[RELZ] Wrye Bash -- Thread 64

Post » Wed Mar 30, 2011 7:11 am

OK, I was replying to a Bash-related point in the OBSE thread, and I realised I was getting confused. So I have a couple of questions about CBash, which basically boil down to 'am I understanding correctly?'.

1. If a mod defines a new object (e.g. a new weapon or NPC), is there any circumstance in which that mod will be mergeable?

2. If all a mod does is place objects defined elsewhere (e.g. in Oblivion.esm) in the game world, will it be mergeable?

Eloise

I was holding off on this one since I am not positive I know the answer, but I believe the answers are (somebody who knows more please correct me):
it is mergeable if all records are associated with masters. That is, it is mergeable if all records are either overrides or injections. Injections are iffy right now, though -- Lojack just removed that condition to solve a problem with formids getting corrupted, but it may be allowed again in the future. Non-CBash would mark a mod as non-mergeable if it contained any worldspace edits, but CBash allows them to be merged.
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Kerri Lee
 
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Post » Wed Mar 30, 2011 11:59 am

1. If a mod defines a new object (e.g. a new weapon or NPC), is there any circumstance in which that mod will be mergeable?

2. If all a mod does is place objects defined elsewhere (e.g. in Oblivion.esm) in the game world, will it be mergeable?


1. If the records associated with the mod are all injected into the parent mod, then yes. That's not a wise thing to do though when your parent is Oblivion.esm.

2. Also yes, if those references have been converted to injected records.

So far as I'm aware, this isn't something that can be done with the CS (unless you have CSE), it has to be done in a 3rd party utility capable of changing form IDs. I don't know exactly how OOO pulled it off but every last record it has in the ESP is injected into its ESM and that's why OOO gets marked mergable by CBash.
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cheryl wright
 
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Post » Wed Mar 30, 2011 12:12 am

@utumno: That sounds about right.

New bug. I hit the cancel button after CBash had begun processing. When I went to build the patch again, it raced through everything inside of 3 seconds and then claimed to be completed with 12 records.

It also spit out the following bug report:


well interesting... that bug report basically says that it didn't load the collection...
okay I'm guessing that you aren't passing -d to launch Bash? (because if you had I'd expect to see a couple other error messages from CBash)...
I'm pretty sure that the problem is not actually the 'cancel' but rather than whether canceled or not I'm seeing about 140mb increase to Python's memory usage after every tiny test build of the patch (so a big patch could easily add 250-300mb), therefore after rebuilding repeatedly or canceling and then rebuilding (same thing basically), number of times required to bug depending on mods (sizes and numbers)... therefore I'm thinking the bug is a memory leak and we just have to find where it is.

I'm going to be checking out the SVN so I can give more relevant feedback. Before I do though, a bug report, a suggestion and a question:

1. Bug report. Activating "The Versatile Adventurer.esp" with Unicode support enabled gives the following error:


The author's name is "tejón", the accent is what is causing problems.

2. Suggestion: Wrye Bash detects if the user has Oblivion installed on Steam (a parent directory check should be suffice) and if so it always launches Oblivion using Oblivion.exe, irrespective of whether the OBSE checkbox in the status bar is checked or not. This means that Steam users can keep that box checked all the time and launch Oblivion from WB, rather than having to check it only when opening the CS. This is because on Steam, obse_loader.exe is only run if opening the CS, and otherwise Oblivion.exe is run.

3. What are the shortcomings of Standalone WB compared to the normal version, using the SVN as a basis for comparison and ignoring the lag between updates to normal and updates to standalone? I'm thinking of going Standalone and want to know if I'd miss out on anything.


1. hmmmph... fixed... however that then exposed another problem... in unicode mode we absolutely can't save modfiles that have a unicode str in their headers... I've been working on it for hours.

2. ah whats the default dir path? - definitely possible and will do soon.

3. no useability shortcoming that I know of; main shortcoming from my point of view if I was a user would be that I can't look at the code of the exe if it has an error rahter than just editing python file... but that doesn't affect most people and in terms of use it should be pretty much identical (there may potentially be more bugs in it until it is tested some more due to python->bytecode conversion, but that's nothing a bit of use and testing shouldn't fix if it exists)
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Averielle Garcia
 
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Post » Tue Mar 29, 2011 10:25 pm

2. ah whats the default dir path? - definitely possible and will do soon.

