[RELz/WIPz/BETA] Wrye Flash NV

Post » Thu Aug 19, 2010 2:09 am


Wrye Flash NV


A port of the "Wrye Bash" for Fallout New Vegas.

  • http://newvegasnexus.com/downloads/file.php?id=35003
  • http://github.com/valda/garybash/tree/newvegas (Development Version)


Still under development.

Change Log
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.

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

2 [10/24/2010]
* Saves tab works.
* Masterlist editor of savedata works.
* Some tweaks works.
* Update icons.
* Added FNVEdit launcher.

1 [10/22/2010]
* Branch from Wrye Flash 21.
* Only BAIN works.

For the moment, I recommend this only to person who likes going to the picnic in minefield :)
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Setal Vara
 
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Post » Wed Aug 18, 2010 5:15 pm

Ha, what was I just saying in that other thread?

Brilliant. Well done, and thanks! :foodndrink:

Of course yeah, early days, but I don't mind beta testing and all that. Not when it's something so incredibly useful in so many ways, especially. :)
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Kelvin Diaz
 
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Post » Thu Aug 19, 2010 2:56 am

Hot damn! : ) Seems to be working well. Thanks!
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Jordyn Youngman
 
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Post » Thu Aug 19, 2010 3:37 am

Excellent! Glad someone is working on this. Keep up the good work.
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Zoe Ratcliffe
 
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Post » Wed Aug 18, 2010 4:40 pm


Wrye Flash NV


A port of the "Wrye Bash" for Fallout New Vegas.

  • http://newvegasnexus.com/downloads/file.php?id=35003
  • http://github.com/valda/garybash/tree/newvegas (Development Version)


Very early version.

Current status
  • BAIN works
  • Mod / Load order management works
  • Save data management works
  • Bashed patch NOT works
  • but, Some GMST tweaks works

I recommend this only to person who likes going to the picnic in minefield :)

IT'S SO BEAUTIFUL!!! :wub:

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

Thank you so much. :celebration:
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Code Affinity
 
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Post » Wed Aug 18, 2010 4:30 pm

Blank and Bash Patched, 0 .esp's are v .8. http://www.mediafire.com/?ldzehszlj1kbco6's v1.32's made with the NV GECK.
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A Boy called Marilyn
 
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Post » Thu Aug 19, 2010 12:29 am

YEAAAAAAAA Wrye bash is the first mod manager for NV!!!!! Maybe now more people will be motivated to learn to use it! To any new users, you should http://wryemusings.com/Wrye%20Bash.html.
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Tanya
 
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Post » Wed Aug 18, 2010 1:03 pm

Great job, I was waiting for this one!
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El Khatiri
 
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Post » Wed Aug 18, 2010 12:55 pm

Hopefully this'll become the standard tool for NV like it is for Oblivion. Nice job :goodjob:
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Matthew Barrows
 
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Post » Wed Aug 18, 2010 1:08 pm

Well, that was fast! Thanks.
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Alister Scott
 
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Post » Thu Aug 19, 2010 3:46 am

I got an interesting little error. When I attempt to merge all my stuff into a bash patch, the included one, this is what pops up. And I know it says they don't work in the first post. But they were working for me, until today. <.<

Only change is that I added a mod to allow a new radio station of custom music. R.A.C.E. station mod as well as the new cooking oven mod. Is this nothing to worry about and I should just remove the bash patch? Or did I just screw things up worse.



