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Wrye Bash and BAIN installers


IsharaMeradin

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For the life of me, I can't figure out how to set one up.  I have a FOMOD style installer which when I created the folder structure I set each option up in its own folder with a two digit numerical prefix.

Example:

01 SomeNameOne \ meshes \ etc

02 SomeNameTwo \ textures \ etc

 

WB sees it as a simple mod and installs only the readme text file in the 'Docs' folder.  What else do I need to do to make WB see all the different options rather than tossing them in to the Skipped tab?

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That folder structure should present you with a menu on the installers tab that looks something like this:

 

https://i.imgur.com/XKl6oxq.png

 

Subpackages should be listed, with ESP filters if the folders have any ESPs in them.

 

I think you do need a folder with 00 as the prefix though.

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I often create my own BAIN archives for Morrowind and it looks like this.

 

00 <mod name>

  • meshes
  • textures
  • esm/esp
  • mod readme

01 <mod patches>

02 <addons for other mods>

 

Sometimes I even do this for both Oblivion and Skyrim without having a problem.

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@Ishara: This is an example of a script for Cobl:

; ###################################################################################
; ### Wizard Installer for COBL by Wrye
; ### http://forums.bethsoft.com/topic/1502917-relz-cobl-no18/
; ###
; ### 16/09/2015 lmstearn Initial release
; ###################################################################################

RequireVersions "0.1.2+", "0015+", "", "299+" ; Oblivion version, OBSE version, (no OBGE), Wrye Bash version
DeSelectAll



SelectOne "Welcome to the Cobl (Common Oblivion) mod Setup Wizard", \
"|Start Here_Readme", "Welcome to COBL!", "bash\\images\\nsis\\wrye_monkey_164x314.bmp", \
"Cobl Overview", "Cobl stands for Common Oblivion. For players it provides new races, books, ingredients, foods, and more.\nIts shared library of non-conflict/duplicate objects facilitates, enhances, and simplifies modding.\nThe next page selects a Stable or Development install, either of which is followed by extra optionals pages.\nExcellent Readmes for the various installed components are located by navigating to\nData\\Docs and Data\\Docs\\Sources or configuring those in Wrye Bash's own Doc Browser. \nTo start you off is Cobl.htm with great all round coverage.", "bash\\images\\readme\\wryebash_08.png", \
"How To Use", "If this is the first time run for this wizard it's recommended to uninstall older versions of COBL before proceeding. \nTo start, please read the rest of the selection's documentation for a general idea what the optional parts of this mod can do, and, before applying your selections made in the wizard, take heed of any notes at the bottom of the Wizard Installer Finish Page. \n\nThe general procedure for using the mod after the install process is to activate 'Cobl Main.esm', then to activate other installed mods (the ones with the merged tags can be left alone as they will be picked up in the Bashed Patch later- if not the Patcher will warn). \nRunning BOSS to set the load order followed by rebuilding the Bashed Patch completes the process.", "bash\\images\\nsis\\wrye_monkey_164x314.bmp", \
"Version Changes- ", "Cobl is in a stable 1.74 release. The most recent fixes are by migck: \n\nFixed incorrect model path for copper ingots. \nFixed weight and cost progression for adamantium ore chunks. \nKind of a critical fix: fixed the system for handling Cobl's list tokens, so that other mods can add such tokens without causing a CTD. The way it worked was that the scripts would run 'containerRef.RemoveAllItems containerRef'. This is fine if the contents of containerRef are the same as those set in the editor, but if a mod has added new items to it, it causes a CTD. \nI've added a 'list holder' container reference to the Cobl dummy cell, so that the scripts now unload the list tokens to that container and then return them to the original container. Scripts changed: cobCoblizeRegisterFAS, cobCoblizeQS, cobGrinderOS and cobOptCoblizeItemsOS. \nFixed script of the Cobl token's info popup so that it doesn't get stuck in the last messagebox (cobOptCoblizeItemsOS) \nChanged script on the alchemy static equipment so that it uses Update3D instead of Enable/Disable to change their model, and thus will work correctly with parented references. I think the change is ok since that part were they update their model already required OBSE to work. \n\nOlder revisions are summarised at http://wryemusings.com/Cobl.html#Versions, \nnewer at the download page: http://www.theassimilationlab.com/forums/files/file/951-cobl/", "bash\\images\\nsis\\wrye_monkey_164x314.bmp", \
"Compatibility and issues with other mods: ", "Cobl was built for 100% compatibility with any mods. \nIn 2008 Cobl Glue and Salmo the Baker was updated for UOP compatibility. \nCobl Races may be incompatible with other race/cosmetic mods that use different eye mesh styles. \nThere is also support for OOO version 1.35a+, MMM version 3.8+, and FCOM version 1.0+.", "bash\\images\\nsis\\wrye_monkey_164x314.bmp", \
"ExampleMod Screenshots", "The Luggage is a simple wooden chest that once acquired, will show up in many places. The readme has more...\nPS from Wrye: No, Cobl Luggage does not have lots of little feet, nor does it eat people. Umm... That we know of. Actually, that red coloration does looks a little suspicious. Hmm... Best not to enquire too closely.", "Images\\TheLuggage.jpg", \
"Credits\\Authors", "Wrye - For BAIN. Woooooooot! \nLojack - For the wonderful BAIN wizard installer feature. \nMetallicow - For chewing the cud. \nLojack, Utumno and a devoted testing team for the continued development of Wrye Bash. \nWrye followed by a bunch of others for COBL and Vacuity for its maintenance. ", "Wizard Images\\Yes.jpg", \
"Language", "Language or Nationality this BAIN wizard was written in. \n\n English (USA)", "Wizard Images\\EnglishUSA.jpg"
EndSelect

