[WIPZ] Wrye Smash (?)

Post » Wed May 16, 2012 9:10 pm

Smash is the best imho for two reasons: i) fits into Mash - Bash - Smash context, ii) Smash is kind of a tribute to Morrowind's Wrye Mash.
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Jenna Fields
 
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Post » Thu May 17, 2012 4:58 am

I was hoping to accessorize with a nice Wrye Sash.

Smash does have;e a nice ring to it though!
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CArlos BArrera
 
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Post » Thu May 17, 2012 2:42 am

Lol, I see you guys waste no time. I feel so giddy inside already. Awesome!
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Justin
 
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Post » Wed May 16, 2012 2:45 pm

Wrye Slash +1
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Skrapp Stephens
 
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Post » Wed May 16, 2012 5:16 pm

Hulk smash!!!

I thought you were saying that Wrye has returned with gamma radiation sickness.

Bash together ... mash together .... smash together. I like smash better.


Smash is the best imho for two reasons: i) fits into Mash - Bash - Smash context, ii) Smash is kind of a tribute to Morrowind's Wrye Mash.

+1

The program is used to Shuffle mods together. weather they want to or not...lol Bash, Smash, Mash, Flash. (Flash should have been Fash) (Like Fashioned together?) anyway...

If we are voting, again I like Smash cause I will certainly be smashing some mods into my game!

Oh... and hello everyone I see a lot of Familiar names here...hehehe
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Len swann
 
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Post » Wed May 16, 2012 5:59 pm

Should be a basic pre-alpha release tonight of Bash3k (the Python 3.2 rewrite of Bash). It will let you rearrange your load order, launch TES5 (and any other arbitrary exe's), and that's about it.

http://www.bild.me/bild.php?file=5258379Bash3k-PreAlpha.jpg

General Status:
Updated to Python 3.2
Mods tab (partially)
Other tabs (installers, saves, etc) are present as disabled placeholders
Fully multi-threaded (actually multi-processes due to Python limitations, but same concept)
Drag-and-drop tabs by dragging with the right mouse button (order is not saved/restored yet)
Closable tabs (working, but disabled since there isn't a way to re-open a closed tab just yet)
Profile system in place (Only the default profile is available atm unless you manually go in and create one)
Ability to support multiple games in place (TES3,TES4,FO3,FNV,TES5 planned, but only TES5 partially implemented).

Mods Tab Status:
Load & Display current load order

App bar status (all the clickable buttons in the status bar area):
Completely customizable by placing shortcuts within subfolders of Bash\Profiles\%ProfileName%\Apps
Shortcuts can be grouped within a single subfolder - clicking the app button will launch the default app, and right-clicking the button will show a menu with all the other grouped apps
Default application can be set in an apps.ini file
App button icon is extracted directly from the default application
Each app group has its own "Auto-Quit" option that shuts Bash down once the application is launched (not saved/restored yet)

All that's left before the initial pre-release is:
Add ability to rearrange the load order
Testing/packaging it as an executable so that you don't have to download and install Python 3.2 and support packages
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Claudz
 
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Post » Wed May 16, 2012 12:49 pm

And we can have an older python concurrently installed?

Look forward to this.
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Raymond J. Ramirez
 
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Post » Wed May 16, 2012 9:08 pm

This is great news for me since I have no intentions of even installing Nexus Mod manager.

The nice part of NMM is, since it is open sourced, it may be possible to check for updated mods and let user know. For instance, checking if the mod comes from nexus, version information, direct downloads for updates etc.


And we can have an older python concurrently installed?Look forward to this.

Python 2.7 and 3.x can be installed alongside each other. However, if you have placed the location of either one in your path, so the executable is found by other programs, the version that appears in the path is the one automatically launched by programs that are going to use python, It is just a case of modifying the path or telling the program a specific version to use.

For Wrye Bash, for my installation settings in particular, I made a shortcut to launch Wrye Bash with the command:

C:\Python27\pythonw.exe "D:\Games\Oblivion\Mopy\Wrye Bash Launcher.pyw"
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Kelsey Anna Farley
 
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Post » Thu May 17, 2012 2:36 am

Yeah, what Ulrim said.

Since Bash3k is (hopefully) going to be distributed as an executable, you won't have to worry about any of that. Just run it like any other program, and it'll work.
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Kate Norris
 
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Post » Wed May 16, 2012 10:16 pm

Just curious, were you able to use what I've decoded so far for the ESM/ESP format to extract basic info for the mods? The TES4 record is almost the same as before, so it shouldn't be too hard.
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^~LIL B0NE5~^
 
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Post » Thu May 17, 2012 4:50 am

Just posting to note that I've gone with referencing Wrye Smash for Skyrim in the BOSS docs. That can, of course, be changed, but peer pressure. :P
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jasminε
 
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Post » Thu May 17, 2012 3:29 am

Why not just Wrye Bash - Skyrim?

If memory serves, when it first appeared it didn't follow any hard rule about using the respective first game letter. Otherwise, we'd have Obash, Wryvion and the like :facepalm:
No, it really needs its own name, with an 's' in it!

