[RELZ] Wrye Bash -- Thread 65

Post » Wed Mar 30, 2011 9:34 am

Continuing from the http://www.gamesas.com/index.php?showtopic=1182249...

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).


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
Nitol Ahmed
 
Posts: 3321
Joined: Thu May 03, 2007 7:35 am

Post » Wed Mar 30, 2011 5:23 am

Word on the street is that CBash may make /too/ many mods mergeable -- OOO in particular. This will likely be corrected over time by the addition of NoMerge tags to the BOSS list, or perhaps by integration with OBSE, who might benefit from knowing the list of mods that have been merged.


That will only happen when a mod is filled with nothing but injected records. OOO has no particular need for EVERY record being that way and so a proper fix would be to change some of those to normal records with normal formIDs. All it would take is one to fix properly. Tagging is only a workaround to this.
User avatar
Nymph
 
Posts: 3487
Joined: Thu Sep 21, 2006 1:17 pm

Post » Wed Mar 30, 2011 3:39 am

Well deselecting rational names has fixed one issue in regards to things not being sorted but a new issue has arisen, some areas, mostly stores that i have seen have been renamed in German, i dont know if its something i did but its bugging me nontheless.
User avatar
Quick Draw III
 
Posts: 3372
Joined: Sat Oct 20, 2007 6:27 am

Post » Wed Mar 30, 2011 1:45 am

Well deselecting rational names has fixed one issue in regards to things not being sorted but a new issue has arisen, some areas, mostly stores that i have seen have been renamed in German, i dont know if its something i did but its bugging me nontheless.

Load up your load order in tes4edit and do a search for a german name that you remember seeing. You should be able to find the offending mod.
User avatar
Devin Sluis
 
Posts: 3389
Joined: Wed Oct 24, 2007 4:22 am

Post » Wed Mar 30, 2011 5:25 am

a few replies for last thread:
svn 1027
still no groups.....==> edit groups

If no one can edit the group names anymore, whether or not they use balo, then why the heck is there groups on the mods tab still.

should work now... if not report again
So I take it you want me to donate my 24 size Icons also, huh?

recieved, thanks...

Okay, I ran into an issue that, if I add a certain mod into the bashed patch, I Ctd-on-startup. I remove it, rebuild the patch, I start up fine, and play fine.

The thing is, its just the Realistic Force ragdoll mod. It doesnt make sense!

add as in merge, import or build with active?... also link to the version you are using would be great.

That's should be included in the OP, so that everyone can read about it before they're asking questions. Even on Nexus in the description tab would be nice too. :)

it shouldn't be a problem with 291 or 292 so really it should have been added but now with 292 practically at release I think it's past its main use.

I'd assume that if there's no snafus, CBash will go live with 292. It's held up to everything I've thrown at it now, but no idea how it's faring for anyone else since testing reports specifically for it are few. *cough*

well I think probably not be the default but when update maybe have a prompt to choose which mode to activate... I do have a few bugs I've found things that need fixing (not major any of them)

am wondering if Wrye bash is good for Python v2.7 and if there are plans for compatability with Python v3 yet.

As Lojack mentioned for 2x, but for 3x basically we're not doing anything along that lines until wxPython has been released with a version for Python 3x - once that occurs we'll look into it.
Pacific Morrowind
User avatar
Austin Suggs
 
Posts: 3358
Joined: Sun Oct 07, 2007 5:35 pm

Post » Wed Mar 30, 2011 12:03 pm

Man the last thread should have a speeding ticket... :laugh:

It's that time again...

it shouldn't be a problem with 291 or 292 so really it should have been added but now with 292 practically at release I think it's past its main use.

That's okay with me. :)
User avatar
Josh Sabatini
 
Posts: 3445
Joined: Wed Nov 14, 2007 9:47 pm

Post » Wed Mar 30, 2011 10:43 am

Well I have had a go with TES4Edit trying to help you guys out with CBash, unfortunately for now I cant make head nor tail of what I need to be reporting, if anything. The only thing I can safely say is CBash is still adding all natural to the merge patches (which you already know about). Will try again when I get a holiday next week, and a bit more time to study it (I need to get round to learning how to clean a few mods anyway so its about time).
User avatar
Chris Jones
 
Posts: 3435
Joined: Wed May 09, 2007 3:11 am

Post » Tue Mar 29, 2011 10:47 pm

Load up your load order in tes4edit and do a search for a german name that you remember seeing. You should be able to find the offending mod.


i dont know if its from a mod seeing as how before when i had rational names marked the german named areas were named in english. I assume its from Oblivion Warcry as im pretty sure thats the only German mod ive got.
User avatar
ashleigh bryden
 
Posts: 3446
Joined: Thu Jun 29, 2006 5:43 am

Post » Tue Mar 29, 2011 10:41 pm

I assume its from Oblivion Warcry as im pretty sure thats the only German mod ive got.

hrm.. if that's the case, is there any reason you can't just use the english version of warcry?
User avatar
Riky Carrasco
 
