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Everything posted by Sharlikran
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FEEDBACK Wrye Bash/Smash/Flash Patcher updates
Sharlikran replied to Sharlikran's question in Wrye Bash Support
That is why I am hoping that the patcher is bugged. However, Lojack is busy so I don't know when I will get confirmation on it. These are planed but not initially because I can't program in python so I will need a volunteer that is willing to alter an existing patcher to handle this. I also dislike the fact that the patcher does not manage Keywords. If you ever need to see the status of things refer to the Known Issues section and the links to the status of the patchers.- 41 replies
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FEEDBACK [WIP] Bash Tagger (detects up to 49 bash tags!)
Sharlikran replied to fireundubh's topic in xEdit
With SVN v1876 of xEdit, the latest version of the script 1.3.9.1, and Mator's latest mteFunctions.pas from his GitHub when the script finishes it does not say "No tags suggested". Instead you see this: Applying script... ------------------------------------------------------------------------------- Using record structure for The Elder Scrolls V: Skyrim ------------------------------------------------------------------------------- [Apply Script done] Processed Records: 213, Elapsed Time: 00:02 However, if there are tags like for Update.esm it will say the follwoing: Applying script... ------------------------------------------------------------------------------- Using record structure for The Elder Scrolls V: Skyrim ------------------------------------------------------------------------------- Update.esm Suggesting 6 tags: {{BASH:C.Encounter,C.Location,Delev,Invent,Names,Stats}} ------------------------------------------------------------------------------- [Apply Script done] Processed Records: 1081, Elapsed Time: 00:34 -
FEEDBACK Wrye Bash/Smash/Flash Patcher updates
Sharlikran replied to Sharlikran's question in Wrye Bash Support
Long post. Too long for experts, I'm sorry about that, but probably about right for novices that know nothing about Wrye Bash. I was recently asked about the names patcher in regards to the AVIF record. In that record there are Nodes listed that start with the header "Perk Tree" in TES5Edit. Under them is an SNAM record. What TES5Edit does it is goes out to the AVIF record indicated by the FormID and displays the name of that FormID. The example I was given was 00000454 [AVIF] and the FULL record is Lockpicking in Skyrim.esm. For this post I am going to give two examples. The first example is that the Names patcher might be bugged because issues with it started in the original dev thread. The second is a conflict that simply can't be resolved. The first example is that there is nothing loaded between Prema and the bash Patch. We know that with Wrye Bash the last plugin with the winning Bash Tag will have it's values written into the Bash Patch. 10 mods with the Names Bash tag means the one loaded last wins. So the winning plugin with the Names Bash Tag is 70 in your load order. The other 9 plugins loaded before it loose out. Then at 80 in your load order there is a plugin with altered records that are the same as the previous mods with the Names Bash Tag. However, this mod does not have a Names Bash Tag and alters different information. It will not effect the the Names Patcher since it has no Names Bash Tag. We also know that if the record is already correct for what would end up in the Bash patch, that Wrye Bash will not add the record because it's already correct in the winning plugin. It would be redundant to add it again because it's basically an ITM of the winning plugin. It is considered to be important in every game prior to Skyrim that the main master is used as a reference to compare against for the FULL records. It is inserted into the list of mods by force in the first few lines of the Names Patcher. This may need to change. However, for now just try and uncheck Skyrim.esm. Does that fix the issue or create more issues? The names Patcher might be bugged. However, before assuming that read on. In my second example I have some made up plugin names that includes a made up mod, and an alteration to an existing mod that is not present in the original Mod. All this is just for screen shots and examples. So lets say you have a mod called Sneaking, Lockpicking, and Poison Crafting. The author felt that Poisons did not get the love they deserve. In fact he may have been a chemist and really knows his stuff. He makes a well balanced mod that alters the names of the Vanilla DLC and he adds 30 new types of Poison. Because of this his mod needs the Names Bash Tag. This will become important for my summary. Along with the Sneaking, Lockpicking, and Poison Crafting mod you have Perma installed. It changes the FULL