If DataFileExists("OOO 1.32-Cobl.esp") or DataFileExists("MMM-Cobl.esp")
Cancel ("An older version of COBL is detected. Please uninstall it before running this wizard")
Else

;### Core Cobl Filter Late MERGE ONLY is actually selected here as it is common to both Stable & Dev
SelectSubPackage "00 Cobl Core"



SelectOne "Stable or Development.", \
"|Stable", "This installs Stable. Recommended. The set currently being maintained for bug fixes and compatibility updates.\nThis also installs the necessary Cobl Core files for the stable release. Cobl Main is the core library with definitions, Cobl Glue makes them work. Cobl Filter Late MERGE ONLY adds foods from a number of mods to the Cobl Dinner Plate and will not function without OBSE.", "Images\\TheLuggage.jpg", \
"Development", "This installs Development. Warning, Experienced users only. \nThese represent the state of the mod when it was being actively developed in 2011. They may not work with current versions of OOO, MMM, or FCOM.\nThis also installs the necessary Cobl Core files for the Development release. Cobl Main is the core library with definitions, Cobl Glue makes them work. Cobl Filter Late MERGE ONLY adds foods from a number of mods to the Cobl Dinner Plate and will not function without OBSE.", "Images\\Cobl_Catalogs.jpg"

Case "Stable"
SelectSubPackage "01 StableCore"
If !DataFileExists("DLCShiveringIsles - Meshes.bsa")
Note "Shivering Isles is not detected for Core."
DeSelectEspm "Cobl Si.esp"
EndIf



;### The rest

SelectMany "Choose any of the following packages:", \
"Salmo the Baker", "This installs Salmo the Baker This has been reported as unstable in some installations, but it's worth checking out. The activation of Cobl Glue in Core ensures Salmos foods are available at other inns and taverns even if this is deselected.", "Images\\Bakery.jpg",\
"|Tweaks", "This installs Tweaks. Tweaks modifies some creatures to include Lore Ingredients drops.", "Images\\Cobl_Catalogs.jpg",\
"Variations Tests", "This installs Variations Tests. There is no information on what these do, so activate at own risk!", "Images\\Options.jpg",\
"Patches", "This installs Patches. Perhaps Miscellany is more descriptive.", "bash\\images\\readme\\wryebash_08.png"
Case "Salmo the Baker"
SelectSubPackage "09 Salmo the Baker"
Break
Case "Tweaks"
SelectSubPackage "02 Tweaks (Only install one)"
SelectOne "Choose just one of the following. If this interferes with other mods, you can disable Cobl Tweaks, load it before the other mods, and/or perhaps bash patch it to compatibility. Selecting any of the FCOM, OOO, MMM, or OOO and MMM tweaks will exclude any SI tweaks.", \
"Cobl Tweaks - FCOM Mergeable", "This installs Cobl Tweaks - FCOM Mergeable. FCOM required.", "Images\\fcom.jpg",\
"Cobl Tweaks - FCOM", "This installs Cobl Tweaks - FCOM. Despite the original statement that FCOM already includes the functionality of Cobl Tweaks, and so FCOM users should not activate Cobl Tweaks, this tweak is recommended for FCOM subscriberss.", "Images\\fcom.jpg",\
"Cobl Tweaks - MMM", "This installs Cobl Tweaks - MMM. MMM required.", "Images\\mmm.jpg",\
"Cobl Tweaks - MMM4OOO Mergeable", "This installs Cobl Tweaks - MMM and OOO Mergeable. MMM and OOO required.", "Images\\ooo.jpg",\
"Cobl Tweaks - MMM4OOO", "This installs Cobl Tweaks - MMM and OOO. MMM and OOO required.", "Images\\mmm.jpg",\
"Cobl Tweaks - OOO Mergeable", "This installs Cobl Tweaks - OOO Mergeable. OOO required.", "Images\\ooo.jpg",\
"Cobl Tweaks - OOO", "This installs Cobl Tweaks - OOO. OOO required.", "Images\\ooo.jpg",\
"Cobl Tweaks - SI", "This installs Cobl Tweaks - SI. SI required.", "Images\\WryeShiveringDeath.jpg",\
"|Cobl Tweaks - Vanilla", "This installs Cobl Tweaks - Vanilla.", "Images\\Options.jpg"
Case "Cobl Tweaks - FCOM Mergeable"
If GetEspmStatus("FCOM_Convergence.esm") < 1
Note "FCOM is not active, so Tweaks for FCOM FCOM Mergeable not selected."
DeSelectSubPackage "02 Tweaks (Only install one)"
Else
For file in "02 Tweaks (Only install one)"
If file != "Cobl Tweaks - FCOM Mergeable.esp"
DeSelectEspm file
EndIf
EndFor
EndIf
Break

