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[RELZ] Wrye Bash -- Thread No.39

PostPosted: Fri May 13, 2011 8:17 pm
by SamanthaLove
Hey guys!

I've been wondering why some things get into the Bashed Patch and some don't. I have three pics:

http://img534.imageshack.us/img534/5706/21206645.png - why no other weapon gets transfered except for that one?
http://img132.imageshack.us/img132/4435/30577453.png - why do all the other changes get integrated, but no the last one?
http://img28.imageshack.us/img28/1684/23782030.png - why does the troll get all the stats but not the Intelligence?

Any help on clarifying these issues would be appreciated!

Thanks!

cc

[RELZ] Wrye Bash -- Thread No.39

PostPosted: Fri May 13, 2011 11:44 pm
by Marlo Stanfield
Couple of questions crimson.cosmos: Are the mods tagged with both delev and relev? Are they the only ones that are involved (TES4Edit won't, by default, load any mods that are merged into the bashed patch but they still have an effect on the bashed patch) To get a full picture you have to load all your mods except ones with the FILTER tag.

[RELZ] Wrye Bash -- Thread No.39

PostPosted: Fri May 13, 2011 4:12 pm
by Karine laverre
Hey guys!

I've been wondering why some things get into the Bashed Patch and some don't. I have three pics:

http://img534.imageshack.us/img534/5706/21206645.png - why no other weapon gets transfered except for that one?
http://img132.imageshack.us/img132/4435/30577453.png - why do all the other changes get integrated, but no the last one?
http://img28.imageshack.us/img28/1684/23782030.png - why does the troll get all the stats but not the Intelligence?

Any help on clarifying these issues would be appreciated!

Thanks!

cc

3 - looks like there is a COBL plugin merged in that overwrote something.
2 - The red LL entry might have been empty and removed by the bashed patch, or a merged plugin changed the LL.
3 - There is probably a merged mod missing from the picture here as well.

Whenever you want to compare changes in the bashed patch for things such as leveled list or "ghost" changes, you need to load the merged plugin, as Showler already commented.

[RELZ] Wrye Bash -- Thread No.39

PostPosted: Fri May 13, 2011 1:52 pm
by SexyPimpAss
Couple of questions crimson.cosmos: Are the mods tagged with both delev and relev? Are they the only ones that are involved (TES4Edit won't, by default, load any mods that are merged into the bashed patch but they still have an effect on the bashed patch) To get a full picture you have to load all your mods except ones with the FILTER tag.



3 - looks like there is a COBL plugin merged in that overwrote something.
2 - The red LL entry might have been empty and removed by the bashed patch, or a merged plugin changed the LL.
3 - There is probably a merged mod missing from the picture here as well.

Whenever you want to compare changes in the bashed patch for things such as leveled list or "ghost" changes, you need to load the merged plugin, as Showler already commented.


Ah, right! Didn't know that :)

Cheers!

cc

[RELZ] Wrye Bash -- Thread No.39

PostPosted: Sat May 14, 2011 12:30 am
by Michael Korkia
Ah, right! Didn't know that :)

Cheers!

cc


Tried it again, loading all the mods except those with "filter". These particular changes remained the same so my guess it it's from a "filter" mod. I don't suppose there's any way to..."clean" this? I know I'm quite crazy, but it's troubling to know about such small quirks out there... in the game... *crazy eyes*.

To answer showler's question, yes, the list is BOSS-ed so, if there should have been a relev/delev tag, it's there. TIE has them both.

I plan on making a load order thread soon-ish so if you think this doesn't belong here, I'll move this conversation over there (PM or something please)

Cheers!

cc

[RELZ] Wrye Bash -- Thread No.39

PostPosted: Fri May 13, 2011 2:17 pm
by Kat Ives
What mods are tagged with filter? I would presume that most of those changes are merged mods and not filter mods.

[RELZ] Wrye Bash -- Thread No.39

PostPosted: Sat May 14, 2011 12:20 am
by Rob Davidson
What mods are tagged with filter? I would presume that most of those changes are merged mods and not filter mods.


