Guide:Wrye Bash: Difference between revisions

From Step Mods | Change The Game
No edit summary
Line 90: Line 90:
= Using Wrye Bash =
= Using Wrye Bash =


<span style="font-size:1.25em">'''WB's two main uses'''</span> are found under the Installers Tab where resides "BAIN" (BAsh INstaller) and the Mods Tab where mods can be managed using many various tools including the "Bashed Patch". The Bashed Patch takes elements from various mods and puts them into one plugin, which resolves many mod conflicts. Think of mods as a series of transparent films containing layers of a complex graphic. When laid atop one another, each layer adds to the final composite. Redundancies and conflicting components are effectively merged into an overall mean that is a composite mod called the Bashed Patch. This allows otherwise incompatible plugins to coexist, and many mods are completely merged into the composite, thus effectively circumventing the 255 plugin limit, since byte references to completely mergeable mods are no longer required. BOSS is still required to maintain load order, and it can be launched BOSS directly from WB.
== BAIN == The WB installer, "BAIN" (BAsh INstaller), is represented by the Installers Tab. BAIN is one of the most powerful interfaces of WB, as it boasts many handy features that no other mod organizer offers. The Mods Tab where mods can be managed using many various tools including the "Bashed Patch". The Bashed Patch takes elements from various mods and puts them into one plugin, which resolves many mod conflicts. Think of mods as a series of transparent films containing layers of a complex graphic. When laid atop one another, each layer adds to the final composite. Redundancies and conflicting components are effectively merged into an overall mean that is a composite mod called the Bashed Patch. This allows otherwise incompatible plugins to coexist, and many mods are completely merged into the composite, thus effectively circumventing the 255 plugin limit, since byte references to completely mergeable mods are no longer required. BOSS is still required to maintain load order, and it can be launched BOSS directly from WB.


BAIN informs the user of potential resource conflicts ''prior'' to installation and provides details concerning the conflicting resources, mods involved and the order numbers of the involved mods. This allows one to customize mod installation order to achieve the desired result. Perhaps even more importantly, BAIN keeps track of the mod-specific resource hierarchy, allowing simple installation and uninstallation of any combination of mod packages at any point in the installation hierarchy. This means that if a mod installed after a previously-installed conflicting mod is removed, then the assets from the overwritten mod will be re-installed automatically by default (this is the "Anneal" functionality of BAIN).
BAIN informs the user of potential resource conflicts ''prior'' to installation and provides details concerning the conflicting resources, mods involved and the order numbers of the involved mods. This allows one to customize mod installation order to achieve the desired result. Perhaps even more importantly, BAIN keeps track of the mod-specific resource hierarchy, allowing simple installation and uninstallation of any combination of mod packages at any point in the installation hierarchy. This means that if a mod installed after a previously-installed conflicting mod is removed, then the assets from the overwritten mod will be re-installed automatically by default (this is the "Anneal" functionality of BAIN).

Revision as of 01:37, October 9, 2012

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

Updated: 1:37:34 9 October 2012 (UTC)

GUIDE FORUM THREAD

Template:Notice

[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.