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[WIPz] Wrye BashExp - Skyrim Patcher Update - Thread #1

Wrye Bash Thread 1 WIPz

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#61
alt3rn1ty

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As long as you don't see anything too destructive I'd just try it and see what happens. If you want to find the Conflict Loosers use these filters.  If you have the dev version from AFK it has a hot link in the menu.  This filter works best for that.

 

However, to narrow down what is and isn't being changed for just the CELL record use these filter settings.  Then I get this for one of the mods I have installed.  Notice the name is red at the top so that is the mod with the conflict.  It will need at least C.Water since it changes the flag. and C.Light.  I have not gone through all my mods because I want to work on updates but that is just some things to look at if you want.

 

And my advanced readme in the link for the Bash Tags in the OP has been updated with the new tags.  Again the only one not there is c.Imagespace.  Which will be in the next version.

 

 

Thanks Sharlikran, and yes I am using Dev TES5Edit from AFK WIP topic. I hope you get more people joining in here, from what I have seen ( in game aswell ) I really dont want to go back to 305, even though this is experimental stage :smile:, things are starting to work that we haven't seen since I last had Oblivion installed before Skyrim came along and Wrye Bash capabilities at that time.


Edited by alt3rn1ty, 14 September 2014 - 01:46 PM.


#62
Sharlikran

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Thanks Sharlikran, and yes I am using Dev TES5Edit from AFK WIP topic. I hope you get more people joining in here, from what I have seen ( in game aswell ) I really dont want to go back to 305, even though this is experimental stage :smile:, things are starting to work that we haven't seen since I last had Oblivion installed before Skyrim came along and Wrye Bash capabilities at that time.

Thanks for that.  I appreciate it.  I just hope I can resolve most of what Arthmoor reported.  Some of it is just the patcher and it's adding the information he reported when it probably shouldn't.  Part of that is because this is basically still Oblivion only as far as patching goes.  I will have to look at the code and once I find what causes it then I can get help updating it unless I can figure it out myself.

Edited by Sharlikran, 14 September 2014 - 02:09 PM.


#63
zilav

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It will need at least C.Water since it changes the flag.

"Has water" flag along with XCLW has no meaning for interior cells as far as I know.

#64
Sharlikran

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"Has water" flag along with XCLW has no meaning for interior cells as far as I know.

Thanks for the reminder. Appreciated. :D

if not record.flags.isInterior:
Python or not isn't that correct when I want to say that when it's not an interior, hence it's an exterior, then do whatever?  The ':' is like the 'do' part basically.  I have it set to write the XCLW records if it's not an interior cell.  To add a way to ignore the 'HasWater' flag for interior cells for the CellImporter would mean backend programming changes.  So if it's set, it's set and Skyrim will just have to ignore it or use it.

Edited by Sharlikran, 14 September 2014 - 04:44 PM.


#65
Arthmoor

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You have a small present on the AFK thread :P



#66
Sharlikran

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You have a small present on the AFK thread :tongue:

Dangit Arthmoor, the BASH tags autodetection.pas was not updated. You had me all excited! :tongue:  Still awesome though.  I'll add them to the docs after I release the next update.
 

"Has water" flag along with XCLW has no meaning for interior cells as far as I know.

You wouldn't happen to have time to update that for CELL and Stats Patcher would you?  The Bash Tags for Skyrim's CellImporter are correct at that link.  The documentation that comes with Wrye Bash isn't up to date since this is still being updated.


Edited by Sharlikran, 14 September 2014 - 05:23 PM.


#67
Arthmoor

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Ok. So. This error:

Traceback (most recent call last):
  File "bash\basher.py", line 7048, in Execute
    patchFile.initData(SubProgress(progress,0,0.1)) #try to speed this up!
  File "bash\bosh.py", line 10459, in initData
    patcher.initData(SubProgress(progress,index))
  File "bash\bosh.py", line 15195, in initData
    temp_id_data[fid] = dict((attr,record.__getattribute__(attr)) for attr in recAttrs)
  File "bash\bosh.py", line 15195, in <genexpr>
    temp_id_data[fid] = dict((attr,record.__getattribute__(attr)) for attr in recAttrs)
AttributeError: 'MreWthr' object has no attribute 's'

I think this means it can't find a field with the 's' attribute, as in a string, not the literal s.

