[RELz/WIPz/BETA] Wrye Flash NV

Post » Thu Aug 19, 2010 1:40 am

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

Thank you for bug reporting!
It was fixed.
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Britney Lopez
 
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Post » Wed Aug 18, 2010 2:22 pm

6 [11/08/2010]
* Fixed a bug that raise exception when importing ItemData from CSV.
* Add GMST Tweak: Terminal Speed Adjustment (referred from HackRate: http://www.fallout3nexus.com/downloads/file.php?id=2745).
* Update BOSS launch code (from WryeBash svn655).
* Fixed CCRD.INTV subrecord structure.

Thanks.
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Dark Mogul
 
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Post » Wed Aug 18, 2010 4:26 pm

I think there might be some errors with leveled lists. delev doesn't seem to do anything. (version 6) Also something tagged with stats will import Critical Damage but not Effect. It probably should do both right?

And would you consider making a tag for importing weapon upgrade info? Kind of like Destructable (which btw should be spelled Destructible). I've got http://www.newvegasnexus.com/downloads/file.php?id=35009 specifically in mind, but I think it could be helpful for more mods.
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Chica Cheve
 
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Post » Wed Aug 18, 2010 8:57 pm

I think there might be some errors with leveled lists. delev doesn't seem to do anything. (version 6) Also something tagged with stats will import Critical Damage but not Effect. It probably should do both right?

And would you consider making a tag for importing weapon upgrade info? Kind of like Destructable (which btw should be spelled Destructible). I've got http://www.newvegasnexus.com/downloads/file.php?id=35009 specifically in mind, but I think it could be helpful for more mods.

The algorithm of leveled lists merger almost never changes from original WryeBash.
Please showing me a FNVEdit screenshot in the part where doubt was felt, may be able to advise.

I also felt the necessity for a tag for importing weapon upgrade info.
I plan to import the following attributes, how do you think?
And what kind of name do you like?

New "WeaponMod(?)" tagWEAP.WMI1 ... WNM3 (Weapon Mods)part of WEAP.DNAM (EffectMod1 ... EffectMod3, ValueAMod1 ... ValueAMod3, ValueBMod1 ... ValueBMod3)

The existing Graphics, Sound tag covers the following attributes newly

GraphicsWEAP.WWD1 ... WWD7 (Model With Mods)WEAP.WNM1 ... WNM7 (First Person Model With Mods)SoundWEAP.WMS1 ... WMS2 (Sound Mod1 Shoot 3Ds, Sound Mod1 Shoot 2D)


ps. "Destructable"... it's a serious bug :P
Thanks.
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Vahpie
 
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Post » Thu Aug 19, 2010 1:18 am

A suggestion: could you make it so when I click the BOSS symbol it executes the BOSS - Update Masterlist.bat instead of the exe?
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Yama Pi
 
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Post » Wed Aug 18, 2010 6:34 pm

A suggestion: could you make it so when I click the BOSS symbol it executes the BOSS - Update Masterlist.bat instead of the exe?

Please click a BOSS launcher while pushing down 'U' key ;)
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JLG
 
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Post » Wed Aug 18, 2010 2:46 pm

Please click a BOSS launcher while pushing down 'U' key ;)


:ooo:

How about launch icon for the new FOMM?
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meg knight
 
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Post » Wed Aug 18, 2010 7:41 pm

Oh... ok :D

Still I think it would be more useful if it did that by default.
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nath
 
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Post » Wed Aug 18, 2010 2:00 pm

How about launch icon for the new FOMM?

In the latest edition on git, it supports new FOMM.
I'll release it asap.

Oh... ok :D

Still I think it would be more useful if it did that by default.

It's possible to set it default by switch.
Please right-click on the caption of modlist and http://twitpic.com/35o25b.
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victoria johnstone
 
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Post » Wed Aug 18, 2010 8:09 pm

Each of the mods in the pictures has been tagged with delev, but they are not successfully removing the entries in the bashpatch.
[img]http://img534.imageshack.us/img534/4223/tmp1w.jpg[/img] [img]http://img17.imageshack.us/img17/5682/tmp2x.jpg[/img] [img]http://img811.imageshack.us/img811/9044/tmp3.jpg[/img]
In the third picture it did remove the entries, but it did not add the new ones like it should.

