[RELZ] Wrye Bash -- Thread 62

Post » Wed Mar 30, 2011 12:57 am

Continuing from the http://www.gamesas.com/index.php?showtopic=1171625...

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
    • Python 2.5:
      • http://www.python.org/ftp/python/2.5.4/python-2.5.4.msi
      • http://downloads.sourceforge.net/wxpython/wxPython2.8-win32-ansi-2.8.11.0-py25.exe
      • http://sourceforge.net/projects/comtypes/files/comtypes/0.6.2/comtypes-0.6.2.win32.exe/download *included in Wrye Python 03a
      • http://sourceforge.net/projects/psyco/files/psyco/1.6/psyco-1.6.win32-py25.exe/download (optional)
      • http://sourceforge.net/projects/pywin32/files/pywin32/Build216/pywin32-216.win32-py2.5.exe/download
    • Python 2.6: *included in Wrye Python 03a
      • http://www.python.org/ftp/python/2.6.6/python-2.6.6.msi (2.6.5 in Wrye Python 03a)
      • 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.zip (optional)
      • http://sourceforge.net/projects/pywin32/files/pywin32/Build216/pywin32-216.win32-py2.6.exe/download
    • Python 2.7:
      • http://www.python.org/ftp/python/2.7.1/python-2.7.1.msi
      • http://downloads.sourceforge.net/wxpython/wxPython2.8-win32-ansi-2.8.11.0-py27.exe
      • http://sourceforge.net/projects/comtypes/files/comtypes/0.6.2/comtypes-0.6.2.win32.exe/download *included in Wrye Python 03a
      • http://sourceforge.net/projects/pywin32/files/pywin32/Build216/pywin32-216.win32-py2.7.exe/download
    • Python 3.x: NOT Supported
    • Other setups _may_work, but these are probably the most widely used and tested.
  • If you're trying out the new Beta Standalone versions, you don't need any of the Python components, however you may need the http://www.microsoft.com/downloads/en/confirmation.aspx?familyid=ba9257ca-337f-4b40-8c14-157cfdffee4e&displaylang=en, although this could change in the future (it is beta afterall).

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)
  • For WBSA (Wrye Bash StandAlone) versions, no Python components are required, but remember it is a beta and there are currently issues (see the section under Reporting Bugs.)

Reporting Bugs:
  • Try to give us enough information to diagnose your problem. The following is usefull information for us:
    Spoiler
    • What are all the symptoms? Be sure to include what you did (step-by-step is helpfull), what you expected, and what happened.
    • If Oblivion isn't installed in the default location, where is it installed?
    • What version of the python components are installed?
      • Python
      • wxPython
      • ComTypes
      • psyco
      • PyWin32

    • What version of Windows are you using? Is UAC enabled?
    • Is CBash enabled? If so, what version is displayed?
    • What version of Wrye Bash are you using? If you're using the SVN, be sure to include the revision number.
    • Are you using a bash.ini? If so, include its contents (in spoiler tags, please!)
  • If you're using the WBSA, things are a bit trickier. There are currently a few known issues:
    • Wrye Bash wont work correctly if you launch it from the command line (DOS). Always launch by double clicking the exe or a shortcut to it.
    • Due to issue #1, no debug mode is available. Some errors that happen will still be printed either to a "Wrye Bash.exe.txt" file, or to the "stdout/stderr" window that shows up with errors sometimes.
    • There may be plenty more...just think of them as "undocumented features"
  • If you think you've found an error in the WBSA, be sure to uninstall ALL python components and test it again first, to be sure we get an accurate report. Having python installed can sometimes trick the WBSA into thinking that it has all of the files it requires, even if it really doesn't.

