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[Relz] Wrye Bash

bain bashed patch load order mod manager wrye bash Thread 23

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#1
Sharlikran

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Continuing from the Thread, who knows well go with, 10...

Threads:


What does Wrye Bash do?
  • It makes it safe to try out new mods because it will restore everything to the way it was when you uninstall a mod
  • It makes more mods compatible with each other by importing information from different mods into a "bashed patch"
  • It allows you to exceed the 255 mod threshold by automatically merging some types of mods for you

FAQ:
Spoiler


Download: Skyrim Nexus or Oblivion Nexus and of course SourceForge

Documentation:

Requirements and Installation: Short version: just use the installer and install to the Skyrim folder! When you install dependencies, just install them to their default locations.
Long version:
Spoiler

Remember! In Windows Vista and up, don't install Skyrim in the Program Files folder due to User Account Control! See File Permissions.
See Also File Permissions

Development:
The project is hosted at SourceForge. You don't need a SourceForge account to create or add data to bug reports and feature requests -- you can always contribute anonymously (but put your name in the comments section if you want credit : ). Feeling brave? SVN versions are not guaranteed to be release quality, but if you know what you're doing and want to help us test new features and track down bugs, follow alt3rn1ty's SVN guide to use the latest code:
Spoiler


Reporting Bugs: Try to give us enough information to diagnose your problem. The following information is useful to us:
Spoiler


Linking: If you'd like to link to Bash from somewhere else, please do! But be sure to link to either Skyrim Nexus, TESNexus, or SourceForge. Don't link to the actual download file, since that changes fairly frequently.

Related Projects:
  • The Official Wrye Bash for Oblivion thread.
  • Load orders should be managed with BOSS for Skyrim, which also supplies updated lists of tags used for importing (though even if you don't use BOSS, a basic taglist is shipped with each version of Wrye Bash)
  • Valda ported and maintains Wrye Bash for Fallout3 (Wrye Flash) and Fallout3 New Vegas (Wrye Flash NV)

Changelog for Latest Version:
300 [2012/08/09] [Various community members]
Spoiler

Edited by Sharlikran, 20 October 2012 - 08:36 PM.


#2
Arthmoor

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Bug tracking and progress towards next release Here's a rundown of what the next release will contain, as well as a list of all known bugs and requested enhancements. Links lead to the sourceforge tracker artifacts. If you have information or opinions pertaining to any particular bug or enhancement, please comment at the tracker link. If you have screenshots or sample files, you can attach them (or links to them) to the trackers too. Any information helps! Users who have reported bugs and are updating from svn: please check the following for any closed/fixed bugs (indicated with a strikethrough). Confirmation of the fix would be much appreciated.

Upcoming release 302: Bug fixing
  • Bug 235 BAIN does not report corrupted archives while installing them.
  • Bug 233 Bash scrambles load order if more than one file is deleted per session.
  • Bug 201 [Skyrim] Has More Directories does not stick to packages.
  • Bug 168 Mod Checker reports ITM and UDR for mods that are clean.
  • Bug 163 BAIN does not refresh on change of CRCs in Projects
  • Bug 167 Error with Race Tweaks building bashed patch.
  • Bug 142 INI Edits/tweaks must be in ANSI (UTF-8 with BOM fails)
  • Bug 137 [Oblivion] upgrading from 291 to 295 may cause Oblivion.esm ghosting
  • Bug 122 Progress bar disappears while autoannealing
  • Bug 56 [Oblivion] just opening Wrye Bash causes Oblivion CTD (possibly solved)
  • Bug 102 [Oblivion] CTDs if spells imp from FCOM_Convergence (possibly solved)
  • Bug 230 [Oblivion] Bash resets timestamps on files without being asked to
Additional known bugs:
Spoiler
Current enhancement requests:
Spoiler

Edited by Arthmoor, 02 November 2012 - 02:53 PM.


#3
alt3rn1ty

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Anyone else having problems accessing oblivionworks ?, I dont have any page load problem with sourceforge, just when trying to look at the svn files.