Steam Oblivion gets installed to "Steam\steamapps\common\oblivion". (it's in this folder that Oblivion.exe lies)
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Alyna
 
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Post » Wed Mar 30, 2011 8:11 am

Question: Whats the general rule of thumb with bashed patching? Should I bash EVERYTHING or a majority?
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Rachel Briere
 
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Post » Wed Mar 30, 2011 6:05 am

1. hmmmph... fixed... however that then exposed another problem... in unicode mode we absolutely can't save modfiles that have a unicode str in their headers... I've been working on it for hours.

In other words I was being totally dense and rediculous... fixed saving and viewing to work with unicode author names :D
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Sheila Reyes
 
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Post » Wed Mar 30, 2011 10:19 am

Steam Oblivion gets installed to "Steam\steamapps\common\oblivion". (it's in this folder that Oblivion.exe lies)

great, thanks, I'll implement that shortly :D

Question: Whats the general rule of thumb with bashed patching? Should I bash EVERYTHING or a majority?

in general everything... in specifics there are a few excepts to everyone rule... such as imports with FCOM having a couple oddities but those are in the FCOM instructions so as long as you read any mod specific instructions you should be fine.
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Marion Geneste
 
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Post » Tue Mar 29, 2011 9:28 pm

Question: Whats the general rule of thumb with bashed patching? Should I bash EVERYTHING or a majority?


Use screen 6 of the http://www.tesnexus.com/downloads/file.php?id=35230

or - From the OP of this thread for more detail

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
luke trodden
 
Posts: 3445
Joined: Sun Jun 24, 2007 12:48 am

Post » Wed Mar 30, 2011 2:25 am

Thats what I was fearing. I've been trying to track down a Ctd-on-Startup issue thats related to the bashed patch. I'm slowly merging stuff together to find out which one is it.

Now with all the new settings I have to turn on as recommended, I fear I'll have to start over, 5 days troubleshooting down the drain.
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Alexandra Louise Taylor
 
Posts: 3449
Joined: Mon Aug 07, 2006 1:48 pm

Post » Wed Mar 30, 2011 1:45 am

CBASH, SVN 1027. The whole BashPatching operation goes well, but in the end, when saving the Bashed Patch, python stopps working (standard Widows 7 window) and the Patch does not save. Reinstalling Python (the 3a package from TES Nexus) did not help. Reverting from CBash to regular bashing works OK and the patch is saved. Any idea anyone? Or do you need more info from me? Thanks in advance.
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NEGRO
 
Posts: 3398
Joined: Sat Sep 01, 2007 12:14 am

Post » Wed Mar 30, 2011 1:40 pm

If I just resize the 32 pixel size Icon png's to 24, would I then be able to set Iconsize in the Bash.ini to 24, or would there be more to it than that?

16 sized is a bit too small for my eyes, but the only other option is 32 which are huge, taking up a lot of space for those messages to the right of the help icon. I tried experimentally just setting 24 (in-case the size could be automatically interpolated) but Wrye Bash will not load.

PS http://www.gamesas.com/index.php?/topic/1174346-wrye-bash-wizards/page__view__findpost__p__17575071 in the Wrye Bash Wizards thread. :)
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Darlene Delk
 
Posts: 3413
Joined: Mon Aug 27, 2007 3:48 am

Post » Tue Mar 29, 2011 10:05 pm

I've also an error from WBSA 291 SVN 1027 (basher.py & bolt.py) with CBash v0.5.0 after that I check the Debug Mode in the Mods tab. Everything related to Oblivion is installed outside of the C hdd on Windows7 64-bit Home Edition and UAC is completely off with no programs running as an admin.

Traceback (most recent call last):  File "basher.pyo", line 8673, in Execute  File "bolt.pyo", line 1272, in deprintImportError: No module named inspect

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Angela
 
Posts: 3492
Joined: Mon Mar 05, 2007 8:33 am

Post » Wed Mar 30, 2011 6:33 am

FYI, SVN 1027 is WryBash 292 and CBash is 0.5.1.

EDIT: Oh, I see, using standalone...that does not work for me so I am using the Python-requiring version, so sorry.

I've also an error from WBSA 291 SVN 1027 (basher.py & bolt.py) with CBash v0.5.0 after that I check the Debug Mode in the Mods tab. Everything related to Oblivion is installed outside of the C hdd on Windows7 64-bit Home Edition and UAC is completely off with no programs running as an admin.

Traceback (most recent call last):  File "basher.pyo", line 8673, in Execute  File "bolt.pyo", line 1272, in deprintImportError: No module named inspect


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Mr. Ray
 
Posts: 3459
Joined: Sun Jul 29, 2007 8:08 am

Post » Tue Mar 29, 2011 10:58 pm

r1027 non-CBash - will not even start here ...

