Guide:Wrye Bash: Difference between revisions

From Step Mods | Change The Game
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At this point, the mod packages are ready to install. Begin by confirming that no unexpected or undesireable conflicts exist. Before doing this, it will be useful to 'hide' the original installers that were previously converted to BAIN format. Doing so prevents these packages from being included in the conflicts viewer.
At this point, the mod packages are ready to install. Begin by confirming that no unexpected or undesireable conflicts exist. Before doing this, it will be useful to 'hide' the original installers that were previously converted to BAIN format. Doing so prevents these packages from being included in the conflicts viewer.
*Select all of the obsolete packages, which should now be listed at the very end of the BAIN package list after the "==Last==" marker.
*Select all of the obsolete packages, which should now be listed at the very end of the BAIN package list after the "==Last==" marker.
*Right click on one of the selected packages and select '''[Hide]''' from the context menu (confirm when prompted; see '''Figure 14''').  
*Right click on one of the selected packages and select '''[Hide]''' from the context menu (confirm when prompted; see '''Figure 11''').  


[[File:Figure14_Hide.jpg|thumb|right|200px|'''Figure 14:''' Hiding installers.]]
[[File:WB_Figure11.jpg|thumb|right|200px|'''Figure 11:''' Hiding installers.]]


*Select “4-(CORE!-FPS)Tobes Highres Textures_1_2_1024_BAIN.7z” installer, and examine the package details in the upper right frame of the BAIN window.
*Select “4-(CORE!-FPS)Tobes Highres Textures_1_2_1024_BAIN.7z” installer, and examine the package details in the upper right frame of the BAIN window.
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**The '''[Matched]''' tab should be empty, and will only list files with paths if there is a currently-installed file in the Data directory identical to any of the files that BAIN recognizes in the selected package.
**The '''[Matched]''' tab should be empty, and will only list files with paths if there is a currently-installed file in the Data directory identical to any of the files that BAIN recognizes in the selected package.
**The '''[Missing]''' tab should list all files in the package, since it is the exact reciprocal of the [Matched] tab.
**The '''[Missing]''' tab should list all files in the package, since it is the exact reciprocal of the [Matched] tab.
**The '''[Conflicts]''' tab is of special interest, because it will reveal actual conflicts OR potential conflicts according to a setting in BAIN’s main context menu. If '''[Show Inactive Conflicts]''' is unchecked, the '''[Conflicts]''' tab should be empty, so ensure that this setting is ticked to reveal potential conflicts ('''Figure 15'''), as no packages have been installed to this point.
**The '''[Conflicts]''' tab is of special interest, because it will reveal actual conflicts OR potential conflicts according to a setting in BAIN’s main context menu. If '''[Show Inactive Conflicts]''' is unchecked, the '''[Conflicts]''' tab should be empty, so ensure that this setting is ticked to reveal potential conflicts ('''Figure 12'''), as no packages have been installed to this point.


[[File:Figure15_ShowConflicts.jpg|thumb|left|200px|'''Figure 15:''' Show inactive conflicts]]
[[File:Figure15_ShowConflicts.jpg|thumb|left|200px|'''Figure 12:''' Show inactive conflicts]]


:*According to TheCompiler, "Tobes Highres Textures" overwrites "HD Misc", "Skyrim HD" and "High Quality Food and Ingredients", so check to be certain that this is the case. Files and package '''[Order]''' numbers that will be overwritten will be listed first under the "=Lower===" heading, and those that will overwrite the currently-selected mod will be listed under the "=Higher===" heading ('''Figure 16'''). Verify the accuracy of TheCompiler’s claims.
:*According to TheCompiler, "Tobes Highres Textures" overwrites "HD Misc", "Skyrim HD" and "High Quality Food and Ingredients", so check to be certain that this is the case. Files and package '''[Order]''' numbers that will be overwritten will be listed first under the "=Lower===" heading, and those that will overwrite the currently-selected mod will be listed under the "=Higher===" heading ('''Figure 13'''). Verify the accuracy of TheCompiler’s claims.


