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Showing results for tags 'wryebash'.
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Starting a new thread so Utumno doesn't beat me up for asking in the official thread Yes I'm still quietly sitting in the corner keeping up. This is a thread to discuss the direction we'd like to see Wrye Bash take moving forward. (call it version 309 for TES6:) This is my personal opinion after having switched to WB307 as my preferred manager for Skyrim LE, SSE, and FO4 exclusively well over a year ago now. First I'd like to thank Utumno, Alt3rn1ty, Sharlikran, Arthmoor and the rest of the team for their continued hard work and dedication. Now that I've been using WB exclusively for a while I really do consider it superior to all other available managers ... I'm on your side, I want to see WB develop and grow, and I support it, and recommend it in the forums. So here's my one MUST HAVE wish for future versions ... Teach this old dog to read FOMODS. That's it ... I'm not going to bug anyone for bells an whistles. While I love the game, and I'm getting ready to mod it again, it's time for the team to get their heads out of oblivion, and realize that NO ONE is writing bain wizards anymore NO ONE! My only wish moving forward to include modding future games is that it can read the installer files that everyone is actually using. I'm presently putting together a new build for FO4 with approximately 350 mods merged down to under 254 plugins. WB307 works flawlessly, and gives me all the control and error checking features I could ask for (except one) It's embarrassing to admit I have to use it in conjunction with NMM (eol version) for 44 out of the 350 mods, because the FOMODS are just complex enough piecing together the installation file paths that WB simply can't install them correctly without manually populating file structures that WB chose not to make. A good example would be any mod that includes an executable binary like Bodyslide, or mods that create subfolders for texture redirection like Korax glowing plants. I love you guys, and feel free to beat me up all you want here without messing up the official threads. But Oblivion is approaching puberty at this point, I'm interested in the games we're modding NOW. I'm not a programmer, and don't pretend to be. I'm a die hard modder looking for the tools that work. (like the vast majority of your users) I'm never going to master converting fomods to wizards and really have no desire to learn how. Can you please teach this old dog to read fomods? That's all I ask. Thanks
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I'm wondering if it is possible to use the merge Plugins standalone (Nexus 69905-2-3-1) to merge the ESP files after they have been added to a WB307 project created from a monitored installation? I'm testing with using the feature to create a project which includes all of the current videos available for VOTW as a single project. Project creation worked perfectly, The question stems from realizing that all of those esp files can be merged into a single esp. But I'm having issues getting the Merge plugins standalone configured correctly I believe. Following Gamer Poets video, I'm realizing that I'm having integration issues. If someone is already using this program with WB307, and FO4, I'd appreciate a quick heads up on paths and integration. Specifically Papyrus integration, and manager paths. I have a feeling I'm missing something very basic, but I have no Champollion De-compiler, or Papyrus flags path (no source files to extract) and as a result I can not activate the script fragment handling check box. (Damn shame everyone ignores poor WB ... there should have been a check box for it like NMM and MO) Thanks
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- merged plugins
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