[RELZ] Wrye Bash -- Thread 64

Post » Tue Mar 29, 2011 10:37 pm

Continuing from the http://www.gamesas.com/index.php?showtopic=1180469...

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 (With the exception of wxPython 2.8.12.0 ansi - 03a includes 2.8.11.0)
      • http://www.python.org/ftp/python/2.6.6/python-2.6.6.msi
      • http://sourceforge.net/projects/wxpython/files/wxPython/2.8.12.0/wxPython2.8-win32-ansi-2.8.12.0-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://sourceforge.net/projects/wxpython/files/wxPython/2.8.12.0/wxPython2.8-win32-ansi-2.8.12.0-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
Skivs
 
Posts: 3550
Joined: Sat Dec 01, 2007 10:06 pm

Post » Wed Mar 30, 2011 9:04 am

OBMM Script to Wizard Comparison

Functions with direct correlation:
Spoiler
  • OBMM:
    If [...]
    IfNot [...]


    Wizard:
    If statement
    If not statement


  • OBMM:
    Else
    EndIf


    Wizard:
    Elif
    Else
    EndIf


  • OBMM:
    If DialogYesNo [Title]


    Wizard:
    SelectOne message, "Yes", yes_description, yes_image, "No", no_description, no_image
    Case "Yes"
    statements
    Break
    Case "No"
    statements
    Break
    EndSelect


  • OBMM:
    If DataFileExists


    Wizard:
    If DataFileExists(filename)


  • OBMM:
    If ScriptExtenderPresent


    Wizard:
    If CompareOBSEVersion("0.0.0.0") == 1


  • OBMM:
    If ScriptExtenderNewerThan


    Wizard:
    If CompareOBSEVersion(version) == 1


  • OBMM:
    If GraphicsixtenderPresent


    Wizard:
    Note: This also checks for OBGEv2.dll, unlike OBMM which only checks for OBGE.dll
    If CompareOBGEVersion("0.0.0.0") == 1


  • OBMM:
    If GraphicsixtenderNewerThan


    Wizard:
    Note: This also checks for OBGEv2.dll, unlike OBMM which only checks for OBGE.dll
    If CompareOBGEVersion(version) == 1


  • OBMM:
    If OblivionNewerThan


    Wizard:
    If CompareObVersion(version) == 1


  • OBMM:
    If Equal
    If GreaterThan
    If GreaterEqual
    If fGreaterThan
    If fGreaterEqual


    Wizard:
    If statement == statement
    If statement > statement
    If statement >= statement
    If statement > statement
    If statement >= statement