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
Jenna Fields
 
Posts: 3396
Joined: Mon Dec 11, 2006 11:36 am

Post » Wed Mar 30, 2011 12:08 am

First off getting back to a few things from the last thread:

I should be more precise with my question about the svn versions for WBSA. But I meant was that if I could download an archive and extract it into Mopy folder to update Wrye Bash in a Stand Alone version like you normally do with a python-based Wrye Bash. :wink_smile:

Perhaps you should get in touch with http://www.gamesas.com/index.php?/user/613987-melchor/, because he is also a python programmer and right now he is working with the new WMSA version (my sig) but I don't know when he will be online again.
Still not sure which way we want to go with the WBSA. Packaging it all into the exe minimizes the number of files required in the Mopy folder, however changing the packaging method to an alongside zip file may clear up some issues, it's something I'm looking into. Either way, it's still a pain to make a new bundle after every svn revision. So probably just concurrent releases along with the standard version. Feel free to run the py2exe script yourself though (I know, kinda defeats the purpose, since you have to have Python installed to run it...)



Wow - busy days !
Will be catching up soon but for now another 291 installer glitch : http://www.bild.me/bild.php?file=2233518WB_installer_glitch.jpg
(btw what did it say ?)
YES! - The Wrye Bash 291 Installer fails at installing Python components - I thought this had been fixed (after mentioning the same problem in response to testing one of the betas of the Wrye Bash Installer) but Airgedok's post on TESNexus got me curious ...
http://www.bild.me/bild.php?file=5206279Untitled0.jpg
http://www.bild.me/bild.php?file=3001246Untitled1.jpg
http://www.bild.me/bild.php?file=4598986Untitled2.jpg
http://www.bild.me/bild.php?file=9142216Untitled3.jpg
http://www.bild.me/bild.php?file=3947001Untitled4.jpg (this could still do with an indication something is actually happening - I only notice because my HD led is mostly in-active, unless something loads/saves/runs/gets cached - I think most people with all the usual branding and third party tie ins, updater services etc running in the background will have a very busy HD led most of the time and will have no obvious indication they need to wait for that long pause after clicking next to actually do something - An impatient user might think its all gone wrong and hit ctrl alt delete and end the process)
http://www.bild.me/bild.php?file=8238246Untitled5.jpg
http://www.bild.me/bild.php?file=2269903Untitled6.jpg
http://www.bild.me/bild.php?file=5353430Untitled7.jpg

If you use the Wrye Python 03a Installer first, then Wrye Bash 291 .... No problems, everything works.

But there's a further problem with the above, anyone who just chooses the Wrye Bash 291 Installer route currently, has no access to the readme html - It also fails to install, so the user is left with no help if they shy away from other methods of installation - And so it follows they then cannot figure out what is wrong ( especially when someone like me is adamantly declaring it all should work :( )
Looks like somethings PacificMorrowind can clean up on the next installer. No idea when that'll be ready, I'm pretty sure he wants to get the AIPackages working with CBash before 292 comes out.



I'd like to put an idea out there for debate.

Considering a wizard is just simply a txt file, should/could it be renamed as a wizard.wiz ?
.wiz being the extension.

I ask this because I am developing my wizbain utility and this could very well be a extension for wizards. If I choose to include it.
probably will, but not sure if I should use it just for project files or not.
Don't know right off the bat if any other program uses that extension, but it would make a file more easily recognizable.

Comments/suggestions?
Possibly. A few things to think about - keeping it as a ".txt" file clues users in to the fact that it's plain text, not some black magic coder file that they can't peek into if they want. Not a big deal, but hey. Other thing is, even if we switch to using a ".wiz" extension, we still have to support the "wizard.txt" method, to not break older WizBAIN's, so in actuallity all we'd be adding is more ways of doing the same thing. I'm reluctant to change things up if the only thing we're doing is making a new way to do the same old thing, especially if not really necessary. I guess I'd have to hear from a lot of folks that this would be something they want.