Case "Cobl Tweaks - FCOM"
If GetEspmStatus("FCOM_Convergence.esm") < 1
Note "FCOM is not active, so Tweaks for FCOM not selected."
DeSelectSubPackage "02 Tweaks (Only install one)"
Else
For file in "02 Tweaks (Only install one)"
If file != "Cobl Tweaks - FCOM.esp"
DeSelectEspm file
EndIf
EndFor
EndIf
Break

Case "Cobl Tweaks - MMM"
If GetEspmStatus("Mart's Monster Mod.esm") < 1
Note "MMM is not active, so Tweaks for MMM not selected."
DeSelectSubPackage "02 Tweaks (Only install one)"
Else
For file in "02 Tweaks (Only install one)"
If file != "Cobl Tweaks - MMM.esp"
DeSelectEspm file
EndIf
EndFor
EndIf
Break

Case "Cobl Tweaks - MMM4OOO Mergeable"
If GetEspmStatus("Mart's Monster Mod.esm") < 1
Note "MMM is not active, so Tweaks for MMM not selected."
DeSelectSubPackage "02 Tweaks (Only install one)"
Else
For file in "02 Tweaks (Only install one)"
If file != "Cobl Tweaks - MMM4OOO Mergeable.esp"
DeSelectEspm file
EndIf
EndFor
EndIf
If GetEspmStatus("Oscuro's_Oblivion_Overhaul.esp") < 1
Note "OOO is not active, so Tweaks for OOO not selected."
DeSelectEspm "Cobl Tweaks - MMM4OOO Mergeable.esp"
DeSelectSubPackage "02 Tweaks (Only install one)"
EndIf
Break

Case "Cobl Tweaks - MMM4OOO"
If GetEspmStatus("Mart's Monster Mod.esm") < 1
Note "MMM is not active, so Tweaks for MMM not selected."
DeSelectSubPackage "02 Tweaks (Only install one)"
Else
For file in "02 Tweaks (Only install one)"
If file != "Cobl Tweaks - MMM4OOO.esp"
DeSelectEspm file
EndIf
EndFor
EndIf
If GetEspmStatus("Oscuro's_Oblivion_Overhaul.esp") < 1
Note "OOO is not active, so Tweaks for OOO not selected."
DeSelectEspm "Cobl Tweaks - MMM4OOO.esp"
DeSelectSubPackage "02 Tweaks (Only install one)"
EndIf
Break

Case "Cobl Tweaks - OOO Mergeable"
If GetEspmStatus("Oscuro's_Oblivion_Overhaul.esp") < 1
Note "OOO is not active, so Tweaks for OOO Mergeable not selected."
DeSelectSubPackage "02 Tweaks (Only install one)"
Else
For file in "02 Tweaks (Only install one)"
If file != "Cobl Tweaks - OOO Mergeable.esp"
DeSelectEspm file
EndIf
EndFor
EndIf
Break

Case "Cobl Tweaks - OOO"
If GetEspmStatus("Oscuro's_Oblivion_Overhaul.esp") < 1
Note "OOO is not active, so Tweaks for OOO not selected."
DeSelectSubPackage "02 Tweaks (Only install one)"
Else
For file in "02 Tweaks (Only install one)"
If file != "Cobl Tweaks - OOO.esp"
DeSelectEspm file
EndIf
EndFor
EndIf
Break

Case "Cobl Tweaks - SI"
If !DataFileExists("DLCShiveringIsles - Meshes.bsa")
Note "Shivering Isles is not detected so Tweaks for SI not selected."
DeSelectSubPackage "02 Tweaks (Only install one)"
Else
For file in "02 Tweaks (Only install one)"
If file != "Cobl Tweaks - SI.esp"
DeSelectEspm file
EndIf
EndFor
EndIf
Break

Case "Cobl Tweaks - Vanilla"
For file in "02 Tweaks (Only install one)"
If file != "Cobl Tweaks - Vanilla.esp"
DeSelectEspm file
EndIf
EndFor
Break
EndSelect

Break

Case "Variations Tests"
A = 0
B = 0
C = 0
SelectMany "Select any of the 3 following Variations, keeping in mind these are kept in the store mainly for archival purposes.", \
"Cobl Variation - MMM Patch", "This installs Cobl Variation - MMM Patch. MMM required: please report any issues back to the official thread.", "Images\\mmm.jpg",\
"Cobl Variation - OOO Patch", "This installs Cobl Variation - OOO Patch. OOO required: please report any issues back to the official thread.", "Images\\ooo.jpg",\
"Cobl Variations", "This installs Cobl Variations. Please report any issues back to the official thread.", "Images\\Options.jpg"
Case "Cobl Variation - MMM Patch"
If GetEspmStatus("Mart's Monster Mod.esm") < 1
Note "MMM is not active, so Variations for MMM not selected."
Else
A = 1
EndIf
Break
Case "Cobl Variation - OOO Patch"
If GetEspmStatus("Oscuro's_Oblivion_Overhaul.esp") < 1
Note "OOO is not active, so Variations for OOO not selected."
Else
B = 1
EndIf
Break
Case "Cobl Variations"
C = 1
Break
EndSelect