Posts: 3429
Joined: Tue Nov 06, 2007 12:17 am

Post » Wed Mar 30, 2011 7:47 am

I believe I am, maybe I should go back thru my patch and see what may have done it, ill post what I think is the culprit when I'm at my pc
User avatar
Alexxxxxx
 
Posts: 3417
Joined: Mon Jul 31, 2006 10:55 am

Post » Wed Mar 30, 2011 3:10 pm

FYI, there is a bug with the Auto-Ghosting feature. Even if you turn A-G off, it still ghosts mods that are not checked. Not immediately after de-selecting "Auto-Ghost", but if you minimize Bash, or close it and open it back up, mods are ghosted.
User avatar
Tai Scott
 
Posts: 3446
Joined: Sat Jan 20, 2007 6:58 pm

Post » Wed Mar 30, 2011 1:33 am

Hello. I am a new user with Wrye Bash and I got it to work and all but I cannot start it from the launcher. The only why i can start Wrye Bash so i can use it is to start the installer so it can "install" itself and start.

What are all the symptoms? Be sure to include what you did (step-by-step is helpfull), what you expected, and what happened. Wrye Bash not starting the "normal" way, only buy "in-installing".:facepalm:
If Oblivion isn't installed in the default location, where is it installed? In the normal Program Files (x86) folder like everything else.
What version of the python components are installed?
Python 2.6.5
wxPython 2.8.11.0
ComTypes 0.6.2
psyco 1.6
PyWin32 214

What version of Windows are you using? Windows 7 Is UAC enabled? Yes but when i disable, my saves and files and ingame settings disappear from Morrowind and Oblivion.
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. 291
Are you using a bash.ini? If so, include its contents (in spoiler tags, please!) I don't use the .ini file but here it is:
Spoiler

; ____ _ _ _ ___ ___ __
; | _ \ | | (_) (_) |__ \ / _ \ /_ |
; | |_) | __ _ ___| |__ _ _ __ _ ) || (_) | | |
; | _ < / _` / __| '_ \ | | '_ \| | / / \__, | | |
; | |_) | (_| \__ \ | | |_| | | | | | / /_ / / | |
; |____/ \__,_|___/_| |_(_)_|_| |_|_| |____| /_/ |_|

;The Default Font for the ASCII Art Headers is Lucida Console, Regular, 10 (Notepad)

;--This is the generic version of Bash.ini. If you want to set values here,
; then copy this to "bash.ini" and edit as desired.

; Bool option (b*****) - use any of:
; True, 1, Yes, On
; False, 0, No, Off

; Paths - You can use either:
; Absolute Path
; Example=C:\Games\Oblivion Mods
; Relative path, where path is relative to the Oblivion install directory
; Example=Tools\Tes4Files.exe
; _____ _
; / ____| | |
; | | __ ___ _ __ ___ _ __ __ _ | |
; | | |_ | / _ \| '_ \ / _ \| '__|/ _` || |
; | |__| || __/| | | || __/| | | (_| || |
; \_____| \___||_| |_| \___||_| \__,_||_|

[General]
;--sOblivionMods is the Alternate root directory for installers, etc.

; It is strongly recommended that you do NOT put it anywhere under the
; Oblivion install directory itself, because Oblivion.exe will search through
; every directory under the install directory.
; This "directory thrashing" can then cause performance problems during gameplay.
; sOblivionMods is defined specifically to circumvent this bug by storing files elsewhere.
sOblivionMods=..\Oblivion Mods

;--OblivionPath is the Oblivion directory (containing Oblivion.exe).
; Use this argument if Bash is located outside of the Oblivion directory.
; If using a relative path, will be relative to the Mopy directory.
; Example=C:\Games\Oblivion
sOblivionPath=.

;--User directory arguments.
; These arguments allow you to specify your user directories in several ways.
; These are only useful if the regular procedure for getting the user directory fails.
; And even in that case, the user is probably better off installing win32com.

;--UserPath is the user profile path.
; May help if HOMEDRIVE and/or HOMEPATH are missing from the user's environment.
; Example=C:\Documents and Settings\Wrye
sUserPath=.

;--PersonalPath is the user's personal directory.
; Must be used in conjunction with the -l argument.
; Example=C:\Documents and Settings\Wrye\My Documents
sPersonalPath=.

;--LocalAppDataPath is the user's local application data directory.
; Must be used in conjunction with the -p argument.
; Example=C:\Documents and Settings\Wrye\Local Settings\Application Data
sLocalAppDataPath=.

;--EnableUnicode enables the experimental use of unicode in Bash.
; It allows Bash to install files with extended characters such as diacritics.
; It requires the unicode version of wxPython to be installed.
; It may or may not work. As stated above, it is experimental.
; (1 or 0 or True or False)
bEnableUnicode=False

; _____ _ _ _
; / ____| | | | | (_)
; | (___ ___ | |_ | |_ _ _ __ __ _ ___
; \___ \ / _ \| __|| __|| || '_ \ / _` |/ __|
; ____) || __/| |_ | |_ | || | | || (_| |\__ \
; |_____/ \___| \__| \__||_||_| |_| \__, ||___/
; __/ |
; |___/
[Settings]
;--For various options in Bash.