And a question to all using/considering using the WBSA: Would you rather...
  • Download the MSVC 2008 Redist once, install it, and be good to go for all future versions (that is, if you don't already have it installed from some other program)
  • Or, include the applicable MSVC files with the WBSA package. It would add ~.5 MB to the download

User avatar
Monika Fiolek
 
Posts: 3472
Joined: Tue Jun 20, 2006 6:57 pm

Post » Tue Mar 29, 2011 9:03 pm

First off getting back to a few things from the last thread:

Possibly. A few things to think about - keeping it as a ".txt" file clues users in to the fact that it's plain text, not some black magic coder file that they can't peek into if they want. Not a big deal, but hey. Other thing is, even if we switch to using a ".wiz" extension, we still have to support the "wizard.txt" method, to not break older WizBAIN's, so in actuallity all we'd be adding is more ways of doing the same thing. I'm reluctant to change things up if the only thing we're doing is making a new way to do the same old thing, especially if not really necessary. I guess I'd have to hear from a lot of folks that this would be something they want.



I like the idea of a new extension simply because OBMM will use the wizard.txt file as the readme if a readme file isn't included at the root. A number of us still support OBMM and provide omod conversion scripts. If we provide the readme as a PDF file, which I do on occasion, OBMM will grab the wizard and use that as the readme unless I also include a readme.txt file...

So supporting both extensions will be more work, but it would help those of us who continue to support both installation methods.
User avatar
Adrian Morales
 
Posts: 3474
Joined: Fri Aug 10, 2007 3:19 am

Post » Tue Mar 29, 2011 9:28 pm

Thanks Lojack for your reply. I wasn't sure if that was possible or not but obvious it was not possible. :)

I saw this in the OP so I can inform you that I've both PM Archive tab visible and bashed patch results window in WBSA. :thumbsup:

3. ComTypes currently isn't playing nicely with WBSA. That means no "PM Archive" tab, and any window that normally displayed an html file (like the Bashed Patch results log) will show up in your internet browser instead of in the WBSA.

So this means that I don't have ComTypes installed on my end or what exactly it means? :shrug:
User avatar
Sophie Payne
 
Posts: 3377
Joined: Thu Dec 07, 2006 6:49 am

Post » Tue Mar 29, 2011 10:46 pm

....snip

And a question to all using/considering using the WBSA: Would you rather...
  • Download the MSVC 2008 Redist once, install it, and be good to go for all future versions (that is, if you don't already have it installed from some other program)
  • Or, include the applicable MSVC files with the WBSA package. It would add ~.5 MB to the download


I would Vote for ...Once. (save download bandwidth) Its only .5 meg but thousands of times adds up. So i took a look at what i have installed and wonder, would it have been one of these? http://i232.photobucket.com/albums/ee72/camaro_69_327/Oblivion%202011/MSVS_question.jpg
User avatar
Lil'.KiiDD
 
Posts: 3566
Joined: Mon Nov 26, 2007 11:41 am

Post » Wed Mar 30, 2011 6:40 am

Possibly. A few things to think about - keeping it as a ".txt" file clues users in to the fact that it's plain text, not some black magic coder file that they can't peek into if they want. Not a big deal, but hey. Other thing is, even if we switch to using a ".wiz" extension, we still have to support the "wizard.txt" method, to not break older WizBAIN's, so in actuallity all we'd be adding is more ways of doing the same thing. I'm reluctant to change things up if the only thing we're doing is making a new way to do the same old thing, especially if not really necessary. I guess I'd have to hear from a lot of folks that this would be something they want.


The Reason being, I don't like the millions of people including a readme .TXT usually named just readme.txt. Whatever or just no .EXTENSION
It really bugs me

DontReadMe.txt grabs my attention, but is not very amusing.

How many times have you seen that?

There may be many files in an archive and the .wiz extension just tells that it is simply a .txt install wizard.

I think it would be helpful, tho 1 vote isn't going to cut the mustard.........