SelectSubPackage "99 Variations Tests"
If A == 0
DeSelectEspm "Cobl Variation - MMM Patch.esp"
EndIf
If B == 0
DeSelectEspm "Cobl Variation - OOO Patch.esp"
EndIf
If C == 0
DeSelectEspm "Cobl Variations.esp"
EndIf



Break
Case "Patches"
A = 0
B = 0
C = 0
SelectMany "Select any of the 3 following patches:", \
"Cobl Patch - Hunger Tongue", "This installs Cobl Patch - Hunger Tongue.", "Images\\WryeShiveringDeath.jpg",\
"Cobl Patch - MMM Gems and Gem Dust", "This installs Cobl Patch - MMM Gems and Gem Dust. MMM required.", "Images\\mmm.jpg",\
"Cobl Patch - Silent Misc Item Equip", "This installs Cobl Patch - Silent Misc Item Equip. This removes the 'You can't equip that!' message that you ordinarily get when you try to 'equip' (click on) misc. items in your inventory.", "bash\\images\\readme\\screenshots-2.png"
Case "Cobl Patch - Hunger Tongue"
A = 1
Break
Case "Cobl Patch - MMM Gems and Gem Dust"
If GetEspmStatus("Mart's Monster Mod.esm") < 1
Note "MMM is not active, so Cobl Patch - MMM Gems and Gem Dust not selected."
Else
B = 1
EndIf
Break
Case "Cobl Patch - Silent Misc Item Equip"
C = 1
Break
EndSelect

SelectSubPackage "03 Patches"
If A == 0
DeSelectEspm "Cobl Patch - Hunger Tongue.esp"
EndIf
If B == 0
DeSelectEspm "Cobl Patch - MMM Gems and Gem Dust.esp"
EndIf
If C == 0
DeSelectEspm "Cobl Patch - Silent Misc Item Equip.esp"
EndIf

Break
EndSelect
Break


Case "Development"

;### Core


SelectSubPackage "01 DevCore"
If !DataFileExists("DLCShiveringIsles - Meshes.bsa")
Note "Shivering Isles is not detected for Core."
DeSelectEspm "Cobl Si, v172 + v.esp"
EndIf


; # The rest

SelectMany "Choose any of the following packages:", \
"Salmo the Baker", "This installs Salmo the Baker This has been reported as unstable in some installations, but it's worth checking out. The activation of Cobl Glue in Core ensures Salmos foods are available at other inns and taverns even if this is deselected.", "Images\\Bakery.jpg",\
"|Tweaks", "This installs Tweaks. Tweaks modifies some creatures to include Lore Ingredients drops.", "Images\\Cobl_Catalogs.jpg",\
"Variations Tests", "This installs Variations Tests. There is no information on what these do, so activate at own risk!", "Images\\Options.jpg",\
"Patches and Mods", "This installs the rest of the files in the package.", "bash\\images\\readme\\wryebash_08.png"
Case "Salmo the Baker"
SelectSubPackage "09 DevSalmo the Baker"
Break
Case "Tweaks"
SelectSubPackage "02 DevTweaks (Only install one)"
SelectOne "Choose just one of the following. If this interferes with other mods, you can disable Cobl Tweaks, load it before the other mods, and/or perhaps bash patch it to compatibility. Selecting any of the FCOM, OOO, MMM, or OOO and MMM tweaks will exclude any SI tweaks.", \
"Cobl Tweaks - MMM", "This installs Cobl Tweaks - MMM. MMM required.", "Images\\mmm.jpg",\
"Cobl Tweaks - MMM4OOO Mergeable", "This installs Cobl Tweaks - MMM and OOO Mergeable. MMM and OOO required.", "Images\\ooo.jpg",\
"Cobl Tweaks - MMM4OOO", "This installs Cobl Tweaks - MMM and OOO. MMM and OOO required.", "Images\\mmm.jpg",\
"Cobl Tweaks - OOO Mergeable", "This installs Cobl Tweaks - OOO Mergeable. OOO required.", "Images\\ooo.jpg",\
"Cobl Tweaks - OOO", "This installs Cobl Tweaks - OOO. OOO required.", "Images\\ooo.jpg",\
"Cobl Tweaks - SI", "This installs Cobl Tweaks - SI. SI required.", "Images\\WryeShiveringDeath.jpg",\
"|Cobl Tweaks - Vanilla", "This installs Cobl Tweaks - Vanilla.", "Images\\Options.jpg"
Case "Cobl Tweaks - MMM"
If GetEspmStatus("Mart's Monster Mod.esm") < 1
Note "MMM is not active, so Tweaks for MMM not selected."
DeSelectSubPackage "02 DevTweaks (Only install one)"
Else
For file in "02 Tweaks (Only install one)"
If file != "Cobl Tweaks - MMM, v172 + v.esp"
DeSelectEspm file
EndIf
EndFor
EndIf
Break