 

skyrim.py lists the SNAM data as this:

MelStructs('SNAM','2I','sounds',(FID,'sound'),'type'),

Indicating, if I read this right, that it expects 2 integers. What if the actual file isn't storing the "type" as an integer?



#68
Sharlikran

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Ok. So. This error:
 

Traceback (most recent call last):
  File "bash\basher.py", line 7048, in Execute
    patchFile.initData(SubProgress(progress,0,0.1)) #try to speed this up!
  File "bash\bosh.py", line 10459, in initData
    patcher.initData(SubProgress(progress,index))
  File "bash\bosh.py", line 15195, in initData
    temp_id_data[fid] = dict((attr,record.__getattribute__(attr)) for attr in recAttrs)
  File "bash\bosh.py", line 15195, in <genexpr>
    temp_id_data[fid] = dict((attr,record.__getattribute__(attr)) for attr in recAttrs)
AttributeError: 'MreWthr' object has no attribute 's'
I think this means it can't find a field with the 's' attribute, as in a string, not the literal s.
 
skyrim.py lists the SNAM data as this:
 
MelStructs('SNAM','2I','sounds',(FID,'sound'),'type'),
Indicating, if I read this right, that it expects 2 integers. What if the actual file isn't storing the "type" as an integer?

 

I was thinking the same just now while I am trying to update the GraphicsImporter.  I can across a new line that says this.

for recClass in (MreRecord.type_class[x] for x in ('MGEF',)):
    recAttrs_class[recClass] = ('iconPath','model')
    recFidAttrs_class[recClass] = ('effectShader','enchantEffect','light')

So maybe the old sound definitions for Oblivion only had strings. If that is true, because I have not checked, then I have to find all the FormIDs that are integers and then the Strings and have the two separate declarations before it will work. You may be right that 's' means, there are no Strings. That's still ambiguous though.

The 's' in Python is a format char. So 'I' is an unsigned 32 bit integer, 's' is a string or single char. '4s' is used when there are 4 bytes of some unknown value in Wrye Bash so that it's easier to not get it wrong. I put '3Bs' for Colors because it's 3 color bites and one unknown. Plus that's how it was done in Oblivion.


Edited by Sharlikran, 14 September 2014 - 05:54 PM.


#69
Arthmoor

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Might be me just not getting it, but if FormID fields are supposed to be longs, why do so many of the definitions have them set up as unsigned integers instead?

 

Also, Oblivion has the same structure for the SNAM data, so I don't think it stored the type as a string.


Edited by Arthmoor, 14 September 2014 - 06:15 PM.


#70
Sharlikran

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I have never seen 'L' for anything in the entire source code.  Also It's not that.  Say a FormID is 000260CD.  Long Format means, 155853.  I see 0x000260CD a lot of places.  I don't think I know what it means actually.  I might be right, might not.   :whistling:  What it boils down to is that the source code wants the FormIDs to be using 'I'.


Edited by Sharlikran, 14 September 2014 - 07:33 PM.


#71
Arthmoor

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Well I got nothing then. I don't see a difference between the Skyrim and Oblivion data for the SNAM subrecord in WTHR.



#72
Sharlikran

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Arthmoor I might have figured it out.  I was moving the Attributes and Records to the game files because they are different.  For example I can use 'model' and 'iconPath' for a TREE record because Skyrim does not have one.  So it's better to make a set of the records that have those attributes.  Like ('ALCH','AMMO','APPA','BOOK','INGR','KEYM','LIGH','MISC','SLGM','WEAP',).  So I had a situation with WEAP in that it has ('model1','model2','iconPath') for the attributes.  It's also the only record like that so I made the set with (WEAP').