Mooooustard
User avatar
stephanie eastwood
 
Posts: 3526
Joined: Thu Jun 08, 2006 1:25 pm

Post » Wed Mar 30, 2011 1:54 am

Thanks Lojack for your reply. I wasn't sure if that was possible or not but obvious it was not possible. :)

I saw this in the OP so I can inform you that I've both PM Archive tab visible and bashed patch results window in WBSA. :thumbsup:


So this means that I don't have ComTypes installed on my end or what exactly it means? :shrug:

Odd... Let me confirm a few things:
a - you have no python whatsoever installed?
b - if you don't have any python components installed, what version of windows are you running, and is UAC on/off?
c - what version of the MSVC redist do you have installed?
I just ask, because all of my tests wouldn't work at all, on a XP virtual machine, with MSVC 2008 SP1 installed. Maybe I can figure something out from your setup to fix mine? :shrug:


I would Vote for ...Once. (save download bandwidth) Its only .5 meg but thousands of times adds up. So i took a look at what i have installed and wonder, would it have been one of these? http://i232.photobucket.com/albums/ee72/camaro_69_327/Oblivion%202011/MSVS_question.jpg

Indeed, the one you have selected there is SP1, and the one above it is the pre-SP1 version.
User avatar
Jack Moves
 
Posts: 3367
Joined: Wed Jun 27, 2007 7:51 am

Post » Wed Mar 30, 2011 6:52 am

I guess I'd have to hear from a lot of folks that this would be something they want.

I'd much rather things stay as they are. One reason I like BAIN wizards is that you don't have to deal with registering a new extension for the OS. You can just double click and go.
User avatar
Arrogant SId
 
Posts: 3366
Joined: Sat May 19, 2007 11:39 am

Post » Wed Mar 30, 2011 2:18 am

I'd much rather things stay as they are. One reason I like BAIN wizards is that you don't have to deal with registering a new extension for the OS. You can just double click and go.

Indeed. Seconding keeping the .txt extension. The only reason I've seen proposed for changing it is that Metallicow has suggested it, which isn't a reason. His last post about readmes is a bit confusing, considering that Wizards and ReadMes are completely separate things. All I took from that was that he doesn't like it when people call readmes "ReadMe.txt"...

You already know which of a set of text files is a wizard file, because it's called "wizard.txt". That's (AFAIK) the only valid name.
User avatar
FLYBOYLEAK
 
Posts: 3440
Joined: Tue Oct 30, 2007 6:41 am

Post » Wed Mar 30, 2011 10:36 am

I'd much rather things stay as they are. One reason I like BAIN wizards is that you don't have to deal with registering a new extension for the OS. You can just double click and go.


Ah, I could have guessed, the first opposition.

1-1

keep em coming.

either way what should it be?
We need more than 2 votes!

Not to clutter this thread too much log your opinion here. For TES4WizBAIN.
http://www.gamesas.com/index.php?/topic/1168606-wizbain-projects/page__p__17211592#entry17211592

WryeBash Comments should stay here.
User avatar
Rachel Cafferty
 
Posts: 3442
Joined: Thu Jun 22, 2006 1:48 am

Post » Wed Mar 30, 2011 12:28 pm

I like the idea of a new extension simply because OBMM will use the wizard.txt file as the readme if a readme file isn't included at the root. A number of us still support OBMM and provide omod conversion scripts. If we provide the readme as a PDF file, which I do on occasion, OBMM will grab the wizard and use that as the readme unless I also include a readme.txt file...

So supporting both extensions will be more work, but it would help those of us who continue to support both installation methods.


I guess I need to quote my own post... Wrinkly, you ran into this yourself...
User avatar
Makenna Nomad
 
Posts: 3391
Joined: Tue Aug 29, 2006 10:05 pm

Post » Tue Mar 29, 2011 9:00 pm

Feature request: Would you please consider adding a Bash tweak to increase the volume of nirnroots. Bethesda has associated a sound with them, but the volume of that sound is such that many can not hear it at all. There is at least one mod that increases the sound, but it provides only one volume increase option.

My request springs from a discussion started in the UOP update thread beginning with post #32 http://www.gamesas.com/index.php?/topic/1164539-relz-unofficial-oblivion-patch-320-unofficial-patch-supplementals/page__st__20.