Case "Cobl Tweaks - MMM4OOO Mergeable"
If GetEspmStatus("Mart's Monster Mod.esm") < 1
Note "MMM is not active, so Tweaks for MMM not selected."
DeSelectSubPackage "02 DevTweaks (Only install one)"
Else
For file in "02 Tweaks (Only install one)"
If file != "Cobl Tweaks - MMM4OOO Mergable, v1 + v.esp"
DeSelectEspm file
EndIf
EndFor
EndIf
If GetEspmStatus("Oscuro's_Oblivion_Overhaul.esp") < 1
Note "OOO is not active, so Tweaks for OOO not selected."
DeSelectEspm "Cobl Tweaks - MMM4OOO Mergable, v1 + v.esp"
DeSelectSubPackage "02 DevTweaks (Only install one)"
EndIf
Break

Case "Cobl Tweaks - MMM4OOO"
If GetEspmStatus("Mart's Monster Mod.esm") < 1
Note "MMM is not active, so Tweaks for MMM not selected."
DeSelectSubPackage "02 DevTweaks (Only install one)"
Else
For file in "02 Tweaks (Only install one)"
If file != "Cobl Tweaks - MMM4OOO, v1 + v.esp"
DeSelectEspm file
EndIf
EndFor
EndIf
If GetEspmStatus("Oscuro's_Oblivion_Overhaul.esp") < 1
Note "OOO is not active, so Tweaks for OOO not selected."
DeSelectEspm "Cobl Tweaks - MMM4OOO, v1 + v.esp"
DeSelectSubPackage "02 DevTweaks (Only install one)"
EndIf
Break

Case "Cobl Tweaks - OOO Mergeable"
If GetEspmStatus("Oscuro's_Oblivion_Overhaul.esp") < 1
Note "OOO is not active, so Tweaks for OOO Mergeable not selected."
DeSelectSubPackage "02 DevTweaks (Only install one)"
Else
For file in "02 Tweaks (Only install one)"
If file != "Cobl Tweaks - OOO Mergable, v1 + v.esp"
DeSelectEspm file
EndIf
EndFor
EndIf
Break

Case "Cobl Tweaks - OOO"
If GetEspmStatus("Oscuro's_Oblivion_Overhaul.esp") < 1
Note "OOO is not active, so Tweaks for OOO not selected."
DeSelectSubPackage "02 DevTweaks (Only install one)"
Else
For file in "02 Tweaks (Only install one)"
If file != "Cobl Tweaks - OOO, v172 + v.esp"
DeSelectEspm file
EndIf
EndFor
EndIf
Break

Case "Cobl Tweaks - SI"
If !DataFileExists("DLCShiveringIsles - Meshes.bsa")
Note "Shivering Isles is not detected so Tweaks for SI not selected."
DeSelectSubPackage "02 DevTweaks (Only install one)"
Else
For file in "02 Tweaks (Only install one)"
If file != "Cobl Tweaks - SI, v1 + v.esp"
DeSelectEspm file
EndIf
EndFor
EndIf
Break

Case "Cobl Tweaks - Vanilla"
For file in "02 Tweaks (Only install one)"
If file != "Cobl Tweaks - Vanilla, v172 + v.esp"
DeSelectEspm file
EndIf
EndFor
Break
EndSelect

Break

Case "Variations Tests"
SelectSubPackage "99 DevVariations Tests"
Break
Case "Patches and Mods"
A = 0
B = 0
C = 0
D = 0
SelectMany "Select any of the 3 following patches:", \
"Smelters", "This installs Smelters", "bash\\images\\brick_error32.png",\
"OOO - Bad List References", "This installs OOO - Bad List References. OOO required.", "bash\\images\\bug32.png",\
"Cobl Patch - MMM Gems and Gem Dust", "This installs Cobl Patch - MMM Gems and Gem Dust. MMM required.", "Images\\mmm.jpg",\
"II Request", "This installs II Request.esp. If selecting it, don't forget to add Item Interchange later!", "bash\\images\\readme\\screenshots-2.png"
Case "Smelters"
A = 1
Break
Case "OOO - Bad List References"
If GetEspmStatus("Oscuro's_Oblivion_Overhaul.esp") < 1
Note "OOO is not active, so OOO - Bad List References not selected."
Else
B = 1
EndIf
Break
Case "Cobl Patch - MMM Gems and Gem Dust"
If GetEspmStatus("Mart's Monster Mod.esm") < 1
Note "MMM is not active, so Cobl Patch - MMM Gems and Gem Dust not selected."
Else
C = 1
EndIf
Break
Case "II Request"
D = 1
Break
EndSelect

SelectSubPackage "03 DevPatches and Mods"
If A == 0
DeSelectEspm "Smelters.esp"
EndIf
If B == 0
DeSelectEspm "OOO - Bad List References.esp"
EndIf
If C == 0
DeSelectEspm "Cobl Patch - MMM Gems and Gem Dust, v1 + v.esp"
EndIf
If D == 0
DeSelectEspm "II Request.esp"
EndIf

