[RELz/WIPz/BETA] Wrye Flash NV

Post » Wed Aug 18, 2010 11:39 pm

I am unable to change the load order using Wyre Flash NV. I have checked all the info on the Wyre Bash pages, tips etc. no go. When i highlight a mod and try using the control up and down keys nothing happens. Anybody have any suggestions?

Load order can be adjusted by CTRL+UP/DOWN, mouse DnD also.
If it's cannot move, please check whether the mod list is sorted by loadorder.
(For example when sorted by name, it cannot move.)
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Anna Krzyzanowska
 
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Post » Wed Aug 18, 2010 2:51 pm

Load order can be adjusted by CTRL+UP/DOWN, mouse DnD also.
If it's cannot move, please check whether the mod list is sorted by loadorder.
(For example when sorted by name, it cannot move.)



I got it to work i was not right clicking in the right spot, you have to right click on the file header not on the file or mod itself. What a jerk! Thanx for the help though.
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Neliel Kudoh
 
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Post » Wed Aug 18, 2010 5:52 pm

Now all I need is BOSS for NV and I'll be set.


You might want to step over here: http://www.gamesas.com/index.php?/topic/1128965-wipz-boss-better-oblivion-sorting-software/

Just sayin :P
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Benito Martinez
 
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Post » Wed Aug 18, 2010 1:26 pm

Awesome work getting a version of this up Valda.

Sorry I'm not going to migrate to NV for a bit otherwise I'd be all about bug reports and feature requests.

I too hope that modders take this version more seriously than they did the F3 version.
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matt white
 
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Post » Wed Aug 18, 2010 11:56 pm

This is working quite well for mod organization needs. Nice job! I can't wait for the bashed patch functionality; those little green text mods are bothering me to no end :)
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Jason King
 
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Post » Wed Aug 18, 2010 1:26 pm

Edit: disregard this, i thought bashed patch was supported.
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GEo LIme
 
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Post » Wed Aug 18, 2010 9:01 pm

Version 3 was released.

3 [11/03/2010]
* Fixed/Added many record definitions.
* Fixed/Added many condition function definitions.
* Added NVMM launcher.
* Remove ammo weight names tweak.

hopefully, some functions of bashed patch may work.
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steve brewin
 
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Post » Thu Aug 19, 2010 3:23 am

Version 3 was released.

3 [11/03/2010]
* Fixed/Added many record definitions.
* Fixed/Added many condition function definitions.
* Added NVMM launcher.
* Remove ammo weight names tweak.

hopefully, some functions of bashed patch may work.

Awesome dude! I tested it and bashed patch seems to be working perfectly!
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Steph
 
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Post » Wed Aug 18, 2010 9:37 pm

While this isn't really much, I might as well throw it out - name tweaks in the bashed patch are kinda funny. Chances are, you'll probably fix them for NV, but... yeah. At the moment, all guns are marked with S, while C4 seems to be marked with B. Power Armour seems to be marked with "AHP", oddly enough. Hopefully, light/medium/heavy armour with different tweaks applied is probable.

And... yeah! Here's hoping this becomes the main mod manager for New Vegas just like it is for Oblivion and isn't for Fallout 3.
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Sabrina garzotto
 
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Post » Wed Aug 18, 2010 5:46 pm

Awesome dude! I tested it and bashed patch seems to be working perfectly!

That was good.
As far as I know, the existing bashtags don't import the new attributes added in NV.
And, please tell me an idea of new tweak for NV.

While this isn't really much, I might as well throw it out - name tweaks in the bashed patch are kinda funny. Chances are, you'll probably fix them for NV, but... yeah. At the moment, all guns are marked with S, while C4 seems to be marked with B. Power Armour seems to be marked with "AHP", oddly enough. Hopefully, light/medium/heavy armour with different tweaks applied is probable.

And... yeah! Here's hoping this becomes the main mod manager for New Vegas just like it is for Oblivion and isn't for Fallout 3.

Thank you for bug report.
I'll check about the Names tweak.
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Laura Hicks
 
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Post » Wed Aug 18, 2010 9:34 pm

I am having problems as well. I am running Win 7 64bit if that makes any difference also have UAC disabled.

/snip/

Every time i double click Wrye Bash Launcher.pyw from within \steam\steamapps\common\fallout new vegas\mopy is get the same results.... bumpkis

Someone please help :bowdown:


I was having the same trouble. After many things attempted, including setting python to run as admin (go into the python25 directory right clicking on the pythonw.exe and selecting "run as administrator"), I finally found something that works. It is, however, a kludge.

Deep within the arcania of http://wryebash.netai.net/ is a section on "If Bash won't start" since mine wasn't, I followed it. since i had no bash.log file, it gave instructions on how to generate a bugdump.
? Generating the Bugdump

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

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

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

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

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

As soon as I hit enter in the command prompt for "bash.py -d" Wrye Flash came right up. Why it only works for me this way, I have no idea. But it does work.

PS: Wrye Flash is still linked to the command prompt window and with close if you close out the prompt.