Edit: Ah found it, http://sourceforge.n...e-services-down currently still being investigated

Edited by alt3rn1ty, 23 October 2012 - 11:38 AM.


#4
deaths_soul

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Yep. I think SourceForge is having issues, as I get similar issues with other projects.

#5
Psymon

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Is there any specific code or set of numbers that a mod package has to have to be able to open its download page on TESAlliance?

I was going through my packages checking for updates on Nexus and saw that economics of skyrim was hidden there, so I tried to open at Alliance and got instead Valus Cottage.

So somewhere in the chain is a problem or something.

[edit] actually several mods are misdirecting. Extensible Follower Framework mod goes to BOSS nexus page as an example.

Edited by Psymon, 24 October 2012 - 04:36 AM.


#6
Psymon

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Sorry for double post - new issue. Still using the 301 from the installer that was posted here a week or so back. Any important updates I should be aware of?

Reneer's latest crime mod is reported by bash as corrupt/unrecognized. Yet - it is not even viewed in the mods pane - is that normal? I don't recall that being the case with past mods - you could still see the plugins from what I recall.

Feature or bug?

reported this to Reneer here.

[edit] this problem solved with reupload of Reneer's mod, but there may still be a problem with zero length esp not showing up in mods pane.

Actually it didn't uninstall with BAIN either when I tried.

Edited by Psymon, 24 October 2012 - 07:19 AM.


#7
Thomas Kaira

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Is there any specific code or set of numbers that a mod package has to have to be able to open its download page on TESAlliance?

I was going through my packages checking for updates on Nexus and saw that economics of skyrim was hidden there, so I tried to open at Alliance and got instead Valus Cottage.

So somewhere in the chain is a problem or something.

[edit] actually several mods are misdirecting. Extensible Follower Framework mod goes to BOSS nexus page as an example.


I never hid EOS, the Nexus page bugged out on you.

It's been doing that quite a lot lately.

#8
Sharlikran

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alt3rn1ty, I can't remember.. Is there an exe installer of 301 that's all compiled that begginer/novice users can install of version 301 with the recent additions to the "Clean Data" routines for Dawnguard and HearthFire?

#9
alt3rn1ty

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Back in a minute or two with one :) ..

#10
Sharlikran

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LOL Sweet!

#11
alt3rn1ty

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Fresh off the press ..

Rebuild of the installer from svn 2688 Wrye Bash 301 installer exe

Edit: For anyone with doubts - Yes I did try it out before uploading, overwrote my installation of Standalone and Python version of Wrye Bash, both working

Edited by alt3rn1ty, 24 October 2012 - 01:52 PM.


#12
trira

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Is there any specific code or set of numbers that a mod package has to have to be able to open its download page on TESAlliance?

I was going through my packages checking for updates on Nexus and saw that economics of skyrim was hidden there, so I tried to open at Alliance and got instead Valus Cottage.

So somewhere in the chain is a problem or something.

Bash uses the file IDs that the Nexus (and TESAlliance) append to the end of the archive. Since you downloaded EOS from the Nexus, you have the Nexus ID in the archive. What you got was whatever file on TESAlliance that has the ID that EOS has on the Nexus, if that made sense to you (it made sense in my head, but less so after I reread it...).

[edit] actually several mods are misdirecting. Extensible Follower Framework mod goes to BOSS nexus page as an example.

That's due to the additional dashes that the author added to the file name (specifically, v3-5-6) when he/she uploaded it.

Edited by trira, 24 October 2012 - 01:54 PM.


#13
Arthmoor

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Going to close off #221 as unreproducible. I'd love to be able to cut an official release to catch things up to where they are now for Skyrim but #233 is a really big problem and it would be nice to have it solved before doing so.

#14
trira

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#233 in the second post points to bug #201.

#15
Arthmoor

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#233 in the second post points to bug #201.

Not anymore, thanks :)

#16
trira

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Well, I have a fix (or rather, workaround) for #233. Doesn't fix the underlying issue of the load order going absolutely bonkers, but it's a working workaround.