  • OBMM:
    Select </span> <span style='color: green'><Option1></span> <span style='color: purple'>[Option2]</span> [...]<br /> SelectWithPreview <span style='color: blue'><Title></span> <span style='color: green'><Option1></span> <span style='color: brown'><ImagePath1></span> <span style='color: purple'>[Option2]</span> <span style='color: blue'>[ImagePath2]</span> [...]<br /> SelectWithDescriptions <span style='color: blue'><Title></span> <span style='color: green'><Option1></span> <span style='color: orange'><Description1></span> <span style='color: purple'>[Option2]</span> <span style='color: orange'>[Description2]</span> [...]<br /> SelectWithDescriptionsAndPreviews <span style='color: blue'><Title></span> <span style='color: brown'><ImagePath1></span> <span style='color: orange'><Description1></span> <span style='color: purple'>[Option2]</span> <span style='color: blue'>[Imagepath2]</span> <span style='color: orange'>[Description2]</span> [...]</span><br /><br /> <span class='bbc_underline'>Wizard:</span><span style='font-family: Lucida Console'><br /> <span style='color: blue'>SelectOne</span> <em class='bbc'>title</em><span style='color: orange'>,</span> <em class='bbc'>option1</em><span style='color: orange'>,</span> <em class='bbc'>desctiption1</em><span style='color: orange'>,</span> <em class='bbc'>image1</em><span style='color: orange'>,</span> <em class='bbc'>option2</em><span style='color: orange'>,</span> <em class='bbc'>description2</em><span style='color: orange'>,</span> <em class='bbc'>image2</em> [...]</span></span><br /><br /></li><li> <span style='color: grey'><span class='bbc_underline'>OBMM:</span><span style='font-family: Lucida Console'><br /> SelectMany <span style='color: blue'><Title></span> <span style='color: green'><Option1></span> <span style='color: purple'>[Option2]</span> [...]<br /> SelectManyWithPreview <span style='color: blue'><Title></span> <span style='color: green'><Option1></span> <span style='color: brown'><ImagePath1></span> <span style='color: purple'>[Option2]</span> <span style='color: blue'>[ImagePath2]</span> [...]<br /> SelectManyWithDescriptions <span style='color: blue'><Title></span> <span style='color: green'><Option1></span> <span style='color: orange'><Description1></span> <span style='color: purple'>[Option2]</span> <span style='color: orange'>[Description2]</span> [...]<br /> SelectManyWithDescriptionsAndPreviews <span style='color: blue'><Title></span> <span style='color: brown'><ImagePath1></span> <span style='color: orange'><Description1></span> <span style='color: purple'>[Option2]</span> <span style='color: blue'>[Imagepath2]</span> <span style='color: orange'>[Description2]</span> [...]</span><br /><br /> <span class='bbc_underline'>Wizard:</span><span style='font-family: Lucida Console'><br /> <span style='color: blue'>SelectMany</span> <em class='bbc'>title</em><span style='color: orange'>,</span> <em class='bbc'>option1</em><span style='color: orange'>,</span> <em class='bbc'>desctiption1</em><span style='color: orange'>,</span> <em class='bbc'>image1</em> [...]</span></span><br /><br /></li><li> <span style='color: grey'><span class='bbc_underline'>OBMM:</span><span style='font-family: Lucida Console'><br /> Case <option><br /> Default<br /> Break<br /> EndSelect</span><br /><br /> <span class='bbc_underline'>Wizard:</span><span style='font-family: Lucida Console'><br /> <span style='color: blue'>Case</span> <em class='bbc'>option</em><br /> <span style='color: blue'>Default<br /> Break<br /> EndSelect</span></span></span><br /><br /></li><li> <span style='color: grey'><span class='bbc_underline'>OBMM:</span><span style='font-family: Lucida Console'><br /> For Count <span style='color: green'><Variable></span> <span style='color: purple'><Start></span> <span style='color: blue'><End></span> <span style='color: orange'>[Step]</span><br /> Continue<br /> Exit<br /> EndFor</span><br /><br /> <span class='bbc_underline'>Wizard:</span><span style='font-family: Lucida Console'><br /> <span style='color: blue'>For</span> <em class='bbc'>variable</em> <span style='color: blue'>from</span> <em class='bbc'>start</em> <span style='color: blue'>to</span> <em class='bbc'>end</em> [<span style='color: blue'>by</span> <em class='bbc'>step</em>]<br /> <span style='color: blue'>Continue<br /> Break<br /> EndFor</span></span></span><br /><br /></li><li> <span style='color: grey'><span class='bbc_underline'>OBMM:</span><span style='font-family: Lucida Console'><br /> Return</span><br /><br /> <span class='bbc_underline'>Wizard:</span><span style='font-family: Lucida Console'><br /> <span style='color: blue'>Return</span></span></span><br /><br /></li><li> <span style='color: grey'><span class='bbc_underline'>OBMM:</span><span style='font-family: Lucida Console'><br /> DontInstallPlugin <span style='color: blue'><FileName></span><br /> InstallPlugin <span style='color: blue'><FileName></span></span><br /><br /> <span class='bbc_underline'>Wizard:</span><span style='font-family: Lucida Console'><br /> <span style='color: blue'>SelectEspm</span> <em class='bbc'>plugin</em><br /> <span style='color: blue'>DeSelectEspm</span> <em class='bbc'>plugin</em></span></span><br /><br /></li><li> <span style='color: grey'><span class='bbc_underline'>OBMM:</span><span style='font-family: Lucida Console'><br /> CopyPlugin <span style='color: blue'><CopyFrom></span> <span style='color: purple'><CopyTo></span></span><br /><br /> <span class='bbc_underline'>Wizard:</span><span style='font-family: Lucida Console'><br /> <span style='color: blue'>RenameEspm</span> <em class='bbc'>original_name new_name</em></span></span><br /><br /></li><li> <span style='color: grey'><span class='bbc_underline'>OBMM:</span><span style='font-family: Lucida Console'><br /> EditINI <span style='color: blue'><section></span> <span style='color: purple'><key></span> <span style='color: green'><new value></span></span><br /><br /> <span class='bbc_underline'>Wizard:</span><span style='font-family: Lucida Console'><br /> <span style='color: purple'>EditINI</span><span style='color: orange'>(</span><em class='bbc'>file</em><span style='color: orange'>,</span> <em class='bbc'>section</em><span style='color: orange'>,</span> <em class='bbc'>setting</em><span style='color: orange'>,</span> <em class='bbc'>value</em><span style='color: orange'>)</span></span><br /> Note that the Wizard version is quite a bit more powerful, as it allow editing <em class='bbc'>any</em> INI, as well as editing BatchScript INIs by using the names <span style='color: orange'>set</span> and <span style='color: orange'>setGS</span> as the <em class='bbc'>section</em> name.</span><br /><br /></li><li> <span style='color: grey'><span class='bbc_underline'>OBMM:</span><span style='font-family: Lucida Console'><br /> FatalError</span><br /><br /> <span class='bbc_underline'>Wizard:</span><span style='font-family: Lucida Console'><br /> <span style='color: blue'>Cancel</span> [<em class='bbc'>message</em>]</span></span><br /><br /></li><li> <span style='color: grey'><span class='bbc_underline'>OBMM:</span><span style='font-family: Lucida Console'><br /> SetVar <span style='color: green'><Variable></span> <span style='color: purple'><Value></span></span><br /><br /> <span class='bbc_underline'>Wizard:</span><span style='font-family: Lucida Console'><br /> <em class='bbc'>variable</em> <span style='color: orange'>=</span> <em class='bbc'>value</em></span></span><br /><br /></li><li> <span style='color: grey'><span class='bbc_underline'>OBMM:</span><span style='font-family: Lucida Console'><br /> StringLength <span style='color: green'><Variable></span> <span style='color: purple'><String></span></span><br /><br /> <span class='bbc_underline'>Wizard:</span><span style='font-family: Lucida Console'><br /> <em class='bbc'>variable</em> <span style='color: orange'>=</span> <span style='color: purple'>len</span><span style='color: orange'>(</span><em class='bbc'>string</em><span style='color: orange'>)</span></span></span><br /><br /></li><li> <span style='color: grey'><span class='bbc_underline'>OBMM:</span><span style='font-family: Lucida Console'><br /> iSet <span style='color: green'><Variable></span> <span style='color: purple'><expression></span><br /> fSet <span style='color: green'><Variable></span> <span style='color: purple'><expression></span></span><br /><br /> <span class='bbc_underline'>Wizard:</span><span style='font-family: Lucida Console'><br /> <em class='bbc'>variable</em> <span style='color: orange'>=</span> <em class='bbc'>expression</em></span></span></li></ul></div></div></div></span><br /><br /><span style='color: yellow'><span style='font-size: 17px;'>Functions that do not have a direct equivalent, but a similar effect can be achieved in Wizards:</span><div class='bbc_spoiler'> <span class='spoiler_title'>Spoiler</span> <div class='bbc_spoiler_wrapper'><div class='bbc_spoiler_content'><ul class='bbc'><li> <span style='color: grey'><span style='font-family: Lucida Console'>Message <span style='color: blue'><Message></span> <span style='color: brown'>[Title]</span><br /> DisplayImage <span style='color: blue'><Image File Path></span> <span style='color: brown'>[Title]</span><br /> DisplayText <span style='color: blue'><Text File Path></span> <span style='color: brown'>[Title]</span></span><br /> <ul class='bbc'><li>Similar functionality can be reproduced using the <span style='font-family: Lucida Console'><span style='color: blue'>Note</span></span> and <span style='font-family: Lucida Console'><span style='color: blue'>SelectOne</span></span> or <span style='font-family: Lucida Console'><span style='color: blue'>SelectMany</span></span> keywords.</li></ul></span></li><li> <span style='color: grey'><span style='font-family: Lucida Console'>ConflictsWith <span style='color: blue'><ModName></span> <span style='color: purple'>[Comment]</span> <span style='color: orange'>[Level]</span><br /> DependsOn <span style='color: blue'><ModName></span> <span style='color: purple'>[Comment]</span> <span style='color: orange'>[Level]</span></span><br /> <ul class='bbc'><li>Similar functionality can be reproduced using <span style='font-family: Lucida Console'><span style='color: blue'>If</span> <span style='color: purple'>DataFileExists</span></span>.