[RELZ] Wrye Bash -- Thread 65

Post » Wed Mar 30, 2011 8:06 am

Well another thread will be needed soon (again)
Anyway - Psymon, OBMMs unpacking was just a trifle compared to multiple installs support. Although I myself find this a good thing to have I guess the amount of work - well ...
I also find Yacoby's idea appealing - for aesthetic reasons mainly - I mean it looks nice :P

EDIT : @alt3rn1ty : did you solve your Note problem ? If not post some more of the wizard (usually the prob is not where it points)
User avatar
Alan Whiston
 
Posts: 3358
Joined: Sun May 06, 2007 4:07 pm

Post » Wed Mar 30, 2011 7:26 am

A trifle? I'm not sure what that means, but multiple install support really just hinges on relocating the info on what is installed via BAIN.

Take that info out of the Oblivion Mods folder and put it instead in the save game profile folder or even the Mopy folder then if one uses mTES4Manager (or manually swaps out installs - yikes) with each switch the info could then be swapped out with the install.

That would allow us to have one BAIN archive that could be read and accessed differently depending upon the install (game clone) currently active.

Unless locating that information drastically alters fundamental aspects of how the information is read or something - It would seem that info could just as easily be accessed and read from one location as well as any other. By allowing it to move with the install clones - we get Wrye Bash being multiple install friendly. Then suddenly what is now called niche and small can be larger and more accessible.

Though I recall that the location of the hidden files (saves and mods) was also an issue, but Gaticus proposed those too can move with the install clones if relocated in a more sensible fashion.

So I don't think it is a drastic thing to address - that is unless I'm missing something?
User avatar
Antonio Gigliotta
 
Posts: 3439
Joined: Fri Jul 06, 2007 1:39 pm

Post » Tue Mar 29, 2011 10:48 pm

So I don't think it is a drastic thing to address - that is unless I'm missing something?


There has been a start upon it. Smile :) be happy. It will probably still be a long while.Tho I haven't used it, I find that it has put a a smile upon my face because someone has found it useful. :)

hope ya like grinninnnn lol
User avatar
Aliish Sheldonn
 
Posts: 3487
Joined: Fri Feb 16, 2007 3:19 am

Post » Wed Mar 30, 2011 12:55 pm

All depends on how tough this stuff is to do in Python. What sounds simple to the end user isn't always so simple behind the scenes.
User avatar
Anna Watts
 
Posts: 3476
Joined: Sat Jun 17, 2006 8:31 pm

Post » Wed Mar 30, 2011 5:31 am

All depends on how tough this stuff is to do in Python. What sounds simple to the end user isn't always so simple behind the scenes.


Yes, It would be simpler to have a set of config files rather than multiple installs(x2 or more space)

Now how can you compare the two config files to minimize space and hassle...... the easiest way......hmmmmmmm????????
User avatar
Latino HeaT
 
Posts: 3402
Joined: Thu Nov 08, 2007 6:21 pm

Post » Wed Mar 30, 2011 7:20 am

Ugh, that was meant to be a response to Psymon. You ninja'd me :P
User avatar
Kill Bill
 
Posts: 3355
Joined: Wed Aug 30, 2006 2:22 am

Post » Wed Mar 30, 2011 7:25 am

Basically, what I want to know is if I re factored everything common between projects out to a new projected, is likely that my patches would get accepted? I am willing to basically all the work but I don't want that work to be for nothing.

Whatever happens, I wouldn't do anything until end of may/june. I have exams atm :(


Yes, I centralized resource WOULD be great, but what if no one would maintain it.
Ex. I'm playing morrowind right now, the oblivion or skyrim part doesn't matter....

Are you willing to double the manpower for an good Idea that no one may hold their bets upon?

So, far, there are only those who help dev and so so...
Until they clone themselves, well...............I think you know the answer.
The idea is that if you had something really general, you would commit the changes to the centralized project rather than the game specific project.

That way other projects benefit from changes made to one project, however from the end user perspective nothing changes. As Arthmoor there would sill be a Bash team, etc and that wouldn't change. Just hopefully if they wanted to improve BAIN they would consider committing the changes to the library project so that other projects benefited from it.


Skyrim being on a new engine almost certainly means it would need its own build entirely. But I guess we'll see come November. Maybe Bethesda can port their filing system without much trouble.