 

Now attributes are things like 'iconPath' and keys are like 'WEAP' so if I have an invalid key of SGST in Skyrim, that's because that doesn't exist.  I would get the error invalid key 'SGST'.  So I got the error invalid key 'W'.  Just 'W'.  Just like the missing attribute 's'.  So I read a little about data structures and a single item has to be followed by a comma.  So I have to put ('WEAP',) instead.  So when I defined the attributes for weather I put ('sound').  Just like that.  So more then likey the missing attribute was 's', because ('sound') was not followed by a comma.  I have not tested it but if it works I am so gonna freak!

 

Traceback (most recent call last):
  File "bash\basher.py", line 7064, in Execute
    patchFile.safeSave()
  File "bash\bosh.py", line 578, in safeSave
    self.save(filePath.temp)
  File "bash\bosh.py", line 598, in save
    selfTops[type].dump(out)
  File "bash\patcher\RecordGroups.py", line 204, in dump
    size = self.getSize()
  File "bash\patcher\RecordGroups.py", line 194, in getSize
    (hsize + record.getSize()) for record in self.records)
  File "bash\patcher\RecordGroups.py", line 194, in <genexpr>
    (hsize + record.getSize()) for record in self.records)
  File "bash\brec.py", line 1599, in getSize
    self.dumpData(out)
TypeError: dumpData() takes exactly 3 arguments (2 given)
The main reason it might not work is because I have some empty sets and I just got a new error.  I don't know if that's because of my changes or just a bug that never showed up.

Edited by Sharlikran, 14 September 2014 - 09:26 PM.


#73
Arthmoor

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You know, I wondered why some things had that stray comma, but I ignored it figuring there was some kind of good reason. Bugs caused by that sort of thing are such a pain :P



#74
Sharlikran

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Traceback (most recent call last):
  File "bash\basher.py", line 7064, in Execute
    patchFile.safeSave()
  File "bash\bosh.py", line 578, in safeSave
    self.save(filePath.temp)
  File "bash\bosh.py", line 598, in save
    selfTops[type].dump(out)
  File "bash\patcher\RecordGroups.py", line 204, in dump
    size = self.getSize()
  File "bash\patcher\RecordGroups.py", line 194, in getSize
    (hsize + record.getSize()) for record in self.records)
  File "bash\patcher\RecordGroups.py", line 194, in <genexpr>
    (hsize + record.getSize()) for record in self.records)
  File "bash\brec.py", line 1599, in getSize
    self.dumpData(out)
TypeError: dumpData() takes exactly 3 arguments (2 given)

I may have to quit working on this entirely.  With my new updates I get that above error and no way to resolve it.  I have help from Valda and another Volunteer so hopefully they can figure things out because for now without people to help I've had it.  I am tired of having no help to get Wrye Bash working for Skyrim.  All of the testing is being done such that Oblivion mode won't be broken.  There is no way to get Skyrim and Fallout support until all the current plans stop and people actually test what I am doing and see where the errors are and notice what left over Oblivion specific code has to be changed still.

 

I'm quite upset not willing to talk about it.  Thanks for all the help and support and kind comments about how Wrye Bash was finally doing things it should have been doing for over two and a half years now.  If I get help to get things working I'll post a new version.

 

There was some new refactoring done maybe it will help but i don't know.

 

EDIT: As frustrated as I am right now with the program I am going to find other things to do to update for now until some of the odd issues are resolved.  There is always the remaining records I need to define so I can work on those.

 

I think I found the error and it was just a dumb mistake on my part, again.  Grrrrrr


Edited by Sharlikran, 15 September 2014 - 01:09 PM.


#75
zilav

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You wouldn't happen to have time to update that for CELL and Stats Patcher would you?  The Bash Tags for Skyrim's CellImporter are correct at that link.  The documentation that comes with Wrye Bash isn't up to date since this is still being updated.

I don't know python, and unfortunately don't have time to learn it. However I'll probably update BASH tags autodetection script for new and working tags, or better rewrite it and make configurable from some sort of ini file.

#76
Sharlikran

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I don't know python, and unfortunately don't have time to learn it. However I'll probably update BASH tags autodetection script for new and working tags, or better rewrite it and make configurable from some sort of ini file.