[[File:Figure16_Conflicts.jpg|thumb|right|200px|'''Figure 16:''' View conflicts]]
[[File:Figure16_Conflicts.jpg|thumb|right|200px|'''Figure 13:''' View conflicts]]


**'''[Underridden]''' and '''[Dirty]''' tabs list misbehaving and problematic files, respectively and should always be empty.
**'''[Underridden]''' and '''[Dirty]''' tabs list misbehaving and problematic files, respectively and should always be empty.
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**Once all packages have been verified and all necessary or optional adjustments made to the instllers, ALL packages may be selected at once and installed by right clicking one of the selected packages and clicking on '''[Install]'''. This can also by done for each individual package and in any order, since the hierarchy has already been defined. Depending on computer hardware, this process could take only a minute or more than 10 minutes.
**Once all packages have been verified and all necessary or optional adjustments made to the instllers, ALL packages may be selected at once and installed by right clicking one of the selected packages and clicking on '''[Install]'''. This can also by done for each individual package and in any order, since the hierarchy has already been defined. Depending on computer hardware, this process could take only a minute or more than 10 minutes.
**Uninstallation is done in the same manner as installation, and all of the same rules apply.
**Uninstallation is done in the same manner as installation, and all of the same rules apply.
**Once installed, the boxes preceding package names will be either yellow or green, and each will have a '+' symbol, which indicates that the package is installed. Yellow means that the package has some filed installed, but others have been overridden by higher-order packages. Green means that all files of the package are installed without any overrides ('''Figure 17''').
**Once installed, the boxes preceding package names will be either yellow or green, and each will have a '+' symbol, which indicates that the package is installed. Yellow means that the package has some filed installed, but others have been overridden by higher-order packages. Green means that all files of the package are installed without any overrides ('''Figure 14''').


[[File:Figure17_BAINInstalled.jpg|thumb|left|200px|'''Figure 17:''' Installed mods & Overwrites]]
[[File:Figure17_BAINInstalled.jpg|thumb|left|200px|'''Figure 14:''' Installed mods & Overwrites]]


Infrequently, packages that are highlighted in yellow or orange have not been installed according to the defined heirarchy. This can easily be corrected by right clicking on the package and selecting '''[Install Missing]'''. Afterwards, right click the package again and click '''[Anneal]''' or '''[Anneal All]''' to tell BAIN to consider all packages in the install list. The '''[Anneal]''' function simply tells BAIN to refresh its assessment of the defined install hierarchy and reapply those rules to correct any unintended conflicts. It never hurts to use this function frequently, and '''[Auto Anneal]''' should always be ticked in BAIN’s main context menu to honor the install hierarchy.
Infrequently, packages that are highlighted in yellow or orange have not been installed according to the defined heirarchy. This can easily be corrected by right clicking on the package and selecting '''[Install Missing]'''. Afterwards, right click the package again and click '''[Anneal]''' or '''[Anneal All]''' to tell BAIN to consider all packages in the install list. The '''[Anneal]''' function simply tells BAIN to refresh its assessment of the defined install hierarchy and reapply those rules to correct any unintended conflicts. It never hurts to use this function frequently, and '''[Auto Anneal]''' should always be ticked in BAIN’s main context menu to honor the install hierarchy.

Revision as of 03:55, April 19, 2013

A simplified guide to using Wrye Bash to maintain a modded S.T.E.P. setup -- by z929669 & S.T.E.P. Team

Updated: 3:55:49 19 April 2013 (UTC)

GUIDE FORUM THREAD

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[edit]

Wrye Nomenclature

Wrye was a prominent TES (The Elder Scrolls) enthusiast, modder and developer that created Wrye Bash as a tool to help other modders deal with the idiosyncrasies of modding for Oblivion (TES4). Wrye also later created an implementation that he called Wrye ‘Mash’ for Morrowind (TES3). Wrye Smash is simply Wrye ‘Bash’ implemented for Skyrim (TES5), so it IS Wrye Bash. For the sake of brevity and consistency, this guide will henceforth refer to Wrye Bash as ‘WB,’ and its analogues will likewise be referred to as ‘WS’ and ‘WM’ for Wrye Smash and Wrye Mash, respectively.