There I am slightly doubtful that it would need an entirely new build. The UI would be very similar probably (We would still have mods, settings, installers). There may need to be some major abstractions made to the base project (You may just need to subclass some classes for the changes you need to make), however I can still see it being useful. (However, as you said, we will see in November).
User avatar
mimi_lys
 
Posts: 3514
Joined: Mon Apr 09, 2007 11:17 am

Post » Wed Mar 30, 2011 3:11 am

Basically, what I want to know is if I re factored everything common between projects out to a new projected, is likely that my patches would get accepted? I am willing to basically all the work but I don't want that work to be for nothing.


This is open source, your work will be for something, whether that may ten years from now...who knows lol
if its for morrowind .... I'll get back to that eventually, so will others.
It has a special place in my realm.

But well, I would say, If you did the beginning legwork, you have a hellova chance at getting what you want.
1. because you did it and can improve upon it. Also this shows initiative, and promotes outside effort.
2. It lays a foundation to build upon.(which was already there-simply)
User avatar
Stephanie Kemp
 
Posts: 3329
Joined: Sun Jun 25, 2006 12:39 am

Post » Wed Mar 30, 2011 12:20 am

Yes, It would be simpler to have a set of config files rather than multiple installs(x2 or more space)

Now how can you compare the two config files to minimize space and hassle...... the easiest way......hmmmmmmm????????

What mean you by config files or the need to compare them?

I'm going to take a small leap here and presume that you have not used http://www.gamesas.com/index.php?/topic/1142151-rel-mtes4-manager/ - if you have forgive me - because then I'm not understanding you. If you haven't and I'm reading your post the way I think I am then it seems as though what I'm asking is not being understood. So let me take this opportunity to describe that better.

Having multiple install friendly Wrye Bash would not need to depend on one Wrye Bash install that would then manage multiple installs and that by some inner commands within bash one would switch the game clones and juggle all that.

no no - that would be the wrong approach and would actually make matters much worse.

What mTES4Manager does is create clones of your:
1. Main Oblivion install folder (that contains the exe and the data folder - and importantly the Mopy folder).
2. The Oblivion save game folder (contains saves - including all the profiled saves created from Wrye Bash).
3. The Oblivion AppData folder (that contains the plugins.txt file - telling the game what plugins are active).
It then clusters these clones and syncs them up so that if you switch from Clone A to Clone B the related 3 directories are also switched into place. All done by simply renaming folders.

This means that each clone has to have its own install of each tool (Wrye Bash, OBMM, Tes4edit, gecko and whatever else). This is actually ideal as it then allows you to have on one install a certain version of a tool and on another a different one - good for OBSE testing). This works flawlessly with most of the tools as most of the data they need to access is within those three directories. So Gecko needs to see the AppData folder and find the data folder under Oblivion - fine which ever clone is active will provide that. When you run TEs4edit a similar thing happens as all the information it needs is swapped out with each clone being made active.

So each install/clone has its own set of tools. This works and well - except for Wrye Bash which has the installers.dat file located in the Oblivion Mods (or where ever you assign the BAIN directory) it is the information that is not within those three areas described above and not local to each potential install (clone) it is instead married to the BAIN directory and as such in order to have an installers.dat file for each install one needs an entire BAIN directory for each install. That gets expensive in terms of disc space.

If this installers.dat file were divorced from the BAIN directory and stored in the save game directory (ideal) or in the Mopy directory even (or even settable to anywhere via an ini setting) then one could have one BAIN archive and depending upon what each clone reads from the installers.dat file it would then read and access the BAIN archive (Oblivion Mods/Bash Installers) differently with each clone (installers.dat file).

Where hidden archives (Bash mod data) goes would likely need to be addressed by also making those locations related to the three areas above. mTES4Manager works with Oblivion, F3, and FNV already. Not morrowind but there are similar programs for it - and my bet is that they too would benefit from this.

Trying to have Wrye Bash as an independent program that does not switch or remains separate from the clones switching yet tracks them is, I think, a bad idea - and again maybe I misunderstand. It really seems to be about just changing the locations of where certain files are read and stored. So the suggestion is not to have bash track clone switching - the suggestion is just to divorce the installers.dat file and the hidden folders from the BAIN archive. Let mTES4Manager handle the rest.

An update to the system would require users of the older scheme to back up certain folders - which could be easy as just installing the new would not remove the old. But yeah I'd expect a thread of complaints.