Given comments there, I think the ideal tweak would need to provide a range of volume increase options. This would take into account the use of various platforms and sound systems as well as the hearing acuity of different users.

Thanx for any consideration you may give this request, as well as your indispensable work on Wrye Bash. :)

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.

well done it up however as someone who can hear pretty much anything - I can still hear bats despite being out of the normal age range for that - I'd appreciate if someone who would use it would test it out and tell me if it needs any changes.
Pacific Morrowind
User avatar
Darlene Delk
 
Posts: 3413
Joined: Mon Aug 27, 2007 3:48 am

Post » Wed Mar 30, 2011 11:34 am

Hi, Pacific. :wavey:

I'd be glad to test it out. How do I go about doing that? I assume the tweak hasn't been added to Wrye Bash yet.
User avatar
Miss K
 
Posts: 3458
Joined: Sat Jan 20, 2007 2:33 pm

Post » Wed Mar 30, 2011 11:55 am

well done it up however as someone who can hear pretty much anything - I can still hear bats despite being out of the normal age range for that - I'd appreciate if someone who would use it would test it out and tell me if it needs any changes.
Pacific Morrowind


Well we always suspected you had "bats in the belfry" - now we have confirmation :D
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Sanctum
 
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Post » Wed Mar 30, 2011 12:06 pm

Odd... Let me confirm a few things:
a - you have no python whatsoever installed?
b - if you don't have any python components installed, what version of windows are you running, and is UAC on/off?
c - what version of the MSVC redist do you have installed?
I just ask, because all of my tests wouldn't work at all, on a XP virtual machine, with MSVC 2008 SP1 installed. Maybe I can figure something out from your setup to fix mine? :shrug:



Indeed, the one you have selected there is SP1, and the one above it is the pre-SP1 version.

Here is my conditions for WBSA...

a - python is not installed
b - Windows7-64 with UAC off and have Oblivion installed outside of C:\
c - MSVC 2008 SP1 and MS.NET Framework4

Furthermore I don't have WBSA running as admin afaik. :user:
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Emily Jeffs
 
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Post » Wed Mar 30, 2011 1:11 am

Well here I go forging ahead using tools that give me results I don't fully comprehend. Perhaps my report here will not be seen as something to be attacked.

In trying to bash the patch with http://www.tesnexus.com/downloads/file.php?id=19949 I get this error:
MERGE/SCAN ERROR: M.O.E. - Main Quest Delayer.espTraceback (most recent call last):  File "I:\Games\Oblivion\Mopy\basher.py", line 5306, in Execute    patchFile.scanLoadMods(SubProgress(progress,0.2,0.8)) #try to speed this up!  File "I:\Games\Oblivion\Mopy\bosh.py", line 17055, in scanLoadMods    patcher.scanModFile(modFile,nullProgress)  File "I:\Games\Oblivion\Mopy\bosh.py", line 25070, in scanModFile    if record.eid.lower() == tweak.key:AttributeError: 'NoneType' object has no attribute 'lower'
I've not seen this before. Don't know what it means. BOSS gave no tags to the esp and neither have I.

I ran the error detector on tes4edit and got a long list of 'supposed' errors:
Spoiler

[edit] correction this was with the original Kvatch Rebuilt esm.

Well the bashed patch was made, but I think was skipped.

============================

also I got this error regarding bgmagicshader - even though bgmagic.esp is active:

KR.esm: don't know it personally but I would guess that Tes4Edit is being correct when it is reporting those errors...
I hope I've never come accross as attacking any error reports (or other kinds as well) - if so I do sincerely appologize and will try not to in the future.
Merge/Scan Error: had a deleted gmst (rather odd IMO)... and the Bash gmst code didn't expect it... got fixed a while ago (I think it was Lojack but could be wrong).
bgmagic: umh that is odd... hopefully I'll remember to look into it later... if not feel free to repost if I haven't reported back about that within the next week or two.


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 skladnia 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.