 

Oh by the way.  I was only talking about adding the CELL and Stats functions to BASH tags autodetection.pas.  Not helping me with Python.   :D

 

I'm just kind of lost with the Pascall scripting for some reason.  I guess because I haven't tried to write it enough.  However, if there were some more examples I think I could pluck away at it.

 

The examples I need

 

When flag is equal to X value

When Enum is equal to X value

When FormID is different

When Int is different

When String or Localization string is different

 

 

Those may not cover it all but that's the main stuff.  Because like with Cell.  It's mostly just values in a subrecord changing.  Then for flags Bash Tags it's when the flag changes.


Edited by Sharlikran, 15 September 2014 - 01:00 PM.


#77
Sharlikran

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Arthmoor you know how you mentioned that the water height wan't in the bash patch when it should be.  I looked in the entire code for water height and I just can't find any case of it anywhere.  Meaning there does not seem to be anywhere that it would be automatically ignored if it doesn't change or if a flag isn't set.  Nothing automatically manages water height.  So for now I'm gonna drop it.  If it's there yeah if not don't know.



#78
Sharlikran

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After recovering from my rage fest and my rampant use of expletives yesterday I was able to recover from it and get out another update.  We should all thank Valda.  He has been doing the small routines I need for things.  Although I am resolving the records and most of the errors myself he was very helpful in getting me some new routines that were a little more complex then what I can do myself.

 

Uploaded 306.0.05 links are updated in OP.  Sounds Patchers were activated again along with Graphics and a surprise Bash Tag.  The graphics patcher needs more updating so look for changes in the next version.  With over 112 records the bash patch takes a while to build.  About 4 minutes for me.  It will take longer as I add more things.  When you start the patcher it will look like the program failed.  It didn't.  It will also look like it is going to close for some random reason.  Ignore that and just let it finish.  Have you ever noticed the number of references when you filter mods in TES5Edit?  There is a number in the title bar that usually exceeds 1,000,000.  Well there are over 1,000,000 if not over double or triple that depending on how many mods you have installed.  So it will take a while to process.


Edited by Sharlikran, 16 September 2014 - 06:33 AM.


#79
alt3rn1ty

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Uploaded 306.0.05 links are updated in OP.  Sounds Patchers were activated again along with Graphics and a surprise Bash Tag.  The graphics patcher needs more updating so look for changes in the next version.  With over 112 records the bash patch takes a while to build.  About 4 minutes for me.  It will take longer as I add more things.  When you start the patcher it will look like the program failed.  It didn't.  It will also look like it is going to close for some random reason.  Ignore that and just let it finish.  Have you ever noticed the number of references when you filter mods in TES5Edit?  There is a number in the title bar that usually exceeds 1,000,000.  Well there are over 1,000,000 if not over double or triple that depending on how many mods you have installed.  So it will take a while to process.

 

Sounds like old pre-CBash Wrye BAsh :smile:, which at the moment I guess it is because it has to depend on python processing everything.

Thankfully my Load Order is not so extensive

 

Going to be trying to see if I can come up with anything over next couple of days .. Grabbing :smile:

 

Edit : Hmm, I cant seem to get any combination of tags to import anything from AOS. Tried removing the AOS Realistic Water Two patch, and then adding Sounds tag to both / or just AOS ( With RWT following in load order ) .. The AMB entries which the patch adds when it appears in Merged Patches do not get pulled from AOS instead. Also tried combinations of C.Acoustic too .. No joy. AOS and RWT Legendary obviously do have conflicts other wise there would be no need for the AOS RWT Patch, but without the patch, and all possible combinations of applying tags I cannot get anything to import into the bashed patch from AOS. No debug errors as usual here with the Standalone.

 

Still also get these in the details of AOS, RWT and the Bashed Patch ...

CELL
  (Details not provided for this record type.)
WRLD
  (Details not provided for this record type.)

Edited by alt3rn1ty, 16 September 2014 - 10:30 AM.


#80
Sharlikran

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Sounds like old pre-CBash Wrye BAsh :smile:, which at the moment I guess it is because it has to depend on python processing everything.