;--sScriptFileExt: Is the extention that will be used for the exported scripts
; when running 'Export Scripts' (defaults to .txt)
sScriptFileExt=.txt

;--iKeepLog: Is how much log to record- set to a number in between 0 and 4
; with 0 being no log, and 4 being maximum logging (not fully implemented yet)
iKeepLog=0

;--sLogFile: Where to save the log to, defaults to Mopy/bash.log
sLogFile=mopy\bash.log

;--iIconSize is the size (in pixels) for the tool launcher icons. Valid entries
; are 16 and 32. Or if you want a different size create new icons with the same
; names as the *32.png but with the 32 changed to whatever size you want.
iIconSize=16

;--bEnableWizard: Whether or not to enable the scripted installation ability
; if enabled Bash REQUIRES the Python WinAPI to be installed -- or Bash will not start
; (1 or 0 or True or False)
bEnableWizard=False

;--bSkipResetTimeNotifications: Whether or not to skip notification about mod
; modification times reset by Lock Times.
; (1 or 0 or True or False)
bSkipResetTimeNotifications=False

;--bShowTextDifference****: Toggles display of a text difference in the mods tab for that type of mod.
bShowTextDifferenceMergeable=True
bShowTextDifferenceNoMerge=True
bShowTextDifferenceRegular=True
bShowTextDifferenceESM=True

;--o*****TextColour: What colour of text to display in the mods tab for that type of mod.
; It can be any valid wxPython colour or an RGB tuple.
oDeactivateTextColour=wx.BLACK
oESMTextColour=wx.BLUE
oMergeableTextColour=(0x00,0x99,0x00)
oNoMergeTextColour=(153,0,153)
oRegularTextColour=wx.BLACK

;--s*****TextStyle: What style of text to display in the mods tab for that type of mod.
; Can be any valid wxPython text style.
oDeactivateTextStyle=(8, wx.NORMAL, wx.SLANT, wx.NORMAL)
oESMTextStyle=Default
oMergeableTextStyle=Default
oNoMergeTextStyle=Default
oRegularTextStyle=Default

;bAutoItemCheck: Determines whether to automatically check new items in the bashed patch.
bAutoItemCheck=False

;bSkipHideConfirmation: Determines whether the hide confirmations are shown.
bSkipHideConfirmation=False

;--s7zExtraCompressionArguments: if set to something other than Default adds these as command line switches for compressing with 7z.
; If you always want Solid on and a block size of 1mb you would specific: -ms=on -ms=1m
s7zCustomCompressionArguments=Default

; _______ _ ____ _ _
; |__ __| | | / __ \ | | (_)
; | | ___ ___ | | | | | | _ __ | |_ _ ___ _ __ ___
; | | / _ \ / _ \ | | | | | || '_ \ | __|| | / _ \ | '_ \ / __|
; | || (_) || (_) || | | |__| || |_) || |_ | || (_) || | | |\__ \
; |_| \___/ \___/ |_| \____/ | .__/ \__||_| \___/ |_| |_||___/
; | |
; |_|
[Tool Options]

; All tool launcher options for paths can be absolute paths or relative from the head
; of the oblivion folder (that's the one with your Oblivion.exe in it). Any others are explained with the option.

;--Whether or not to show the various larger non core tool launcher segments.
bShowTextureToolLaunchers=True
bShowModelingToolLaunchers=True
bShowAudioToolLaunchers=True

;==================================================;
;=========ESM/ESP/LOD/NIF Tool Launchers===========;
;==================================================;

;--sTes4GeckoPath is the path to look for Tes4Gecko.
; (defaults to Tes4Gecko.jar).
; sTes4GeckoJavaArg is the memory size argument used for launching Tes4Gecko.
sTes4GeckoPath=Tes4Gecko.jar
sTes4GeckoJavaArg=-Xmx1024m

;--sTes4FilesPath is the path that Bash will look for Tes4Files.
; (defaults to Tes4Files.exe).
sTes4FilesPath=Tools\Tes4Files.exe

;--sTes4EditPath is the path that Bash will look for Tes4Edit\View\Trans.
; (defaults to Tes4Edit.exe).
sTes4EditPath=Tes4Edit.exe

;--sTes4LodGenPath is the path that Bash will look for Tes4LodGen.
; (defaults to Tes4LodGen.exe).
sTes4LodGenPath=Tes4LodGen.exe

;--sNifskopePath is the path that Bash will look for Nifskope.
; (defaults to C:\Program Files\NifTools\NifSkope\nifskope.exe).
sNifskopePath=C:\Program Files\NifTools\NifSkope\nifskope.exe

;==================================================;
;===========3D Modeling Tool Launchers=============;
;==================================================;