It seems simple to me anyway. Gaticus' proposals were posted back in Oct-Nov 2010 in bash threads.I'd think mod makers would love this idea - then they could have a modding clone with their data folder just so and bare except for what they are working on - and then another folder to play with or test their mods in the mix).
User avatar
jessica robson
 
Posts: 3436
Joined: Mon Oct 09, 2006 11:54 am

Post » Wed Mar 30, 2011 12:58 pm

EDIT : @alt3rn1ty : did you solve your Note problem ? If not post some more of the wizard (usually the prob is not where it points)


No (hell the forums being awkward this morning)

Line: Note "Remember to select Import Cells from" sRebuild "when rebuilding your Bashed Patch.\n"
Error: (Line 176, Column 96): Too many values left at the end of evaluation.


Edit: Utumno fixed it see post below, re-edited spoiler includes working wizard

Spoiler
;======All Natural 1.3 BAIN Wizard Installation Script=======RequireVersions '1.2.0.416','0.0.19.4','','287'; ======================; Define values as false; ======================bWeather = FalsebRL = False; =============================================================; Incompatible mods check part 1, universally incompatible mods; =============================================================If DataFileExists("_Real_Lights.esp")    Cancel "The original version of Real Lights has been detected, please uninstall it and then retry installing the All Natural version."EndIfDeSelectAllSelectOne "Select which mod components you wish to install.",\    "|All Natural - Full","This will install the weather system, Natural Interiors, and Real Lights parts of All Natural.","",\    "All Natural - No Real Lights","This will install the weather system and Natural Interiors but not Real Lights.","",\    "All Natural - Real Lights ONLY","This will only install the Real Lights part of All Natural, but NOT the weather system or Natural Interiors, so you can use another weather mod if you wish, but you won't get the interior weather effects of Natural Interiors.",""    Case "All Natural - Full"        bWeather = True        bRL = True        sRebuild = "'All Natural.esp'"        Break    Case "All Natural - No Real Lights"        bWeather = True        sRebuild = "'All Natural.esp'"        Break    Case "All Natural - Real Lights ONLY"        bRL = True        Note "You will need to manually rename the 'All Natural.bsa' to 'All Natural - Real Lights.bsa' to prevent missing mesh errors and purple textures in-game."        BreakEndSelectIf !(bWeather|bRL)    Cancel "No components were selected."EndIf; ===========================================================================; Incompatible mods check part 2, detecting any weather or darker nights mods; ===========================================================================If bWeather    If DataFileExists("oc_darker_nights.esp")        Cancel 'A Darker Nights mod has been detected, please uninstall it and use the All Natural .ini to change darkness settings.'    EndIf    If DataFileExists("_darker_nights.esp")        Cancel 'A Darker Nights mod has been detected, please uninstall it and use the All Natural .ini to change darkness settings.'    EndIf    If DataFileExists("_darker_nights_2_with_burning_kvatch.esp")        Cancel 'A Darker Nights mod has been detected, please uninstall it and use the All Natural .ini to change darkness settings.'    EndIf    If DataFileExists("darker nights for shivering isles.esp")        Cancel 'A Darker Nights mod has been detected, please uninstall it and use the All Natural .ini to change darkness settings.'    EndIf    If DataFileExists("Darker Nights for Nat Env.esp")        Cancel 'A Darker Nights mod has been detected, please uninstall it and use the All Natural .ini to change darkness settings.'    EndIf    If DataFileExists("Natural Interiors.esm")        Cancel 'Natural Interiors has been detected, please uninstall it before installing All Natural.'    EndIf    If DataFileExists("AWS-Core.esm")        Cancel 'AWS has been detected, please uninstall it before installing All Natural.'    EndIf    If DataFileExists("Arthur_Natural_Weather_HDR_by_Max_Tael.esp")        Cancel 'Arthur Weather mod has been detected, please uninstall it before installing All Natural.'    EndIf    If DataFileExists("Lem - Modified Weather.esp")        Cancel 'Lem Modified Weather has been detected, please uninstall it before installing All Natural.'    EndIf    If DataFileExists("NaturalWeather.esp")        Cancel 'Natural Weather has been detected, please uninstall it before installing All Natural.'    EndIf    If DataFileExists("Natural_Weather_by_Max_Tael.esp")        Cancel 'Natural Weather has been detected, please uninstall it before installing All Natural.'    