record for all sorts of stuff and really creates a new level of Immersion for the player. (I don't use it I just assume this, pardon me if I offended anyone) Because it alters so many names for things it needs the Names tag as well. The third mod I have is Radiant and Unique Potions Poisons and BOOZE.esp and the author changed the weight of a Poison but not the names. So it just needs the Stats Bash Tag. (that is the part that is untrue in the mod. The mod changes graphics not stats.) So here we have a screen shot of Radiant and Unique Potions Poisons and BOOZE.esp and SneakPickPoison.esp. So we see that the name changed and it's the winning plugin. So at first glance it should not be in the Bash Patch because it's already the winning plugin. Then we remember that the Stats Bash Tag was needed so it is going to catch the weight change that is showing up in Red. The Bash Patch will have the Name change and the Weight change because the two tags are different. Now lets look at the AVIF record. So now we see in this screen shot that SneakPickPoison.esp is loaded after PermaCore.esp. (again I just made that up, if that's not the name or if it's an ESM ignore that) Remember that SneaksAndPicks alters any thief and lockpick aspect of the game along with Poisions to give more balance or immersion. Perma is a totally different mod and alters way more things so it's assumed there should be no conflicts with Sneaking, Lockpicking, and Poison Crafting since it's such a small mod and changes so little compared to Perma. Here is where the fun begins and where the issue lies. For the first screen shot everything is happening as intended and it would have done that for Oblivion as well. The second screen shot is also following the rules as previously explained. The result is not desirable but it is correct and expected behavior. It is expected because in the first screen shot the tags were different. In the second screen shot the Bash Tags were the same so now the rule of one applies. This is also a perfect example because the names Bash Tag applies to the entire mod not just the records you want it to manage. Which is why it provides a beneficial result for the Poision but not the AVIF record. EDIT: This might be a bug and I could be wrong. I will ask volunteers to take a look at the patchers and make sure the they are working as intended. Skyrim is localized and has over 40 records that have FULL records. With 120 records in Skyrim that is 1/3rd of the recods that can exist in any Skyrim plugin. Will that be an issue? Not sure because the patcher never worked with more then 18 records up until now. Now as noted in the OP if you follow the link to the status of the records and patchers on GitHub I have all the records entered except LAND, PERK, PACK, RACE, SCEN. Do I think there is any alternative? Would a new patcher work? Nope, because it has to follow the same behavior. Would LOOT or BOSS be a solution? Well sure, you can alter your user rules for your setup and Add Perma based mods last. Could the LOOT team adjust them? Sure moving one or two mods is fine but this is only the beginning, the discovery stage of Wrye Bash's patch capabilities if you will. Will there be other mods that have to load lower, maybe. Are there mods now that have to load after Perma that end up resetting the names and mods that have to load Before perma that cause issues, probably. You simply can't have it both ways unfortunately. Having too much LOOT metadata to force it to load after a lot of other plugins will force countless plugins to load lower as well. So that is probably not the best approach. Unless the current behavior is incorrect another solution might be a CSV file. I have never played Oblivion and I have not played Fallout enough to use Tweaks and Overhaul mods that require them. There are examples of them for Oblivion. You would put them in Mopy\Bash Patches\Skyrim and check them as part of the names patcher just like you do for Oblivion. However, I did not enable that for Skyrim so either it won't work at all, or if it does work and it is enabled, it may not be working correctly. Also since I am new to the project I have never made a CSV file so someone with knowledge of that for Oblivion would probably be the most suited to make one. Then it's added as part of the names patcher and could offer a solution. With 120 records for Skyrim creating a bash Patch without CBash will be the greatest pain to wait for and will make trying to patch everything the way people want it the biggest nightmare.- 41 replies
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FEEDBACK [WIP] Bash Tagger (detects up to 49 bash tags!)
Sharlikran replied to fireundubh's topic in xEdit
That is not ignorance. The question is valid. EDIT: This isn't really on topic and I should not have responded to it. My apologizes. -
FEEDBACK [WIP] Bash Tagger (detects up to 49 bash tags!)