;--sArtOfIllusion is the path that Bash will look for Art of Illusion.
sArtOfIllusion=C:\Program Files\ArtOfIllusion\Art of Illusion.exe

;--sAutoCad is the path that Bash will look for AutoCad.
sAutoCad=C:\Program Files\Autodesk Architectural Desktop 3\acad.exe

;--sBlenderPath is the path that Bash will look for Blender.
; (defaults to C:\Program Files\Blender Foundation\Blender\Blender.exe)
sBlenderPath=C:\Program Files\Blender Foundation\Blender\Blender.exe

;--sGmaxPath is the path that Bash will look for Gmax.
; (defaults to C:\GMAX\gmax.exe).
sGmaxPath=C:\GMAX\gmax.exe

;--sMaxPath is the path that Bash will look for 3dsMax.
sMaxPath=C:\Program Files\Autodesk\3ds Max 2010\3dsmax.exe

;--sMayaPath is the path that Bash will look for Maya.
sMayaPath=C:\not\a\valid\path.exe

;--sMilkShape3D is the path that Bash will look for MilkShape 3D.
sMilkShape3D=C:\Program Files\MilkShape 3D 1.8.4\ms3d.exe

;--sMudbox is the path that Bash will look for Mudbox.
sMudbox=C:\Program Files\Autodesk\Mudbox2011\mudbox.exe

;--sSculptris is the path that Bash will look for Sculptris.
sSculptris=C:\Program Files\sculptris\Sculptris.exe

;--sSoftimage is the path that Bash will look for Softimage Mod Tool.
sSoftimage=C:\Softimage\Softimage_Mod_Tool_7.5\Application\bin\XSI.bat -mod

;--sSpeedTree is the path that Bash will look for SpeedTree.
sSpeedTree=C:\not\a\valid\path.exe

;--sTreed is the path that Bash will look for Treed.
sTreed=C:\not\a\valid\path.exe

;--sWings3D is the path that Bash will look for Wings3D.
sWings3D=C:\Program Files\wings3d_1.2\Wings3D.exe

;==================================================;
;==========Texturing/DDS Tool Launchers============;
;==================================================;

;--sAniFX is the path that Bash will look for AniFX.
sAniFX=C:\Program Files\AniFX 1.0\AniFX.exe

;--sArtweaver is the path that Bash will look for Artweaver.
sArtweaver=C:\Program Files\Artweaver 1.0\Artweaver.exe

;--sCrazyBump is the path that Bash will look for CrazyBump.
sCrazyBump=C:\Program Files\Crazybump\CrazyBump.exe

;--sDDSConverter is the path that Bash will look for DDSConverter.
sDDSConverter=C:\Program Files\DDS Converter 2\DDS Converter 2.exe

;--sDeepPaint is the path that Bash will look for DeepPaint.
sDeepPaint=C:\Program Files\Right Hemisphere\Deep Paint\DeepPaint.exe

;--sDogwaffle is the path that Bash will look for Dogwaffle.
sDogwaffle=C:\Program Files\project dogwaffle\dogwaffle.exe

;--sGenetica is the path that Bash will look for Genetica.
sGenetica=C:\Program Files\Spiral Graphics\Genetica 3.5\Genetica.exe

;--sGeneticaViewer is the path that Bash will look for Genetica Viewer.
sGeneticaViewer=C:\Program Files\Spiral Graphics\Genetica Viewer 3\Genetica Viewer 3.exe

;--sGIMP is the path that Bash will look for GIMP.
sGIMP=C:\Program Files\GIMP-2.0\bin\gimp-2.6.exe

;--sGimpShop is the path that Bash will look for Gimp Shop.
sGimpShop=C:\Program Files\GIMPshop\bin\gimp-2.2.exe

;--sIcoFX is the path that Bash will look for IcoFX.
sIcoFX=C:\Program Files\IcoFX 1.6\IcoFX.exe

;--sInkscape is the path that Bash will look for InkScape.
sInkscape=C:\Program Files\Inkscape\inkscape.exe

;--sMaPZone is the path that Bash will look for MaPZone.
sMaPZone=C:\Program Files\Allegorithmic\MaPZone 2.6\MaPZone2.exe

;--sMyPaint is the path that Bash will look for MyPaint.
sMyPaint=C:\Program Files\MyPaint\mypaint.exe

;--sNVIDIAMelody is the path that Bash will look for NVIDIA Melody.
sNVIDIAMelody=C:\Program Files\NVIDIA Corporation\Melody\Melody.exe

;--sPaintNet is the path that Bash will look for Paint.Net.
sPaintNET=C:\Program Files\Paint.NET\PaintDotNet.exe

;--sPaintShopPhotoPro is the path that Bash will look for Paint Shop Photo Pro.
sPaintShopPhotoPro=C:\Program Files\Corel\Corel PaintShop Photo Pro\X3\PSPClassic\Corel Paint Shop Pro Photo.exe