EndIf    If DataFileExists("Natural_Weather_HDR_by_Max_Tael.esp")        Cancel 'Natural Weather has been detected, please uninstall it before installing All Natural.'    EndIf    If DataFileExists("Natural_Weather_with_darker_Nights_by_Max_Tael.esp")        Cancel 'Natural Weather has been detected, please uninstall it before installing All Natural.'    EndIf    If DataFileExists("Natural_Weather_HDR_with_darker_Nights_by_Max_Tael.esp")        Cancel 'Natural Weather has been detected, please uninstall it before installing All Natural.'    EndIf    If DataFileExists("Natural_Weather_HDR_2.1.3_coloroverride.esp.esp")        Cancel 'Natural Weather has been detected, please uninstall it before installing All Natural.'    EndIf    If DataFileExists("Natural_Weather_HDR_by_Max_Tae_CO_RD.esp")        Cancel 'Natural Weather has been detected, please uninstall it before installing All Natural.'    EndIf    If DataFileExists("Natural_Weather_by_Max_Tael_RD.esp")        Cancel 'Natural Weather has been detected, please uninstall it before installing All Natural.'    EndIf    If DataFileExists("Natural_Weather_HDR_by_Max_Tael_RD.esp")        Cancel 'Natural Weather has been detected, please uninstall it before installing All Natural.'    EndIf    If DataFileExists("Natural_Weather_HDR_with_darker_Nights_by_Max_Tael_RD.esp")        Cancel 'Natural Weather has been detected, please uninstall it before installing All Natural.'    EndIf    If DataFileExists("Natural_Weather_with_darker_Nights_by_Max_Tael_RD.esp")        Cancel 'Natural Weather has been detected, please uninstall it before installing All Natural.'    EndIfEndIfIf bRL    SelectSubPackage "00 Core"    DeSelectAllEspms    SelectSubPackage "01 Real Lights"EndIfIf bWeather    SelectSubPackage "00 Core"    DeSelectEspm "All Natural - SI.esp"    If DataFileExists("DLCShiveringIsles.esp")        SelectOne "Do you want to use All Natural's Shivering Isles support?  Pick yes if you do not use another mod for Shivering Isles weather.",\            "|Yes","Installs Shivering Isles support for All Natural, including the weather system and Natural Interiors.","",\            "No","Does not install All Natural for Shivering Isles.  Use this option if you have another mod that controls weather in Shivering Isles.  You will not get the interior weather effects of Natural Interiors.",""            Case "Yes"                SelectEspm "All Natural - SI.esp"                sRebuild = sRebuild + " and 'All Natural - SI.esp'"                ; ============================                ; Check for EW incompatibility                ; ============================                If DataFileExists("EnhancedWeather.esm")                    Cancel "Enhanced Weather has been detected, please uninstall it before installing All Natural."                EndIf                Break            Case "No"                ; ============================                ; Check for EW incompatibility                ; ============================                If DataFileExists("EnhancedWeather.esm")                    Note "Enhanced Weather has been detected, please make sure you are using the Shivering Isles only install option of EW.\n"                EndIf        EndSelect    EndIf    If DataFileExists("Nascosto Isles 3.esp")        SelectSubPackage '03 Nascosto Isles Weather Patch'    EndIf    If DataFileExists("Kvatch Rebuilt.esp")        SelectSubPackage '04 Kvatch Rebuilt Patch'    EndIf    If DataFileExists("Oblivifall - Losing My Religion.esp")        SelectSubPackage '05 Oblivifall - Losing My Religion Patch'    EndIf        If DataFileExists("Mart's Monster Mod.esm")        SelectSubPackage '06 MMM Patch'    EndIf    SelectOne "Do you want to use the Bash Filter patch for other mod support?",\        "|Yes", "Pick this option if you wish to add the All Natural indoor weather to any of the mods supported in the Filter Patch.  Be sure to rebuild your Bashed Patch after installing.  See the Readme to explain the Bash Filter Option in more detail.","",\        "No", "Pick this option if you do not wish to add indoor weather to the supported mods.",""        Case "Yes"            SelectSubPackage "02 Bash Filter For Various Mods"            sRebuild = sRebuild + " and 'All Natural - Indoor Weather Filter For Mods.esp'"            Note "Do NOT activate the 'All Natural - Indoor Weather Filter For Mods.esp'.  Keep it inactive, but imported into your Bashed Patch.\n"            Break    EndSelect        NOTE = "Remember to select Import Cells from " + sRebuild + " when rebuilding your Bashed Patch.\n"    Note "You can choose which combination of weather mod weathers you wish to see in-game as well as customise a wide variety of All Natural options and features by editing 'All Natural.ini'.\n"EndIf