</li></ul></span></li><li> <span style='color: grey'><span style='font-family: Lucida Console'>DontInstallDataFile <span style='color: blue'><FileName></span><br /> InstallDataFile <span style='color: blue'><FileName></span><br /> DontInstalDataFolder <span style='color: blue'><FolderName></span> <span style='color: brown'>[RecurseSubfolders]</span><br /> InstallDataFolder <span style='color: blue'><FolderName></span> <span style='color: brown'>[RecurseSubfolders]</span></span><br /> CopyDataFile <span style='color: blue'><CopyFrom></span> <span style='color: purple'><CopyTo></span><br /> CopyDataFolder <span style='color: blue'><CopyFrom></span> <span style='color: purple'><CopyTo></span> <span style='color: brown'>[RecurseSubfolders]</span><br /> <ul class='bbc'><li>Similar funcionality can be optained by packaging the mod differently, then using <span style='color: blue'><span style='font-family: Lucida Console'>SelectSubPackage</span></span> and <span style='color: blue'><span style='font-family: Lucida Console'>DeSelectSubPackage</span></span></li></ul></span><br /></div></div></div></li></ul></span><br /><br /><span style='color: red'><span style='font-size: 17px;'>Functions that do not have an equivalent in Wizards:</span><div class='bbc_spoiler'> <span class='spoiler_title'>Spoiler</span> <div class='bbc_spoiler_wrapper'><div class='bbc_spoiler_content'><ul class='bbc'><span style='font-family: Lucida Console'><br /></li><li> <span style='color: grey'>SelectVar <span style='color: green'><Variable></span><br /> SelectString <span style='color: green'><String></span></span><br /></li><li> <span style='color: grey'>For <span style='color: blue'><function></span> <span style='color: green'><Variable></span> [...]</span><br /></li><li> <span style='color: grey'>For Each DataFolder <span style='color: green'><Variable></span> <span style='color: purple'><FolderPath></span> <span style='color: brown'>[RecurseSubfolders]</span> <span style='color: orange'>[SearchString]</span><br /> For Each DataFile <span style='color: green'><Variable></span> <span style='color: purple'><FolderPath></span> <span style='color: brown'>[RecurseSubfolders]</span> <span style='color: orange'>[SearchString]</span><br /> For Each PluginFolder <span style='color: green'><Variable></span> <span style='color: purple'><FolderPath></span> <span style='color: brown'>[RecurseSubfolders]</span> <span style='color: orange'>[SearchString]</span><br /> For Each Plugin <span style='color: green'><Variable></span> <span style='color: purple'><FolderPath></span> <span style='color: brown'>[RecurseSubfolders]</span> <span style='color: orange'>[SearchString]</span></span><br /></li><li> <span style='color: grey'>Goto <span style='color: blue'><label></span><br /> Label <span style='color: blue'><label></span></span><br /></li><li> <span style='color: grey'>LoadBefore <span style='color: blue'><Plugin1></span> <span style='color: purple'><Plugin2></span><br /> LoadAfter <span style='color: blue'><Plugin1></span> <span style='color: purple'><Plugin2></span><br /> <ul class='bbc'><li>Use BOSS instead.</li></ul></span></li><li> <span style='color: grey'>UncheckESP <span style='color: blue'><plugin></span></span><br /></li><li> <span style='color: grey'>SetDeactivationWarning <span style='color: blue'><plugin></span> <span style='color: purple'><warning></span> </span><br /></li><li> <span style='color: grey'>ConflictsWith <span style='color: blue'><ModName></span> <span style='color: green'><MinMajorVersion></span> <span style='color: brown'><MinMinorVersion></span> <span style='color: blue'><MaxMajorVersion></span> <span style='color: green'><MaxMinorVersion></span> <span style='color: purple'>[Comment]</span> <span style='color: orange'>[Level]</span><br /> ConflictsWithRegex <span style='color: blue'><ModName></span> <span style='color: purple'>[Comment]</span> <span style='color: orange'>[Level]</span><br /> ConflictsWithRegex <span style='color: blue'><ModName></span> <span style='color: green'><MinMajorVersion></span> <span style='color: brown'><MinMinorVersion></span> <span style='color: blue'><MaxMajorVersion></span> <span style='color: green'><MaxMinorVersion></span> <span style='color: purple'>[Comment]</span> <span style='color: orange'>[Level]</span><br /> DependsOn <span style='color: blue'><ModName></span> <span style='color: green'><MinMajorVersion></span> <span style='color: brown'><MinMinorVersion></span> <span style='color: blue'><MaxMajorVersion></span> <span style='color: green'><MaxMinorVersion></span> <span style='color: purple'>[Comment]</span> <span style='color: orange'>[Level]</span><br /> DependsOnRegex <span style='color: blue'><ModName></span> <span style='color: purple'>[Comment]</span> <span style='color: orange'>[Level]</span><br /> DependsOnRegex <span style='color: blue'><ModName></span> <span style='color: green'><MinMajorVersion></span> <span style='color: brown'><MinMinorVersion></span> <span style='color: blue'><MaxMajorVersion></span> <span style='color: green'><MaxMinorVersion></span> <span style='color: purple'>[Comment]</span> <span style='color: orange'>[Level]</span></span><br /></li><li> <span style='color: grey'>RegisterBSA <span style='color: blue'><FileName></span><br /> UnregisterBSA <span style='color: blue'><FileName></span></span><br /></li><li> <span style='color: grey'>EditShader <span style='color: blue'><ShaderPackage></span> <span style='color: purple'><ShaderName></span> <span style='color: green'><BindaryObjectPath></span></span><br /></li><li> <span style='color: grey'>SetGMST <span style='color: blue'><file></span> <span style='color: purple'><Editor ID></span> <span style='color: green'><new value></span><br /> SetGlobal <span style='color: blue'><file></span> <span style='color: purple'><Editor ID></span> <span style='color: green'><new value></span><br /> <ul class='bbc'><li>Many of the same GMSTs and Globals can be set through the Bashed Patch.</li></ul></span></li><li> <span style='color: grey'>SetPluginByte <span style='color: blue'><file></span> <span style='color: purple'><offset></span> <span style='color: green'><new value></span><br /> SetPluginShort <span style='color: blue'><file></span> <span style='color: purple'><offset></span> <span style='color: green'><new value></span><br /> SetPluginInt <span style='color: blue'><file></span> <span style='color: purple'><offset></span> <span style='color: green'><new value></span><br /> SetPluginLong <span style='color: blue'><file></span> <span style='color: purple'><offset></span> <span style='color: green'><new value></span><br /> SetPluginFloat <span style='color: blue'><file></span> <span style='color: purple'><offset></span> <span style='color: green'><new value></span></span><br /></li><li> <span style='color: grey'>GetFolderName <span style='color: green'><Variable></span> <span style='color: purple'><path></span><br /> GetFileName <span style='color: green'><Variable></span> <span style='color: purple'><path></span><br /> GetFileNameWithoutExtension <span style='color: green'><Variable</span> <span style='color: purple'><path></span><br /> CombinePaths <span style='color: green'><Variable></span> <span style='color: purple'><path1></span> <span style='color: blue'><path2></span></span><br /></li><li> <span style='color: grey'>SubString <span style='color: green'><Variable></span> <span style='color: purple'><String></span> <span style='color: blue'><startfrom></span> <span style='color: brown'>[length]</span><br /> RemoveString <span style='color: green'><Variable></span> <span style='color: purple'><String></span> <span style='color: blue'><startfrom></span> <span style='color: brown'>[length]</span></span><br /></li><li> <span style='color: grey'>InputString <span style='color: green'><Variable></span> <span style='color: brown'>[Title]</span> <span style='color: purple'>[Initial]</span></span><br /></li><li> <span style='color: grey'>ReadINI <span style='color: green'><Variable></span> <span style='color: blue'><section></span> <span style='color: purple'><Value></span><br /> ReadRenderInfo <span style='color: green'><Variable></span> <span style='color: purple'><Value></span></span><br /></li><li> <span style='color: grey'>EditXMLLine <span style='color: blue'><file></span> <span style='color: purple'><line number></span> <span style='color: green'><new line></span><br /> EditXMLReplace <span style='color: blue'><file></span> <span style='color: purple'><text to find></span> <span style='color: green'><text to replace></span><ul class='bbc'><li>Usually these are used to edit BatchScript INIs. In this instance, <span style='color: purple'>EditINI</span> may be used instead.</li></ul></span></li><li> <span style='color: grey'>ExecLines <span style='color: blue'><lines></span></span><br /></span></div></div></div></li></ul></span><br /><br /><span style='color: purple'><span style='font-size: 17px;'>Functions in Wizards that do not exist in OBMM Script:</span><div class='bbc_spoiler'> <span class='spoiler_title'>Spoiler</span> <div class='bbc_spoiler_wrapper'><div class='bbc_spoiler_content'><ul class='bbc'><span style='font-family: Lucida Console'><br /></li><li> <span style='color: purple'>CompareWBVersion</span><span style='color: orange'>(<span style='color: grey'><em class='bbc'>version</em></span>)</span><br /> <span style='color: grey'>Return:<pre class='prettyprint'>-1: Wrye Bash version is less than 'version' 0: Wrye Bash version is equal to 'version'+1: Wrye Bash version is greater than 'version'</pre></span><br /></li><li> <span style='color: purple'>GetEspmStatus</span><span style='color: orange'>(<span style='color: grey'><em class='bbc'>plugin</em></span>)</span><br /> <span style='color: grey'>Return:<pre class='prettyprint'>-1: The plugin does not exist 0: The plugin is not active, imported, or merged+1: The plugin is not active, but some records are imported into the active Bashed Patch+2: The plugin is active+3: The plugin is merged into the active Bashed Patch</pre></span><br /></li><li> <span style='color: grey'><span style='color: purple'>str</span><span style='color: orange'>(</span><em class='bbc'>value</em><span style='color: orange'>)</span><br /> <span style='color: purple'>int</span><span style='color: orange'>(</span><em class='bbc'>value</em><span style='color: orange'>)</span><br /> <span style='color: purple'>float</span><span style='color: orange'>(</span><em class='bbc'>value</em><span style='color: orange'>)</span><br /> Returns <em class='bbc'>value</em> converted to a string, integer, or floating point decimal.