Those weapon mod attributes are all good. Also these need to be covered too "Scope Model", "Has Scope" and "Scope from Mod". I think "WeaponMods" is a good simple name.

Edit: I just tagged FOOK with graphics and now the bashpatch won't complete giving me this in the stdout/stderr:
Traceback (most recent call last):  File "C:\Program Files\Steam\steamapps\common\fallout new vegas\Mopy\basher.py", line 4951, in Execute    raise  File "C:\Program Files\Steam\steamapps\common\fallout new vegas\Mopy\basher.py", line 4903, in Execute    patchFile.initData(SubProgress(progress,0,0.1)) #try to speed this up!  File "C:\Program Files\Steam\steamapps\common\fallout new vegas\Mopy\bosh.py", line 16747, in initData    patcher.initData(SubProgress(progress,index))  File "C:\Program Files\Steam\steamapps\common\fallout new vegas\Mopy\bosh.py", line 17517, in initData    temp_id_data[fid] = dict((attr,record.__getattribute__(attr)) for attr in recAttrs)  File "C:\Program Files\Steam\steamapps\common\fallout new vegas\Mopy\bosh.py", line 17517, in     temp_id_data[fid] = dict((attr,record.__getattribute__(attr)) for attr in recAttrs)AttributeError: 'MreAspc' object has no attribute 'model'

Do you have any idea why this is happening?
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Taylah Illies
 
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Post » Wed Aug 18, 2010 6:50 pm

Each of the mods in the pictures has been tagged with delev, but they are not successfully removing the entries in the bashpatch.
[img]http://img534.imageshack.us/img534/4223/tmp1w.jpg[/img] [img]http://img17.imageshack.us/img17/5682/tmp2x.jpg[/img] [img]http://img811.imageshack.us/img811/9044/tmp3.jpg[/img]
In the third picture it did remove the entries, but it did not add the new ones like it should.

Those weapon mod attributes are all good. Also these need to be covered too "Scope Model", "Has Scope" and "Scope from Mod". I think "WeaponMods" is a good simple name.

Edit: I just tagged FOOK with graphics and now the bashpatch won't complete giving me this in the stdout/stderr:
Traceback (most recent call last):  File "C:\Program Files\Steam\steamapps\common\fallout new vegas\Mopy\basher.py", line 4951, in Execute    raise  File "C:\Program Files\Steam\steamapps\common\fallout new vegas\Mopy\basher.py", line 4903, in Execute    patchFile.initData(SubProgress(progress,0,0.1)) #try to speed this up!  File "C:\Program Files\Steam\steamapps\common\fallout new vegas\Mopy\bosh.py", line 16747, in initData    patcher.initData(SubProgress(progress,index))  File "C:\Program Files\Steam\steamapps\common\fallout new vegas\Mopy\bosh.py", line 17517, in initData    temp_id_data[fid] = dict((attr,record.__getattribute__(attr)) for attr in recAttrs)  File "C:\Program Files\Steam\steamapps\common\fallout new vegas\Mopy\bosh.py", line 17517, in     temp_id_data[fid] = dict((attr,record.__getattribute__(attr)) for attr in recAttrs)AttributeError: 'MreAspc' object has no attribute 'model'

Do you have any idea why this is happening?

About the case of a picture1 and picture 2, I think that it solves by using Relev not Delev.
http://dl.dropbox.com/u/515667/WS000000.JPG
http://dl.dropbox.com/u/515667/WS000001.JPG

The cause of the picture3 is a bug of flash!
It didn't consider the condition and owner attributes added in Fallout.
Fixed in https://github.com/valda/garybash/tree/newvegas, so please check it.
The matter of Graphics tag was also fixed.

Thank you very much!
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Jade Barnes-Mackey
 
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Post » Wed Aug 18, 2010 3:48 pm

About the case of a picture1 and picture 2, I think that it solves by using Relev not Delev.
http://dl.dropbox.com/u/515667/WS000000.JPG
http://dl.dropbox.com/u/515667/WS000001.JPG

The cause of the picture3 is a bug of flash!
It didn't consider the condition and owner attributes added in Fallout.
Fixed in https://github.com/valda/garybash/tree/newvegas, so please check it.
The matter of Graphics tag was also fixed.