wx Python: stdout/stderr
Spoiler

Loading: 0017B5B6..VRRCKarlFaction..FACT.WMI1..4..
Traceback (most recent call last):
File "C:\Program Files\Steam\SteamApps\common\fallout new vegas\Mopy\basher.py", line 4898, 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 15941, in initData
patcher.initData(SubProgress(progress,index))
File "C:\Program Files\Steam\SteamApps\common\fallout new vegas\Mopy\bosh.py", line 18049, in initData
fullNames.readFromMod(srcInfo)
File "C:\Program Files\Steam\SteamApps\common\fallout new vegas\Mopy\bosh.py", line 13833, in readFromMod
modFile.load(True)
File "C:\Program Files\Steam\SteamApps\common\fallout new vegas\Mopy\bosh.py", line 6512, in load
self.tops[label].load(ins,unpack and (topClass != MobBase))
File "C:\Program Files\Steam\SteamApps\common\fallout new vegas\Mopy\bosh.py", line 5521, in load
self.loadData(ins, ins.tell()+self.size-recHeaderSize)
File "C:\Program Files\Steam\SteamApps\common\fallout new vegas\Mopy\bosh.py", line 5623, in loadData
record = recClass(header,ins,True)
File "C:\Program Files\Steam\SteamApps\common\fallout new vegas\Mopy\bosh.py", line 1873, in __init__
self.__class__.melSet.initRecord(self,header,ins,unpack)
File "C:\Program Files\Steam\SteamApps\common\fallout new vegas\Mopy\bosh.py", line 1452, in initRecord
MreRecord.__init__(record,header,ins,unpack)
File "C:\Program Files\Steam\SteamApps\common\fallout new vegas\Mopy\bosh.py", line 1670, in __init__
if ins: self.load(ins,unpack)
File "C:\Program Files\Steam\SteamApps\common\fallout new vegas\Mopy\bosh.py", line 1733, in load
self.loadData(ins,inPos+self.size)
File "C:\Program Files\Steam\SteamApps\common\fallout new vegas\Mopy\bosh.py", line 1882, in loadData
self.__class__.melSet.loadData(self,ins,endPos)
File "C:\Program Files\Steam\SteamApps\common\fallout new vegas\Mopy\bosh.py", line 1476, in loadData
raise ModError(ins.inName,_('Unexpected subrecord: ')+readId)
bosh.ModError: FalloutNV.esm: Unexpected subrecord: FACT.WMI1

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Ria dell
 
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Post » Wed Aug 18, 2010 12:33 pm

I got an interesting little error. When I attempt to merge all my stuff into a bash patch, the included one, this is what pops up. And I know it says they don't work in the first post. But they were working for me, until today. <.<

Only change is that I added a mod to allow a new radio station of custom music. R.A.C.E. station mod as well as the new cooking oven mod. Is this nothing to worry about and I should just remove the bash patch? Or did I just screw things up worse.



wx Python: stdout/stderr
Spoiler

Loading: 0017B5B6..VRRCKarlFaction..FACT.WMI1..4..
Traceback (most recent call last):
File "C:\Program Files\Steam\SteamApps\common\fallout new vegas\Mopy\basher.py", line 4898, 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 15941, in initData
patcher.initData(SubProgress(progress,index))
File "C:\Program Files\Steam\SteamApps\common\fallout new vegas\Mopy\bosh.py", line 18049, in initData
fullNames.readFromMod(srcInfo)
File "C:\Program Files\Steam\SteamApps\common\fallout new vegas\Mopy\bosh.py", line 13833, in readFromMod
modFile.load(True)
File "C:\Program Files\Steam\SteamApps\common\fallout new vegas\Mopy\bosh.py", line 6512, in load
self.tops[label].load(ins,unpack and (topClass != MobBase))
File "C:\Program Files\Steam\SteamApps\common\fallout new vegas\Mopy\bosh.py", line 5521, in load
self.loadData(ins, ins.tell()+self.size-recHeaderSize)
File "C:\Program Files\Steam\SteamApps\common\fallout new vegas\Mopy\bosh.py", line 5623, in loadData
record = recClass(header,ins,True)
File "C:\Program Files\Steam\SteamApps\common\fallout new vegas\Mopy\bosh.py", line 1873, in __init__
self.__class__.melSet.initRecord(self,header,ins,unpack)
File "C:\Program Files\Steam\SteamApps\common\fallout new vegas\Mopy\bosh.py", line 1452, in initRecord
MreRecord.__init__(record,header,ins,unpack)
File "C:\Program Files\Steam\SteamApps\common\fallout new vegas\Mopy\bosh.py", line 1670, in __init__
if ins: self.load(ins,unpack)
File "C:\Program Files\Steam\SteamApps\common\fallout new vegas\Mopy\bosh.py", line 1733, in load
self.loadData(ins,inPos+self.size)
File "C:\Program Files\Steam\SteamApps\common\fallout new vegas\Mopy\bosh.py", line 1882, in loadData
self.__class__.melSet.loadData(self,ins,endPos)
File "C:\Program Files\Steam\SteamApps\common\fallout new vegas\Mopy\bosh.py", line 1476, in loadData
raise ModError(ins.inName,_('Unexpected subrecord: ')+readId)
bosh.ModError: FalloutNV.esm: Unexpected subrecord: FACT.WMI1


FACT.WMI1 is a new subrecord added in FalloutNV.esm. that can't parse in current bash.
I recommends not using bashed patch yet.