Load Order:

Spoiler

00 Oblivion.esm
01 You Are Here.esm
02 All Natural Base.esm [Version 0.9.9]
03 Cobl Main.esm [Version 1.72]
04 Progress.esm [Version 2.2]
05 Unofficial Oblivion Patch.esp [Version 3.2.4]
06 UOP Vampire Aging & Face Fix.esp [Version 1.0.0]
07 Oblivion Citadel Door Fix.esp
08 DLCShiveringIsles.esp
09 Unofficial Shivering Isles Patch.esp [Version 1.4.0]
0A SM Plugin Refurbish - SI.esp [Version 1.30]
0B Atmospheric Loading Screens - Random Quotes.esp
0C All Natural - Real Lights.esp [Version 0.9.9]
0D All Natural.esp [Version 0.9.9]
0E All Natural - SI.esp [Version 0.9.9]
++ All Natural - Enhanced Weather.esp [Version Final]
0F phinix-waterfix.esp
++ Symphony of Violence.esp
10 AmbientTownSounds.esp
11 MIS Low Wind.esp
12 MIS New Sounds Optional Part.esp
13 Atmospheric Oblivion.esp
14 Rainbows.esp
15 WindowLightingSystem.esp
16 AmbientDungeons.esp [Version 1.3]
17 300_Lore_Dialogue_Updated.esp
18 Book Jackets Oblivion.esp
19 Happyhannah's Wines.esp
++ Item interchange - Extraction.esp [Version 0.78]
1A kuerteeSittableRocks.esp
1B RAEVWD Cities.esp [Version 1.7]
1C RAEVWD New Sheoth.esp [Version 1.5]
1D RAEVWD Imperial City.esp [Version 1.7]
1E Shads Coffee.esp
1F Enhanced Economy.esp [Version 3.4.3]
20 Map Marker Overhaul.esp [Version 3.4]
21 Map Marker Overhaul - SI additions.esp [Version 3.0.2]
22 DLCOrrery.esp
23 DLCOrrery - Unofficial Patch.esp [Version 1.0.3]
24 SM Plugin Refurbish - Orrery.esp [Version 1.11]
25 DLCVileLair.esp
26 DLCVileLair - Unofficial Patch.esp [Version 1.0.5]
27 SM Plugin Refurbish - VileLair.esp [Version 1.21]
28 DLCMehrunesRazor.esp
29 DLCMehrunesRazor - Unofficial Patch.esp [Version 1.0.4]
2A SM Plugin Refurbish - MehrunesRazor.esp [Version 1.30]
2B DLCSpellTomes.esp
++ DLCSpellTomes - Unofficial Patch.esp [Version 1.0.1]
2C Book Jackets DLC.esp
2D GrimbotsSpellTomes.esp
++ MaleBodyReplacerV4.esp
2E CSR - Fine Iron.esp
2F CSR - Golden Saint.esp
++ RTFemaleReplacerV12.esp
30 XSPipeMod.esp [Version 1.2]
31 Slof's Horses Base.esp
32 Cobl Glue.esp [Version 1.72]
33 Cobl Si.esp [Version 1.63]
++ Cobl Tweaks.esp [Version 1.44]
34 OBSE-Storms & Sound SI.esp
35 kuerteeWanderingEncounters.esp
36 BHC_Expanded.esp [Version 1.2]
37 Cliff_RankDependantArenaSpectators.esp [Version 1.0]
38 Buried_Treasure.esp
39 Cliff_BetterLetters.esp [Version 1.1]
3A Cliff's Shacks Basemants.esp [Version 1.0]
3B Cliff's Shacks Basemants-Radiant AI.esp [Version 1.0]
3C DropLitTorchOBSE.esp [Version 2.4]
3D DS Less Predictable Respawn.esp [Version 1.1]
3E Kyoma's Journal Mod.esp [Version 3.2.0]
3F Oblivifall - Ambiant Dungeon SFX.esp [Version 1.0]
40 Oblivifall - Closing Time.esp [Version 1.0]
41 Oblivifall - Let's Talk!.esp [Version 1.1]
42 Oblivifall - New Classes.esp [Version 1.0]
43 Oblivifall - Something's Not Right.esp [Version 1.0]
44 PersuasionOverhaul.esp [Version 1.43]
45 ReneerNPCSneakMod.esp