Break

EndSelect




Break
EndSelect


SelectMany "Miscellaneous: Choose any of the following packages:", \
"Cobl Races", "Cobl Races is actually part of the Cobl Core. It adds eyes, hairs and several new races is also part of the core, but requires the Cobl Cosmetics Res Pack to be installed. Check it is loaded after other mods that might inadvertently alter races e.g. companion mods.", "bash\\images\\readme\\wryebash_03.png",\
"Balanced Races", "This installs Balanced Races. This will change stats and abilities of vanilla races. If doing this mid-game, this should be auto-sensed by COBL, refer to the main documentation (Cobl.htm) for details.", "bash\\images\\readme\\screenshots-1.png",\
"TNR", "This installs Veritas Secreto's Tamriel NPCs Revamped with new hairs and eyes. The SI plugin does not remove the helms of the SI Saints and Seducers. The Cobl Cosmetics Res 01 must be installed!", "bash\\images\\readme\\wryebash_03.png",\
"Modders Only: Death Handling", "This installs Death Handling for Modders. Cobl provides a centralized death handling facility to handle the mechanics and sort out conflicts between would-be death handlers", "Images\\WryeShiveringDeath.jpg",\
"Item Interchange", "This installs Item Interchange. Note that only one of the Ingredients mods can be selected, and it, along with the other II esps, should be merged into the Bashed Patch.", "Images\\Bottles.jpg"
Case "Cobl Races"
SelectSubPackage "01 Cobl Races"
If !DataFileExists("textures\characters\eyes\bloodshed_g.dds" and "meshes\characters\tabaxi\ainmhiEyeLeft.egm")
Note "If you want Cobl's expanded Race/Cosmetics options please install the Cobl Cosmetics Res Pack and rerun the wizard."
DeSelectEspm "Cobl Races.esp"
EndIf
Break
Case "Balanced Races"
SelectSubPackage "07 Balanced Races"
Break
Case "TNR"
SelectSubPackage "08 TNR"
If !DataFileExists("textures\characters\eyes\bloodshed_g.dds" and "meshes\characters\tabaxi\ainmhiEyeLeft.egm")
Note "If you want TNR face revisions please install the Cobl Cosmetics Res Pack and rerun the wizard."
DeSelectEspm "Cobl Races TNR SI.esp"
DeSelectEspm "Cobl Races TNR.esp"
Elif !DataFileExists("DLCShiveringIsles - Meshes.bsa")
Note "Shivering Isles is not detected for TNR."
DeSelectEspm "Cobl Races TNR SI.esp"
Else
DeSelectEspm "Cobl Races TNR.esp"
EndIf
Break
Case "Modders Only: Death Handling"
SelectSubPackage "10 Modders Only"
Break
Case "Item Interchange"
SelectSubPackage "04 Item Interchange"
SelectOne "Frostcrag subscribers note that 'Frostcrag Reborn', 'Frostcrag Spire Revisited' are incompatible. 'Frostcrag Reborn De-Isolated Inc Exterior Stairs Fix by DSoS' is recommended to run with 'Frostcrag Reborn'. The II Placement mods should work with both, however. \nIf you don't have Frostcrag or FCOM, the notes in the Wizard Installer Finish Page are just confirmation. \nII mods are equipped with merge tags, and their use requires integration into the Bashed Patch. \nThe following options for Item Interchange do *NOT* require the mod Ingredients in Bulk (not included here). Choose either quantities of Ingredients in Bulk, or reduced quantities of Ingredients in Bulk.", \
"Item interchange - Option, Ingredients in Bulk", "This installs Item interchange - Option, Ingredients in Bulk.", "Images\\Bottles.jpg",\
"Item interchange - Option, Ingredients in Bulk, reduced", "Item interchange - Option, Ingredients in Bulk, reduced.", "Images\\Bottles.jpg"
Case "Item interchange - Option, Ingredients in Bulk"
DeSelectEspm "Item interchange - Option, Ingredients in Bulk, reduced.esp"
Break
Case "Item interchange - Option, Ingredients in Bulk, reduced"
DeSelectEspm "Item interchange - Option, Ingredients in Bulk.esp"
Break
EndSelect

If GetEspmStatus("IngredientsInBulk.esp") > 0
Note "The mod Ingredients and Potions in Bulk is active. The corresponding II mods will be de-activated and it is not recommended to activate them manually."
DeSelectEspm "Item interchange - Option, Ingredients in Bulk.esp"
DeSelectEspm "Item interchange - Option, Ingredients in Bulk, reduced.esp"
EndIf
If GetEspmStatus("FCOM_Convergence.esm") < 1
Note "FCOM is not active, so II Placement for FCOM not selected";
DeSelectEspm "Item interchange - Placement for FCOM.esp";
EndIf
If GetEspmStatus("DLCfrostcrag.esp") < 1
Note "The Frostcrag DLC is not active, so II Placement for Frostcrag not selected"
DeSelectEspm "Item interchange - Placement for Frostcrag.esp";
EndIf