Thank you very much!

Awesome! graphics work perfectly! Using Relev+Delev solves most of the issues, but there still are a handful that aren't quite working. I'll try some stuff and post my results tommorow.
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Anthony Diaz
 
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Post » Thu Aug 19, 2010 1:06 am

I am going to go out here and ask.. what is this for? Seems its a must have, but not sure why I must have it :D

Thanks fro any info.
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Vivien
 
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Post » Wed Aug 18, 2010 7:08 pm

It's FOMM for the advlts...

j/k XD

It's kinda hard to explain since it does so many things like load order management, mod install management, save management (backups, changing the save's master files, it's loaded mods) and it does some other cool stuff like mod merging (and many many other things, bless wrye for creating the OB version). This utility+GECK+FNVEdit can be extremely helpful for esp/esm editing.

@ valda
*insert Homer "DOH!" ™ here*
Thanks! :)
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Blessed DIVA
 
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Post » Wed Aug 18, 2010 11:57 am

I am going to go out here and ask.. what is this for? Seems its a must have, but not sure why I must have it :D

Thanks fro any info.

http://www.tesnexus.com/downloads/file.php?id=35230 The guide is for Oblivion but it's still helpful as the tool is very similar.

And Valda I've tagged this plugin with Delev and Relev, but two records still aren't working.
http://img835.imageshack.us/img835/7417/tmp1n.jpg http://img413.imageshack.us/img413/2584/tmp2u.jpg
They're both the first new entry aren't they, maybe that's why they're bugging?
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Angelina Mayo
 
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Post » Thu Aug 19, 2010 1:59 am

I'm in the same boat as Tallulahcat. I've done some research, and read on this some.

What's the difference between the bashed patch and a merge patch created by NVEdit? Or are they two functionally different tools?

Not trying to bash at all, I'm all about using the best tool for the job. I do have it installed, and played a bit with it, just not enough to make any informed decisions. :)
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Vahpie
 
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Post » Thu Aug 19, 2010 1:15 am

I'm in the same boat as Tallulahcat. I've done some research, and read on this some.

What's the difference between the bashed patch and a merge patch created by NVEdit? Or are they two functionally different tools?

Not trying to bash at all, I'm all about using the best tool for the job. I do have it installed, and played a bit with it, just not enough to make any informed decisions. :)

Unlike the NVEdit mergedpatch, Wrye's bashed patch is intelligent and configurable. You can select which parts of which mods to merge allowing you to customize your experience. For example, I am using 3 mods that edit Raul. I have a mod that changes his face, the community patch which adds a missing AI package to him, and Tarrant's Phalanx mod which overhauls him. By giving my mods with the correct tags and merging them in the bashed patch, I have made them all work flawlessly together. The NVEdit patch cannot do this. The bashed patch even has tweaks you can apply such as the auto aim fix and changing the timescale. The NVEdit mergedpatch is a relic from a bygone time when there was no Wrye Bash for Fallout 3.
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Tikarma Vodicka-McPherson
 
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Post » Wed Aug 18, 2010 3:31 pm

http://www.tesnexus.com/downloads/file.php?id=35230 The guide is for Oblivion but it's still helpful as the tool is very similar.

And Valda I've tagged this plugin with Delev and Relev, but two records still aren't working.
http://img835.imageshack.us/img835/7417/tmp1n.jpg http://img413.imageshack.us/img413/2584/tmp2u.jpg
They're both the first new entry aren't they, maybe that's why they're bugging?

  • ClipDartGun10 [LVLI:00029641]
  • CondChineseSwordRaider [LVLI:0002F6F4]

The contents of these two lists are empty.
Bash tries to remove empty nested list for optimization.
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brenden casey
 
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Post » Thu Aug 19, 2010 3:29 am

  • ClipDartGun10 [LVLI:00029641]
  • CondChineseSwordRaider [LVLI:0002F6F4]

The contents of these two lists are empty.
Bash tries to remove empty nested list for optimization.