PPS: Perhaps you could fix in the next release Valda? Win7 Ultimate; AMD Phenom II X4 955; nVidia 8800 GTS 512.
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Hilm Music
 
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Post » Wed Aug 18, 2010 1:44 pm

Just want to say great job on the release. I used to play FCOM and Wyre bash was essential. It was a bit difficult to understand it all at first but once you get do a few things everything becomes a breeze. So when i saw this for NV i got it right away. getting all the python libraries can be somewhat of a pain but i just downloaded the python 3a package from tesnexus under wyre bash. Everything installed and runs just fine. I love using the installers tab and tracking all my mods make management better than all other mod managers imo.

I have windows 7 ultimate 64-bit with UAC turned off. Phenom x4 955 and ATI 4870x2.

You can turn UAC off if you type msconfig in start menu and go to tools tab and just lower the slider all the way tot he bottom under change uac settings. Like someone said right clicking "Run as administrator" may help too. I am always running as administrator so i don't have to worry about this.
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Fiori Pra
 
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Post » Wed Aug 18, 2010 4:41 pm

Version 4 was released.

4 [11/06/2010] [DJ_Kovrik,Valda]
* Fixed/Added so many record definitions.
* Some tags came to import NV attributes.
* Updated Russian translation (contributed by DJ_Kovrik).
* Fixed so that fallout_default.ini might be updated instead of the write-protected fallout.ini.
* Taglist updated to BOSS masterlist revision 1820.

@dred, @Ebeneezersquid
When an installation folder of NV is writable by user account, should work even if UAC is effective.
(I have windows 7 ultimate 64-bit with UAC on)

Because I don't recommend to turn off UAC, Please check the write authority of NV and Mopy dir.
Thanks.
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Spencey!
 
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Post » Thu Aug 19, 2010 3:49 am

Found something for ya guys!! And its not exactly a hard fix so you don't gotta sweat it either ^.^;;

When pressing the "Rebuild patch" button on a bash patch, and you have mods that can be deactivated and merged into the bash patch, it references Oblivion as opposed to NV. Message will follow:

"The following mods are mergeable. While it is not important to Wrye Bash functionality or the end contents of the bashed patch, it is suggest that they be deactivated and merged into the patch; this (helps) avoid the Oblivion maximum esp/m limit."

Otherwise its working great. Been downloading and modding my game since I managed to get it downloaded off of Steam and thanks to your lovely utility, I have not crashed once. Might seem ordinary for all you guys but I averaged 2 crashed per 3 hours when playing Modded Oblivion with this and a bash patch. Figured it was because my hardware is getting weak but it seems I was wrong. So again thanks guys for all the great work and the great utilities you continue to produce which put shame to all these companies charging us for the same services.
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Max Van Morrison
 
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Post » Wed Aug 18, 2010 7:30 pm

I'm using v4 and the bashed patch is messing up the SNAM - Sound - Gun - Shoot 3D SNAM - Sound - Gun - Shoot Dist on every gun it edits. Also I tagged a mod with Stats and it brings over all the stats of the plasma rifle except "Animation Attack Multiplier".
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Miguel
 
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Post » Wed Aug 18, 2010 10:29 pm

I'm using v4 and the bashed patch is messing up the SNAM - Sound - Gun - Shoot 3D SNAM - Sound - Gun - Shoot Dist on every gun it edits. Also I tagged a mod with Stats and it brings over all the stats of the plasma rifle except "Animation Attack Multiplier".


The matter of SNAM is a bug.
Fixed it, Thank you!

'animationMultiplier', 'animationAttackMultiplier', etc. aren't included in an import target of Stats tag.
The reason is because it felt that they are things for looks mainly.
But when you feel something is wrong in this specification, it might be changed.
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stevie critchley
 
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Post » Thu Aug 19, 2010 1:50 am

Found something for ya guys!! And its not exactly a hard fix so you don't gotta sweat it either ^.^;;

When pressing the "Rebuild patch" button on a bash patch, and you have mods that can be deactivated and merged into the bash patch, it references Oblivion as opposed to NV. Message will follow:

"The following mods are mergeable. While it is not important to Wrye Bash functionality or the end contents of the bashed patch, it is suggest that they be deactivated and merged into the patch; this (helps) avoid the Oblivion maximum esp/m limit."

Otherwise its working great. Been downloading and modding my game since I managed to get it downloaded off of Steam and thanks to your lovely utility, I have not crashed once. Might seem ordinary for all you guys but I averaged 2 crashed per 3 hours when playing Modded Oblivion with this and a bash patch. Figured it was because my hardware is getting weak but it seems I was wrong. So again thanks guys for all the great work and the great utilities you continue to produce which put shame to all these companies charging us for the same services.