User avatar
Neliel Kudoh
 
Posts: 3348
Joined: Thu Oct 26, 2006 2:39 am

Post » Wed Mar 30, 2011 1:26 pm

I changed this to your wizard and it runs :
    	NOTE = "Remember to select Import Cells from " + sRebuild + " when rebuilding your Bashed Patch.\n"	    Note NOTE

Go figure (apparently you need to add the +s - otherwise it thinks you are giving it 3 strings )

@Psymon - I personally am not really pro having clones -5 GB + each - of my install. I find the .esm swapping of WB much more elegant. This being said it would be perfectly possible - albeit difficult to implement cause lot of refactoring needed - to have WB keep its settings in its folder (Mopy) - which would make much easier to backup the whole thing via Dopbox for instance btw - so it would work with Nehrim and mtes4.

I would personally much mucho tres a lot viel love to see the collapsible markers thing - and on a second note the hiding of packages in place - I know BAIT will provide those and more (I haven't still very much delved into this - will do and post back ASAP) - but BAIT is a long time from now and those 2 features are needed now (the first being much easier than the second - which has to do with multiple installs on the other hand)

Please :bowdown:
User avatar
Dean Ashcroft
 
Posts: 3566
Joined: Wed Jul 25, 2007 1:20 am

Post » Tue Mar 29, 2011 11:10 pm

@ Psymon: Yes, I have used mTESm at one time...early on. haven't used it since myself(have reinstalled os since also), but one of my buddys thinks Nehrim is WOW! and I helped him bork his install initially. Might have to get back and ask about all that now it has been cleared up a bit(by Psymon's excellent long posts lol) The config file thing is a programming thing. It could be .dat, .log, .cfg, .wooooot, whatever. Make it what you want. just write the info to a file to refer to as user settings etc...
the mTes4m does take up a bit of HD space also(downside)
lets say if the config file would be like a BAIN installer, but could toss it all in from that config alone(and a central repository that cuts space REQ down), that would be great.(replacers might get in the way here/confilict)

@ Alt3rnity: Well, most all wizards will be borked with the svn. Most are easily cureable by ,\ and etc,etc(commas basically). See lojacks wizard thread for more info.
User avatar
Jack Moves
 
Posts: 3367
Joined: Wed Jun 27, 2007 7:51 am

Post » Wed Mar 30, 2011 9:13 am

I changed this to your wizard and it runs :
    	NOTE = "Remember to select Import Cells from " + sRebuild + " when rebuilding your Bashed Patch.\n"	    Note NOTE

Go figure (apparently you need to add the +s - otherwise it thinks you are giving it 3 strings )


Bingo! Thank you Utumno, just ran it through svn 1052 and 1055 so we have a before and after wizard conformity check - No problems.

If I can get the forum to behave for ten minutes (much usage of notepad copying posts for inevitable failure of reloads at the moment) will edit previous posts :)
User avatar
Michael Korkia
 
Posts: 3498
Joined: Mon Jul 23, 2007 7:58 pm

Post » Wed Mar 30, 2011 7:39 am

@ Psymon: Yes, I have used mTESm at one time...early on. haven't used it since myself(have reinstalled os since also), but one of my buddys thinks Nehrim is WOW! and I helped him bork his install initially. Might have to get back and ask about all that now it has been cleared up a bit(by Psymon's excellent long posts lol) The config file thing is a programming thing. It could be .dat, .log, .cfg, .wooooot, whatever. Make it what you want. just write the info to a file to refer to as user settings etc...
the mTes4m does take up a bit of HD space also(downside)
lets say if the config file would be like a BAIN installer, but could toss it all in from that config alone(and a central repository that cuts space REQ down), that would be great.(replacers might get in the way here/confilict)

No need that I see for "a config file would be like a BAIN installer". I still think you are not grasping it.