Oh that's a cool feature
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Kayla Keizer
 
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Post » Wed Aug 18, 2010 4:53 pm

Question: I have mod A that modifies stats on some headgear and mod B that modifies the biped flags for them (the slots they use up). I tag mod A with STATS and mod bod B with... GRAPHICS or... ?
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Rob
 
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Post » Wed Aug 18, 2010 2:28 pm

Question: I have mod A that modifies stats on some headgear and mod B that modifies the biped flags for them (the slots they use up). I tag mod A with STATS and mod bod B with... GRAPHICS or... ?

There is no tag which imports bipedflags, so please put Stats tag to modA and make a load order of modB into behind.
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Shelby Huffman
 
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Post » Thu Aug 19, 2010 1:57 am

FYI: Version 7 was released.

7 [11/13/2010]
* Names Tweak: Sort inventory supported book/magazine and caravan cards.
* Added support new FOMM (The installation path of FOMM can be changed in bash.ini).
* Support for BsaRedirection specifications after the official patch.
* Fixed a bug that wasn't considering the owner and condition attribute at leveledlist merger (reported by Space Oden69).
* Fixed a bug in Graphics patcher (reported by Space Oden69).
* Added WeaponMods bashtag.
* Sound tag came to import the weapon sound.
* Added Destructible tag (same as Destructable).
* Taglist updated to BOSS masterlist revision 1851.

Thanks.
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matt
 
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Post » Wed Aug 18, 2010 3:24 pm

With the most recent version, I'm getting the following error while trying to build a bashed patch.
Traceback (most recent call last):  File "K:\Steam Junctions\fallout new vegas\Mopy\basher.py", line 4952, in Execute    raise  File "K:\Steam Junctions\fallout new vegas\Mopy\basher.py", line 4904, in Execute    patchFile.initData(SubProgress(progress,0,0.1)) #try to speed this up!  File "K:\Steam Junctions\fallout new vegas\Mopy\bosh.py", line 16747, in initData    patcher.initData(SubProgress(progress,index))  File "K:\Steam Junctions\fallout new vegas\Mopy\bosh.py", line 19195, in initData    temp_id_data[fid] = dict((attr,record.__getattribute__(attr)) for attr in recAttrs)  File "K:\Steam Junctions\fallout new vegas\Mopy\bosh.py", line 19195, in     temp_id_data[fid] = dict((attr,record.__getattribute__(attr)) for attr in recAttrs)AttributeError: 'MreWeap' object has no attribute 'soundLevel'