Thankfully my Load Order is not so extensive

 

Going to be trying to see if I can come up with anything over next couple of days .. Grabbing :smile:

 

Edit : Hmm, I cant seem to get any combination of tags to import anything from AOS. Tried removing the AOS Realistic Water Two patch, and then adding Sounds tag to both / or just AOS ( With RWT following in load order ) .. The AMB entries which the patch adds when it appears in Merged Patches do not get pulled from AOS instead. Also tried combinations of C.Acoustic too .. No joy. AOS and RWT Legendary obviously do have conflicts other wise there would be no need for the AOS RWT Patch, but without the patch, and all possible combinations of applying tags I cannot get anything to import into the bashed patch from AOS. No debug errors as usual here with the Standalone.

 

Still also get these in the details of AOS, RWT and the Bashed Patch ...

CELL
  (Details not provided for this record type.)
WRLD
  (Details not provided for this record type.)

 

 

I think I have AOS and RWT just for testing.  Can you tell me if I have the two files installed that you are talking about?

 

Active Mod Files:
Spoiler

Edited by Sharlikran, 16 September 2014 - 12:28 PM.


#81
Sharlikran

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For now the sounds patcher looks at the more or less, old information.  Just the fields that have sound stuff.  However, with Skyrim there are probably more fields that need to be looked at.  For example in SNDR I might want to look at the GNAM, ANAM, and BNAM subreocrds in order to process sounds correctly for SNDR.  I am still learning the patchers and how they work.  So it's a work in progress.


Edited by Sharlikran, 16 September 2014 - 12:46 PM.


#82
Sharlikran

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In fact I just looked and I realized that Wrye Bash doesn't even look at SNDR because it's new to Skyrim.  I doubt anyone has ever overhauled the patchers for Oblivion.  I will be doing that for all four game modes though.  I am going to add SNDR to the patcher.  Thanks for the feedback, I never realized that subrecord was not mitigated.  it should be.
 
There are also SOPM records which are Sound Output Models, SNCT for Sound Catagory which are both exclusive to Skyrim.

Edited by Sharlikran, 17 September 2014 - 12:58 AM.


#83
alt3rn1ty

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The plugins were :

 

AOS.esp ( The plus DG and DB version )

 

RealisticWaterTwo.esp

RealisticWaterTwo - Legendary.esp ( I dont use the separate ones )

 

and ..

 

AOS2_RealisticWaterTwoPatch.esp

 

The latter is the one in screenshot 1 in post # 22

 

And post #20, in the thrid spoiler, has the details of the SNDRs being grabbed by that "Merge Patches" inclusion of AOS2_RealisticWaterTwoPatch.esp

 

SNDR
  000F11F5 AMBWaterCanalRiften012DLPSD
  000F11F6 AMBWaterCanalRiften022DLPSD
  000B6019 AMBWaterfallLarge2DLPSD
  0010FB9E AMBWaterfallLarge2DMarkarthLPSD
  0003DDFC AMBWaterfallLargeDistant2DLPSD
  0003E48C AMBWaterfallLargeDistant70002DLPSD
  0003C8EE AMBWaterfallLargeDistantLPSD
  00104D54 AMBWaterfallLargeDistantVerbLPSD
  0003E48D AMBWaterfallLargeDungeonLPSD
  0003C8EF AMBWaterfallLargeLPSD
  0010FBBE AMBWaterfallLargeMarkarthLPSD
  000B60E0 AMBWaterfallMedium2DLPSD
  0010FB9F AMBWaterfallMedium2DMarkarthLPSD
  000F9933 AMBWaterfallMediumDistantCloseLPSD
  000B60FA AMBWaterfallMediumDistantLPSD
  0003DE1F AMBWaterfallMediumDungeonLPSD
  0003DDD2 AMBWaterfallMediumLPSD
  0010FBA0 AMBWaterfallMediumMarkarthLPSD
  000B6090 AMBWaterRapidsMedium2DLPSD
  000B601D AMBWaterRapidsMediumLPSD
  0010FBA1 AMBWaterRapidsMediumMarkarth2DLPSD
  0010FBA2 AMBWaterRapidsMediumMarkarthLPSD
  0003C73B AMBWaterRiverLPSD
 
 
Edit : screenshot

Edited by alt3rn1ty, 16 September 2014 - 01:45 PM.