;--sPhotobie is the path that Bash will look for Photobie Design Studio.
sPhotobie=C:\Program Files\Photobie\Photobie.exe

;--sPhotoFiltre is the path that Bash will look for PhotoFiltre.
sPhotoFiltre=C:\Program Files\PhotoFiltre\PhotoFiltre.exe

;--sPhotoScape is the path that Bash will look for PhotoScape.
sPhotoScape=C:\Program Files\PhotoScape\PhotoScape.exe

;--sPhotoSEAM is the path that Bash will look for PhotoSEAM.
sPhotoSEAM=C:\Program Files\PhotoSEAM\PhotoSEAM.exe

;--sPhotoshopPath is the path that Bash will look for Photoshop.
sPhotoshopPath=C:\Program Files\Adobe\Adobe Photoshop CS3\Photoshop.exe

;--sPixelStudio is the path that Bash will look for Pixel Studio Pro.
sPixelStudio=C:\Program Files\Pixel\Pixel.exe

;--sPixia is the path that Bash will look for Pixia.
sPixia=C:\Program Files\Pixia\pixia.exe

;--sTextureMaker is the path that Bash will look for TextureMaker.
sTextureMaker=C:\Program Files\Texture Maker\texturemaker.exe

;--sTwistedBrush is the path that Bash will look for Twisted Brush.
sTwistedBrush=C:\Program Files\Pixarra\TwistedBrush Open Studio\tbrush_open_studio.exe

;--sWTV is the path that Bash will look for Windows Texture Viewer.
sWTV=C:\Program Files\WindowsTextureViewer\WTV.exe

;--sxNormal is the path that Bash will look for xNormal.
sxNormal=C:\Program Files\Santiago Orgaz\xNormal\3.17.3\x86\xNormal.exe

;==================================================;
;=========General/Modding Tool Launchers===========;
;==================================================;

;--sBSACMD is the path that Bash will look for BSA Commander.
sBSACMD=C:\Program Files\BSACommander\bsacmd.exe

;--sEggTranslator is the path that Bash will look for Egg Translator.
sEggTranslator=C:\Program Files\Egg Translator\EggTranslator.exe

;--sISOBL is the path that Bash will look for ISOBL.
sISOBL=ISOBL.exe

;--sISRMG is the path that Bash will look for Insanity's ReadMe Generator.
sISRMG=Insanitys ReadMe Generator.exe

;--sISRNG is the path that Bash will look for Random Name Generator.
sISRNG=Random Name Generator.exe

;--sISRNPCG is the path that Bash will look for Insanity's Random NPC Generator.
sISRNPCG=Random NPC.exe

;--sMAP is the path that Bash will look for Interactive Map of Cyrodiil and Shivering Isles.
sMAP=Modding Tools\Interactive Map of Cyrodiil and Shivering Isles 3.52\Mapa v 3.52.exe

;--sOblivionBookCreatorPath is the path that Bash will look for Oblivion Book Creator
sOblivionBookCreatorPath=Data\OblivionBookCreator.jar
sOblivionBookCreatorJavaArg=-Xmx1024m

;--sOBMLG is the path that Bash will look for Oblivion Mod List Generator.
sOBMLG=Modding Tools\Oblivion Mod List Generator\Oblivion Mod List Generator.exe

;--sOBFEL is the path that Bash will look for Oblivion Face Exchange Lite.
sOBFEL=C:\Program Files\Oblivion Face Exchange Lite\OblivionFaceExchangeLite.exe

;--sRADVideo is the path that Bash will look for RAD Video Tools.
sRADVideo=C:\Program Files\RADVideo\radvideo.exe

;--sTabula is the path that Bash will look for Tabula.
sTabula=Modding Tools\Tabula.exe

;==================================================;
;======Screenshot/Benchmarking Tool Launchers======;
;==================================================;

;--sFraps is the path that Bash will look for FRAPS.
sFraps=C:\Fraps\Fraps.exe

;--sIrfanView is the path that Bash will look for Irfan View.
sIrfanView=C:\Program Files\IrfanView\i_view32.exe

;--sXnView is the path that Bash will look for XnView.
sXnView=C:\Program Files\XnView\xnview.exe

;--sFastStone is the path that Bash will look for FastStone Image Viewer.
sFastStone=C:\Program Files\FastStone Image Viewer\FSViewer.exe

;--sWinSnap is the path that Bash will look for Winsnap.
sWinSnap=C:\Program Files\WinSnap\WinSnap.exe

;==================================================;
;============Sound/Audio Tool Launchers============;
;==================================================;

;--sABCAmberAudioConverter is the path that Bash will look for ABC Amber Audio Converter.
sABCAmberAudioConverter=C:\Program Files\ABC Amber Audio Converter\abcaudio.exe

;--sAudacity is the path that Bash will look for Audacity.
sAudacity=C:\Program Files\Audacity\Audacity.exe

;--sMediaMonkey is the path that Bash will look for Media Monkey.
sMediaMonkey=C:\Program Files\MediaMonkey\MediaMonkey.exe

