Mon May 02, 2011 10:57 pm

Thank you for adding VORB patcher to wrye bash.

For futher development i want to know, if you found a way to add/change animations to the npcs? I saw in posh.py code in deactivated RWALKNPCAnimationPatcher()
...
record.animations = '0sixywalk01.kf'
...

That would be very cool. If not, the only way to add different animations would be different folders with VORB skeletons and animation files. I think that is what the mao patcher does. Am i right? Will the memory usage explode then or are animation files loaded and unloaded after cell change?
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JaNnatul Naimah
 
Posts: 3455
Joined: Fri Jun 23, 2006 8:33 am

Post » Tue May 03, 2011 1:48 am

Sorry, I don't get that. :unsure: FearsomeMagicka.esp is the only esp that has ScreenEffects.esm as a master. Both are listed under Masters for the Bashed Patch.


Sorry for the late reply, Arkngt.

Unless I misunderstood you, the Bashed Patch is where your masters have green icons, correct? I realized I could read what you initially said two ways.

If I understood correctly, and we're talking about the Bashed Patch, then this is a common and unimportant issue. It doesn't have anything to do with whether Fearsome Magicka is using ScreenEffects as a master, but has to do with how the patch is built. The icons turn green because there's something there that the patch isn't using - not necessarily one of those two mods.
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Saul C
 
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Joined: Wed Oct 17, 2007 12:41 pm

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