I think Wrye Bash is a indispensable tool for modders and mod addicts.
In Fact, this product(port) occurred from my personal needs.
If your wasteland life becomes comfortable, I'm also glad :)
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Francesca
 
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Post » Thu Aug 19, 2010 2:56 am

5 [11/06/2010] [Sativarg,Valda]
* Fixed a definition of BPTD.BPND subrecord struct.
* Fixed a definition of WEAP.SNAM (reported by Space Oden69).
* Added 'animationMultiplier' and 'animationAttackMultiplier' to the import object of Stats tag.
* Added support for NVSE.
* Updated 'masterupdate setup.bat' for FNVEdit (contributed by Sativarg).
* Copied and pasted a BOSS launch code from WB291(svn).
* Taglist updated to BOSS masterlist revision 1822.

Sorry for rapid update :P
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Stacy Hope
 
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Post » Wed Aug 18, 2010 2:50 pm

5 [11/06/2010] [Sativarg,Valda]
* Fixed a definition of BPTD.BPND subrecord struct.
* Fixed a definition of WEAP.SNAM (reported by Space Oden69).
* Added 'animationMultiplier' and 'animationAttackMultiplier' to the import object of Stats tag.
* Added support for NVSE.
* Updated 'masterupdate setup.bat' for FNVEdit (contributed by Sativarg).
* Copied and pasted a BOSS launch code from WB291(svn).
* Taglist updated to BOSS masterlist revision 1822.

Sorry for rapid update :P



Can you get it to atleast synch up with the plugins.txt - probably the most important feature since the game wont load your load order from wrye bash but from the plugins.txt This doesnt help since it wont edit my plugins.txt
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Damian Parsons
 
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Post » Wed Aug 18, 2010 8:18 pm

A quick question please.

When mods I'm using have been sorted which application do I use to Launch the game please?

Wrye or Steam.

Thank you.

James.
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Wayne W
 
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Post » Wed Aug 18, 2010 3:42 pm

Hey Valda,

I don't know if that's supposed to happen?

I've created two mods, one changes the repair lists of Armor and Weapons, the second one turns off zoom for all scopeless weapons. Problem is, booth mods touch the Weapon stats. Here's what I've tried so far:

1. import stats of booth mods into bashed patch
2. try to make booth mods a .esm file
3. made one of the file dependend on the other which was copied to master file
4. try to merge booth mods into the bashed patch

Nothing I've tried so far seems to work. The zoom mod gets incooperated into the bashed patch without problems. But even if I tag the repair mod with "filter", it won't let me merge it into the patch.

Any suggestions?
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Amiee Kent
 
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Post » Wed Aug 18, 2010 3:06 pm

Can you get it to atleast synch up with the plugins.txt - probably the most important feature since the game wont load your load order from wrye bash but from the plugins.txt This doesnt help since it wont edit my plugins.txt

Excuse me, I don't understand the meaning that you say it well (because English isn't my native language).
Change of loadorder and a update of plugin.txt are performed appropriately, what's a problem?

A quick question please.
When mods I'm using have been sorted which application do I use to Launch the game please?
Wrye or Steam.

Either way :)

I don't know if that's supposed to happen?

I've created two mods, one changes the repair lists of Armor and Weapons, the second one turns off zoom for all scopeless weapons. Problem is, booth mods touch the Weapon stats. Here's what I've tried so far:

1. import stats of booth mods into bashed patch
2. try to make booth mods a .esm file
3. made one of the file dependend on the other which was copied to master file
4. try to merge booth mods into the bashed patch

Nothing I've tried so far seems to work. The zoom mod gets incooperated into the bashed patch without problems. But even if I tag the repair mod with "filter", it won't let me merge it into the patch.

Any suggestions?

If your repair mods changes FormID List (FLST), please check into "FormID Lists" in the rebuild patch window left menu.
else if that changes a repair list of weapon subrecord (WEAP.REPL), There are no tags which import that attribute now.
I feel the necessity to add a RepairList tag.
However, please handle by an adjustment of the load order for the moment.

Thanks.
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Hope Greenhaw
 
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Post » Thu Aug 19, 2010 12:14 am

Found a fix for the UAC hassles on Vista/7. All you have to do is navigate to C:\Python2x and right-click pythonw.exe, go to the compatibility tab and check the "Run this program as administrator" box. It's a lot simpler than running Wrye from an Admin Shell.
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Claire Mclaughlin
 
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Post » Wed Aug 18, 2010 11:50 pm

If your repair mods changes FormID List (FLST), please check into "FormID Lists" in the rebuild patch window left menu.
else if that changes a repair list of weapon subrecord (WEAP.REPL), There are no tags which import that attribute now.
I feel the necessity to add a RepairList tag.
However, please handle by an adjustment of the load order for the moment.

Thanks.


Thanks a bunch friend, that worked. I also had to tag "stats" for the zoom mod.
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Floor Punch
 
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Post » Wed Aug 18, 2010 7:38 pm

Thanks for bringing this great tool to FNV

So far everything is working great. I did run into one small problem so far with the bashed patch, it created errors in the modifed Caravan Card entries from the Inventory Sorter mod i was merging into it.

CCRD \ Card \ INTV - Suit and CCRD \ Card \ INTV - Value both show in FNVEDIT
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Tinkerbells
 
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