46 ReneerNPCNameMod.esp
47 Salmo the Baker, Cobl.esp [Version 3.08]
48 Enhanced Vegetation [125%].esp
49 Enhanced Economy - House prices.esp [Version 1.0]
4A Cliff_RPO_NewBeginnings.esp [Version 1.0]
4B Cliff_RPO_NewBeginnings_RPC.esp [Version 1.0]
4C Quest Award Leveller.esp
++ Quest Award Leveller - Vile Lair.esp
++ Quest Award Leveller - Mehrunes Razor.esp
4D NoBackwardsRunning.esp
4E RealisticHealth.esp
4F AudaciousMagery.esp
50 Vector.esp [Version 0.2]
51 RshAlchemy.esp
52 StealthOverhaul.esp
53 StealthOverhaul, Cobl.esp [Version 1.1]
54 SM Security.esp [Version 1.2]
55 RenGuardOverhaul.esp
56 RenGuardOverhaulShiveringIsles.esp
57 Enhanced Grabbing.esp [Version 0.4]
58 Adrenaline Fuelled Archery- Bow Sway.esp
59 BetterBlocking.esp [Version 1]
5A kuerteeNPCsYield.esp
5B nGCD.esp
5C nGCD Oghma Infinium.esp
5D ProgressGSD.esp [Version 2.0]
5E ProgressMBSP.esp [Version 2.0]
5F ProgressSBSP.esp [Version 1.0]
60 ProgressRBSP.esp [Version 1.0]
61 ProgressRacial.esp
62 ProgressArmorer.esp [Version 1.0]
63 ProgressMercantile.esp [Version 1.11]
64 Let There Be Darkness - Cyrodiil + SI.esp
65 Let There Be Darkness - Mehrunes Razor.esp
++ Item interchange - Placement.esp [Version 0.78]
++ Item interchange - Option, Ingredients in Bulk.esp [Version 0.78]
++ Slof's Oblivion Better Beasts.esp
++ EyelashesVannilaRaces.esp
66 bgBalancingEVCore.esp [Version 10.52EV-D]
67 bgMagicEV.esp [Version 1.7EV]
++ bgMagicSpellTomes_for_WryeBash.esp [Version 1.68EV]
++ bgMagicItemSigil.esp [Version 1.68EV]
++ bgMagicEVStartspells.esp [Version 1.68EV]
68 bgMagicBonus.esp [Version 1.7EV]
++ bgMagicEVAddEnVar.esp [Version 1.68EV]
69 bgMagicEVPaperChase.esp [Version 1.68EV]
6A bgMagicAlchemy.esp [Version 1.57]
6B bgMagicPotionNumberSoulGemValue.esp [Version 1.68UV]
6C bgBalancingOptionalLessHealth.esp [Version 10.0UV-U]
++ bgBalancingEVOptionalClasses.esp [Version 9.0EV-U]
++ bgBalancingEVOptionalFangs.esp [Version 10.0EV-D]
++ bgBalancingEVOptionalMoreEyes.esp [Version 10]
6D bgBalancingEVOptionalNPCDiversity, TNR Merge.esp [Version 10.0EV-D]
6E bgBalancingEVLAMEAddition.esp [Version 10.51EV-D]
++ bgBalancingEVLAMEGlue.esp [Version 10.0EV-D1.62EV]
6F bgBalancingEVOptionalNPCDiversityLAME.esp [Version 10.5EV-D]
70 TIE.esp [Version 1.34]
71 SM Encumbrance and Fatigue.esp [Version 2.6]
72 Automatic Timescale.esp [Version 1.0]
73 SPAWN.esp [Version 0.2]
74 bgMagicEVShader.esp [Version 1.7EV]
++ bgMagicShaderLifeDetect.esp [Version 1.68]
++ kuertee bgMagicEVShader default drain effects.esp
75 bgMagicLightningbolt.esp
76 CDM - Evening Lockdown.esp
77 Vacuity.esp [Version 0.2]
78 MUTE.esp [Version 0.1]
++ Cobl Filter Late MERGE ONLY.esp [Version 1.53]
79 Cobl Silent Equip Misc.esp [Version 01]
** All Natural - Indoor Weather Filter For Mods.esp [Version 0.9.9]
7A Bashed Patch, 0.esp
7B Oblivion Graphics Extender Support.esp [Version 0.2]
7C Streamline 3.1.esp