Again let mTES4 Manager handle all swapping of installs and keep Wrye Bash as local to the install itself as possible. Relocate the two folders inside Oblivion Mods/Bash Installers - except the archives themselves (just the BAIN converters and the BASH folder). And relocate the adjacent folder Bash Mod Data to a location within the areas that mTES4 Manager can swap.

It would be a nightmare to have Wrye Bash track installs and there is no need as that is what mTES4Manager is all about.

So ONE BAIN archive that is then read differently depending upon which install (clone) is active.
User avatar
louise hamilton
 
Posts: 3412
Joined: Wed Jun 07, 2006 9:16 am

Post » Wed Mar 30, 2011 12:11 am

So ONE BAIN archive that is then read differently depending upon which install (clone) is active.


Yeah, that sorta the idea. When I get another HD here soon I will try it out again. I got 12 hd slots custom modded antec90..only using 3atm
Bash shouldn't handle that but it will effect it yes. understandable that it is seperate app. heck I even made an Bashbar Icons for it.....

snip wizs

Gee, maybe I should pay more attention lol. a monkey ninja'd me with my own script. before I even get a chance to upload a simple txt for a bash version that isn't released yet. what is the world coming too? lol

amusing, yes.

BTW those scripts don't always copy paste right.. just to let ya know.

EDIT: For anyone using them, and save the authors some work ....
It might be helpful to drop a PM also.
BTW would ya mind uploading the new version as your Internet Service Provider is apparently faster than mine. loooooooooool I better quit. fell off the stump again...
User avatar
Tania Bunic
 
Posts: 3392
Joined: Sun Jun 18, 2006 9:26 am

Post » Wed Mar 30, 2011 12:53 am

I'm having some problems with both the Standalone WB and the latest SVN.

When I try to build a bash patch, it keeps spitting out this error:

Spoiler

Traceback (most recent call last):
File "H:\Oblivion\Mopy\basher.py", line 5780, in Execute
patchFile.buildPatch(log,SubProgress(progress,0.8,0.9))#no speeding needed/really possible (less than 1/4 second even with large LO)
File "H:\Oblivion\Mopy\bosh.py", line 17643, in buildPatch
patcher.buildPatch(log,SubProgress(subProgress,index))
File "H:\Oblivion\Mopy\bosh.py", line 31574, in buildPatch
raise StateError(_('Mesh undefined for eye %s in race %s') % (strFid(eye),race.eid,))
bolt.StateError: Mesh undefined for eye (bgBalancingEVCore.esp,0x017900) in race Ohmesshaved


Any ideas?
User avatar
cosmo valerga
 
Posts: 3477
Joined: Sat Oct 13, 2007 10:21 am

Post » Tue Mar 29, 2011 10:50 pm

Gee, maybe I should pay more attention lol. a monkey ninja'd me with my own script. before I even get a chance to upload a simple txt for a bash version that isn't released yet. what is the world coming too? lol

amusing, yes.

Caught snoozing :)
O_o and promotion to monkey :bowdown: now thats more like a knighthood (this forum needs a wrye monkey emote)

BTW those scripts don't always copy paste right.. just to let ya know.

Will have a look at that for future - Cant just spoiler else you lose the indenting, so using spoiler code end code end spoiler

Noted pm'ing too, probably less cheeky of me and give the authors chance to give them a once over before they go public
User avatar
Brooke Turner
 
Posts: 3319
Joined: Wed Nov 01, 2006 11:13 am

Post » Wed Mar 30, 2011 8:04 am

Will have a look at that for future - Cant just spoiler else you lose the indenting, so using spoiler code end code end spoiler

Noted pm'ing too, probably less cheeky of me and give the authors chance to give them a once over before they go public


Yeah, the
Spoiler
wreaks the indentation


Caught snoozing :)
O_o and promotion to monkey :bowdown: now thats more like a knighthood (this forum needs a wrye monkey emote)


errrmm, I meant the orange-a-tang avi thing ya use, but whatever. lol
TES Alliance has(IIRC) a monkey jumping around emote or something. Go bug darkrider. He can get it done for ya.
User avatar
Marilú
 
Posts: 3449
Joined: Sat Oct 07, 2006 7:17 am

Post » Wed Mar 30, 2011 12:59 am

So, is there anything I can do? Did I screw up? Or do i just have to wait for a new SVN?
User avatar
Kayla Keizer
 
Posts: 3357
Joined: Tue Dec 12, 2006 4:31 pm

Post » Wed Mar 30, 2011 8:20 am

errrmm, I meant the orange-a-tang avi thing ya use, but whatever. lol
TES Alliance has(IIRC) a monkey jumping around emote or something. Go bug darkrider. He can get it done for ya.