Awhile back I suggested Wrye Sash. It fits in with the other naming conventions that take a single letter from each game: Mash (from the "M" in Morrowind), Bash (from the "B" in Oblivion) and Sash (from the "S" in Skyrim).
But it really should be a verb (although I think sash can be used as a verb, meaning to walk in a provocative manor. Is that appropriate?)

Just posting to note that I've gone with referencing Wrye Smash for Skyrim in the BOSS docs. That can, of course, be changed, but peer pressure. :P
Although I did slightly prefere Slash, I guess smash is fine. If it starts being used as such, then it'll stick.
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jaideep singh
 
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Post » Thu May 17, 2012 12:56 am

No, it really needs its own name, with an 's' in it!


But it really should be a verb (although I think sash can be used as a verb, meaning to walk in a provocative manor. Is that appropriate?)
I'd rather not have the image of Wrye walking around in a provocative manner. :P
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Nicole Mark
 
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Post » Wed May 16, 2012 9:20 pm

Just curious, were you able to use what I've decoded so far for the ESM/ESP format to extract basic info for the mods? The TES4 record is almost the same as before, so it shouldn't be too hard.
It'll be easy to extract, but I haven't gotten to that point yet. Your info will be very helpful.

To be honest, I really haven't gotten that far into the backend. I'm still doing work on the basic architecture of the redesign, reimplementing the various widgets in a generic enough manner that they can be reused across the various games, and working around various shortcomings in both ttk/tcl and Python's interface to ttk/tcl. At this point, it's still more about the design decisions than the actual code. I've also been playing with UI designs...for example, the mod detail pane on the right side of the mods tab is gone, but there will be a brand new mod-edit window available that contains all that data + more (think TES5Edit-like capabilities).

I'll be posting the Bash3k source to the svn before I start trying to package it for release, so you'll get to see how much everything has changed. The backend, when it exists, will be an almost exact copy/paste. The frontend and new intermediary layer will be completely unlike the existing code.

Btw, has anyone figured out what is going on with Update.esm not appearing in the data launcher? Do we know if it is even being loaded by the game? Cause it isn't being loaded by plugins.txt, and if there is a new mechanism for loading mods, we kinda need to know about it :P
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james kite
 
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Post » Wed May 16, 2012 4:15 pm

Btw, has anyone figured out what is going on with Update.esm not appearing in the data launcher? Do we know if it is even being loaded by the game? Cause it isn't being loaded by plugins.txt, and if there is a new mechanism for loading mods, we kinda need to know about it :P
Best guess is that it has something to do with the automatic update mechanism. I think shadeMe said that the launcher code ensures that it is always loaded directly after Skyrim.esm. It sounds like that isn't dependent on timestamp then - as for other plugins, I don't know. BOSS is treating it like any other plugin, and leaving the launcher to work its magic how it wants to, since timestamp doesn't seem to matter for it, changing it won't hurt.

As for plugins.txt and visibility in the Smash mod list, I'd probably have it visible but have its position locked after Skyrim.esm (not so important) and have its checkbox disabled (important). If it's not in plugins.txt, it is probably best that it is not added.

Don't have Skyrim myself, so this is just going off the info others have provided.
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Lexy Dick
 
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Post » Wed May 16, 2012 8:10 pm

But it really should be a verb (although I think sash can be used as a verb, meaning to walk in a provocative manor. Is that appropriate?)

I believe you are thinking of http://www.merriam-webster.com/dictionary/sashay.

Amusing as that would be, I think Smash and Slash both fit the naming scheme better, and sound pretty good.
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Amber Ably
 
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Post » Wed May 16, 2012 6:04 pm

Uploaded the pre-alpha to the svn. Struggling with freezing the files to an executable...apparently cxfreeze is the only tool available for the Python 3.0 series, but it is incompatible with Python 3.2.1+. Currently downgrading. Also seeing people posting about issues with freezing ttk/tcl based apps, so this may be....fun.
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Auguste Bartholdi
 
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Post » Wed May 16, 2012 7:33 pm

Currently uploading the standalone executable to http://www.tesnexus.com/downloads/file.php?id=22368. It should be available shortly. The link will be edited into this post once it is ready.

Keep in mind that this is a pre-alpha release...so the user experience isn't remotely close to being done. You HAVE to follow the readme to get started. There are 1-2 ini edits that must be made before Bash3k even has a chance of working. In later releases, these settings will likely be auto-detected and/or prompted on profile creation.

Readme:
Spoiler

Welcome to Bash3k Pre-Alpha 1.

Please be aware that this is an early release. You may want to hold off on trying this program if you are uncomfortable with the thought of bugs and the unlikely possibility of having to reinstall Skyrim.

Also, please forgive the messy install directory and manual ini edits. This is very much a work in progress and things will become more user friendly. Over time, Bash3k will gain all the features you expect from Wrye Bash and more.