</span><br /></li><li> <span style='color: blue'>SelectAll<br /> DeSelectAll<br /> SelectAllEspms<br /> DeSelectAllEspms</span><br /> <span style='color: grey'>Select or deselect all subpackages or plugins.</span><br /></li><li> <span style='color: blue'>ResetEspmName <span style='color: grey'><em class='bbc'>plugin</em></span><br /> ResetAllEspmNames</span><br /> <span style='color: grey'>Use these to undo a <span style='color: blue'>RenameEspm</span> function.</span><br /></li><li> <span style='color: blue'>While <span style='color: grey'><em class='bbc'>expression</em></span><br /> Continue<br /> Break<br /> EndWhile</span><br /> <span style='color: grey'>Similar loops can be made using Label/Goto and If statements in OBMM.</span><br /></li><li> <span style='color: blue'>RequireVersions</span> <span style='color: grey'><em class='bbc'>oblivion</em><span style='color: orange'>,</span> <em class='bbc'>obse</em><span style='color: orange'>,</span> <em class='bbc'>obge</em><span style='color: orange'>,</span> <em class='bbc'>wrye_bash</em><br /> Displays a page if the version requirements are not met, showing what versions are required, what versions you have, and giving links to download the applicable resources.</span><br /></span></li></ul></div></div></div></span><br /><br /><span style='font-size: 17px;'>Functions that have no meaning in Wizards:</span><div class='bbc_spoiler'> <span class='spoiler_title'>Spoiler</span> <div class='bbc_spoiler_wrapper'><div class='bbc_spoiler_content'><ul class='bbc'><li> <span style='font-family: Lucida Console'>If VersionGreaterThan <span style='color: blue'><version></span><br /> If VersionLessThan <span style='color: blue'><version></span></span><br /> <ul class='bbc'><li>Use <span style='color: purple'><span style='font-family: Lucida Console'>CompareWBVersion</span></span> to check the Wrye Bash version.</li></ul><br /></li><li> <span style='font-family: Lucida Console'>PatchDataFile <span style='color: blue'><NewFile></span> <span style='color: purple'><FileToPatch></span> <span style='color: brown'>[Create]</span><br /> PatchPlugin <span style='color: blue'><NewFile></span> <span style='color: purple'><FileToPatch></span> <span style='color: brown'>[Create]</span></span><br /> <ul class='bbc'><li>Unnecessary due to BAIN's conflict resolution of data files.</li></ul><br /></li><li> <span style='font-family: Lucida Console'>AllowRunOnLines</span><br /> <ul class='bbc'><li>Runon lines have always been supported in Wizards.</li></ul></li></ul></div></div></div><br /></div></div> <br /></div> </div> <dl class="postprofile" id="profile1634194"> <dt> <a href="http://www.gamesas.com/member2228.html"><img src="./images/avatars/user/2228.jpg" width="150" height="112" alt="User avatar" /></a><br /> <a href="http://www.gamesas.com/member2228.html">Hussnein Amin</a> </dt> <dd> </dd> <dd><strong>Posts:</strong> 3557</dd><dd><strong>Joined:</strong> Sun Aug 05, 2007 2:15 am</dd> </dl> <span class="corners-bottom"><span></span></span></div> </div> <hr class="divider" /> <div id="p1634195" class="post bg2"> <div class="inner"><span class="corners-top"><span></span></span> <div class="postbody"> <p class="author"><img src="http://gamesas.com/styles/proFormell/imageset/icon_post_target.gif" width="11" height="9" alt="Post" title="Post" /> » Wed Mar 30, 2011 10:15 am </p> <div class="content"> <div class="blockquote"><div class='quote'>Doesn't appear to have come out any different from PM's version. His code was doing all of these.<br /><br />First: http://img813.imageshack.us/img813/5518/taggedbutignored.jpg<br /><br />The UOP is tagged, as is Oblivifall. In this NPC, the AI packs are not changed by the UOP and Oblivifall's changes have obviously been ignored.<br /></div></div>Ok, I'll download Oblivifall, try to see what's going on there<br /><br /><div class="blockquote"><div class='quote'>Second: http://img819.imageshack.us/img819/1883/tagsworkedapected.jpg<br /><br />This one worked, as do any others where a tagged mod leads the list and untagged mods are in between.<br /><br />Also, this one has an error in another patcher. The scripts tag on the UOP did not carry its change forward. Possibly blocked by TIE which is also tagged with scripts but obviously has none to carry forward.<br /><br />Third: http://img685.imageshack.us/img685/4207/generateditm.jpg<br /><br />This one generated an ITM record for some reason. Got me as to why. It obviously shouldn't have.<br /><br />Fourth: http://img863.imageshack.us/img863/4914/injectedaipacks.jpg<br /><br />This might be intentional based on previous discussions with Warudar about how CBash does things but I don't recall this having happened before with AI Packs.<br /><br />And tes4edit spits out a pretty big list of errors from other records, for whoever needs to look into them:<br /><div class='bbc_spoiler'> <span class='spoiler_title'>Spoiler</span> <div class='bbc_spoiler_wrapper'><div class='bbc_spoiler_content'>[00:00] Checking for Errors in [AD] Bashed Patch - CBash.esp<br />[00:07] Texture -> [4C004A79] <Error: Could not be resolved><br />[00:07] Above errors were found in :BTXT - Base Layer Header<br />[00:07] Above errors were found in :Base Layer<br />[00:07] Texture -> [4C004A79] <Error: Could not be resolved><br />[00:07] Above errors were found in :ATXT - Alpha Layer Header<br />[00:07] Above errors were found in :Alpha Layer<br />[00:07] Above errors were found in :Layers<br />[00:07] Above errors were found in :[LAND:0000765D]<br />[00:07] Above errors were found in :GRUP Cell Temporary Children of [CELL:00006FE6] (in Tamriel [WRLD:0000003C] at 30,20)<br />[00:07] Above errors were found in :GRUP Cell Children of [CELL:00006FE6] (in Tamriel [WRLD:0000003C] at 30,20)<br />[00:07] Texture -> [4C004A79] <Error: Could not be resolved><br />[00:07] Above errors were found in :BTXT - Base Layer Header<br />[00:07] Above errors were found in :Base Layer<br />[00:07] Texture -> [4C004A79] <Error: Could not be resolved><br />[00:07] Above errors were found in :ATXT - Alpha Layer Header<br />[00:07] Above errors were found in :Alpha Layer<br />[00:07] Texture -> [4C004A78] <Error: Could not be resolved><br />[00:07] Above errors were found in :ATXT - Alpha Layer Header<br />[00:07] Above errors were found in :Alpha Layer<br />[00:07] Texture -> [4C004A79] <Error: Could not be resolved><br />[00:07] Above errors were found in :ATXT - Alpha Layer Header<br />[00:07] Above errors were found in :Alpha Layer<br />[00:07] Texture -> [4C004A79] <Error: Could not be resolved><br />[00:07] Above errors were found in :ATXT - Alpha Layer Header<br />[00:07] Above errors were found in :Alpha Layer<br />[00:07] Above errors were found in :Layers<br />[00:07] Above errors were found in :[LAND:0000765E]<br />[00:07] Above errors were found in :GRUP Cell Temporary Children of CheydinhalSouthWallOCR [CELL:00006FDC] (in Tamriel [WRLD:0000003C] at 29,20)<br />[00:07] Above errors were found in :GRUP Cell Children of CheydinhalSouthWallOCR [CELL:00006FDC] (in Tamriel [WRLD:0000003C] at 29,20)<br />[00:07] NAME - Base -> [4C009BE9] <Error: Could not be resolved><br />[00:07] Above errors were found in :[REFR:AD100ED8] (places [4C009BE9] <Error: Could not be resolved> in GRUP Cell Temporary Children of CheydinhalRiverFarmOCR [CELL:00006FD8] (in Tamriel [WRLD:0000003C] at 29,22))<br />[00:07] NAME - Base -> [4C009BEA] <Error: Could not be resolved><br />[00:07] Above errors were found in :[REFR:AD100ED9] (places [4C009BEA] <Error: Could not be resolved> in GRUP Cell Temporary Children of CheydinhalRiverFarmOCR [CELL:00006FD8] (in Tamriel [WRLD:0000003C] at 29,22))<br />[00:07] Above errors were found in :GRUP Cell Temporary Children of CheydinhalRiverFarmOCR [CELL:00006FD8] (in Tamriel [WRLD:0000003C] at 29,22)<br />[00:07] Above errors were found in :GRUP Cell Children of CheydinhalRiverFarmOCR [CELL:00006FD8] (in Tamriel [WRLD:0000003C] at 29,22)<br />[00:07] NAME - Base -> [4C009BE9] <Error: Could not be resolved><br />[00:07] Above errors were found in :[REFR:AD100ED6] (places [4C009BE9] <Error: Could not be resolved> in GRUP Cell Temporary Children of CheydinhalRiverNEOCR [CELL:00006FD6] (in Tamriel [WRLD:0000003C] at 29,23))<br />[00:07] NAME - Base -> [4C009BEA] <Error: Could not be resolved><br />[00:07] Above errors were found in :[REFR:AD100ED7] (places [4C009BEA] <Error: Could not be resolved> in GRUP Cell Temporary Children of CheydinhalRiverNEOCR [CELL:00006FD6] (in Tamriel [WRLD:0000003C] at 29,23))<br />[00:07] Above errors were found in :GRUP Cell Temporary Children of CheydinhalRiverNEOCR [CELL:00006FD6] (in Tamriel [WRLD:0000003C] at 29,23)<br />[00:07] Above errors were found in :GRUP Cell Children of CheydinhalRiverNEOCR [CELL:00006FD6] (in Tamriel [WRLD:0000003C] at 29,23)<br />[00:07] Texture -> [4C004A78] <Error: Could not be resolved><br />[00:07] Above errors were found in :ATXT - Alpha Layer Header<br />[00:07] Above errors were found in :Alpha Layer<br />[00:07] Texture -> [4C004A78] <Error: Could not be resolved><br />[00:07] Above errors were found in :ATXT - Alpha Layer Header<br />[00:07] Above errors were found in :Alpha Layer<br />[00:07] Above errors were found in :Layers<br />[00:07] Above errors were found in :[LAND:0000765F]<br />[00:07] Above errors were found in :GRUP Cell Temporary Children of CheydinhalSWWallRoadOCR [CELL:00006FD2] (in Tamriel [WRLD:0000003C] at 28,20)<br />[00:07] Above errors were found in :GRUP Cell Children of CheydinhalSWWallRoadOCR [CELL:00006FD2] (in Tamriel [WRLD:0000003C] at 28,20)<br />[00:08] Above errors