;--sSwitch is the path that Bash will look for Switch.
sSwitch=C:\Program Files\NCH Swift Sound\Switch\switch.exe

;==================================================;
;=========Text/Development Tool Launchers==========;
;==================================================;

;--sNPP is the path that Bash will look for Notepad++.
sNPP=C:\Program Files\Notepad++\notepad++.exe

;--sWinMerge is the path that Bash will look for WinMerge.
sWinMerge=C:\Program Files\WinMerge\WinMergeU.exe

;--sFreeMind is the path that Bash will look for FreeMind.
sFreeMind=C:\Program Files\FreeMind\Freemind.exe

;--sFreeplane is the path that Bash will look for Freeplane.
sFreeplane=C:\Program Files\Freeplane\freeplane.exe

;==================================================;
;========Other/Miscellaneous Tool Launchers========;
;==================================================;

;--sEVGAPrecision is the path that Bash will look for EVGA Precision.
sEVGAPrecision=C:\Program Files\EVGA Precision\EVGAPrecision.exe

;--sFileZilla is the path that Bash will look for FileZilla.
sFileZilla=C:\Program Files\FileZilla FTP Client\filezilla.exe

;--sLogitechKeyboard is the path that Bash will look for Logitech G11 Keyboard Profiler.
sLogitechKeyboard=C:\Program Files\Logitech\GamePanel Software\G-series Software\LGDCore.exe

;--sSteam is the path that Bash will look for Steam.
sSteam=C:\Program Files\Steam\steam.exe

;;;==============================================;;;
;;;============CUSTOM Tool Launchers=============;;;
;;;==============================================;;;

;--sCustom# is the path for custom tool launchers.
; sCustom#opt is the option switch(es) used for launching that tool.
; sCustom#txt is the tool tip text to show for that launcher.
; Can be an .exe file, Java app, or anything that can be double-clicked
; ...opt works a bit differently depending on what you're launching:
; exe: Acts as a command line option
; Java apps: Like .exe, but note that it applies to the .jar rather than JavaW (as opposed to Tes4Gecko above)
; Others: Acts as Microsoft's "command verbs" as seen in Explorer (i.e., print, edit, find, explore)
; All icons have to be in Mopy\images and named custom#16.png or custom#32.png
; (where # is replaced by a number between 1 and 18)

sCustom1=C:\not\a\valid\path.exe
sCustom1opt=-Option(s)
sCustom1txt=Tooltip Text

sCustom2=C:\not\a\valid\path.exe
sCustom2opt=-Option(s)
sCustom2txt=Tooltip Text

sCustom3=C:\not\a\valid\path.exe
sCustom3opt=-Option(s)
sCustom3txt=Tooltip Text

sCustom4=C:\not\a\valid\path.exe
sCustom4opt=-Option(s)
sCustom4txt=Tooltip Text

sCustom5=C:\not\a\valid\path.exe
sCustom5opt=-Option(s)
sCustom5txt=Tooltip Text

sCustom6=C:\not\a\valid\path.exe
sCustom6opt=-Option(s)
sCustom6txt=Tooltip Text

sCustom7=C:\not\a\valid\path.exe
sCustom7opt=-Option(s)
sCustom7txt=Tooltip Text

sCustom8=C:\not\a\valid\path.exe
sCustom8opt=-Option(s)
sCustom8txt=Tooltip Text

sCustom9=C:\not\a\valid\path.exe
sCustom9opt=-Option(s)
sCustom9txt=Tooltip Text

sCustom10=C:\not\a\valid\path.exe
sCustom10opt=-Option(s)
sCustom10txt=Tooltip Text

sCustom11=C:\not\a\valid\path.exe
sCustom11opt=-Option(s)
sCustom11txt=Tooltip Text

sCustom12=C:\not\a\valid\path.exe
sCustom12opt=-Option(s)
sCustom12txt=Tooltip Text

sCustom13=C:\not\a\valid\path.exe
sCustom13opt=-Option(s)
sCustom13txt=Tooltip Text

sCustom14=C:\not\a\valid\path.exe
sCustom14opt=-Option(s)
sCustom14txt=Tooltip Text

sCustom15=C:\not\a\valid\path.exe
sCustom15opt=-Option(s)
sCustom15txt=Tooltip Text

sCustom16=C:\not\a\valid\path.exe
sCustom16opt=-Option(s)
sCustom16txt=Tooltip Text

sCustom17=C:\not\a\valid\path.exe
sCustom17opt=-Option(s)
sCustom17txt=Tooltip Text

sCustom18=C:\not\a\valid\path.exe
sCustom18opt=-Option(s)
sCustom18txt=Tooltip Text


Now to what I was saying, I Googled the problem and I did a few solutions that were common fixes and did the job for so and so, well I am not the lucky one :violin:

I tried to locate the file that people said WB was supposed to automatically delete and leaves behind, but I don't have that nor do I have a bug dump NOR was I successful at generating one. I literally read the read me for the section on WB not starting word for word for word and no luck. I even tried doing different file targets and all, but again as I said, I Googled it and researched hard to find a solution, and nothing.