To get started:
1) Extract Bash3k-PreAlpha1.zip to any directory. Bash no longer needs to be installed within the game directory.
2) Open Profiles\0\profile.ini and edit p_Directory to point to your Skyrim directory.

If you are using a pre-Vista operating system such as Windows XP, you will also need to update p_PluginList to point to the plugins.txt file that Skyrim uses to know which plugins to load.

3) Save and close profile.ini
4) Launch Bash3k Pre-Alpha 1 by running: Wrye Bash Launcher.exe

Usage notes:
Tabs can be rearranged by dragging the tab with the right mouse button. This is more of a demonstration than of actual use atm since the other tabs are disabled, and the tab order isn't retained.

Mods can be activated/deactivated by double-clicking the mod.

Mods can be rearranged by selecting the mod(s) and pressing Control-Up or Control-Down.
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Charles Weber
 
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Post » Thu May 17, 2012 1:43 am

Nice. Now that you've got up on the SVN, I can help flesh out some stuff if you like.
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Sarah Edmunds
 
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Post » Wed May 16, 2012 11:56 pm

Currently uploading the standalone executable to http://www.tesnexus.com/downloads/file.php?id=22368. It should be available shortly. The link will be edited into this post once it is ready.

Keep in mind that this is a pre-alpha release...so the user experience isn't remotely close to being done. You HAVE to follow the readme to get started. There are 1-2 ini edits that must be made before Bash3k even has a chance of working. In later releases, these settings will likely be auto-detected and/or prompted on profile creation.

Readme:
Spoiler

Welcome to Bash3k Pre-Alpha 1.

Please be aware that this is an early release. You may want to hold off on trying this program if you are uncomfortable with the thought of bugs and the unlikely possibility of having to reinstall Skyrim.

Also, please forgive the messy install directory and manual ini edits. This is very much a work in progress and things will become more user friendly. Over time, Bash3k will gain all the features you expect from Wrye Bash and more.

To get started:
1) Extract Bash3k-PreAlpha1.zip to any directory. Bash no longer needs to be installed within the game directory.
2) Open Profiles\0\profile.ini and edit p_Directory to point to your Skyrim directory.

If you are using a pre-Vista operating system such as Windows XP, you will also need to update p_PluginList to point to the plugins.txt file that Skyrim uses to know which plugins to load.

3) Save and close profile.ini
4) Launch Bash3k Pre-Alpha 1 by running: Wrye Bash Launcher.exe

Usage notes:
Tabs can be rearranged by dragging the tab with the right mouse button. This is more of a demonstration than of actual use atm since the other tabs are disabled, and the tab order isn't retained.

Mods can be activated/deactivated by double-clicking the mod.

Mods can be rearranged by selecting the mod(s) and pressing Control-Up or Control-Down.

It's fantastic that you've gotten it working so quickly! I was going to wait until I finished the main quest line (and ransacked a hundred dungeons along the way) before using mods anyways, but I'll go ahead and bookmark it so I can be sure to start it out the right way instead of dividing my Oblivion install by zero with OBMM :facepalm:
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Catherine N
 
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Post » Wed May 16, 2012 3:06 pm

You might want to take a look at http://www.newvegasnexus.com/downloads/file.php?id=35003 - after all, Skyrim is based on Fallout 3/New Vegas.
And I gotta say - Wrye Slash is totally an awesome name.

I'm pretty sure he's heard about Wrye Flash. He is one of the team members.
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kitten maciver
 
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Post » Thu May 17, 2012 3:16 am

I think I'd be interested in contributing to this in my spare time. I know my way around Python.

I did make a spell renamer extension for Wrye Mash in order to sort my spell book by type and cast cost. Then I found out I was too used to them being sorted alphabetically, and just got more confused. :sadvaultboy:

Anyhow, would it be possible to move it into a Mercurial or Git repository instead of Subversion? Distributed version control would be much better suited to our needs if we're going to have multiple contributors. It's also great to not have to worry about a central server.
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Michelle Chau
 
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Post » Wed May 16, 2012 8:44 pm

Ooh smashing ... Oh crap, another potential Pictorial Guide needed :) - Well I doubt it from the UI conversations that went previously, nearly a clean slate to start with so the feedback in the latter half of this year plus all the recent improvements which made Wrye Bash 295 really good, along with Myk's BAIT and a new base for CBash ... Good luck guys, but dont burn the candle at both ends ;)

I do have to give you some credit. Without you my most recent foray into modding out Fallout:NV and my last Oblivion playthrough would not have gone as smooth. Those guides were a godsend and now I am happy to say that I am very proficient with Wrye (insert letter(s) here) ash.
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Laura Shipley
 
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Post » Wed May 16, 2012 4:39 pm

Got 3K loaded and it appears to be running.

But wait did I need to install Python 3.x? Or, was it included?

Should it be that the only working tab is the mods tab?

[edit] and right off I can see that I didn't have the update.esm active - but the game launcher doesn't even show it, so what is up with that?
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BlackaneseB
 
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Post » Thu May 17, 2012 12:52 am

Oh this is so much needed! Thanks for starting the work already!
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Leah
 
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