That would be because some of those files use non english letters. Wrye Bash did not originally like that (as in total utter failure).
However currently there is a beta of unicode support; to activate Install a Unicode wxPython, and change bash.ini (rename from bash_default.ini if needed) to have the line: bEnableUnicode=True instead of the line: bEnableUnicode=False
I can confirm that at least on my system that with that enabled Bash will happily deal with such files.

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.

not really needed; as far as my testing goes teh unicode support in Bash is now good enough for almost all cases (I'm sure there will now and then be corner cases using odd encoding that will have to be specially coded for but not a problem really)...

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)


98% certain that you either do not have a unicode wxPython installed or don't have it set as the default one/manually making Wrye Bash use that instead of your default)... if so easy to fix just dl and install a unicode wxPython (http://downloads.sourceforge.net/wxpython/wxPython2.8-win32-unicode-2.8.11.0-py26.exe)... and try again; if that doesn't fix it let me know and I'll get a 'special' debug build up to find out what is going on for you but im 98% certain.
Pacific Morrowind
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amhain
 
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Post » Wed Mar 30, 2011 9:54 am

Hi - for the wiz vs txt - it was annoying that I always had to specify the language in Notepad++ - an extension would come in handy methinks. Btw a registry file that associates extensions with programs would be nice indeed - anyone any idées ?

WB : I installed 291 with installer - the first time it scanned the installers tab it kept throwing warnings on OBSE plugins - I believe it would be better if it only threw warnings upon an attempt to install a package containing OBSE plugins. Also it would be nice to see those plugins in the espm pane.
What you say ?
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Nienna garcia
 
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Post » Wed Mar 30, 2011 10:39 am

a package containing OBSE plugins. Also it would be nice to see those plugins in the espm pane.


Agree there.

The warning was put there for a very good reason. If this is a inconvenience, Well it is for your safety more than anything. Consider yourself safe, until you click OK

Do I want to install virus? Click NO!

The checks where put there for a very good reason. Remember, You are using a python, which is dangerous. And can constrict you, if careless.
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Haley Merkley
 
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Post » Wed Mar 30, 2011 12:48 am

well done it up however as someone who can hear pretty much anything - I can still hear bats despite being out of the normal age range for that - I'd appreciate if someone who would use it would test it out and tell me if it needs any changes.
Pacific Morrowind


So is this setting only used for nirnroots or for everything?
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Tania Bunic
 
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Post » Wed Mar 30, 2011 2:47 am

Can someone tell me what I am doing wrong to get the following error in a wizard

An error occured in the wizard script:
Line: Case "Icy Blue"
Error: (Line 64, Column 18): Missing arguments to 'SelectOne'.

If bCyrodiilGrassOptions = True	SelectOne "Pick a Grass Colour for Jerall Mountains Grass.", \				"|Icy Blue","","_Screenshots\\025 Cyrodiil - Jerall Mountains\\Icy Blue.jpg"\				"Silvery Blue","","_Screenshots\\025 Cyrodiil - Jerall Mountains\\Silvery Blue.jpg"\				"Violet","","_Screenshots\\025 Cyrodiil - Jerall Mountains\\Violet.jpg"\		Case "Icy Blue"			SelectSubPackage "025 Cyrodiil - Jerall Mountain Grass - Icy Blue"			Break		Case "Silvery Blue"			SelectSubPackage "025 Cyrodiil - Jerall Mountain Grass - Silvery Blue"			Break		Case "Violet"			SelectSubPackage "025 Cyrodiil - Jerall Mountain Grass - Violet"			Break	EndSelect

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SEXY QUEEN
 
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Post » Tue Mar 29, 2011 9:18 pm

I think you need commas after the descriptions. So it should be "_Screenshots\\025 Cyrodiil - Jerall Mountains\\Icy Blue.jpg",\
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Katie Louise Ingram
 
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Joined: Sat Nov 18, 2006 2:10 am