#84
Sharlikran

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Uploaded 306.0.06 links are updated in OP.  Sounds Patchers manage more records for Skyrim, check the Bash Tags post in the OP to see which records are supported.  To filter for sound changes I suggest using this filter.  After you find the mods that need Bash tags remember to apply them manually since they are not in the BOSS or LOOT masterlist.  This applies to all bash tags except Relev, Delev.  For previously activated Bash Tags like the ones for CELL records, remember to apply those to your mods for the changes to take effect when building the Bash Patch.

 

Tomorrow I think I will add WATR to the sounds patcher since it probably has things in it that need to be mitigated.

 

With over 112 records the bash patch takes a while to build.  About 4 minutes for me.  It will take longer as I add more things.  When you start the patcher it will look like the program failed.  It didn't.  It will also look like it is going to close for some random reason.  Ignore that and just let it finish.  Have you ever noticed the number of references when you filter mods in TES5Edit?  There is a number in the title bar that usually exceeds 1,000,000.  Well there are over 1,000,000 if not over double or triple that depending on how many mods you have installed.  So it will take a while to process.


Edited by Sharlikran, 17 September 2014 - 03:01 AM.


#85
alt3rn1ty

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Uploaded 306.0.06 links are updated in OP.  

 

Grabbed it, going to see if I can get those records from AOS to leapfrog the load order into the bashed patch without having the AOS RWT patch installed again.


Edited by alt3rn1ty, 17 September 2014 - 02:58 AM.


#86
Sharlikran

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Grabbed it, going to see if I can get those records from AOS to leapfrog the load order into the bashed patch without having the AOS RWT patch installed again.

Just remember to look at the screen shot and filter for those records, then apply the Bash tags manually.  I'm still looking through mine.


Edited by Sharlikran, 17 September 2014 - 03:16 AM.


#87
alt3rn1ty

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Uploaded 306.0.06 links are updated in OP.  Sounds Patchers manage more records for Skyrim

 

:bunny:  :twirl:  :bunny: We have lift off for AOS

 

Notice I do not have AOS2_RealisticWaterTwoPatch.esp installed, and for info I just tagged AOS.esp with Sound ( I didn't need to use any other tags )

 

Also I did not need to tag any of the RealisticWaterTwo files

 

It has grabbed only the records from AOS.esp which conflict with RealisticWaterTwo ( exactly the same list which AOS2_RealisticWaterTwoPatch.esp has previously been providing via the "Merge Patches" route import )

 

screenshot

 

SNDR
  000F11F5 AMBWaterCanalRiften012DLPSD
  000F11F6 AMBWaterCanalRiften022DLPSD
  000B6019 AMBWaterfallLarge2DLPSD
  0010FB9E AMBWaterfallLarge2DMarkarthLPSD
  0003DDFC AMBWaterfallLargeDistant2DLPSD
  0003E48C AMBWaterfallLargeDistant70002DLPSD
  0003C8EE AMBWaterfallLargeDistantLPSD
  00104D54 AMBWaterfallLargeDistantVerbLPSD
  0003E48D AMBWaterfallLargeDungeonLPSD
  0003C8EF AMBWaterfallLargeLPSD
  0010FBBE AMBWaterfallLargeMarkarthLPSD
  000B60E0 AMBWaterfallMedium2DLPSD
  0010FB9F AMBWaterfallMedium2DMarkarthLPSD
  000F9933 AMBWaterfallMediumDistantCloseLPSD
  000B60FA AMBWaterfallMediumDistantLPSD
  0003DE1F AMBWaterfallMediumDungeonLPSD
  0003DDD2 AMBWaterfallMediumLPSD
  0010FBA0 AMBWaterfallMediumMarkarthLPSD
  000B6090 AMBWaterRapidsMedium2DLPSD
  000B601D AMBWaterRapidsMediumLPSD
  0010FBA1 AMBWaterRapidsMediumMarkarth2DLPSD
  0010FBA2 AMBWaterRapidsMediumMarkarthLPSD
  0003C73B AMBWaterRiverLPSD
 
One less plugin for me :smile:. That brings the total to 5 less plugins since you started, and thats just in my minimal load order.
 