were found in :GRUP Exterior Cell Sub-Block 2, 3<br />[00:09] Above errors were found in :GRUP Exterior Cell Block 0, 0<br />[00:10] Above errors were found in :GRUP World Children of Tamriel [WRLD:0000003C]<br />[00:10] Above errors were found in :GRUP Top "WRLD"<br />[00:10] AdventurerWarriorBoots [LVLI:0001F1B2] -> Missing required members: Flags<br />[00:10] AdventurerWarriorHelm [LVLI:0001F1B0] -> Missing required members: Flags<br />[00:10] AdventurerWarriorShield [LVLI:0001F1AE] -> Missing required members: Flags<br />[00:10] AdventurerWarriorGreaves [LVLI:0001F1AD] -> Missing required members: Flags<br />[00:10] AdventurerWarriorCuirass [LVLI:0001F1AB] -> Missing required members: Flags<br />[00:10] MMPRoamingTraderHeavyDaedric [LVLI:0800D92A] -> Missing required members: Leveled List Entries<br />[00:10] cobViLootBossBonusItems100 [LVLI:0200145B] -> Missing required members: Leveled List Entries<br />[00:10] cobViLootSurvivalItems25 [LVLI:0200103E] -> Missing required members: Leveled List Entries<br />[00:10] Above errors were found in :GRUP Top "LVLI"<br />[00:10] LL1UndeadLvl75 [LVLC:00017C6F] -> Missing required members: Flags<br />[00:10] LL1UndeadLvl50 [LVLC:00017C6E] -> Missing required members: Flags<br />[00:10] LL1UndeadLvl25 [LVLC:00017C64] -> Missing required members: Flags<br />[00:10] LL1UndeadLvl100 [LVLC:00017C61] -> Missing required members: Flags<br />[00:10] LL1MythicEnemyBossLvl100 [LVLC:000340B5] -> Missing required members: Flags<br />[00:10] SE14AdventurerAttackList [LVLC:0008FAB5] -> Missing required members: Leveled List Entries<br />[00:10] Above errors were found in :GRUP Top "LVLC"<br />[00:11] Orc "Orc" [RACE:000191C0] -> Missing required members: FaceGen - Main clamp, FaceGen - Face clamp<br />[00:11] Khajiit "Khajiit" [RACE:000223C7] -> Missing required members: FaceGen - Main clamp, FaceGen - Face clamp<br />[00:11] Argonian "Argonian" [RACE:00023FE9] -> Missing required members: FaceGen - Main clamp, FaceGen - Face clamp<br />[00:11] Above errors were found in :GRUP Top "RACE"<br />[00:11] Above errors were found in :[AD] Bashed Patch - CBash.esp<br />[00:11] All Done!</div></div></div><br /><br />The game loads in this condition but I'd not trust it to be properly playable, especially since the worldspace patcher is doing all sorts of weirdness adding things to the AD index (the patch itself).<br /></div></div><br />Not too sure about the rest of those. This is my first foray into the Bashed Patch code, so I'm still figuring things out. <br /></div> </div> <dl class="postprofile" id="profile1634195"> <dt> <a href="http://www.gamesas.com/member1173.html"><img src="./images/avatars/user/1173.jpg" width="150" height="112" alt="User avatar" /></a><br /> <a href="http://www.gamesas.com/member1173.html">Phoenix Draven</a> </dt> <dd> </dd> <dd><strong>Posts:</strong> 3443</dd><dd><strong>Joined:</strong> Thu Jun 29, 2006 3:50 am</dd> </dl> <span class="corners-bottom"><span></span></span></div> </div> <hr class="divider" /> <div id="p1634196" class="post bg1"> <div class="inner"><span class="corners-top"><span></span></span> <div class="postbody"> <p class="author"><img src="http://gamesas.com/styles/proFormell/imageset/icon_post_target.gif" width="11" height="9" alt="Post" title="Post" /> » Wed Mar 30, 2011 12:02 pm </p> <div class="content"> You should have your solution for OBMM about the auto-ghosting issue in Wrye Bash included in the OP under the "Mod, Savegame, and Screenshot Management" section, so that everyone can turn it off if people have a problem with the mod ghosting thing. <img src="http://gamesas.com/images/smilies/icon_e_smile.gif" alt=":)" title="Smile" /> <br /></div> </div> <dl class="postprofile" id="profile1634196"> <dt> <a href="http://www.gamesas.com/member2478.html"><img src="./images/avatars/user/2478.jpg" width="150" height="112" alt="User avatar" /></a><br /> <a href="http://www.gamesas.com/member2478.html">Kevan Olson</a> </dt> <dd> </dd> <dd><strong>Posts:</strong> 3402</dd><dd><strong>Joined:</strong> Tue Oct 16, 2007 1:09 am</dd> </dl> <span class="corners-bottom"><span></span></span></div> </div> <hr class="divider" /> <div id="p1634197" class="post bg2"> <div class="inner"><span class="corners-top"><span></span></span> <div class="postbody"> <p class="author"><img src="http://gamesas.com/styles/proFormell/imageset/icon_post_target.gif" width="11" height="9" alt="Post" title="Post" /> » Tue Mar 29, 2011 11:21 pm </p> <div class="content"> <div class="blockquote"><div class='quote'><div class="blockquote"><div class='quote'>Doesn't appear to have come out any different from PM's version. His code was doing all of these.<br /><br />First: http://img813.imageshack.us/img813/5518/taggedbutignored.jpg<br /><br />The UOP is tagged, as is Oblivifall. In this NPC, the AI packs are not changed by the UOP and Oblivifall's changes have obviously been ignored.<br /></div></div>Ok, I'll download Oblivifall, try to see what's going on there<br /></div></div><br />Ok, after downloading, heres what I got. Rebuilt in CBash mod, applicable mods with AIPackages tag: UOP, Oblivifall - Losing My Religion<br />First time around, my results were the same as your Arthmoor. After tinkering around for a while, I realized that I retartedly hadn't selected Oblivifall under the Bashed Patch config window. Rebuilt, and now the results are looking as I would expect. IE, the specific record you had highlighted is no longer in the BP, since Oblivifall - Losing My Religions is the last loaded, and the correct AI packages. There are only a few AI packages that are included in the BP now, here's an example: http://img41.imageshack.us/i/aipackages.png/<br /><br />So dummy check, was Oblivifall - Losing My Religion selected under the AIPackages BP config? And, does my image look like correct merging of AI Packages <br /></div> </div> <dl class="postprofile" id="profile1634197"> <dt> <a href="http://www.gamesas.com/member2106.html"><img src="./images/avatars/user/2106.jpg" width="150" height="112" alt="User avatar" /></a><br /> <a href="http://www.gamesas.com/member2106.html">J.P loves</a> </dt> <dd> </dd> <dd><strong>Posts:</strong> 3487</dd><dd><strong>Joined:</strong> Thu Jun 21, 2007 9:03 am</dd> </dl> <span class="corners-bottom"><span></span></span></div> </div> <hr class="divider" /> <div id="p1634198" class="post bg1"> <div class="inner"><span class="corners-top"><span></span></span> <div class="postbody"> <p class="author"><img src="http://gamesas.com/styles/proFormell/imageset/icon_post_target.gif" width="11" height="9" alt="Post" title="Post" /> » Tue Mar 29, 2011 10:44 pm </p> <div class="content"> Yes, Oblivifall is present in the patch config, and it's checked as well.<br /><br />In your image, it got all the correct packages, but the one the UOP adds for the trainer's wander package shouldn't be that high up the list. That may not be something that's easily solved, that particular package should be immediately below the package with the same purpose from Oblivifall. More simply put, the UOP changed package needs to be at the end of the package list, not up toward the beginning.<br /><br />In this specific case though, the UOP package should ideally be dropped entirely since Oblivifall intended to replace it. I suspect problems like this are why this module is going to be a major pain to get right <img src="http://gamesas.com/images/smilies/icon_razz.gif" alt=":P" title="Razz" /> <br /></div> </div> <dl class="postprofile" id="profile1634198"> <dt> <a href="http://www.gamesas.com/member1340.html"><img src="./images/avatars/user/1340.jpg" width="150" height="112" alt="User avatar" /></a><br /> <a href="http://www.gamesas.com/member1340.html">Spencey!</a> </dt> <dd> </dd> <dd><strong>Posts:</strong> 3221</dd><dd><strong>Joined:</strong> Thu Aug 17, 2006 12:18 am</dd> </dl> <span class="corners-bottom"><span></span></span></div> </div> <hr class="divider" /> <div id="p1634199" class="post bg2"> <div class="inner"><span class="corners-top"><span></span></span> <div class="postbody"> <p class="author"><img src="http://gamesas.com/styles/proFormell/imageset/icon_post_target.gif" width="11" height="9" alt="Post" title="Post" /> » Wed Mar 30, 2011 11:46 am </p> <div class="content"> <div class="blockquote"><div class='quote'>Yes, Oblivifall is present in the patch config, and it's checked as well.<br /><br />In your image, it got all the correct packages, but the one the UOP adds for the trainer's wander package shouldn't be that high up the list. That may not be something that's easily solved, that particular package should be immediately below the package with the same purpose from Oblivifall. More simply put, the UOP changed package needs to be at the end of the package list, not up toward the beginning.<br /></div></div>Ok, that's easy enough to fix the ordering. <br /></div> </div> <dl class="postprofile" id="profile1634199"> <dt> <a href="http://www.gamesas.com/member2220.html"><img src="./images/avatars/user/2220.jpg" width="150" height="112" alt="User avatar" /></a><br /> <a href="http://www.gamesas.com/member2220.html">Rob Davidson</a> </dt> <dd> </dd> <dd><strong>Posts:</strong> 3422</dd><dd><strong>Joined:</strong> Thu Aug 02, 2007 2:52 am</dd> </dl> <span class="corners-bottom"><span></span></span></div> </div> <hr class="divider" /> <div id="p1634200" class="post bg1"> <div class="inner"><span class="corners-top"><span></span></span> <div class="postbody"> <p class="author"><img src="http://gamesas.com/styles/proFormell/imageset/icon_post_target.gif" width="11" height="9" alt="Post" title="Post" /> » Tue Mar 29, 2011 10:20 pm </p> <div class="content"> If my bashed patch were corrupted, would WB detect that on startup? Or when attempting to rebuild the patch? Would I see a warning?<br /><br />Also, another user suggested the following:<br />BEFORE rebuilding your BASH patch....UNcheck the one you have....( a bash patch CAN interfere with the building of another Patch.)<br />I would think the programmer would wipe the buffer clean before rebuilding the patch. True?<br /><br />Is there a way to verify if a save file is not corrupt? Besides trying to load it with OB?