I have Filer on: Item Interchange - Extraction, Cobl Tweaks, Item Interchange - Placement, Item Interchange, Option - Ingredients in Bulk, Colb Filter Late MERGE ONLY and All Natural - Indoor Weather Filter for Mods.

Neither of them should be making those changes as far as I would have thought. And I have TIE quite low on my list as well.

Thanks for the help!

cc

[RELZ] Wrye Bash -- Thread No.39

PostPosted: Fri May 13, 2011 8:49 pm
by Charlotte Buckley
Oh, wow. I was expecting FCOM or something. Could Item Interchange be causing these changes? I would guess that mod along with the content changer was affecting the imported items. Also, is the COBL version of Stealth Overhaul supposed to be used with the original?

[RELZ] Wrye Bash -- Thread No.39

PostPosted: Fri May 13, 2011 11:32 am
by Siobhan Thompson
Oh, wow. I was expecting FCOM or something. Could Item Interchange be causing these changes? I would guess that mod along with the content changer was affecting the imported items. Also, is the COBL version of Stealth Overhaul supposed to be used with the original?


No idea on the Item Interchange question :P Yes on the Stealth Overhaul one.

I'll revisit this tomorrow. Now I need sleep. Bad.

cc

[RELZ] Wrye Bash -- Thread No.39

PostPosted: Fri May 13, 2011 12:39 pm
by Susan
...same here. I can barely keep my eyes on the screen...cannot be a good sign...I am a little hungry though...:(


Edit: I have been dying to say this...This smiley (:() is so cute, really, gets me to crack a smile every time.

[RELZ] Wrye Bash -- Thread No.39

PostPosted: Fri May 13, 2011 3:17 pm
by Emma
Load Order:

Spoiler


++ Item interchange - Extraction.esp [Version 0.78]

++ Cobl Tweaks.esp [Version 1.44]

70 TIE.esp [Version 1.34]


Neither of them should be making those changes as far as I would have thought. And I have TIE quite low on my list as well.

Thanks for the help!

cc


Item Interchange does affect TIE has TIE is on list of mods that it get item from or add item to..

disable item interchange and rebuild patch then check those creatures once again.

cobl tweaks affect the swamp troll and tie is changing it has well. Make sure that is getting selected under merge patches, and inventory, and tie is getting selected under inventory has well.

[RELZ] Wrye Bash -- Thread No.39

PostPosted: Fri May 13, 2011 6:55 pm
by Kahli St Dennis
I can understand why people would point the finger at II, but there's one thing you're forgetting: those are all vanilla entries (00 suffix on the FormID) and II touches very few of those (vendor ingredient and food lists), and certainly none of the weapon lists or creatures. Also, the IIM tag prevents II from making changes like the troll's intelligence stat, and the other changes are simply outside of II's area of effect (creature lists and weapon lists are balance tweaks... no way!).

Vac

[RELZ] Wrye Bash -- Thread No.39

PostPosted: Fri May 13, 2011 2:43 pm
by willow
Greetings.
I'm porting WryeBash to Fallout 3.

I noticed during work, Isn't this a typo?

