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Wrye Bash SSE Pulled


lmstearn

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Not to worry, it's being taken care of but will probably take some time before new ones are up again. Definitely not until the weekend at least.

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Well that answers the question as to why I couldn't find it earlier today.  Still don't understand the problem.  I had managed to download a copy earlier, followed the instructions and it seems to be working just fine.  Been using it to install my mods as I test and adapt them to SSE.  Any long term harm from continuing to use it till the re-release?

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Well that answers the question as to why I couldn't find it earlier today.  Still don't understand the problem.  I had managed to download a copy earlier, followed the instructions and it seems to be working just fine.  Been using it to install my mods as I test and adapt them to SSE.  Any long term harm from continuing to use it till the re-release?

This post might be related to why Wrye Bash 307.26 SSE was deleted on Nexus and since utumno wasn't aware of that, I think Sharlikran simply deleted it by himself or someone else did that.

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No, it'll be fine to keep using. You can always grab the updated released here in the second post: http://forums.bethsoft.com/topic/1606578-wrye-bash-thread-111/

 

And the newest Public Beta WIP is now in the new Topic #112

 

I dont think Utumno was ready for an SSE Beta going live on Nexus at the time it did, it certainly surprised him it was uploaded.

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  • 7 months later...

I've been modding games with wrye bash for months now - I know, just a noob, but it's been fun - modded Oblivion, Skyrim, Skyrim SE and Fallout NV with wrye bash alone (and MO for .fomods, does a clean job laying out a nice mod folder that I can then import as a project with wrye bash and pack it up (to save some space). Now I'm daring to try and learn a bit more, so let me ask you guys this:

1. I've been using WB 3.07 standalone for all except FNV (used Wrye Flash for that one). Is there an advantage to using the Python version? I don't do python but I might even learn... But besides the ability to add your own code, is there a point in using the python version, are there extra scripts available, bug fixes, automation batches, etc?

2. Where does WB store its manifest and other vital files? I mean, if I want to port my whole game to another machine, what do I need to copy besides the game folder, the my docs folder for skyrim and the folders where I store my mods (my own organized downloads folder and Wrye Bash's folder with installers and bash mod data, wich I have on a different drive and redirected in wrye.ini)? I know I've done it successfully in the past but last time wrye bash still wanted to load an older configuration, that didn't match the newly copied files.

BTW wrye bash 3.07 standalone works fine even with SSE, I'm just willing to try the python version if there are any perks to it.

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1 hour ago, godescalcus said:

1. I've been using WB 3.07 standalone for all except FNV (used Wrye Flash for that one). Is there an advantage to using the Python version? I don't do python but I might even learn... But besides the ability to add your own code, is there a point in using the python version, are there extra scripts available, bug fixes, automation batches, etc?

Either alt3rn1ty or Utumno knows a lot more about WB than I do.  IIRC Yes, there is an advantage to use the Python version, especially for Oblivion, and what I'm talking about is CBash.

 

Of course one can also use a submitted SVN (as soon a bug is fixed) anytime when using the Python version.

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On 2017-7-9 at 7:26 AM, Leonardo said:

Either alt3rn1ty or Utumno knows a lot more about WB than I do.  IIRC Yes, there is an advantage to use the Python version, especially for Oblivion, and what I'm talking about is CBash.

 

Of course one can also use a submitted SVN (as soon a bug is fixed) anytime when using the Python version.

It would be really good to know if the python version is as stable as the latest standalone. As I said, although I'm open to learning, I'm no coder and only very slightly acquainted with python, so - do you NEED to know your python in order to use the python version, or just have python in order to run the program? I did use it in the past, when I first tested WB and I do remember an alternative bashed patch that could crunch more plugins, but it started to output error messages and I had to use the normal bashed patch. So, bottom line, is the python version worth the extra complexity (if there's any extra complexity at all)?

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I've been using exclusively the Python source builds for years and they've always been every bit as stable as the standalone builds. You should have nothing to worry about.

You don't need to know Python in order to use the source versions, but you do need to have Python itself installed, along with the other supporting libraries.

If all you're looking for is casual use, the standalone or installer build is probably better. They're all going to give you the same results.

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1 hour ago, Arthmoor said:

If all you're looking for is casual use, the standalone or installer build is probably better. They're all going to give you the same results.

Thank you again, I just quickly changed to the python version. When I tried to install the libraries it reported I didn't have python installed (but I had), so I reinstaled it and made sure I got the 32 bit version. This time the libraries installed just fine and WB runs as usual. I was actually disappointed that there was no alternative bash routine but maybe that was for Oblivion? Anyway, it was painless to move to the python versions. I'll be sure to read the documentation files more carefully to see if I can take advantage of it in any way.

My only wish now is that Mator develops Merge Plugins Standalone to include wrye bash integration. I use it anyway, but have to move assets around manually.

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1 hour ago, Arthmoor said:
  • LocationUnited Socialist States of America

Where's that location of yours? I might move there once I'm done with Cuba. Internet sucks over here! ;)

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