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The Beta Wrye Bash Guide to STEP Installation is available

on THE WIKI

 

Based on the advice I received from users here, I will be asking TC to host on his site if he wishes. I will also host right here on the STEP wiki site when final. It is not yet final, but I will make it so once we have a fully compatible BOSS-Wrye Bash implementation to support Skyrim v1.5.

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Posted

Question-

 

Why when I run BOSS within Wrye Bash are a number of the mods in the Mods tab unchecked/inactive?

 

I noticed that several (Lanterns of Skyrim Main and Default, Moss Rocks, Point the Way, Skyrim Flora Overhaul, Skyrim Chimney, Distant Detail, Masser Size, SFO, Secunda Size, Water, Water Plants, and Water DB) are unchecked. I have checked them.

 

Just curious if I need to be manually checking mods after I have added them, or if there is some reason Wrye Bash has marked these mods as inactive.

 

Thanks.

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Posted

When you install a mod in Wrye Bash it does not automatically activate the mod; you need to manually activate it. You can activate multiple mods at a time if you want.

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Posted

When you install a mod in Wrye Bash it does not automatically activate the mod; you need to manually activate it. You can activate multiple mods at a time if you want.

How do you activate multiple mods at once? or can you select all?

 

I just have never been able to figure out how to do that.

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Posted

Thanks.

 

Note that for this mod, I don't see a Wizard installer option active (ie, it's greyed out) for either the Main file or for the HD Textures optional file:

 

Explosive Bolts Visualized

https://skyrim.nexusmods.com/mods/21922

 

STEP instructions: "Also install the optional "HD Textures" file. Wrye Bash Users: Remember to install this mod before running the wizard for Closer Quivers and Longer Arrows. "

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Posted

... or you can right click the header on the Mods tab and select Load > All to select all mods.

 

Also, you can highlight any number of mods using [Ctrl + L-mouse] and move them up or down the mod order list just as is done on the Installers tab ;)

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Posted

I am unable to install Skyrim Redesigned at all in Wrye Bash. Whether I install it as a RAR archive, a folder, or a BCF. It remains greyed out. I tried to create a BCF and I thought I had done so correctly, since Skyrim Redesigned v1.0 BCF BCF file appears in the Installers tab, but it too is greyed out.

 

 

Got this WxPython notification after I followed the steps to create the BCF:

 

 

Posted Image

 

Assistance would be appreciated here. Thanks.

 

 

PS- The non-BCF folder shouldn't be greyed out, since It's a RAR file with all 33 mods in the folder. I don't know why I couldn't open it in Wrye Bash and then simply check those folders I did want to isntall.

 

I even tried removing the Skyrim Redesigned master folder from the RAR file, removing the folders not called for in STEP, and then installing it as a Installer in Wrye Bash, but this too remains greyed out. What gives?

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Posted

I am unable to install Skyrim Redesigned at all in Wrye Bash. Whether I install it as a RAR archive, a folder, or a BCF. It remains greyed out. I tried to create a BCF and I thought I had done so correctly, since Skyrim Redesigned v1.0 BCF BCF file appears in the Installers tab, but it too is greyed out.

 

 

Got this WxPython notification after I followed the steps to create the BCF:

 

 

Posted Image

 

Assistance would be appreciated here. Thanks.

 

 

PS- The non-BCF folder shouldn't be greyed out, since It's a RAR file with all 33 mods in the folder. I don't know why I couldn't open it in Wrye Bash and then simply check those folders I did want to isntall.

 

I even tried removing the Skyrim Redesigned master folder from the RAR file, removing the folders not called for in STEP, and then installing it as a Installer in Wrye Bash, but this too remains greyed out. What gives?

 

If you are using the correct source file for Skyrim Redesigned, and you are applying the BCF you downloaded from this site, then it should work fine. Otherwise, you should delete: Skyrim Mods\Bash Installers\Bash\Converters.dat, close WB, re-open,

 

... and try again.