--- bosh.py.orig 2010-04-14 12:04:07.842242000 +0900+++ bosh.py     2010-04-14 12:04:27.025036700 +0900@@ -16312,7 +16312,7 @@     text = _("Import stats from any spells from source mods/files.")     defaultItemCheck = inisettings['AutoItemCheck'] #--GUI: Whether new items are checked by default or not.     autoRe = re.compile(r"^UNDEFINED$",re.I)-    autoKey = 'Spells'+    autoKey = ('Spells','SpellStats')     #--Patch Phase ------------------------------------------------------------     def initPatchFile(self,patchFile,loadMods):

If it's my misunderstanding, excuse me.
Thanks.

[RELZ] Wrye Bash -- Thread No.39

PostPosted: Fri May 13, 2011 6:49 pm
by T. tacks Rims
The error says "no module named comtypes." You should probably install it. It is kind of required when running Wrye Bash with Python 2.6. (See any of the docs.)

http://sourceforge.net/projects/comtypes/files/


Hi,

I have installed that, and now it is not closed, but I get a screen >

wxPython stoud/stderr
# Generating comtypes.gen._99AB80C4_5E19_4FD5_B3CA_5EF62FC3F765_0_1_0
# Generating comtypes.gen._00020430_0000_0000_C000_000000000046_0_2_0
# Generating comtypes.gen.stdole
# Generating comtypes.gen.myole4ax
# Generating comtypes.gen._EAB22AC0_30C1_11CF_A7EB_0000C05BAE0B_0_1_1
# Generating comtypes.gen.SHDocVw

Is that normal?, it didn't do it before, and the Wrye Bash starts aparently normally.

thank you

[RELZ] Wrye Bash -- Thread No.39

PostPosted: Fri May 13, 2011 10:22 pm
by Myles
The installers tab on Wrye Bash was working fine for me. Then one day I click on the tab, it loads... but my whole list of installed mods is gone. It no longer detects the archives in my Bashed Patches folder. What happened? After it loads my installers tab a window pops up. This is what it says:

Traceback (most recent call last):
File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\basher.py", line 3004, in OnShowPage
self.GetPage(event.GetSelection()).OnShow()
File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\basher.py", line 2039, in OnShow
if data.refresh(progress,what,self.fullRefresh):
File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 10071, in refresh
settings['bash.installers.removeEmptyDirs'], fullRefresh)
File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 8952, in refreshSizeCrcDate
size = apFile.size
File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\bolt.py", line 368, in size
return os.path.getsize(self._s)
File "C:\Python25\lib\ntpath.py", line 228, in getsize
return os.stat(filename).st_size
WindowsError: [Error 123] The filename, directory name, or volume label syntax is incorrect: 'C:\\Program Files (x86)\\Bethesda Softworks\\Oblivion\\Data\\Textures\\R18PN\\Lingeries\\Bura\\2\\kanagu - ??? - ??? - ???.dds'

I don't know what this means. I'd sure like to get my installers tab working again. I use it a lot!

[RELZ] Wrye Bash -- Thread No.39

PostPosted: Sat May 14, 2011 12:50 am
by YO MAma
WindowsError: [Error 123] The filename, directory name, or volume label syntax is incorrect: 'C:\\Program Files (x86)\\Bethesda Softworks\\Oblivion\\Data\\Textures\\R18PN\\Lingeries\\Bura\\2\\kanagu - ??? - ??? - ???.dds'

Those question marks in the filename probably stand for non-ASCII characters, which I don't think Bash currently supports. Removing that texture will likely fix the problem.

(Out of curiosity, to the Bash developers, are there any plans to add support for Unicode filenames? I'm guessing the problem is related to Python's distinction between byte strings and Unicode strings, so it may just be a matter of adding some u's or (wishfully thinking) porting to Python 3.)

[RELZ] Wrye Bash -- Thread No.39

PostPosted: Fri May 13, 2011 5:23 pm
by bonita mathews
I have another feature request although I do not know, if you can realize it.
Wrye Bash already supports the GetPlayerInSEWorld-Test. Now there are Mods with own worlds, where a corresponding test would be also reasonable.
Such a mod could have a global GetPlayerInMODWorld, which is injected into the oblivion.esm, so that all mods can access this global, and the mod puts this global with a tag in the mod description, like {worldtest=GetPlayerInMODWorld}.
Now wrye bash could recognize this tag and append a "GetPlayerInMODWorld == 0" to all quest conditions, where GetPlayerInMODWorld is not already present, like already done with GetPlayerInSEWorld.