If !DataFileExists("Meshes\castlesky\Indefiance\CSbiglava.nif")
Note "Frostcrag Reborn is not installed, so II Placement for Frostcrag Reborn not selected";
DeSelectEspm "Item interchange - Placement for Frostcrag Reborn.esp";
EndIf

If !DataFileExists("Sound\Fx\Ambient\amb_sigilstone_take_frostcrag.wav")
Note "Frostcrag Spire Revisited is not active, so II Placement for Frostcrag Spire Revisited not selected"
DeSelectEspm "Item interchange - Placement for Frostcrag Spire Revisited.esp"
EndIf

Break
EndSelect


EndIf

Note ""
Note "If 'Install this Package' is unchecked, only the esps are installed- not recommended for first time run."
Note "Please activate the installed mods and run the Bashed Patch ASAP after finalizing this wizard."
Note "Cobl official release with BAIN Wizard for Cobl by Wrye. Edited/Updated Vacuity."
Note "For known issues go to [ http://forums.bethsoft.com/topic/1502917-relz-cobl-no18/ ]"

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The instructions I found on TESAliiance stated that folder names didn't even matter. That I wouldn't need a wizards.txt file.  That when the archive is highlighted there should be sub-packages appear. There are none.  This is what I am not understanding.  I followed the information provided and it doesn't yield the same results.  Is the information out of date?  Are there additional steps to take?.  

 

And please tell me that I don't have to learn yet another programming language, cause I don't think I can do that.  I'm not as young as I used to be and this stuff starts to hurt my brain.

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Why is it always the little things that are never explained that cause the problems?

 

It was the docs folder I had for the readme file.  Once I moved that into a 00 Core folder, it works.  It seems that WB can deal with a FOMOD folder in the archive but apparently it hangs up on the DOCS folder.

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The instructions I found on TESAliiance stated that folder names didn't even matter. That I wouldn't need a wizards.txt file.  That when the archive is highlighted there should be sub-packages appear. There are none.  This is what I am not understanding.  I followed the information provided and it doesn't yield the same results.  Is the information out of date?  Are there additional steps to take?.  

 

And please tell me that I don't have to learn yet another programming language, cause I don't think I can do that.  I'm not as young as I used to be and this stuff starts to hurt my brain.

Just install the archive, because the mod is what it's called a "pluginless mod" and pluginless mod doesn't have an esm or an esp only meshes and/or textures in the their respective folders.

 

No, you don't have to learn a programming language.  Wrye Bash will take care of the rest, so sit back and relax when installing mods in BAIN. :)

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Why is it always the little things that are never explained that cause the problems?

 

It was the docs folder I had for the readme file.  Once I moved that into a 00 Core folder, it works.  It seems that WB can deal with a FOMOD folder in the archive but apparently it hangs up on the DOCS folder.

 

 

Ah, it treats a Docs folder as a Simple requirement standard folder ( like meshes and textures folder )

 

So a simple BAIN would contain :

 

Plugin.esp

Textures \ etc

Docs \ Readme.txt

 

All in the root of the archive

 

Whereas A Complex BAIN needs to have simple requirement standard folders inside a sub-package so :

 

a myreadmes \ Docs \ Readme.txt

b core files \ plugin.esp

                   \ textures \ red.dds

                   \ meshes \ etc

c option 1 \ textures \ blue.dds

d option 2 \ textures \ green.dds

 

 

Or you could use numbered sub-packages

 

00 Documents \ Docs \ Readme.txt

01 Core files etc

 

 

And where you have a mix of Numbered and alphabetically named sub-packages, numeric always preceeds alphabetical ( Numeric Alphabetic ordering ) in the order of installation of the sub-packages ( just think of this as Install Order 'within' a BAIN where there are conflicts between multiple selected sub-packages )

 

So you could have ..

00 myreadmes \ Docs \ Readme.txt

01 core files \ plugin.esp

                     \ textures \ red.dds

                     \ meshes \ etc

a option 1 \ textures \ blue.dds

b option 2 \ textures \ green.dds

 

See also the last sentence on this screenshot ( its from the Wrye Bash Pictorial Guide images in the Installers Advanced section of the guides PDFs )

 

 

Your BAIN was being looked at by Wrye Bash and finding a Docs folder in the root of the archive it thought the rest of it must be a simple BAIN instead of a Complex BAIN.

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I never had a problem with a readme that isn't in the Docs folder, in fact I have never included a Docs folder in an archive before installing a mod archive in BAIN.

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I never had a problem with a readme that isn't in the Docs folder, in fact I have never included a Docs folder in an archive before installing a mod archive in BAIN.

 

That will be why you have never had this problem eh ?

 

Try making for another example a BAIN which has the following

 

00 Core files \ plugin.esp + Meshes \ folder and meshes

10 Base textures \ textures \ folder and textures

textures \ folder and textures

anotherplugin.esp

 

Wrye Bash will not list 00 and 10 sub-packages, but it would install 

textures \ folder and textures
anotherplugin.esp
 
Thats what happens when you mix the content of a Simple Bain and a Complex BAIN .. Wrye Bash gets confused.
 