Spoiler
Microsoft Windows [Version 6.1.7601]Copyright (c) 2009 Microsoft Corporation.  All rights reserved.C:\Windows\system32>chdir /D "D:\Program Files\Bethesda Softworks\Oblivion\Mopy"D:\Program Files\Bethesda Softworks\Oblivion\Mopy>c:\python26\python.exe bash.py -dTraceback (most recent call last):  File "bash.py", line 316, in     main()  File "bash.py", line 277, in main    basher.InitLinks()  File "D:\Program Files\Bethesda Softworks\Oblivion\Mopy\basher.py", line 14944, in InitLinks    InitStatusBar()  File "D:\Program Files\Bethesda Softworks\Oblivion\Mopy\basher.py", line 13787, in InitStatusBar    Image(r'images/oblivion'+bosh.inisettings['IconSize']+'.png'),  File "D:\Program Files\Bethesda Softworks\Oblivion\Mopy\balt.py", line 122, in __init__    raise ArgumentError(_("Missing resource file: %s.") % (self.file,))bolt.ArgumentError: Missing resource file: images\oblivion24.png.D:\Program Files\Bethesda Softworks\Oblivion\Mopy>


Edit: :whistling: nvm - Helps if I change the iIconSize= setting back to a size it recognises from experimenting :D
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CHANONE
 
Posts: 3377
Joined: Fri Mar 30, 2007 10:04 am

Post » Wed Mar 30, 2011 10:14 am

CBASH, SVN 1027. The whole BashPatching operation goes well, but in the end, when saving the Bashed Patch, python stopps working (standard Widows 7 window) and the Patch does not save. Reinstalling Python (the 3a package from TES Nexus) did not help. Reverting from CBash to regular bashing works OK and the patch is saved. Any idea anyone? Or do you need more info from me? Thanks in advance.

uh hmmm... did you make sure to rename your newly downloaded rename_cbash.dll and delete your old one? (newly downloaded as in Lojack's 5.0.1 version that's in the SVN since hmm rev 1010 or so (don't have my list of revs right now without downloading it on my dialup)) - its working fine for me, if thats properly there, export your patch config and send it to me and or Lojack (either upload and link here or pms or feel free to email it as an attachment (if under 2mbs) to pacificmorrowind)

If I just resize the 32 pixel size Icon png's to 24, would I then be able to set Iconsize in the Bash.ini to 24, or would there be more to it than that?

16 sized is a bit too small for my eyes, but the only other option is 32 which are huge, taking up a lot of space for those messages to the right of the help icon. I tried experimentally just setting 24 (in-case the size could be automatically interpolated) but Wrye Bash will not load.

PS http://www.gamesas.com/index.php?/topic/1174346-wrye-bash-wizards/page__view__findpost__p__17575071 in the Wrye Bash Wizards thread. :)

also rename the files to filename24.ext instead of filename32.ext so that Bash will find it.

I've also an error from WBSA 291 SVN 1027 (basher.py & bolt.py) with CBash v0.5.0 after that I check the Debug Mode in the Mods tab. Everything related to Oblivion is installed outside of the C hdd on Windows7 64-bit Home Edition and UAC is completely off with no programs running as an admin.

Traceback (most recent call last):  File "basher.pyo", line 8673, in Execute  File "bolt.pyo", line 1272, in deprintImportError: No module named inspect


huh... I'll have to download Py2exe to fix that... which will take a while so most likely Lojack will be back from his trip long before I get it fixed but that is an error in the compilation process it's not including the inspect python module.
Pacific Morrowind
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emma sweeney
 
Posts: 3396
Joined: Fri Sep 22, 2006 7:02 pm

Post » Wed Mar 30, 2011 12:15 am

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
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Dezzeh
 
Posts: 3414
Joined: Sat Jun 16, 2007 2:49 am

Post » Wed Mar 30, 2011 3:54 am

Thats what I was fearing. I've been trying to track down a Ctd-on-Startup issue thats related to the bashed patch. I'm slowly merging stuff together to find out which one is it.