Sharlikran replied to fireundubh's topic in xEdit
Using 1.3.8 on Unofficial Skyrim Patch.esp Suggested tags: {{BASH:C.Climate,C.Encounter,C.ImageSpace,C.Light,C.Location,C.Music,C.Name,C.Owner,C.RecordFlags,C.Water,Delev,Graphics,Invent,Names,Relev,Sound,Stats}} I now feel this is probably the closest to being correct so far. I'll need to check that though. I can't find any XCAS subrecords in the USKP that are different from Skyrim.esm or Update.esm. I can't figure out how to alter Zilav's Apply custom scripted filter.pas so that it looks at CELL records and then makes the Result true only when there is a change in the XCAS record. I wish I could but I did filter for just CELL, and chose Hide No Conflict Rows. That let me look at the CELL records and I just didn't see any changes in XCAS. C.RecordFlags Basic Wrye Bash definitions for Record header. Mine is extremely different for my Experimental version. ( 0,'esm'), ( 5,'deleted'), ( 6,'borderRegion'), ( 7,'turnFireOff'), ( 7,'hasStrings'), ( 9,'castsShadows'), (10,'questItem'), (10,'persistent'), (11,'initiallyDisabled'), (12,'ignored'), (15,'visibleWhenDistant'), (17,'dangerous'), (18,'compressed'), (19,'cantWait'), CBash's Code for the record header in reference to flags1 IsDeleted = CBashBasicFlag('flags1', 0x00000020) IsBorderRegion = CBashBasicFlag('flags1', 0x00000040) IsTurnOffFire = CBashBasicFlag('flags1', 0x00000080) IsCastsShadows = CBashBasicFlag('flags1', 0x00000200) IsPersistent = CBashBasicFlag('flags1', 0x00000400) IsInitiallyDisabled = CBashBasicFlag('flags1', 0x00000800) IsIgnored = CBashBasicFlag('flags1', 0x00001000) IsVisibleWhenDistant = CBashBasicFlag('flags1', 0x00008000) IsDangerousOrOffLimits = CBashBasicFlag('flags1', 0x00020000) IsCompressed = CBashBasicFlag('flags1', 0x00040000) IsCantWait = CBashBasicFlag('flags1', 0x00080000) The fact that the script is adding C.RecordFlags, is because there are a lot of records in USKP where the main record header has Compressed and that flag was not present in Skyrim.esm. The CK compresses the record when it wants to. I think we thought there was a specific set of circumstances but we have found that the CK sets the flag and compresses the record, regardless of whether or not it met the criteria we thought should trigger the record to be compressed. I'll keep testing it on other plugins. Thanks for the updates. -
FEEDBACK Wrye Bash/Smash/Flash Patcher updates
Sharlikran replied to Sharlikran's question in Wrye Bash Support
I have to make a change to my request for testing these versions. For now until I get some help with the refactored Skyrim/Oblivon code, If you are testing Skyrim or Oblivion Patchers only use 306.x. If you are testing Fallout only use the official version that are based off of Valda's versions.- 41 replies
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FEEDBACK [WIP] Bash Tagger (detects up to 49 bash tags!)
Sharlikran replied to fireundubh's topic in xEdit
You wouldn't have to fix it all but at least some changes so he sees what how to use the new features. You could put it on the google code site, or use the GitHub link I provided earlier. Would you have any time to make some updates? -
Have you looked at the refactored code lately? I need help getting something to work but I was just able to add Fallout Support to the new rafactored layout and I can't program in Python. Utumno has done a fantastic job if I can accomplish that. Currently my 306.0.15 version uses the old non refactored code form 305. So if Utumno can explain to me the last remaining part I need to change to make it work then I'll be that much closer to being up to date with his changes.
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FEEDBACK [WIP] Bash Tagger (detects up to 49 bash tags!)
Sharlikran replied to fireundubh's topic in xEdit
Unofficial Skyrim Patch.esp: Suggested tags: {{BASH:C.Light,C.Owner,Delev,Graphics,Invent,Relev,Stats}} Expected Result: {{BASH:C.Acoustic,C.Climate,C.Encounter,C.ImageSpace,C.Light,C.Location,C.Music,C.Name,C.Owner,C.Water,Delev,Graphics,Invent,Names,Relev,Sound,Stats}} -
FEEDBACK [WIP] Bash Tagger (detects up to 49 bash tags!)
Sharlikran replied to fireundubh's topic in xEdit
Can you double check the script. When I run it I get an error that on line 173. Undeclared Identifier 'FlagValues'. -
Wrye Bash title bar includes the name of an inactive MO profile
Sharlikran replied to GrantSP's question in Wrye Bash Support
I hate to burst your bubble but that part at the top is the save game profile. Read this part of the documentation and watch this. It really has nothing to do with mods. In the video I stutter and show that my Bash Patch is back where it's supposed to be. I interrupted my train of thought and then I explain that Wrye Bash will not automatically install and uninstall the mods depending on the Save game profile you have chosen. However, it will manage your load order and active plugins. Mod Organizer installs dll files to create the virtual folder for the mods, my question would be does it alter how the saves folder works. -
STEP Core Bashed Patch--no tags for aMidianBorn_ContentAddon.esp
Sharlikran replied to berznarf's question in Wrye Bash Support
Your post does not specifically refer to just the plugin from the title. The Original Poster is asking about one plugin and the STEP guide. I feel a new topic is in order or look for a previous post where someone asked about Bash Tags and how they work because your concern is about Relev and Delev Bash Tags in general. Aside from a lengthy response this post and this post explain Bash Tags. -
Bashed Patch does more harm than good?