Now I hope I didn't look like I was begging or anything, I just want some advice and help, that is all and I provided the most info to the best of my knowledge. Thanks in advanced and I will follow any advice you guys have and answer any further questions! :goodjob:
User avatar
Josh Dagreat
 
Posts: 3438
Joined: Fri Oct 19, 2007 3:07 am

Post » Wed Mar 30, 2011 6:00 am

You should probably try the Pictoal guide in http://tesalliance.org/forums/index.php?/files/file/669-wrye-bash-pictorial-guide/
User avatar
Bellismydesi
 
Posts: 3360
Joined: Sun Jun 18, 2006 7:25 am

Post » Wed Mar 30, 2011 9:14 am

EDIT: Sweet I got it fully working and utilized! :thumbsup: thanks for a cool mod and keep up the awesome work!
User avatar
Lucky Girl
 
Posts: 3486
Joined: Wed Jun 06, 2007 4:14 pm

Post » Wed Mar 30, 2011 12:21 am

FYI, there is a bug with the Auto-Ghosting feature. Even if you turn A-G off, it still ghosts mods that are not checked. Not immediately after de-selecting "Auto-Ghost", but if you minimize Bash, or close it and open it back up, mods are ghosted.

If this is related to OBMM. There is solution for it just do this.

"First ensure OBMMex is up to date, Use the update OBMM Extended option in the Extended Utilities menu and update it, then once it's updated go to More Settings in the Extended Utilities menu and uncheck "Hide ESPMs", which is checked by default (and could cause confusion if you are also using ghosting in Wrye Bash, which uses a different method of ghosting)"

User avatar
Farrah Barry
 
Posts: 3523
Joined: Mon Dec 04, 2006 4:00 pm

Post » Wed Mar 30, 2011 10:02 am

If this is related to OBMM...


You're right. It was OBMMEx. Thanks.
User avatar
cutiecute
 
Posts: 3432
Joined: Wed Sep 27, 2006 9:51 am

Post » Wed Mar 30, 2011 10:42 am

You're right. It was OBMMEx. Thanks.

You're welcome. :D
User avatar
Kirsty Collins
 
Posts: 3441
Joined: Tue Sep 19, 2006 11:54 pm

Post » Tue Mar 29, 2011 11:46 pm

This one will probably get a few laughs, but anyway

What Bash needs is a wiki.

'SoandSo'1 said it should be done this way, but I'm having problems...
'SoandSo2' said it should be done this way, but I'm having problems...

SoandSo3 "gives a tip on how to perform something one way"
SoandSo4 "gives a tip on how to perform something another way"
SoandSo5 "gives a tip on how to perform these somethings various ways"
SoandSo6 "writes a guide in his spare time out of the kindness of his heart, hoping that others may find a solution to their dilemma"
SoandSo7 "improves on SoandSo6's guide"
SoandSo8 "still doesn't know what to do??? after rereading 6x"
SoandSo9 "writes/explains it in a different but also at the same time in the same language"
SoandSo10 "etc..."
SoandSo11 "etc..."
SoandSo12 "etc..."

Now, All soandsos are right but in different ways, why?how?
We need to svck their brains out and figure out how()&why)!

Alt3rnity has a pretty decent guide(DLable offline)....
but I have experienced not everyone's habits conform to what may be recommended as to their personal visualized path though the storm.

Comments/Suggestions?
User avatar
Emerald Dreams
 
Posts: 3376
Joined: Sun Jan 07, 2007 2:52 pm

Post » Tue Mar 29, 2011 11:35 pm

I was testing/tweaking/working on CBash... have succeeded in making it safe to import scripts, sounds, deathitems etc (FormID linked items) from unloaded mods :D... it will just skip any that refer to unloaded mods; have to examine the speed repurcussions and pm War about it but if so it'll make it more similar to the old version and more flexible :)
but what I really was posting for was this: after testing Relations import I found one faction that showed up as having an error with TES4Edit... but then I looked and that particular subrecord was identical to master (oblivion.esm)... and running TES4Edit's check for errors on Oblivion.esm's factions results in the same thing for say hmm 127 or so factions (didn't actually count):
Spoiler

PlayerFaction "Player Faction" [FACT:0001DBCD] -> Missing required members: Crime Gold Multiplier
TheBlackwoodCompany "The Blackwood Company" [FACT:000256E4] -> Missing required members: Crime Gold Multiplier
125 or soother factions that I don't feel like wasting space with
Above errors were found in :GRUP Top "FACT"

So did a printout of that value for all the mods in my current LO (a piece of crud on my non my oblivion computer that I'm on today and don't even have oblivion installed but I have a passel of esp/ms on) and:
129 with a value of None (Bash's representation of not set in this case)
740 with a value of 1.0
5 with a value of 0.0
5 with a value of -100.0
1 with a value of 1.5
1 with a value of 2.0
1 with a value of 0.8
... so not always 1 or None.

anyone know what effect that has on the game if it is missing - is it defaulted to 1 or ? or does it cause issues? and would it be good to have a bash fixer for them (optional of course just like the zero reach fix for bows etc.)