Post » Wed Mar 30, 2011 6:46 am

Can someone tell me what I am doing wrong to get the following error in a wizard

				"Violet","","_Screenshots\\025 Cyrodiil - Jerall Mountains\\Violet.jpg"\


Take the trailing \ off the end of that line. The \ is a signal to BAIN to continue processing the next line down as part of the same string. Since Violet.jpg is your last image, you need to drop the slash so it won't try to include the "case" statement below it as part of the command.
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Rob Davidson
 
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Joined: Thu Aug 02, 2007 2:52 am

Post » Wed Mar 30, 2011 11:54 am

Take the trailing \ off the end of that line. The \ is a signal to BAIN to continue processing the next line down as part of the same string. Since Violet.jpg is your last image, you need to drop the slash so it won't try to include the "case" statement below it as part of the command.


We have lift off! - Thanks Arthmoor, Copy pasta plus studying this wizard for too long (going goggle eyed getting all the paths and screenshots right). Brittainy's Lush and Gaudy texture set is developing into a bit of a monster... decided to help out a bit - currently 439 lines in the wizard script, and expanding :)

Edit: For anyone interested/curious; Its not in the current bain, just prepping for 1.3
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liz barnes
 
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Post » Wed Mar 30, 2011 1:46 am

So someone is working on the next version. That's good. Seemed like nobody's been around for this past week who is, and I thought it might be a time-out period. We all need breaks, after all.

That being the case, what about adding the IAllyHitAllowed number to Tweak Settings in the Bashed Patch? The default's 4 or 5. I use several companions, along with Mart's, and there are a number of pitched battles where in-fighting becomes almost as bad as the scheduled combat. ("Hey, orc berserker, here! What about trying to kill me?") Putting in settings of 10, or even 15, sounds good. And it would save on using a mod to achieve the same purpose.

I think it's a reasonable question. I've posted it twice, and I'd just like to know if it's something that can be done and might be. :)

Yeah always working on the next version... activity and what type of activity is quite variable depending on who's got time.
added (ah quite awhile ago but forgot to respond earlier, but just in case you don't monitor the commit logs I thought I'd mention that this will be in 292)

Hi, Pacific. :wavey:

I'd be glad to test it out. How do I go about doing that? I assume the tweak hasn't been added to Wrye Bash yet.

just in the SVN... http://oblivionworks.svn.sourceforge.net/viewvc/oblivionworks/Programs/Wrye%20Bash.tar.gz?view=tar (just extract Mopy and Data to Oblivion and overwrite as necesary.

Well we always suspected you had "bats in the belfry" - now we have confirmation :D

thanks :) I had one really cool experience with a bat once... I was out after dusk and suddenly I see a bat race right by in front of me and then I get clipped by the wing of a rather large barred owl that was thinking of a bat snack, hit the bat but the bat got away (albeit with a broken wing) and hid in the grass but then when I moved it flew up and down came owl and finished it off.

Hi - for the wiz vs txt - it was annoying that I always had to specify the language in Notepad++ - an extension would come in handy methinks. Btw a registry file that associates extensions with programs would be nice indeed - anyone any idées ?

WB : I installed 291 with installer - the first time it scanned the installers tab it kept throwing warnings on OBSE plugins - I believe it would be better if it only threw warnings upon an attempt to install a package containing OBSE plugins. Also it would be nice to see those plugins in the espm pane.
What you say ?

hmm that does sound like a handy thing if you are writing them frequently... I think I'd +1 the idea to support .wiz (but miantain support for .txt).
Installation of OBSE plugins has been imporoved quite a bit since the original version, and it is much better - first idea is the case now, second isn't but I'm thinking of not having that until BAIT is beta anyways.

So is this setting only used for nirnroots or for everything?

everything - if desired I can have a nirnroot only and a 'everything' - is that desired?
Pacific Morrowind
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sophie
 
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Post » Wed Mar 30, 2011 7:05 am

Yes, the main reason for asking in the first place was for the nirnroot sound. I don't have much of a problem hearing other things, but maybe other people do, so having both would be useful.

I don't suppose there's any word on Actors.AIPackages for CBash yet? :P
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Rex Help
 
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