Sharlikran replied to beej175560's question in Wrye Bash Support
When mods load after your mod, those plugins normally overwrite the values and in game nothing seems to have changed. The current Experimental Beta will handle more of the records then the current release. I recommend trying it and enabling only the Leveld lists and Stats patcher to start with. Make a bash patch and see how it turns out. As long as all your mods have the proper Stats bash tag the winning plugin with the winning Bash tag will have its values written the the bash patch. When you look at the bash patch if the record from the plugin does not appear first see if it is already the winning plugin. EDIT: Should have looked to see how old this post was, LOL -
FEEDBACK [WIP] Bash Tagger (detects up to 49 bash tags!)
Sharlikran replied to fireundubh's topic in xEdit
It means to lessen the effects of the changes between mods. In other words to deal with or to process the changes between plugins and their respective Bash Tags. -
FEEDBACK [WIP] Bash Tagger (detects up to 49 bash tags!)
Sharlikran replied to fireundubh's topic in xEdit
Since I didn't make the documentation for Wrye Bash's patchers it's not complete and it defiantly does not cover the differences between all four versions. It mostly covers just Oblivion. As you mentioned for Effect Shaders the documentation says, Almost anything and that wasn't very helpful. It would take me longer to update the documentation for all four games then it would for me to update Wrye itself. Probably the only way to know what the patcher is doing is to read the Python code and compare it to xEdit's code. Since that isn't really ideal for you then I wanted to become more familiar with the script itself. I think I will take your advice for now and just make simple short requests. Then as time goes on I will track your changes until I can figure out the script. I'll take a stab at some requests and see how I can format the information so it works the best for you. I think I will try listing the game first either FO3/FNV/TES4/TES5. I'll list multiple games when applicable. Second I will list the top group like STAT or EFSH. Then when the entire subrecord should be mitigated I will list just the Subrecord. When only specific parts of the subrecord should be mitigated I will list the subrecord followed by a slash and the attribute. I don't know how I am going to handle Model. Wrye looks at the entire group of subrecords under the Model attribute which can be multiple subrecords. So I will add the prefix "attr:" when I have no idea what Wrye is actually doing. Normally when I specify an attribute the Bash Tag can't be applied to the entire Subrecord because Wrye will only be looking at the attribute I have indicated. Except in the case of Model as I mentioned previously. When a subrecord is indicated only the subrecord should be looked at. xEdit might group subrecords that belong together but Wrye will only be looking at the subrecord(s) indicated. The only issue I have with using the Entire subrecord is that Wrye 'usually' ignores unused, unknown, and hidden data. So for example in WEAP the DNAM record has 5 unknown values. If those are included the Bash Tag will be inaccurate. Also for WEAP:DNAM in FO3 and FNV just wbFloat; is used a few times, so you can't always look for wbFloat("Unknown"); or wbFloat("Unused");. The naming for xEdit is as inconsistent as it is with Wrye. As I go along let me know if there is another way that will work better for you. Graphisc Patcher: TES5; STAT: DNAM\Material, attr:Model FO3/FNV/TES4; STAT: attr:Model TES5; EFSH: ICON, ICO2, NAM7, NAM8, NAM9, DATA TES4; EFSH: ICON, ICO2, DATA FO3/FNV; EFSH: ICON, ICO2, NAM7, DATA -
FEEDBACK [WIP] Bash Tagger (detects up to 49 bash tags!)
Sharlikran replied to fireundubh's topic in xEdit
Would you be interested in using a GitHub site? Do you already have one I can fork? -
FEEDBACK [WIP] Bash Tagger (detects up to 49 bash tags!)
Sharlikran replied to fireundubh's topic in xEdit
Yeah I didn't put that there and I can see how it wouldn't be that helpful. For Skyrim: if (sig = 'STAT') then begin Validate(ElementByName(e, 'Model'), ElementByName(m, 'Model'), tag, true); Validate(ElementByName(e, 'Material'), ElementByName(m, 'Material'), tag, true); Validate(ElementByPath(e, 'DNAM - Direction Material\Material'), ElementByPath(m, 'DNAM - Direction Material\Material'), tag, true); Validate(ElementByPath(e, 'DNAM\Direction Material\Material'), ElementByPath(m, 'DNAM\Direction Material\Material'), tag, true); Validate(ElementByPath(e, 'DNAM\Material'), ElementByPath(m, 'DNAM\Material'), tag, true); end; Which one is correct? I am applying this to Better Dynamic Snow.esp and I would think I would see like over 100 records in the messages pane with that but I don't. EDIT: I only want to check for Material not Max Angle. wbStruct(DNAM, 'Direction Material', [ wbFloat('Max Angle (30-120)'), wbFormIDCk('Material', [MATO, NULL]) ], cpNormal, True), Result: Screen Shot [2] Graphics: \ [04] Better Dynamic Snow.esp \ [1] GRUP Top "STAT" \ [753] Barrel02Static_HeavySN [STAT:0010EAF1] \ [3] Model [2] Graphics: \ [00] Skyrim.esm \ [31] GRUP Top "STAT" \ [43] Barrel02Static_HeavySN [STAT:0010EAF1] \ [3] Model Expected Result: Screen Shot [2] Graphics: \ [04] Better Dynamic Snow.esp \ [1] GRUP Top "STAT" \ [753] FarmInnDestroyed01Snow [STAT:00075046] \ [3] Model [2] Graphics: \ [00] Skyrim.esm \ [31] GRUP Top "STAT" \ [43] FarmInnDestroyed01Snow [STAT:00075046] \ [3] Model And I expect it to pick up the DNAM \ Material also. -
FEEDBACK [WIP] Bash Tagger (detects up to 49 bash tags!)