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Posted

Can you define what you mean by "source file"?

 

PS- I have a BCF.dat file in my Bain Convertors folder from several days back, when I created (or tried to) create the Skill Interface BCF. One aspect of working with BCF files in Wrye Bash that puzzles me is the fact that the BCF files for each mod are all named "BCF" causing me to have to rename them with a "(1)" "(2)" etc in order not to write over them when creating a new one. Am I doing something wrong here? (I've read the instructions for working with BCF files on the Wrye Bash readme page several times and it's no clearer to me, or rather, it seems to me that I AM following the steps properly, hence my confusion over this)

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Posted

Can you define what you mean by "source file"?

I mean the file downloaded from the Nexus. That goes into Bash Installers\ unmodified. The BCF goes into Bash Installers\Bain Converters\
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Posted

OK, I think I have figured it out based on the STEP guide to Wrye Bash, which is written more clearly. The only step I wasn't able to complete was 7 below- the Wizard option was greyed out, and nor was there the wizard icon on the the selection box to the left of the Installer. Without a Wizard option, I am unable to choose the folders I want from among the 33 folders (Alchemy Table v1, Anvil v1, etc. etc.).

 

That means the only option I can think of is to manually remove the unwanted folders from within the main archive file, then follow the below steps to apply the BCF, since only the folders I want will be there.

 

Will this work? But how though am I supposed to create a Wizard?

 

 

"Applying a BCF

 

1.Drop the mod into Bash Installers\ and the BCF.7z into Bash Installers\Bain Converters\

2. Start WB and go to the Installers Tab (BAIN)

3. Right-click on the mod (most likely at bottom of list)

4. Select "Conversions" > "Apply" > BCF.7z

5. Give the output BAIN package a name (accept the default)

6. Right-click the new package (most likely at bottom of list)

7. Select "Wizard", and follow the instructions"

 

 

EDIT- Ugh, this is annoying. Doing as I thought above, removing the unwanted folders in the source file RAR, didn't work. Now the Apply option remains greyed out in Conversions when I right-click on Skyrim Redesigned. So it looks like I'm going to have to use the unmodified RAR file for that file.

 

So my earlier question applies- how can I create a Wizard so I can choose the folders I want to install from among the 33 folders in the source file folder?

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Posted

Ahh, you are looking for a wizard when there is not a wizard available. Our BCF simply configures the STEP defaults and drops the rest. To learn how to write wizards, Just grab one and read it. Then look at the WB Tech Ref for instructions on wizards.

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Posted

OK, so are you saying that in the case of Skyrim Redesigned that I won't need a wizard, and the the downloadable BCF I will use will know which folders to grab and which to skip? Because when I looked in the Skipped tab in the upper right window in Wrye Bash I didn't see any skipped folders.

 

Under General,. I see the

 

Also, there is a wxPython: stdout/stderr dialog pop-up:

 

"Trackbakc (most recent call last):

File "bash/basher.py" line 11329 in Execuite

if not self converter.hasBCF:

AttributeError: "InstallerConverter" object has no attribute 'hasBCF'"

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Posted

BOSS doesn't know where to place the following plugins:

ORM-Arvak.esp Active

manny Lantern Caretakers.esp Active

More Salt Please - Dragonborn addon.esp Active

MVABasic.esp Active

MVAIvarstead.esp Active

MVARorikstead.esp Active

NonEssentialChildren.esp Active

Traps Make Noise.esp Active

 

Going to read about mod placement in Wrye Bash, but if anyone has any quick suggestions on how to handle the placement of these, making sure they will stay in the order I place them in, that would be great. Thanks.

 

Also, when I rebuild my bashed patch, I got the following:

 

Deactivate these mods prior to patching:

 

Mergable

Traps Make Noise

MoveitLWT

 

Should I click OK or Skip?

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Posted

right click one of those mods in wrye's mod list window, select from the drop down window "Mark Mergable" then rebuild the bashed patch. It will put a + sign in the green box to show it is merged.

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