I'm currently using only running speed multiplier tweak. this well works.
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CxvIII
 
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Post » Wed Aug 18, 2010 2:53 pm

Alright, but as a show of how good this thing is working. I am currently running 60 mods for FNV, using this is a load order program without any hitches atm. Bash patch still isn't working but the game seems to cope fine. And I've been playing this character for a few hours now.
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Christina Trayler
 
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Post » Wed Aug 18, 2010 11:50 pm

Amazing, Wrye Bash was a must have for me in Oblivion, nice to see something like that in NV!
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Racheal Robertson
 
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Post » Wed Aug 18, 2010 8:07 pm

Many thanks for you work, valda. This makes modding and playing NV much easier.
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Alexandra walker
 
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Post » Thu Aug 19, 2010 2:07 am

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?
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Neil
 
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Post » Wed Aug 18, 2010 10:36 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?

i dont think that feature has been implemented yet. for now i use the redate feature (right click mod->file->redate)
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le GraiN
 
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Post » Wed Aug 18, 2010 3:16 pm

i dont think that feature has been implemented yet. for now i use the redate feature (right click mod->file->redate)



It works fine.

Make sure Lock Times is not checked and that sort by load order is checked.
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Laura Wilson
 
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Post » Wed Aug 18, 2010 6:11 pm

Maybe if I start early I'll get used to it - I tried a few times with FO3 but never really got it ...
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Ash
 
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Post » Wed Aug 18, 2010 8:25 pm

I'm having trouble even launching this thing, i've got python installed, flash installed into the correct locations, even the shortcut correctly made yet every time i attempt to launch it nothing happens, once i got a dos box that open and closed in nano seconds.
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Roanne Bardsley
 
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Post » Wed Aug 18, 2010 7:22 pm

I'm having trouble even launching this thing, i've got python installed, flash installed into the correct locations, even the shortcut correctly made yet every time i attempt to launch it nothing happens, once i got a dos box that open and closed in nano seconds.


in the Mopy file in your FalloutNV location there should be a file called Wyre Bash launcher.pyw double click on this and it should launch the program.
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Rhysa Hughes
 
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Post » Wed Aug 18, 2010 8:45 pm

in the Mopy file in your FalloutNV location there should be a file called Wyre Bash launcher.pyw double click on this and it should launch the program.


yeah i just tried it again, same thing, i can hear my computer think about it but nothing happens, no rouge processes running either.
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Richard Dixon
 
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Post » Wed Aug 18, 2010 9:59 pm

I'm having trouble even launching this thing, i've got python installed, flash installed into the correct locations, even the shortcut correctly made yet every time i attempt to launch it nothing happens, once i got a dos box that open and closed in nano seconds.


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

It is quite frustrating, all the documentation, instructions, etc are covering several iterations of this mod and appear horribly outdated.

Let us imagine that my S.P.E.C.I.A.L. has a 1 in the INT value. Can someone please give a noob an updated step by step on how to get this to work (last time i used it was actually for oblivion, never tried with fallout)
Specifically:

Link to the actual version of Python needed to get this to run
(I have tried several versions including the stated required one from the Fallout 3 nexus page, which is quite a few versions back)
How to extract the zip (currently going by the old Oblivion install instruction which are still in this version i extracted it to \Steam\steamapps\common\fallout new vegas\
Is this a full version or a patch to the fallout 3 version? I have tried both ways

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:
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cheryl wright
 
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Post » Wed Aug 18, 2010 12:07 pm

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

It is quite frustrating, all the documentation, instructions, etc are covering several iterations of this mod and appear horribly outdated.

Let us imagine that my S.P.E.C.I.A.L. has a 1 in the INT value. Can someone please give a noob an updated step by step on how to get this to work (last time i used it was actually for oblivion, never tried with fallout)
Specifically:

Link to the actual version of Python needed to get this to run
(I have tried several versions including the stated required one from the Fallout 3 nexus page, which is quite a few versions back)
How to extract the zip (currently going by the old Oblivion install instruction which are still in this version i extracted it to \Steam\steamapps\common\fallout new vegas\
Is this a full version or a patch to the fallout 3 version? I have tried both ways

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 used this page for help and guidance. http://wryebash.netai.net/
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Dawn Porter
 
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Post » Wed Aug 18, 2010 9:52 pm

I used this page for help and guidance. http://wryebash.netai.net/


I tried that link it is actually the same info that is in the folder. Thanks though.

I did manage to get it working however. Apparently it did not like me trying to install python to a non-default location (i was trying to install it to my application drive). Once i broke down and installed it using the default paths it worked just fine .... go figure :flamethrower: python
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Nick Jase Mason
 
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