Sharlikran replied to fireundubh's topic in xEdit
Yes. Result vs Expected result. Thanks. I'll have to see how you did that so I can make future suggestions. I didn't see where to do that. EDIT: Did you remove EDID for Skryim? I don't check for that. I honestly don't check for that in any game mode I am pretty sure. -
FEEDBACK [WIP] Bash Tagger (detects up to 49 bash tags!)
Sharlikran replied to fireundubh's topic in xEdit
Actually I have a request. As this is tested enough that we can start adding these Bash tags to the LOOT masterlist, you only need to run the script once on the plugin and then it will remain that way until new Bash tags are made available. I'd prefer to be required to load the one plugin you need to check rather then introduce possible issues trying to make it work for your whole load order. Also can there be a boolean value so it does not alter the file header? I have files with a description and a version number for BOSS and LOOT. This overwrites that and ruins the version checking for BOSS and LOOT. EDIT: I don't see where to set the debug boolean variable, how do I set that? Since I am verifying these I want to see what is going on. EDIT2: [2] Graphics: \ [04] Better Dynamic Snow.esp \ [1] GRUP Top "STAT" \ [753] Barrel02Static_HeavySN [STAT:0010EAF1] \ [3] Model [2] Graphics: \ [00] Skyrim.esm \ [31] GRUP Top "STAT" \ [43] Barrel02Static_HeavySN [STAT:0010EAF1] \ [3] Model 00075046 has the change to a Model subrecord. 02009669 has changes to flags, but not Cell flags so it is properly ignored. if (sig = 'STAT') then begin Validate(ElementByName(e, 'DNAM - Directional Material\Material'), ElementByName(m, 'DNAM - Directional Material\Material'), tag, true); end; If I add that it doesn't seem to work. Am I doing that right? EDIT4: I suggest the following for Skyrim. Not sure if Fallout or TES4 has the same subrecords. if (sig = 'EFSH') then begin if GetNativeValue(ElementByPath(e, 'Record Header\Record Flags')) <> GetNativeValue(ElementByPath(m, 'Record Header\Record Flags')) then begin AddTag(tag); exit; end; Validate(ElementBySignature(e, 'ICON'), ElementBySignature(m, 'ICON'), tag, true); Validate(ElementBySignature(e, 'ICO2'), ElementBySignature(m, 'ICO2'), tag, true); Validate(ElementBySignature(e, 'NAM7'), ElementBySignature(m, 'NAM7'), tag, true); Validate(ElementBySignature(e, 'NAM8'), ElementBySignature(m, 'NAM8'), tag, true); Validate(ElementBySignature(e, 'NAM9'), ElementBySignature(m, 'NAM9'), tag, true); Validate(ElementBySignature(e, 'DATA'), ElementBySignature(m, 'DATA'), tag, true); end; -
I get discouraged sometimes when I can't make Wrye Bash do what I want. I can't program in Python at all. I muddle along because to some extent to me it's like working with a pre-defined API. I am merely translating TES5Edit code to Python. There are similarities but when it comes to something really complex then I need help. I have been able to learn how the patchers work to get started on Skyrim's patchers. However, once I started getting reports that certain values were erroneously showing up in the Bash patch I explained I was not responsible for it. I am only telling Wrye Bash to look at Skyrim's records and subrecords but I am not changing the patchers code itself. Where I think the confusion lies is that for a while I believe most people used Wrye Bash for Oblivion and probably used CBash since it makes the Bash Patch so much faster. It has its own internal code to handle everything. Since nobody ever looked at it with a fine tooth comb, nobody knew that the Oblivion Patcher was not working as it should. Therefore, as I updated the Skyrim patcher it didn't work correctly either. That lead to some discontent and bemusement since surely someone would have reported errors for Oblivion years ago. Well, Wrye Bash for Oblivion or Skyrim has never had a patcher upgrade in over three years and it's bound to have issues. Likewise, Wrye Flash is still using Oblivion's code for the most part. I have found the energy to work on it again. Also fireundubh made a script to detect bash tags so I am going to try and continue my updates to all four versions for FO3/FNV/TES4/TES5. The only drawback is I will only be updating the Python patcher. As I make changes I will try and get the current 305 or in my case the 306 Experimental beta to support all four game modes. What would really help is if the STEP staff knows any Python programmers that have enough experience with the language to examine code without a lot of documentation and make sense of it. I may not be able to program that well in Python but I am willing to explain whatever I can and I am fairly knowledgeable with the program. For now I started a thread for updates to Wrye Bash/Smash/Flash Patchers.