Pacific Morrowind
User avatar
Kelsey Hall
 
Posts: 3355
Joined: Sat Dec 16, 2006 8:10 pm

Post » Wed Mar 30, 2011 7:35 am

Strange. And yes, I'd love to see a Bash fixer for it.

:tops:
User avatar
Lovingly
 
Posts: 3414
Joined: Fri Sep 15, 2006 6:36 am

Post » Wed Mar 30, 2011 12:49 pm

[quote name='PacificMorrowind' timestamp='1304778065' post='17623660']
Spoiler

So did a printout of that value for all the mods in my current LO (a piece of crud on my non my oblivion computer that I'm on today and don't even have oblivion installed but I have a passel of esp/ms on) and:
129 with a value of None (Bash's representation of not set in this case)
740 with a value of 1.0
5 with a value of 0.0
5 with a value of -100.0
1 with a value of 1.5
1 with a value of 2.0
1 with a value of 0.8
... so not always 1 or None.

anyone know what effect that has on the game if it is missing - is it defaulted to 1 or ? or does it cause issues? and would it be good to have a bash fixer for them (optional of course just like the zero reach fix for bows etc.)


What are you tryin to figure out? a Global Global?
I don't think I ummmmnderstand....
what type of B Patch?

EDIT: domn, I'll get that editor right.
User avatar
Stephanie Nieves
 
Posts: 3407
Joined: Mon Apr 02, 2007 10:52 pm

Post » Wed Mar 30, 2011 12:41 pm

1027 : added a bunch of BFCs to the BAIN Converters folder - switching back to Bash it displayed a "Refreshing converters" dialog and then it stuck - flashing this dialog for a split second forever - had to kill it

EDIT : now I can't give focus to installers at all - this dialog flashes ad infinitum
as reported http://www.gamesas.com/index.php?/topic/1182249-relz-wrye-bash-thread-64/page__view__findpost__p__17583104 (lojack commented on it later in the same page)
I still have this problem - so I can't use BAIN
Don't have a clue about the factions thing - does anyone know if it could lead to crashes ?
CBash soon hopefully
User avatar
Emmi Coolahan
 
Posts: 3335
Joined: Wed Jan 24, 2007 9:14 pm

Post » Wed Mar 30, 2011 12:54 pm

Any progress with http://www.gamesas.com/index.php?/topic/1182249-relz-wrye-bash-thread-64/page__view__findpost__p__17573252 problem?

With svn ver. 1039 this problem still exists.


EDIT

http://www.4shared.com/photo/U0sRfaL4/CBASH.html
Is the Better Benirus Manor - AN Patch - Natural.esp - patch correct imported, the tags (C.Climate, C.Light, C.RecordFlags) are my own settings. I think something is missing. The "only" merged version looks equal.
User avatar
kristy dunn
 
Posts: 3410
Joined: Thu Mar 01, 2007 2:08 am

Post » Wed Mar 30, 2011 10:52 am

as reported http://www.gamesas.com/index.php?/topic/1182249-relz-wrye-bash-thread-64/page__view__findpost__p__17583104 (lojack commented on it later in the same page)
I still have this problem - so I can't use BAIN
Don't have a clue about the factions thing - does anyone know if it could lead to crashes ?
CBash soon hopefully
Ok, I think I squashed this one.
User avatar
Robert DeLarosa
 
Posts: 3415
Joined: Tue Sep 04, 2007 3:43 pm

Post » Wed Mar 30, 2011 12:19 pm

Strange. And yes, I'd love to see a Bash fixer for it.

:tops:

well done one up but really have no idea what/if any effect it'll have.

Don't have a clue about the factions thing - does anyone know if it could lead to crashes ?
CBash soon hopefully

I'd guess probably not - if there was any sense to the code for that function in Oblivion but of course that not guarranteed... so there's a chance it could prevent crashes but I really don't know.


Any progress with http://www.gamesas.com/index.php?/topic/1182249-relz-wrye-bash-thread-64/page__view__findpost__p__17573252 problem?

With svn ver. 1039 this problem still exists.


EDIT

http://www.4shared.com/photo/U0sRfaL4/CBASH.html
Is the Better Benirus Manor - AN Patch - Natural.esp - patch correct imported, the tags (C.Climate, C.Light, C.RecordFlags) are my own settings. I think something is missing. The "only" merged version looks equal.

I haven't worked on that yet; will try to shortly.
huh that picture looks like it has been only merged and not imported... you sure that's the imported Tes4edit screenie? - doing some investigating right now on the accuracy of cell imports.
Pacific Morrowind
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Julie Ann
 
Posts: 3383
Joined: Thu Aug 23, 2007 5:17 am

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