Now with all the new settings I have to turn on as recommended, I fear I'll have to start over, 5 days troubleshooting down the drain.
Of course "everything" applies to the import sections - the tweaks are up to you to install or not.
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Kari Depp
 
Posts: 3427
Joined: Wed Aug 23, 2006 3:19 pm

Post » Tue Mar 29, 2011 9:45 pm

something its wrong with my wrye bash, i double click on bash.py , the black screen show for few seconds with the message already started, but i see my task manager, i cant see nothing related to wrye python, restart my pc and the same message goes again, if i reinstall wrye could hurt my game???
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Dorian Cozens
 
Posts: 3398
Joined: Sat May 26, 2007 9:47 am

Post » Wed Mar 30, 2011 12:02 am

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.


Edit: :whistling: nvm - Helps if I change the iIconSize= setting back to a size it recognises from experimenting :D


So I take it you want me to donate my 24 size Icons also, huh?
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Louise Andrew
 
Posts: 3333
Joined: Mon Nov 27, 2006 8:01 am

Post » Wed Mar 30, 2011 3:59 am

So I take it you want me to donate my 24 size Icons also, huh?

:hubbahubba: Yes please, I downscaled about 15 of them using GIMP on the 32 sized ones, started looking for ways to batch scale and rename copies using GIMP. Came to the conclusion it was going to be a looong tedious job. Probably quicker with Paint.Net doing them individually, but I wanted the resized png to be a good translation.
User avatar
Jessica White
 
Posts: 3419
Joined: Sun Aug 20, 2006 5:03 am

Post » Wed Mar 30, 2011 11:09 am

:hubbahubba: Yes please, I downscaled about 15 of them using GIMP on the 32 sized ones, started looking for ways to batch scale and rename copies using GIMP. Came to the conclusion it was going to be a looong tedious job. Probably quicker with Paint.Net doing them individually, but I wanted the resized png to be a good translation.


I'll try to get em to Pac when I get a few min... Still working on a few new ones.
Don't bother with a batch, I got all the psds for the custom ones, but if you're impatient you could use phatch

also,
got this error when clicked on a green + WIZBAIN, LTPD(the one malonn made, maybe will have to take a look at it)
anyway now my cursor changed to os.wait cursor but still has functionality....hmmmm

Traceback (most recent call last):
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\basher.py", line 7719, in Execute
installer.resetAllEspmNames()
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 10529, in resetAllEspmNames
for espm in self.remaps:
RuntimeError: dictionary changed size during iteration

EDIT1: Noticed malonn's wizard doesn't have ResetAllEspmNames before DeSelectAll will try that...
RequireVersions "1.2.0.416","","","285"
ResetAllEspmNames ;edit, nope didn't work
DeSelectAll

EDIT2: Nope that didn't help. Temporary Workaround to this is delete his RenameEspm line in malonn's script and rename the esp in the 01 Cobl version directory to the same as the other(standard) "LetThePeopleDrink.esp"
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Emily Shackleton
 
Posts: 3535
Joined: Sun Feb 11, 2007 12:36 am

Post » Tue Mar 29, 2011 10:06 pm

something its wrong with my wrye bash, i double click on bash.py , the black screen show for few seconds with the message already started, but i see my task manager, i cant see nothing related to wrye python, restart my pc and the same message goes again, if i reinstall wrye could hurt my game???


Check in your Oblivion\Mopy folder for a file named "pidfile.tmp", Delete it if there. (it tells Bash that it's allready runnung)
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Marie
 
Posts: 3405
Joined: Thu Jun 29, 2006 12:05 am

Post » Tue Mar 29, 2011 11:44 pm

Check in your Oblivion\Mopy folder for a file named "pidfile.tmp", Delete it if there. (it tells Bash that it's allready runnung)

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. :)
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N Only WhiTe girl
 
Posts: 3353
Joined: Mon Oct 30, 2006 2:30 pm

Post » Wed Mar 30, 2011 9:17 am

Question: Are you supposed to "Mark Mergeable" all you intend to run with, or let Bash Tags on the files themselves tell Wrye Bash what to add in its bashed patch? Also, OBSE using esp's shouldnt be bashed, correct?
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Elina
 
Posts: 3411
Joined: Wed Jun 21, 2006 10:09 pm

Post » Wed Mar 30, 2011 11:38 am

Im getting an issue where even after rebuilding my patch multiple times the potion names, meats, bones and pelts are still being sorted/renamed as if i had selected that option. ie. Ad Alacrity 1 for a Agility Potion and X de ------- for poisons. Its annoying with the pelts, meats and bones because i end up with 3 different stacks of the same type in my inventory. I am running FCOM as well as Craftybits which may cause some of that problem though.
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Ridhwan Hemsome
 
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Joined: Sun May 06, 2007 2:13 pm

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