AFAICT it's a gorilla in alt3rn1ty's avatar. :shrug:

Who is right? :P
User avatar
Alister Scott
 
Posts: 3441
Joined: Sun Jul 29, 2007 2:56 am

Post » Wed Mar 30, 2011 2:30 am

AFAICT it's a gorilla in alt3rn1ty's avatar. :shrug:

Who is right? :P


Lets clear this up.... lolol

It seem [seems to be a] primate... or more correctly that thing in science class you learned about that means it has hair. lol :)

Wait a minute......I need a bovine emote. now how can I animate the png icon that is in your mopy/images directory to mooo when I click on it.....

hmmmmmmmmmmmm.....

gonna have to bust out the ol EWJ again...
User avatar
Kayla Bee
 
Posts: 3349
Joined: Fri Aug 24, 2007 5:34 pm

Post » Wed Mar 30, 2011 2:12 pm

:rofl: oh boy before this topic goes ape https://secure.wikimedia.org/wikipedia/en/wiki/Gorilla
I'm too old to be chimping around :)

So, is there anything I can do? Did I screw up? Or do i just have to wait for a new SVN?


Probably have to wait for PM or Lojack to pop in.

Edit: Metallicow; please dont animate the worm - ew!
User avatar
Erin S
 
Posts: 3416
Joined: Sat Jul 29, 2006 2:06 pm

Post » Tue Mar 29, 2011 11:11 pm

Ah, ok. Thanks!
User avatar
George PUluse
 
Posts: 3486
Joined: Fri Sep 28, 2007 11:20 pm

Post » Wed Mar 30, 2011 4:51 am

:rofl: oh boy before this topic goes ape https://secure.wikimedia.org/wikipedia/en/wiki/Gorilla
I'm too old to be chimping around :)

Edit: Metallicow; please dont animate the worm - ew!


just joking about the worm. Those who want that can fire up the ol SNES

Anyway.. all this goofiness has inspired a REQz.

Your all probably thing 'Oh, NOOOO! the cow is thinking again'

But anyway here it is. have a laugh. serious i WANT my request. i'll even do the legwork....

anyway here goes....
Metallicow, yellowspandex, alt3rn1ty, Brozly, utumno, wrinklyninja, ETPC, Artorius, Yacoby, omeletted, Ssenkrad, Baphometalgee... aren't these goofy usernames(mooo)? who could guess would be browsing the wrye bash threads.add them all to a csv file for npc names.


EDIT: Yeah that's you username....lol I see you....
EDIT: Ohh more goofy usernames...lol
EDIT lolol. If your reading this you might have been added to the list. Don't request a race.etc
User avatar
Gemma Flanagan
 
Posts: 3432
Joined: Sun Aug 13, 2006 6:34 pm

Post » Wed Mar 30, 2011 3:34 am

I have two unrelated questions:

1. I've been running Wrye Bash 279 since it was released. I just downloaded and ran the installer for the latest version, but my title bar still says "Wrye Bash 279..."
I started looking at rebuilding my Bashed Patch, but I'm seeing a lot of entries that aren't there in the dialog I'm looking at. This reaffirms that the installer didn't install or something.
What could be the reason?

2. It's been almost two years since I rebuilt my Bashed Patch. I used to have a print out of what to leave checked, and what not to leave checked, but it is buried somewhere in my two milk crates full of stuff.
I looked at the read me, but it is just general information about the categories. I looked at the pictorial guide, but it appears to be primarily about BAIN.
Anyone have a link to a good explanation of what needs checked, and what doesn't?

=+=+=+=

...
Metallicow, yellowspandex, alt3rn1ty, Brozly, utumno, wrinklyninja, ETPC, Artoriusgee... aren't these goofy usernames(mooo)? who could guess would be browsing the wrye bash threads.add them all to a csv file for npc names.


I'm okay with all of them except yellowspandex.
I mean seriously, an IC guard named YellowSpandex?
That's just sick, man. Sick.
User avatar
Hella Beast
 
Posts: 3434
Joined: Mon Jul 16, 2007 2:50 am

PreviousNext

Return to IV - Oblivion