I dont need the Mod which now has a GMST Tweak
AOS RWT Patch is history
Two Colourful Lights mods are totally merged and deactivaed
And one of the SMIM plugins is totally merged and deactivated.
 
 
Reference records for sounds, might want to have a look at the details for AOS, I think there are a few more could be gleaned from that which you may not have :
 
Spoiler
 
 
Anyone out there going to try Sounds of Skyrim ?

Edited by alt3rn1ty, 17 September 2014 - 03:21 AM.


#88
alt3rn1ty

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:) One further test success :

 

I wondered what if someone wants the sound records from RealisticWaterTwo.esp to be imported over another mod ?, and can either AOS or RWT be successfully individually chosen as a user preference ? ...

 

I think the following test proves both questions are now achievable - Add Sound tag to RWT, do not select AOS to Import its sounds, and flip the load order of these two plugins so that AOS loads later

 

screenshot

 

And the result = Bashed patch has again included the same records as the previous test, but this time imported from RWT

 

SNDR
  000F11F5 AMBWaterCanalRiften012DLPSD
  000F11F6 AMBWaterCanalRiften022DLPSD
  000B6019 AMBWaterfallLarge2DLPSD
  0010FB9E AMBWaterfallLarge2DMarkarthLPSD
  0003DDFC AMBWaterfallLargeDistant2DLPSD
  0003E48C AMBWaterfallLargeDistant70002DLPSD
  0003C8EE AMBWaterfallLargeDistantLPSD
  00104D54 AMBWaterfallLargeDistantVerbLPSD
  0003E48D AMBWaterfallLargeDungeonLPSD
  0003C8EF AMBWaterfallLargeLPSD
  0010FBBE AMBWaterfallLargeMarkarthLPSD
  000B60E0 AMBWaterfallMedium2DLPSD
  0010FB9F AMBWaterfallMedium2DMarkarthLPSD
  000F9933 AMBWaterfallMediumDistantCloseLPSD
  000B60FA AMBWaterfallMediumDistantLPSD
  0003DE1F AMBWaterfallMediumDungeonLPSD
  0003DDD2 AMBWaterfallMediumLPSD
  0010FBA0 AMBWaterfallMediumMarkarthLPSD
  000B6090 AMBWaterRapidsMedium2DLPSD
  000B601D AMBWaterRapidsMediumLPSD
  0010FBA1 AMBWaterRapidsMediumMarkarth2DLPSD
  0010FBA2 AMBWaterRapidsMediumMarkarthLPSD
  0003C73B AMBWaterRiverLPSD


#89
EssArrBee

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AOS should load after RWT. Loading it after reduces any patching down to about three or four records.

 

The Sound tag works fine for me as well. I have had some issues with the Flags on the Leveled Lists. If the last one is has the Use All flag it will be overridden with other flags from earlier loading mods. Trade & Barter was the mod that made me notice it.

 

I'm also wondering if the Stats are supposed to merge together, for example if one mod changes the weight of an armor and the changes the DT, should the Bashed Patch merge both or just take the last loading mod?



#90
Sharlikran

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I'm also wondering if the Stats are supposed to merge together, for example if one mod changes the weight of an armor and the changes the DT, should the Bashed Patch merge both or just take the last loading mod?

 

Some of the routines have never been touched since I don't know when. So can't guarantee it's all perfect.  I didn't touch how they patch just the fields they look at because it's different between Oblivion and Skyrim.  The idea is that the winning plugin with the winning bash tag wins and those values are written into the Bash Patch.  Only certain things are included in the stats patcher, like weight and value.  Other patchers may do what you want or I may have to rewrite them.  Please post a screen shot along with the value not being imported.




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