Would this be possible?

Best regards,
ThreeD

[RELZ] Wrye Bash -- Thread No.39

PostPosted: Fri May 13, 2011 4:09 pm
by Amber Hubbard
What would the benefit of that be?

Edit: removed misinformation

[RELZ] Wrye Bash -- Thread No.39

PostPosted: Fri May 13, 2011 12:16 pm
by mike
Which doc states that it is not recommended? I can't find it.
The readme just says:

SEWorld Tests

Suspends Cyrodiil quests while in Shivering Isles.

? Shivering Isle modifies almost all existing quests in Oblivion.esm to add an additional test: GetPlayerInSEWorld == 0. The effect of this test is to suspend almost all Cyrodiilian quests while the player is in Shivering Isles.
? Unfortunately mods that are built on top of the original Oblivion.esm do not include this test. This can sometimes result in strange behavior: SI residents talking about Cyrodiilian topics, etc.
? This feature simply reinstates those tests where mods have removed them.


There is also the purpose of this feature: stop residents talking about cyrodiilian topics etc. (etc. = I don't know...)

Best regards,
ThreeD

[RELZ] Wrye Bash -- Thread No.39

PostPosted: Fri May 13, 2011 9:54 pm
by Breanna Van Dijk
Which doc states that it is not recommended? I can't find it.
The readme just says:



There is also the purpose of this feature: stop residents talking about cyrodiilian topics etc. (etc. = I don't know...)

Best regards,
ThreeD

I misread that section. Thanks for pointing that out...That would still be a lot of quests to add a new record to...

Edit: I have updated the TESIV:POSItive bashed patch pages as well.

[RELZ] Wrye Bash -- Thread No.39

PostPosted: Fri May 13, 2011 7:31 pm
by Dona BlackHeart
No problem :)

Yes, in fact, all quests would be touched by the bashed patch then, because the mod itself wouldn't touch any vanilla quest and of course no other mod quests...
But the functionality itself is already there, so it could be adapted to other world tests.

Best regards,
ThreeD

[RELZ] Wrye Bash -- Thread No.39

PostPosted: Fri May 13, 2011 9:17 pm
by Ridhwan Hemsome
The bashed patch would have to detect each world and add a new record for it (or a combination?) though, right?

[RELZ] Wrye Bash -- Thread No.39

PostPosted: Fri May 13, 2011 6:19 pm
by Epul Kedah
The bashed patch would have to detect each world and add a new record for it (or a combination?) though, right?


This would be a possibility, but maybe overkill, because sometimes one does not want to suspend quests in all mod worlds (e.g. Tamriel2 used by better cities).
I thought, that the modder adds the global to his mod, injects it into the oblivion.esm, and adds this global in some way to the mods description, which is parsed by wrye bash. If wrye bash finds this global in the description, wrye bash simply adds this condition to all quests, where the condition doesn't exist yet (it will already exist in quests by the mod, checking for GetPlayerInMODWorld==1).

In addition it might be possible to tell wrye bash, which mod needs a quest check for which world, so the modder does not need to add anything for this feature. But I assume, that this would be more work.

Best regards,
ThreeD

[RELZ] Wrye Bash -- Thread No.39

PostPosted: Sat May 14, 2011 2:47 am
by Emily Martell
Yes, I am just trying to figure out how this is practical. Ehh, it is just something I have not thought about before...

[RELZ] Wrye Bash -- Thread No.39

PostPosted: Fri May 13, 2011 9:09 pm
by Jimmie Allen
Maybe something like this would be useful:

a new item for the bashed patch like SEWorld Tests, only named ModWorld Tests.
On the right side all mods are listed with new worlds and if you right click on a mod, you get all words, which you can each check/uncheck.

Best regards,
ThreeD