<br />Thanks <br /></div> </div> <dl class="postprofile" id="profile1634200"> <dt> <a href="http://www.gamesas.com/member1471.html"><img src="./images/avatars/user/1471.jpg" width="150" height="112" alt="User avatar" /></a><br /> <a href="http://www.gamesas.com/member1471.html">Rachel Tyson</a> </dt> <dd> </dd> <dd><strong>Posts:</strong> 3434</dd><dd><strong>Joined:</strong> Sat Oct 07, 2006 4:42 pm</dd> </dl> <span class="corners-bottom"><span></span></span></div> </div> <hr class="divider" /> <div id="p1634201" class="post bg2"> <div class="inner"><span class="corners-top"><span></span></span> <div class="postbody"> <p class="author"><img src="http://gamesas.com/styles/proFormell/imageset/icon_post_target.gif" width="11" height="9" alt="Post" title="Post" /> » Wed Mar 30, 2011 9:59 am </p> <div class="content"> <div class="blockquote"><div class='quote'>If my bashed patch were corrupted, would WB detect that on startup? Or when attempting to rebuild the patch? Would I see a warning?<br /></div></div><br />not really. WB doesn't read the bashed patch in (unless you're building another bashed patch later in the load order with a previous one checked (see below)) You could see if it's corrupt by loading it in tes4edit, though.<br /><br /><div class="blockquote"><div class='quote'>Also, another user suggested the following:<br />BEFORE rebuilding your BASH patch....UNcheck the one you have....( a bash patch CAN interfere with the building of another Patch.)<br />I would think the programmer would wipe the buffer clean before rebuilding the patch. True?<br /></div></div><br />only true if you have multiple bashed patches (for different mod builds, presumably). If you have, say "Bashed Patch, 0.esp" and "Bashed Patch, 1.esp" both present in your load order, with "1" coming after "0", and you keep "0" checked while building "1", then, yeah, it could cause conflicts.<br /><br />Don't do that, though : )<br /><br /><div class="blockquote"><div class='quote'>Is there a way to verify if a save file is not corrupt? Besides trying to load it with OB?<br /></div></div><br />not sure if WB does validity checking on save files. probably not. "corrupt" is relative, though. sometimes a save becomes "corrupt" just because the mods you have active are too different from the ones you had active when you made the save file. <br /></div> </div> <dl class="postprofile" id="profile1634201"> <dt> <a href="http://www.gamesas.com/member1135.html"><img src="./images/avatars/user/1135.jpg" width="150" height="112" alt="User avatar" /></a><br /> <a href="http://www.gamesas.com/member1135.html">Francesca</a> </dt> <dd> </dd> <dd><strong>Posts:</strong> 3485</dd><dd><strong>Joined:</strong> Thu Jun 22, 2006 5:26 pm</dd> </dl> <span class="corners-bottom"><span></span></span></div> </div> <hr class="divider" /> <div id="p1634202" class="post bg1"> <div class="inner"><span class="corners-top"><span></span></span> <div class="postbody"> <p class="author"><img src="http://gamesas.com/styles/proFormell/imageset/icon_post_target.gif" width="11" height="9" alt="Post" title="Post" /> » Wed Mar 30, 2011 6:39 am </p> <div class="content"> <div class="blockquote"><div class='quote'>Ok, that's easy enough to fix the ordering.<br /></div></div><br />Ok, ordering should be fixed now. It's not perfect, because I can only make some assumptions about what the modder was intending. If the AI package is first, it assumes that the modder meant to add it to the beginning of the list, if it's added to the end, it'll add it to the end. Otherwise, it'll try to find another matching AI package that came before it, and put it directly after that one.<br /><br />New ordering: http://img28.imageshack.us/i/aipackages.png/<br /><br />Anyway, testing would be appreciated with the newest test run. <br /></div> </div> <dl class="postprofile" id="profile1634202"> <dt> <a href="http://www.gamesas.com/member2493.html"><img src="./images/avatars/user/2493.jpg" width="150" height="112" alt="User avatar" /></a><br /> <a href="http://www.gamesas.com/member2493.html">Leticia Hernandez</a> </dt> <dd> </dd> <dd><strong>Posts:</strong> 3426</dd><dd><strong>Joined:</strong> Tue Oct 23, 2007 9:46 am</dd> </dl> <span class="corners-bottom"><span></span></span></div> </div> <hr class="divider" /> <div id="p1634203" class="post bg2"> <div class="inner"><span class="corners-top"><span></span></span> <div class="postbody"> <p class="author"><img src="http://gamesas.com/styles/proFormell/imageset/icon_post_target.gif" width="11" height="9" alt="Post" title="Post" /> » Wed Mar 30, 2011 6:31 am </p> <div class="content"> <div class="blockquote"><div class='quote'>not really. WB doesn't read the bashed patch in (unless you're building another bashed patch later in the load order with a previous one checked (see below)) You could see if it's corrupt by loading it in tes4edit, though.</div></div>TES4Edit, Doh! Should have thought of that.<br /><br /><br /><div class="blockquote"><div class='quote'>only true if you have multiple bashed patches (for different mod builds, presumably). If you have, say "Bashed Patch, 0.esp" and "Bashed Patch, 1.esp" both present in your load order, with "1" coming after "0", and you keep "0" checked while building "1", then, yeah, it could cause conflicts.<br /><br />Don't do that, though : )</div></div>Agreed.<br /><br /><br /><div class="blockquote"><div class='quote'>not sure if WB does validity checking on save files. probably not. "corrupt" is relative, though. sometimes a save becomes "corrupt" just because the mods you have active are too different from the ones you had active when you made the save file.<br /></div></div>Ok, that was helpful. I will chew on the last one and keep researching.<br />Wonder if the "Remove Bloat" or "Repair ABomb" features would validate? <br /></div> </div> <dl class="postprofile" id="profile1634203"> <dt> <a href="http://www.gamesas.com/member1510.html"><img src="./images/avatars/user/1510.jpg" width="150" height="112" alt="User avatar" /></a><br /> <a href="http://www.gamesas.com/member1510.html">JeSsy ArEllano</a> </dt> <dd> </dd> <dd><strong>Posts:</strong> 3369</dd><dd><strong>Joined:</strong> Fri Oct 20, 2006 10:51 am</dd> </dl> <span class="corners-bottom"><span></span></span></div> </div> <hr class="divider" /> <div id="p1634204" class="post bg1"> <div class="inner"><span class="corners-top"><span></span></span> <div class="postbody"> <p class="author"><img src="http://gamesas.com/styles/proFormell/imageset/icon_post_target.gif" width="11" height="9" alt="Post" title="Post" /> » Wed Mar 30, 2011 2:51 am </p> <div class="content"> You perform miracles Lojack. After running the test from r989 I can't find a single error in the AI pack assignments on multiple NPCs checked at random, or in the ones marked as orange/red conflicts in tes4edit.<br /><br />I have however noticed that somewhere along the way the ability to select bash tags from the lower right menu has stopped working. I'm unable to change tag selections on any mods and I spotted a few that I need to update while I was looking through AI packs.<br /><br />Hopefully those other patcher bugs can get solved soon. <br /></div> </div> <dl class="postprofile" id="profile1634204"> <dt> <a href="http://www.gamesas.com/member2506.html"><img src="./images/avatars/user/2506.jpg" width="150" height="112" alt="User avatar" /></a><br /> <a href="http://www.gamesas.com/member2506.html">Rude_Bitch_420</a> </dt> <dd> </dd> <dd><strong>Posts:</strong> 3429</dd><dd><strong>Joined:</strong> Wed Aug 08, 2007 2:26 pm</dd> </dl> <span class="corners-bottom"><span></span></span></div> </div> <hr class="divider" /> <div id="p1634205" class="post bg2"> <div class="inner"><span class="corners-top"><span></span></span> <div class="postbody"> <p class="author"><img src="http://gamesas.com/styles/proFormell/imageset/icon_post_target.gif" width="11" height="9" alt="Post" title="Post" /> » Wed Mar 30, 2011 1:51 pm </p> <div class="content"> <div class="blockquote"><div class='quote'>You perform miracles Lojack. After running the test from r989 I can't find a single error in the AI pack assignments on multiple NPCs checked at random, or in the ones marked as orange/red conflicts in tes4edit.<br /><br />I have however noticed that somewhere along the way the ability to select bash tags from the lower right menu has stopped working. I'm unable to change tag selections on any mods and I spotted a few that I need to update while I was looking through AI packs.<br /><br />Hopefully those other patcher bugs can get solved soon.<br /></div></div>Oops, I broke that popup menu a few revs ago. Fixed now :whistling: <br /><br />I'll be taking a break for a while, but if you can give a few details on which patchers are broken, I'll take a crack at it (can't promise anything though) <br /></div> </div> <dl class="postprofile" id="profile1634205"> <dt> <a href="http://www.gamesas.com/member1446.html"><img src="./images/avatars/user/1446.jpg" width="150" height="112" alt="User avatar" /></a><br /> <a href="http://www.gamesas.com/member1446.html">alyssa ALYSSA</a> </dt> <dd> </dd> <dd><strong>Posts:</strong> 3382</dd><dd><strong>Joined:</strong> Mon Sep 25, 2006 8:36 pm</dd> </dl> <span class="corners-bottom"><span></span></span></div> </div> <hr class="divider" /> <div id="p1634206" class="post bg1"> <div class="inner"><span class="corners-top"><span></span></span> <div class="postbody"> <p class="author"><img src="http://gamesas.com/styles/proFormell/imageset/icon_post_target.gif" width="11" height="9" alt="Post" title="Post" /> » Tue Mar 29, 2011 11:26 pm </p> <div class="content"> <div class="blockquote"><div class='quote'>Ok, ordering should be fixed now. It's not perfect, because I can only make some assumptions about what the modder was intending. If the AI package is first, it assumes that the modder meant to add it to the beginning of the list, if it's added to the end, it'll add it to the end. Otherwise, it'll try to find another matching AI package that came before it, and put it directly after that one.