Here's my load order:
Spoiler
Active Mod Files:00  FalloutNV.esm01  Ambient Temperature.esm02  CaravanPack.esm03  ClassicPack.esm04  MercenaryPack.esm05  TribalPack.esm06  NVSettingsTweaks.esp07  dD - Enhanced Blood Main NV.esp08  dD-More Gore.esp09  xatmosSkillPerks.esp++  Bottlecaps Have Weight.esp0A  DN More Lights.esp++  Sorter - Combined.esp++  Weight_Balance.esp++  Sorter - Combined - Weighted.esp0B  Light Step ED-E.esp0C  NewStripMapMarkers.esp0D  NVPerksImproved.esp0E  Arwen_NV_Realism_Core.esp0F  hardercore_combat.esp10  hardercore_wealth.esp11  Nevada Skies.esp12  NVWastelandUnlocked.esp++  Pew Pew Pew Pew Pew Pew.esp++  Realistic Weapon Impact Effects.esp13  LightweightSanitizer.esp14  CustomLighting-IE DoF Blur.esp15  Compiled Patch.esp16  Imp's Timescale Adjuster.esp17  Ambient Temperature - ITA.esp18  LFox Bottle That Water.esp++  VeronicaFix.esp++  Emperical Weather 0.2.esp19  Body Armor v0_1.esp1A  IIWR 2.0.3.esp1B  NVWeaponAmmoTweaks.esp1C  Brotherhood Armor.esp1D  w44Satchels.esp1E  Beretta.esp1F  JTommyGun4Loot10mm.esp20  JRougeRangerCoats4Loot.esp21  Desert Recon Kit.esp22  Luggage BETA 3 - Classic Pack Version.esp23  LootableOldCars_OE.esp24  SDs Lucky 38 Suite Trophies.esp++  Distant Gunfire Sound Fix.esp++  SturdyCaravanShotgunSurgeon.esp++  Weathered10mmProfessional.esp++  MercGrenadeRifleDemoPyro.esp25  ammoingredientsloot.esp++  FONVAChemsBooks.esp26  SaveCass.esp27  Bobblehunt.esp++  Double Turbo.esp28  FO1TAG.esp++  Starke's Seperate Chinese Stealth Armor Helmet NV.esp29  Weathered10mmFixed.esp  [Version History]2A  NV Interiors - El Ray Motel.esp2B  TGsArmorCollectionVegas.esp2C  Tailor Maid - NV.esp2D  Tailor Maid Black Retex - NV.esp2E  NV Interiors - West Vegas Fringe.esp2F  NVPhalanx.esp30  Moddable Unique Weps.esp31  URWLNV.esp32  EnergyWeaponDeNerf.esp33  DarNifiedUINV.esp34  FONVAOOCHPR.esp35  DeepEyesNV.esp36  OverTheShoulder.esp++  Reign Monocyte Implant Improvement.esp37  Reload.esp38  FreakinLaserBeams_1_1.esp39  Kobu's Primary Attribute Uncapper.esp3A  RCSS.esp3B  FlashlightNV-LOS.esp3C  Fellout.esp3D  MojaveXP.esp3E  PlasmaRifleAwesomefied.esp3F  Kobu's New Game Quick Start and Better Rebuild.esp  [Version 1.1.]40  AndTheLawWon.esp41  Predator Sneak.esp42  PikeysGhostOverhaulV10.esp43  Sprint Mod.esp44  Kobu's Sortable Crafting Backpack.esp  [Version 1.2.1.]45  Melee Lock-On.esp46  Depth of Field ACTION V2.esp47  Field Depth.esp48  PlasmaShields.esp49  Bashed Patch, 0.esp4A  Purge Cell Buffers.esp4B  Starke's Seperate Chinese Stealth Armor Helmet NV (OA Version).esp

The bug doesn't happen when I stop it from importing sounds - both when unticking the plugins and unticking the entire "import sounds" section - however, the bug still occurs when either plugin is selected.The plugins it tries to import sounds from are "Compiled Patch.esp" and "Plasma Weapons Awesomefied.esp"
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Thomas LEON
 
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Post » Wed Aug 18, 2010 9:52 pm

When I try to import sound from FOOK and Plasma Rifle Awesomeified I get this error (v7):
Traceback (most recent call last):  File "C:\Program Files\Steam\steamapps\common\fallout new vegas\Mopy\basher.py", line 4952, in Execute    raise  File "C:\Program Files\Steam\steamapps\common\fallout new vegas\Mopy\basher.py", line 4904, in Execute    patchFile.initData(SubProgress(progress,0,0.1)) #try to speed this up!  File "C:\Program Files\Steam\steamapps\common\fallout new vegas\Mopy\bosh.py", line 16747, in initData    patcher.initData(SubProgress(progress,index))  File "C:\Program Files\Steam\steamapps\common\fallout new vegas\Mopy\bosh.py", line 19195, in initData    temp_id_data[fid] = dict((attr,record.__getattribute__(attr)) for attr in recAttrs)  File "C:\Program Files\Steam\steamapps\common\fallout new vegas\Mopy\bosh.py", line 19195, in     temp_id_data[fid] = dict((attr,record.__getattribute__(attr)) for attr in recAttrs)AttributeError: 'MreWeap' object has no attribute 'soundLevel'


And I tried to activate BSA redirection but Wrye Flash froze up on me.

Edit: ah ninjad
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Taylrea Teodor
 
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Post » Thu Aug 19, 2010 2:05 am

8 [11/13/2010]
* Fixed a bug which Sound patcher raises an exception.

Sorry for rapid update :facepalm:
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Eilidh Brian
 
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