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FEEDBACK Wrye Bash/Smash/Flash Patcher updates
Sharlikran replied to Sharlikran's question in Wrye Bash Support
I suggest using Debug mode for testing since it will catch errors as they happen. If you don't do it that way, then you may not see the error again but it should still be looked at. As for change logs, no I don't have one. I only have the little posts I made in the thread each time I made an update to 306.x. For now just assume it's not working, and look at the known issues. If it's a known issue you don't need to report it. If it's not under known issues tell me so I can try to resolve it. In the event I can't resolve it due to my lack of Python programming knowledge I will add it to the known issues section. Once a volunteer has time to look at the issues, they can be addressed as time permits.- 41 replies
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Wrye Bash 307-Experimental Fallout 3/Fallout New Vegas/Oblivion/Skyrim patcher Update This thread is to discuss and troubleshoot implementation of Fallout 3, Fallout New Vegas, Oblivion and Skyrim patcher updates. This will be done using three different versions of Wrye Bash/Flash/Smash. Version 307.x will be primarily for Oblivion and Skyrim but anyone is more then welcome to test this version with Fallout. Since the current official releases for Fallout by Valda are working rather well and just need updating I will be providing links to those versions as well. I will use them as a baseline for the updates I am making to 307.x. New releases will be on my OneDrive or a Mediafire Link. Version 307.x also marks the beginning of implementing Fallout 3 and Fallout NV support thanks to WrinklyNinja's previous efforts and starting the process for version 304.3. Valda updated Wrye Flash for Fallout 3 (30.x) and Fallout New Vegas (16.0) based off of a much older version of Wrye Bash (292 I think). Valda is not currently helping me with updates so if I can't make the changes myself they will remain unresolved. Please be patient while I wait for new volunteers that have time to help make updates. To help with Bash Tags fireundubh has been kind enough to provide us with a beta script for xEdit that should work with all four versions. You can obtain Generate Bash Tags.pas from his GitHub repo. I am unaware of where you can post questions and bug reports at this time and I do not maintain that file so posting here will not get you the help you are looking for. find updates to the script in this thread. Please post all bug reports and requests in that thread. ATTN for Skyrim version: This version's Skyrim patcher is very new. Unless you know how to use TES5Edit and understand a great deal about plugins you may not want to use this version. Manual editing may be needed for the Bash patch to function correctly. Both Python and Standalone versions are available. Fallout 3 and Fallout New Vegas: If you are using 306.x for Fallout 3 or Fallout New Vegas the Bash Patch should not have many issues since the code already existed to handle all the routines in the previous versions. Please report any issues so they can be corrected. If you are using the official releases for FO3 and FNV they are very stable and quite usable in game. However, they do need updating so feel free to post issues you encounter with the Bash Patch. Links to 307.x for FO3/FNV/Oblivion/Skyrim/FO4: Wrye Bash 307.09_EXP - Python Source.7z - MediaFire, OneDrive Wrye Bash 307.09_EXP - Standalone Executable.7z - MediaFire, OneDrive Links to Wrye Flash by Valda: Wrye Flash for FO3 v31.5 - Python Source.7z - MediaFire, OneDrive Wrye Flash for FO3 v31.5 - Standalone Executable.7z - MediaFire, OneDrive Wrye Flash for FNV v17.4 - Python Source.7z - MediaFire, OneDrive Wrye Flash for FNV v17.4 - Standalone Executable.7z - MediaFire, OneDrive Bethesda WIpz threads for FO3/FNV/Skyrim/Oblivion/FO4 Updates: Skyrim Oblivion Fallout 3 Fallout NV Fallout 4 STEP Thread: Wrye Bash/Smash/Flash Experemental Patcher Updates What kind of testing am I looking for? I need people with a great deal of knowledge with Bash Tags and plugins to report errors with the Bash Patch for it's respective patchers. For example if a sound from a mod should have ended up in the bash patch but didn't, I need to know. The only bugs I am not interested in are Unicode related bugs. So if you go to install a mod and you get a Unicode error post that in the Wrye Bash thread. What