<br /><br />New ordering: http://img28.imageshack.us/i/aipackages.png/<br /><br />Anyway, testing would be appreciated with the newest test run.<br /></div></div><br /><br />Lojack whatever you did that may affect window focus in r989 ... DONT REVERT IT <img src="http://gamesas.com/images/smilies/icon_e_biggrin.gif" alt=":D" title="Very Happy" /><br /><br />Just trying everything in non-CBash mode (and I have wxPython 2.8.12.0 installed since you pointed it out in the previous thread, forgot to mention sorry) - I have reported a couple of times in these threads about occasionally the refresh progress window when going to the Installers tab, or the progress window of the rebuild bashed patch, will pop to the back and Wrye Bash temporarily becoming un-responsive (usually solved by clicking the title bar of Wrye Bash once and waiting a few seconds for it to become responsive - then the progress window pops back to the front and is focussed again) -- r989 seems to have solved that problem (whether intentionally or not) completely. <br /><br />I couldn't believe it and closed Wrye Bash then reloaded, also loaded up G.I.M.P simultaneously to grab a bunch of memory, and VLC started playing a video podcast.. just throwing stuff in to stress my lappy a bit .. Then went to Installers tab, back to mods tab, rebuilt the bashed patch ... No window focus problems whatsoever.<br /><br />That was the only thing that I ever felt was .. uhm, forgive me for using this word in relation to Wrye Bash ... clunky. <img src="http://gamesas.com/images/smilies/icon_e_smile.gif" alt=":)" title="Smile" /> <br /></div> </div> <dl class="postprofile" id="profile1634206"> <dt> <a href="http://www.gamesas.com/member1131.html"><img src="./images/avatars/user/1131.jpg" width="150" height="112" alt="User avatar" /></a><br /> <a href="http://www.gamesas.com/member1131.html">Amy Masters</a> </dt> <dd> </dd> <dd><strong>Posts:</strong> 3277</dd><dd><strong>Joined:</strong> Thu Jun 22, 2006 10:26 am</dd> </dl> <span class="corners-bottom"><span></span></span></div> </div> <hr class="divider" /> <div id="p1634207" class="post bg2"> <div class="inner"><span class="corners-top"><span></span></span> <div class="postbody"> <p class="author"><img src="http://gamesas.com/styles/proFormell/imageset/icon_post_target.gif" width="11" height="9" alt="Post" title="Post" /> » Wed Mar 30, 2011 11:10 am </p> <div class="content"> <div class="blockquote"><div class='quote'>Lojack whatever you did that may affect window focus in r989 ... DONT REVERT IT <img src="http://gamesas.com/images/smilies/icon_e_biggrin.gif" alt=":D" title="Very Happy" /><br /><br />...<br /><br />That was the only thing that I ever felt was .. uhm, forgive me for using this word in relation to Wrye Bash ... clunky. <img src="http://gamesas.com/images/smilies/icon_e_smile.gif" alt=":)" title="Smile" /><br /></div></div>:) It was bugging me too. Especially when testing out the omod extraction. It would extract a couple, then change focus to the main window (forcing a data refresh), then back to the progress bar for a couple, then back to the main window, etc etc. My first few attempts actually were what caused that repeatedly-blinking progress bar problem you reported earlier :pinch: <br /></div> </div> <dl class="postprofile" id="profile1634207"> <dt> <a href="http://www.gamesas.com/member2082.html"><img src="./images/avatars/user/2082.jpg" width="150" height="112" alt="User avatar" /></a><br /> <a href="http://www.gamesas.com/member2082.html">Prohibited</a> </dt> <dd> </dd> <dd><strong>Posts:</strong> 3293</dd><dd><strong>Joined:</strong> Tue Jun 12, 2007 6:13 am</dd> </dl> <span class="corners-bottom"><span></span></span></div> </div> <hr class="divider" /> <div id="p1634208" class="post bg1"> <div class="inner"><span class="corners-top"><span></span></span> <div class="postbody"> <p class="author"><img src="http://gamesas.com/styles/proFormell/imageset/icon_post_target.gif" width="11" height="9" alt="Post" title="Post" /> » Wed Mar 30, 2011 8:55 am </p> <div class="content"> <div class="blockquote"><div class='quote'>I'll be taking a break for a while, but if you can give a few details on which patchers are broken, I'll take a crack at it (can't promise anything though)</div></div><br /><br />Everything I was able to find was already in the big wall of images and spoiler tag a few posts back. It's mainly the worldspace patcher that's gone bad since I last used it. Putting stuff in the wrong index and stuff like that but I can try and make a more detailed report on that particular problem if it'll help.<br /><br />EDIT: Another unrelated issue. Using the "copy to description" option in the bash tag selection menu corrupts the mod's description field, either cutting off information that was there or by overwriting it with the list of tags. <br /></div> </div> <dl class="postprofile" id="profile1634208"> <dt> <a href="http://www.gamesas.com/member2544.html"><img src="./images/avatars/user/2544.jpg" width="150" height="112" alt="User avatar" /></a><br /> <a href="http://www.gamesas.com/member2544.html">Averielle Garcia</a> </dt> <dd> </dd> <dd><strong>Posts:</strong> 3491</dd><dd><strong>Joined:</strong> Fri Aug 24, 2007 3:41 pm</dd> </dl> <span class="corners-bottom"><span></span></span></div> </div> <hr class="divider" /> <div id="p1634210" class="post bg2"> <div class="inner"><span class="corners-top"><span></span></span> <div class="postbody"> <p class="author"><img src="http://gamesas.com/styles/proFormell/imageset/icon_post_target.gif" width="11" height="9" alt="Post" title="Post" /> » Wed Mar 30, 2011 10:57 am </p> <div class="content"> Something slightly different between r989 and r990 bashed patch building ( you will be getting bandwidth usage warnings from sourceforge before the days over <img src="http://gamesas.com/images/smilies/icon_e_smile.gif" alt=":)" title="Smile" /> )..<br /><br />non CBash mode<br /><br />Previous build of the bashed patch with r989 resulted in the bashed patch size 5,198kb<br /><br />Next run with r990 (no change to import options, just did a quick eyeball check everything still selected as previous run before hitting Build patch) - 5,197kb.<br /><br /><span style='color: #FF8C00'>Edit:</span> Reference the Bash Tag pop-up selection, on my vertically limited widescreen lappy, I dont think I am getting the full list of Tags available, and the 'list scroll arrow' (if thats the correct description) at the top doesn't seem to enable any scrolling http://www.bild.me/bild.php?file=2902555Untitled.jpg - There isn't one at the bottom.<br /><br /><span style='color: #FF8C00'>Edit2:</span> Just about to revert to 989, build patch and copy the Report, then re-do with 990 and compare the report from that .. see if it helps highlight a difference. <br /></div> </div> <dl class="postprofile" id="profile1634210"> <dt> <a href="http://www.gamesas.com/member1519.html"><img src="./images/avatars/user/1519.jpg" width="150" height="112" alt="User avatar" /></a><br /> <a href="http://www.gamesas.com/member1519.html">Claire</a> </dt> <dd> </dd> <dd><strong>Posts:</strong> 3329</dd><dd><strong>Joined:</strong> Tue Oct 24, 2006 4:01 pm</dd> </dl> <span class="corners-bottom"><span></span></span></div> </div> <hr class="divider" /> <div id="p1634212" class="post bg1"> <div class="inner"><span class="corners-top"><span></span></span> <div class="postbody"> <p class="author"><img src="http://gamesas.com/styles/proFormell/imageset/icon_post_target.gif" width="11" height="9" alt="Post" title="Post" /> » Wed Mar 30, 2011 10:28 am </p> <div class="content"> <div class="blockquote"><div class='quote'><span style='color: #FF8C00'>Edit2:</span> Just about to revert to 989, build patch and copy the Report, then re-do with 990 and compare the report from that .. see if it helps highlight a difference.<br /></div></div><br /><br />Bizarre - Reverted to 989 and the next build of the bashed patch was the same size as the build with 990 previously. Did a side-by-side comparison in notepad++ ...<br /><br />http://www.bild.me/bild.php?file=2980470Untitled.jpg<br /><br />The only difference was the Time/Date of report - So false alarm <img src="http://gamesas.com/images/smilies/icon_e_smile.gif" alt=":)" title="Smile" /><br /><br />Edit: And thats me done being a serial Wrye Bash Team botherer for the day - Early start tomorrow ( RL stuff you will be pleased to know <img src="http://gamesas.com/images/smilies/icon_e_smile.gif" alt=":)" title="Smile" /> ) <br /></div> </div> <dl class="postprofile" id="profile1634212"> <dt> <a href="http://www.gamesas.com/member1809.html"><img src="./images/avatars/user/1809.jpg" width="150" height="112" alt="User avatar" /></a><br /> <a href="http://www.gamesas.com/member1809.html">An Lor</a> </dt> <dd> </dd> <dd><strong>Posts:</strong> 3439</dd><dd><strong>Joined:</strong> Sun Feb 18, 2007 8:46 pm</dd> </dl> <span class="corners-bottom"><span></span></span></div> </div> <hr class="divider" /> <div id="p1634215" class="post bg2"> <div class="inner"><span class="corners-top"><span></span></span> <div class="postbody"> <p class="author"><img src="http://gamesas.com/styles/proFormell/imageset/icon_post_target.gif" width="11" height="9" alt="Post" title="Post" /> » Wed Mar 30, 2011 9:02 am </p> <div class="content"> Request to the WB team:<br /><br />Can this mod be added as a patch option: http://www.tesnexus.com/downloads/file.php?id=38164, similar to the csv names for Tamriel Travelers etc.? <br /></div> </div> <dl class="postprofile" id="profile1634215"> <dt> <a href="http://www.gamesas.com/member2416.html"><img src="./images/avatars/user/2416.jpg" width="150" height="112" alt="User avatar" /></a><br /> <a href="http://www.gamesas.com/member2416.html">Quick draw II</a> </dt> <dd> </dd> <dd><strong>Posts:</strong> 3301</dd><dd><strong>Joined:</strong> Thu Nov 08, 2007 4:11 pm</dd> </dl> <span class="corners-bottom"><span></span></span></div> </div> <hr class="divider" /> <div id="p1634218" class="post bg1"> <div class="inner"><span class="corners-top"><span></span></span> <div class="postbody"> <p class="author"><img src="http://gamesas.com/styles/proFormell/imageset/icon_post_target.gif" width="11" height="9" alt="Post" title="Post" /> » Tue Mar 29, 2011 11:54 pm </p> <div class="content"> <div class="blockquote"><div class='quote'>Request to the WB team:<br /><br />Can this mod be added as a patch option: http://www.tesnexus.com/downloads/file.php?id=38164, similar to the csv names for Tamriel Travelers etc.?