Purpose of This Guide

This guide assumes that the reader has reviewed the most updated relevant documentation now packaged with the WB program. If that is not the case, the authors strongly encourage a review of that documentation. Understanding--in a basic sense--what WB does and why it is useful are important concepts providing a context necessary for the reader to maximize the benefit of using this guide with respect to a fresh install of the most current major STEP (Skyrim Total Enhancement Project) release. Additionally, the guide will be modified and updated to reflect ongoing changes in each forthcoming major release of STEP. The novice WB user will likely find substantial value in following the guide as an actual working example of several sound techniques for implementing WB; nevertheless, much of the material covered in the following pages will be best understood with a baseline level of experience that exceeds “null” by at least a small margin, please familiarize yourself with the program before getting started.

Background - Basic Modding Principles

As with all TES games, modding Skyrim--in the most raw sense--can be accomplished by simply placing compatible files within the Steam\SteamApps\common\skyrim\Data\ directory (henceforth, referred to as “Data directory”). These files usually come packaged as a “mod” in an archive that facilitates simple decompression into the Data directory. Due to the vast number of mods and their incredible variety, the task of manual extraction and installation is a tedious process with lots of potential for error. Furthermore, it is difficult to “undo” what has been done, since it is difficult to keep track of the source of each file as the number of mods and files in the Data directory increases.

One must take care to read each mod’s documentation to understand exactly what it does and how it does in in at least a very general sense. Why? Because it is important to create a customized Skyrim that suits the tastes of the individual modder. Strictly defined, two mods are compatible if they do not attempt to alter the same game variable. Likewise, two mods that affect the same game variable are strictly defined as incompatible, which is more often termed a conflict. Said variable could be a mesh or a texture as well as a plugin or INI file. Even a game setting affected by a plugin while also being altered by an INI setting or a configuration script represents a conflict. Under the strict definitions of mod compatibility and conflict, many mods are incompatible and thus, have conflicts.

Fortunately, this is usually not really a problem, because most of the time, a conflict is inherently resolved by one mod “winning;” that is, one mod overwrites or overrides the other. For example, two particular versions of a texture file could attempt to occupy the same logical space in the Data\textures directory, in which case the second texture to be written to that space during installation will naturally overwrite the first. This is called a resource conflict. On the other hand, if one of those texture copies resides in a compressed BSA while the other exists as a “loose file,” then neither will physically overwrite the other upon installation, but rather one will override the other in-game upon execution of Skyrim. This is called a data conflict (also referred to as a load-order conflict).

The STEP Solution

One can spend hundreds of hours just searching for mods before actually getting down to the business of installing them. As mods increase in number and complexity and mod creators produce more and more mods that alter game play, interface and settings, the probability of game-crashing conflicts increases. The STEP project takes care of the heavy lifting associated with sifting through thousands of mods and selecting the ones that significantly enhance and improve the vanilla experience without detracting from it with as little cost as possible in terms of performance. Users are able to follow TheCompiler’s detailed, step-by-STEP manual-installation instructions and be confident that all components have been individually tested by the community and the results verified. STEP also facilitates customization by providing details of changes affected by each mod so that the user can choose to omit or change the order of STEP’s’. This cuts down on a vast amount of time and headache dealing with sampling, testing, troubleshooting, etc.

Limitations of STEP

Regardless of the huge time savings, efficiency boost and piece of mind that STEP offers, it is still a large manual process with many, well … steps. It can therefore take awhile, and problems can and will occur for many users with increasing frequency as mod numbers and complexity increase, so STEP will only go so far to reduce the job of maintaining a viable setup with each new mod or mod update. In order to allow better scalability of STEP as it evolves, it is necessary to simplify and condense the procedure into more manageable components. Mod organizers in general help in this regard by keeping track of files installed and package installation order. In particular WB enables the most configurable interface for mod management, and is thus the recommended choice for installing, configuring and maintaining the STEP setup with each new alteration in the mod configuration.