I am not looking for in regards to version 306.x: The Python based patchers have never been updated that I am aware of. At least not for the last three years. If records do not carry over into the Bash Patch that clearly should be there I am not directly causing this. I am not experienced with Python enough to change the patcher's behaviour. I can only assign or update records and subrecords to their respective patchers. Once there are volunteers willing to help hopefully the patchers can be updated to produce a more accurate patch. In the meantime rather then assuming the patcher is buggy, I suggest checking all the Bash Tags by using the provided script. In regards to CBash for Oblivion, I will consider updating the Python code that tells CBash what to do. However, if after I make updates, if the same issue is still occurring, I will not be able to update CBash itself. 99% of the time any issues with CBash will originate from flawed Python code. Error reporting: Post the Game you are using (FO3/FNV/TES4/TES5) the FormID of the record, what type of record it is (MGEF, INGR), the Subrecord involved, and the name of the field in xEdit. For example, "Skyrim SNDD - Sounds, Sound". If I can't find a similar type of setup for the record in the CK/CS/GECK I may ask for a link to the mod. Record structures: Documentation for Fallout 3 and Fallout: New Vegas plugin file formats can be found on GitHub/fopdoc courtesy of WrinklyNinja Fallout 3 Records Fallout: New Vegas Records Documentation for Oblivion and Skyrim file formats can be found on UESP Wiki Skyrim Records Oblivion Records Additional record formats can be found on my (very, very, poor) port of TES5Edit on GitHub. Extremely rough draft of what the functions mean are here. Bash Tags If you have forgotten the Bash Tags most of them are in this list. As I update Wrye Bash I will update that section to reflect changes I have made. Supported Bash tags for 306.x: Oblivion: Body-F, Body-M, Body-Size-M, Body-Size-F, C.Climate, C.Light, C.Music, C.Name, C.RecordFlags, C.Owner, C.Water, Deactivate, Delev, Eyes, Factions, Relations, Filter, Graphics, Hair, IIM, Invent, Names, NoMerge, NpcFaces, R.Relations, Relev, Scripts, ScriptContents, Sound, SpellStats, Stats, Voice-F, Voice-M, R.Teeth, R.Mouth, R.Ears, R.Head, R.Attributes-F, R.Attributes-M, R.Skills, R.Description, R.AddSpells, R.ChangeSpells, Roads, Actors.Anims, Actors.AIData, Actors.DeathItem, Actors.AIPackages, Actors.AIPackagesForceAdd, Actors.Stats, Actors.ACBS, NPC.Class, Actors.CombatStyle, Creatures.Blood, Actors.Spells, Actors.SpellsForceAdd, NPC.Race, Actors.Skeleton, NpcFacesForceFullImport, MustBeActiveIfImported, Npc.HairOnly, Npc.EyesOnly Skyrim: C.Acoustic, C.Climate, C.Encounter, C.ImageSpace, C.Light, C.Location, C.Music, C.Name, C.Owner, C.RecordFlags, C.Regions, C.SkyLighting, C.Water, Deactivate, Delev, Filter, Graphics, Invent, Names, NoMerge, Relev, Sound, Stats Fallout 3: C.Acoustic, C.Climate, C.Encounter, C.ImageSpace, C.Light, C.Music, C.Name, C.Owner, C.RecordFlags, C.Water, Deactivate, Deflst, Delev, Destructible, Factions, Filter, Graphics, Invent, Names, NoMerge, Relations, Relev, Sound, Stats Fallout New Vegas: C.Acoustic, C.Climate, C.Encounter, C.ImageSpace, C.Light, C.Music, C.Name, C.Owner, C.RecordFlags, C.Water, Deactivate, Deflst, Delev, Destructible, Factions, Filter, Graphics, Invent, Names, NoMerge, Relations, Relev, Sound, Stats, WeaponMods Supported Bash tags for Wrye Flash FNV: Fallout New Vegas: Body-F, Body-M, Body-Size-M, Body-Size-F, C.Acoustic, C.Climate, C.Encounter, C.ImageSpace, C.Light, C.Music, C.Name, C.RecordFlags, C.Owner, C.Water, Deactivate, Delev, Eyes, Factions, Relations, Filter, Graphics, Hair, IIM, Invent, Names, NoMerge, NpcFaces, R.Relations, Relev, Scripts, ScriptContents, Sound, Stats, Voice-F, Voice-M, R.Teeth, R.Mouth, R.Ears, R.Head, R.Attributes-F, R.Attributes-M, R.Skills, R.Description, Actors.Anims, Actors.AIData, Actors.DeathItem, Actors.AIPackages, Actors.AIPackagesForceAdd, Actors.Stats, Actors.ACBS, NPC.Class, Actors.CombatStyle, Creatures.Blood, NPC.Race, Actors.Skeleton, NpcFacesForceFullImport, MustBeActiveIfImported, Deflst, Destructible, WeaponMods Supported Bash tags for Wrye Flash FO3: Fallout 3: Body-F, Body-M, Body-Size-M, Body-Size-F, C.Acoustic, C.Climate, C.Encounter, C.ImageSpace, C.Light, C.Music, C.Name, C.RecordFlags, C.Owner, C.Water, Deactivate, Delev, Eyes, Factions, Relations, Filter, Graphics, Hair, IIM, Invent, Names, NoMerge, NpcFaces, R.Relations, Relev, Scripts, ScriptContents, Sound, Stats, Voice-F, Voice-M, R.Teeth, R.Mouth, R.Ears, R.Head, R.Attributes-F, R.Attributes-M, R.Skills, R.Description, Actors.Anims, Actors.AIData, Actors.DeathItem, Actors.AIPackages, Actors.AIPackagesForceAdd, Actors.Stats, Actors.ACBS, NPC.Class, Actors.CombatStyle, Creatures.Blood, NPC.Race, Actors.Skeleton, NpcFacesForceFullImport, MustBeActiveIfImported, Deflst, Destructible Patcher Progress: A link detailing which records are not functioning in Wrye Bash and an update of what is and isn't finished at this time is available on the Wrye Bash GitHub. Skyrim Progress Fallout Progress I have a very limited knowledge of Python. I will need help if it involves more complex routines. Updating the records is pretty straight forward and sometimes the patchers make sense including reading the specific fields in a record like MGEF or whatever. So I will be able to update some things on my own. I will be posting in the Known Issues section things that have been reported that I cannot update or have not been updated. Known Issues: Oblivion: None at this time. Skyrim: Keywords are not copied into the Bash Patch. VMAD records from loosing plugins are not copied into the Bash Patch. Some records with repeating sounds like SNDR:ANAM are not carried over into the Bash Patch. Special routine needed to handle INAM for Outfits. LVLD - Chance None is not always utilized. Needs verification because code does look at this value. CTDA conditions not always carried over into bash patch from loosing plugins. CELL: Interior cells XCLW - Field is being blanked out, which may lead to Bash adding unnecessary records. If Bash needs to make a record for the cell, set it to the huge negative value. Otherwise don't import it at all. Fallout 3: None at this time. Fallout New Vegas: None at this time. Version numbers will start with 306 but since this is a beta and not an official release I will make incremental updates, 306.0.01, and so on. Volunteers Needed: Currently I am looking for volunteers to contribute Wrye Bash. The main focus is updating Wrye Bash's Skyrim Patcher. However, this version also has limited Fallout 3 and Fallout NV support. Wrye Bash is written in Python so I am looking for people who are fairly knowledgeable with that programming language. You need to have Skyrim installed on your system so that you can test your updates to the code. If you wish to help with Fallout support then you should own a copy of Fallout 3 or New Vegas. If you wish to help please PM me with your GitHub account name and which game mode you are willing to help with. P.S. please be willing to at least proofread my attempts to write Python code for Skyrim even if you prefer not to help with that and don't own a copy of Skyrim.
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STEP Core Bashed Patch--no tags for aMidianBorn_ContentAddon.esp
Sharlikran replied to berznarf's question in Wrye Bash Support
This should be automatic. Make sure you are using the latest Beta of LOOT, I think it's 0.7.0 Beta 3. After you update the masterlist for LOOT, go to Wrye Bash and where you would normally add the tag, check the line that says Automatic at the top of the column. Then build a Bash Patch. after the patch is built click the plugin once and look in the Bash tags box in the lower right corner. If it has the Delev tag there then Wrye Bash read the masterlist like it should be doing and added the tag by itself. -
Vulgar1, the reason those tags appear in the LOOT masterlist is because I am trying to upgrade skyrim's patchers. I have done so for an experimental version. For the most part the bash patch it produces is usable but I only recommend using it if you are comfortable examining the Bash patch afterwards and making manual adjustments when needed. Fallout versions of Wrye Flash do not interface with LOOT at all. They only read the BOSS masterlist and taglist data. So unless the Bash Tags are in the BOSS masterlist then they have to be added manually in WF itself.
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Wyre Bash show an old overview list
Sharlikran replied to Enchanteur33's question in Wrye Bash Support
You might also want to try and watch the two videos on the Description page for Wrye bash on the Nexus. They go over installing and configuring Wrye Bash with MO. They also go over making a bash patch and especially doing so for multiple profiles.