<br /></div></div><br />Looking at his permission settings, we don't need specific permission to include it. Question is, would you like it in addition to the names already in Guard_Names.csv?<br /><br />Guard_Names.csv already renames those characters, Named Fighter's Guild Porters just gives them different names.<br /><br />If you're curious to see the differences, just right click on the mod in Bash, choose Export->Names, and it'll make csv of its changes.<br /><br />EDIT:<br /><div class="blockquote"><div class='quote'>Everything I was able to find was already in the big wall of images and spoiler tag a few posts back. It's mainly the worldspace patcher that's gone bad since I last used it. Putting stuff in the wrong index and stuff like that but I can try and make a more detailed report on that particular problem if it'll help.<br /><br />EDIT: Another unrelated issue. Using the "copy to description" option in the bash tag selection menu corrupts the mod's description field, either cutting off information that was there or by overwriting it with the list of tags.<br /></div></div>I'll add those to my todo list. <br /></div> </div> <dl class="postprofile" id="profile1634218"> <dt> <a href="http://www.gamesas.com/member1585.html"><img src="./images/avatars/user/1585.jpg" width="150" height="112" alt="User avatar" /></a><br /> <a href="http://www.gamesas.com/member1585.html">Kathryn Medows</a> </dt> <dd> </dd> <dd><strong>Posts:</strong> 3547</dd><dd><strong>Joined:</strong> Sun Nov 19, 2006 12:10 pm</dd> </dl> <span class="corners-bottom"><span></span></span></div> </div> <hr class="divider" /> <div id="p1634221" class="post bg2"> <div class="inner"><span class="corners-top"><span></span></span> <div class="postbody"> <p class="author"><img src="http://gamesas.com/styles/proFormell/imageset/icon_post_target.gif" width="11" height="9" alt="Post" title="Post" /> » Wed Mar 30, 2011 1:16 am </p> <div class="content"> Error when rebuilding the bashed patch (CBash)<br />svn ver. 990<br /><br /><pre class='prettyprint'>Traceback (most recent call last): File "Q:\Oblivion Tools\Wrye Bash\Mopy\basher.py", line 5834, in Execute patchFile.buildPatch(SubProgress(progress,0.1,0.9)) #try to speed this up! File "Q:\Oblivion Tools\Wrye Bash\Mopy\bosh.py", line 17976, in buildPatch patcher(modFile, record, bashTags) File "Q:\Oblivion Tools\Wrye Bash\Mopy\bosh.py", line 20565, in apply mergedPackages.remove(pkg)AttributeError: 'MemorySet' object has no attribute 'remove'</pre> <br /></div> </div> <dl class="postprofile" id="profile1634221"> <dt> <a href="http://www.gamesas.com/member1355.html"><img src="./images/avatars/user/1355.jpg" width="150" height="112" alt="User avatar" /></a><br /> <a href="http://www.gamesas.com/member1355.html">lauraa</a> </dt> <dd> </dd> <dd><strong>Posts:</strong> 3362</dd><dd><strong>Joined:</strong> Tue Aug 22, 2006 2:20 pm</dd> </dl> <span class="corners-bottom"><span></span></span></div> </div> <hr class="divider" /> <div id="p1634223" class="post bg1"> <div class="inner"><span class="corners-top"><span></span></span> <div class="postbody"> <p class="author"><img src="http://gamesas.com/styles/proFormell/imageset/icon_post_target.gif" width="11" height="9" alt="Post" title="Post" /> » Wed Mar 30, 2011 6:23 am </p> <div class="content"> <div class="blockquote"><div class='quote'>Error when rebuilding the bashed patch (CBash)<br />svn ver. 990<br /><br /><pre class='prettyprint'>Traceback (most recent call last): File "Q:\Oblivion Tools\Wrye Bash\Mopy\basher.py", line 5834, in Execute patchFile.buildPatch(SubProgress(progress,0.1,0.9)) #try to speed this up! File "Q:\Oblivion Tools\Wrye Bash\Mopy\bosh.py", line 17976, in buildPatch patcher(modFile, record, bashTags) File "Q:\Oblivion Tools\Wrye Bash\Mopy\bosh.py", line 20565, in apply mergedPackages.remove(pkg)AttributeError: 'MemorySet' object has no attribute 'remove'</pre><br /></div></div><br />Good catch, all the testing done so far was without OOO, so that uncovered a bug. Fixed now. <br /></div> </div> <dl class="postprofile" id="profile1634223"> <dt> <a href="http://www.gamesas.com/member1491.html"><img src="./images/avatars/user/1491.jpg" width="150" height="112" alt="User avatar" /></a><br /> <a href="http://www.gamesas.com/member1491.html">Rebekah Rebekah Nicole</a> </dt> <dd> </dd> <dd><strong>Posts:</strong> 3477</dd><dd><strong>Joined:</strong> Fri Oct 13, 2006 8:47 pm</dd> </dl> <span class="corners-bottom"><span></span></span></div> </div> <hr class="divider" /> <div id="p1634225" class="post bg2"> <div class="inner"><span class="corners-top"><span></span></span> <div class="postbody"> <p class="author"><img src="http://gamesas.com/styles/proFormell/imageset/icon_post_target.gif" width="11" height="9" alt="Post" title="Post" /> » Wed Mar 30, 2011 12:09 am </p> <div class="content"> CBash patching issues:<br /><br />1. Wrong persistent cell is being used: http://img193.imageshack.us/img193/4159/wrongpersistentcell.jpg<br /><br />Each worldspace has a persistent CELL used for the storage of persistent references. CBash is assinging the wrong formID to the one for Tamriel and probably others my load order does not expose. Tamriel's CELL should always be 00023777. *ALL* of the records in the persistent CELL have also been assigned to the wrong place.<br /><br />2. Missed water height: http://img695.imageshack.us/img695/6818/missedwaterheight.jpg<br /><br />The bashed patch should have merged the water height change that's shown for Chorrol Hinterland. The OCR+CH patch contains the proper water height edit, and none of these mods is using a C.Water override.<br /><br />3. Wrong forms assigned for multiple masters patch: http://img9.imageshack.us/img9/9747/wrongforms.jpg<br />The cell block in 7,5 should look like this instead: http://img84.imageshack.us/img84/5885/rightforms.jpg<br /><br />If it helps, the specific mods involved are listed in the second image.<br /><br />4. CELL 0,0 is attached in the wrong place. See first image for #3.<br />That CELL 0,0 marked as formID 00023777 does not belong where it's been attached. That should have been directly attached to the Tamriel worldspace record instead.<br /><br />Looks like some kind of slight screwup in dealing with 0,0 since it's in block 0,0, subblock 0,0.<br /><br />5. Wrong texture form assigned in landscape: http://img580.imageshack.us/img580/6957/wrongtexture.jpg<br /><br />I don't even begin to know how this happened. Index 4C is a DB sanctuary mod that doesn't even touch landscape records and is well before index 80 in the order. <br /></div> </div> <dl class="postprofile" id="profile1634225"> <dt> <a href="http://www.gamesas.com/member2514.html"><img src="./images/avatars/user/2514.jpg" width="150" height="112" alt="User avatar" /></a><br /> <a href="http://www.gamesas.com/member2514.html">Meghan Terry</a> </dt> <dd> </dd> <dd><strong>Posts:</strong> 3414</dd><dd><strong>Joined:</strong> Sun Aug 12, 2007 11:53 am</dd> </dl> <span class="corners-bottom"><span></span></span></div> </div> <hr class="divider" /> <div id="p1634227" class="post bg1"> <div class="inner"><span class="corners-top"><span></span></span> <div class="postbody"> <p class="author"><img src="http://gamesas.com/styles/proFormell/imageset/icon_post_target.gif" width="11" height="9" alt="Post" title="Post" /> » Wed Mar 30, 2011 9:06 am </p> <div class="content"> Thanks for the info Arthmoor. I know next to nothing about the internals of mod files, much less worldspace records, but I'll try to teach myself and look at the code to see what's going on.<br /><br />On a side note, that 'Copy to Description' bug is fixed. <br /></div> </div> <dl class="postprofile" id="profile1634227"> <dt> <a href="http://www.gamesas.com/member1148.html"><img src="./images/avatars/user/1148.jpg" width="150" height="112" alt="User avatar" /></a><br /> <a href="http://www.gamesas.com/member1148.html">Dragonz Dancer</a> </dt> <dd> </dd> <dd><strong>Posts:</strong> 3441</dd><dd><strong>Joined:</strong> Sat Jun 24, 2006 11:01 am</dd> </dl> <span class="corners-bottom"><span></span></span></div> </div> <hr class="divider" /> <div id="p1634229" class="post bg2"> <div class="inner"><span class="corners-top"><span></span></span> <div class="postbody"> <p class="author"><img src="http://gamesas.com/styles/proFormell/imageset/icon_post_target.gif" width="11" height="9" alt="Post" title="Post" /> » Wed Mar 30, 2011 1:30 am </p> <div class="content"> Next error,when rebuilding bashed patch (CBash)<br />svn ver. 992<br /><br /><pre class='prettyprint'>Traceback (most recent call last): File "Q:\Oblivion Tools\Wrye Bash\Mopy\basher.py", line 5834, in Execute patchFile.buildPatch(SubProgress(progress,0.1,0.9)) #try to speed this up! File "Q:\Oblivion Tools\Wrye Bash\Mopy\bosh.py", line 17998, in buildPatch patcher(self, subProgress) File "Q:\Oblivion Tools\Wrye Bash\Mopy\bosh.py", line 31769, in finishPatch reX117 = self.reX117 File "Q:\Oblivion Tools\Wrye Bash\Mopy\bolt.py", line 1736, in setFull if (1.0*full) == 0: raise ArgumentError('Full must be non-zero!')bolt.ArgumentError: Full must be non-zero!</pre><br /><br />Something with eyes, race, hair <br /></div> </div> <dl class="postprofile" id="profile1634229"> <dt> <a href="http://www.gamesas.com/member2473.html"><img src="./images/avatars/user/2473.jpg" width="150" height="112" alt="User avatar" /></a><br /> <a href="http://www.gamesas.com/member2473.html">Brandon Wilson</a> </dt> <dd> </dd> <dd><strong>Posts:</strong> 3487</dd><dd><strong>Joined:</strong> Sat Oct 13, 2007 1:31 am</dd> </dl> <span class="corners-bottom"><span></span></span></div> </div> <hr class="divider" /> <form id="viewtopic" method="post" action="http://www.gamesas.com/wrye-bash-thread-t81195.html"> <fieldset class="display-options" style="margin-top: 0; 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