#17
Arthmoor

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Well a workaround beats opening Bash nearly every time and finding the load order has scrambled itself because you deleted something that wasn't even active to begin with.

Seems to have done the trick, I deleted several files and the load order remained intact.

Edited by Arthmoor, 24 October 2012 - 02:35 PM.


#18
Lojack

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Sorry for double post - new issue. Still using the 301 from the installer that was posted here a week or so back. Any important updates I should be aware of?

Reneer's latest crime mod is reported by bash as corrupt/unrecognized. Yet - it is not even viewed in the mods pane - is that normal? I don't recall that being the case with past mods - you could still see the plugins from what I recall.

Feature or bug?

By design. Any file that is corrupted Bash hides so you cannot accidentally activate it and cause CTDs (the logic of including a check to see if is corrupt would add some complication to the activating routines, so easier just to hide it).

@Arthmoor, I've been working on something I can't believe I hadn't thought of before (NMM to Wrye Bash adapter basically), almost done and pretty simple, I'll commit it in the next couple days.

#19
Arthmoor

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Sounds intriguing, what's the basics behind what it does?

#20
Lojack

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Basically since BAIN already knows all the files, CRCs, and Modification times of every file in the Data folder, you initiate an "External Installation", tell it when you're done, then it Refreshes the Data folder for changes. Then it'll give a little dialog showing the results of those changes, allowing you to exclude files if you want, then pack that to either a Project or Archive, and mark the new installer as Installed.

#21
trira

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Question for the more Python inclined from someone not very Python inclined.

Would this:
if fileName in self[selFile].header.masters:
    self.unselect(selFile, False)
Be better than this:
for master in self[selFile].header.masters:
    if master == fileName:
        self.unselect(selFile,False)
        break

I'd think so, but just making sure.

#22
Lojack

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Ummm yes, looks like it should work fine as a replacement (and slightly more effecient).

#23
zone22

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(NMM to Wrye Bash adapter basically), almost done and pretty simple, I'll commit it in the next couple days.


I use Bash for installing and NMM for downloading. Part of the problem is filenames for packages are not always representative of the mod title. NMM automatically renames the packages to the mod title in its database. This kind of information is saved locally. Would it be possible for Bash to scrape off of NMM and rename the packages accordingly?

Forgive me for being a little unclear. I'm not sure how else to state it.

#24
Lojack

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Probably not no. However, that's not really what this new feature will be doing, it'll be doing exactly what NMM to Wrye Bash Adapter does, it detects changes to the data folder when you install via an external tool, then makes a new installer using that info, you give it the name yourself.

#25
frihyland

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I use Bash for installing and NMM for downloading. Part of the problem is filenames for packages are not always representative of the mod title. NMM automatically renames the packages to the mod title in its database. This kind of information is saved locally. Would it be possible for Bash to scrape off of NMM and rename the packages accordingly?

Forgive me for being a little unclear. I'm not sure how else to state it.

That data is saved in an xml file for each mod in the NMM cache directory, zipped up with the same filename as original. There is already a program (NMM to Wrye Bash adapter) that does this btw would just be nice to have it done natively.

Edited by frihyland, 24 October 2012 - 11:59 PM.


#26
Arthmoor

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That workaround for bug 233 didn't work. I just deleted ONE file and the UI scrambled the entire load order again.

#27
aellis

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Haven't been keeping tab on Bash, so I apologize if this has been discussed and a resolution stated.

I finally brole down and got both Dawnguard and Hearthfires.
Now that I have them, both are showing up in the mods tab with red backgrounds.
According to the Help:
Red background An active plugin that should remain deactivated (ie. tagged with Deactivate) or, for Oblivion only, an active plugin that shares its modification date with another active plugin. This must be corrected so that they have different modification dates or else it may break your load order.

WTH????

Someone please explain... Oh, Wrye SMASH 300(Standalone)

#28
deaths_soul

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Bash can't yet look inside BSA files for the strings file.

#29
aellis

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So, what I'm looking at are files that have localization strings?

#30
Arthmoor

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You'll need to extract the strings folder from the BSAs for both mods and put them in your Data folder.


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