See also this screenshot
 
That information is also in Wrye Bash readme, in the Box Description of Simple / Complex / Complex Simple packages
 
 
You are right in that a readme.txt can be included anywhere in a BAIN historically, you can have one in a complex BAIN sitting next to a wizard.txt .. Wrye Bash sweeps the whole archive for those .. But the moment you introduce a Docs folder ( as Ishara did ) then where you put it becomes important so as not to confuse Bash .. Until recently anyway - In more recent bleeding edge versions that behaviour has been refined a bit, so if a readme.txt is just loose in the root of a Complex BAIN archive, Wrye Bash will assume the rest of the BAIN is a simple BAIN and not a complex one.
Old habits will need revised I think .. Depends which way Utumno took that, but I am pretty sure that reading the structures of BAINs is now confused with a loose readme out of sub-packages in a complex BAIN.
 
Having a Docs folder in a sub-package is also another way for users to decide not to install them ( besides the right click menu "Skip ReadMes" ).
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That will be why you have never had this problem eh ?

 

Try making for another example a BAIN which has the following

 

00 Core files \ plugin.esp + Meshes \ folder and meshes

10 Base textures \ textures \ folder and textures

textures \ folder and textures

anotherplugin.esp

 

Wrye Bash will not list 00 and 10 sub-packages, but it would install 

textures \ folder and textures
anotherplugin.esp
 
Thats what happens when you mix the content of a Simple Bain and a Complex BAIN .. Wrye Bash gets confused.
 
See also this screenshot
 
That information is also in Wrye Bash readme, in the Box Description of Simple / Complex / Complex Simple packages
 
 
You are right in that a readme.txt can be included anywhere in a BAIN historically, you can have one in a complex BAIN sitting next to a wizard.txt .. Wrye Bash sweeps the whole archive for those .. But the moment you introduce a Docs folder ( as Ishara did ) then where you put it becomes important so as not to confuse Bash .. Until recently anyway - In more recent bleeding edge versions that behaviour has been refined a bit, so if a readme.txt is just loose in the root of a Complex BAIN archive, Wrye Bash will assume the rest of the BAIN is a simple BAIN and not a complex one.
Old habits will need revised I think .. Depends which way Utumno took that, but I am pretty sure that reading the structures of BAINs is now confused with a loose readme out of sub-packages in a complex BAIN.
 
Having a Docs folder in a sub-package is also another way for users to decide not to install them ( besides the right click menu "Skip ReadMes" ).

I've had used the file structure for the "00 Core files" folder intact like that many times before without a problem, but I've never use the file structure for the "10 Base textures" folder before.

 

Because if a mod has that kind of a file structure I try to make it a little easier for myself.

 

Let say someone created a "Player's Starting Gear" mod and in the esp there are a couple of weapons included, but there is also a nice custom armor included with a few color variants.

 

So what I do is to put the readme.txt and the esp plus the meshes and textures folder into the "00 Core files" folder then I split up the different color variants into one folder per color like this.

 

"00 Core files"

"10 Color - Default"

"11 Color - Blue"

"12 Color - Black"

"13 Color - Green"

 

And so on until every color is placed into one folder.  Doing that has never being an issue for me in Wrye Bash, so I would say I make a simple archive complexed BAIN-archive simple for Wrye Bash to handle.

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Right, I'm pulling out here from the domino effect bizarre misunderstandings .. I'm sure Ishara now understands the reason she was having problems with the Docs folder she was trying to include in a dual FOMod / Wrye Bash installer, which was I believe amply explained in post #8.

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It's nice to know one can now get one package operational for both NMM and Bash. This was also a good idea, but it required  InstallLog.xml from NMM which has a different format now apparently.

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  • 9 months later...
On 11/18/2016 at 8:53 PM, lmstearn said:

It's nice to know one can now get one package operational for both NMM and Bash. This was also a good idea, but it required  InstallLog.xml from NMM which has a different format now apparently.

This gave me a crazy idea. Both apps involved in creating this tool are open source projects, so I wonder how much of a nightmare it would be to figure out what changed (I'd have to diff the entire source trees for this and the existing NMM) and update the tool to work with the new whatever-XML-NMM-uses format. I don't think it would be trivial, but it wouldn't be a nightmare either.

All it has to do is parse the FOMOD then instead of installing to the Skyrim Folder, it installs to a folder named after the mod package. In fact I wonder what would happen if you used NMM and lied to it telling it that your Skyrim folder was named "C:\games\skyrim mods\fomod-output\". You'd still have to have that cancer NMM installed on your computer, but it would get the job done and you'd end up with a simple BAIN package.

 

 

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  • 3 weeks later...
On 8/24/2017 at 6:34 AM, Beermotor said:

All it has to do is parse the FOMOD then instead of installing to the Skyrim Folder, it installs to a folder named after the mod package. In fact I wonder what would happen if you used NMM and lied to it telling it that your Skyrim folder was named "C:\games\skyrim mods\fomod-output\". You'd still have to have that cancer NMM installed on your computer, but it would get the job done and you'd end up with a simple BAIN package.

 

I use MO and MO2 for exactly this. And they already output mods to their own folders (MO2 puts them in AppData, which took me a minute to find, I had to right-click on the mod and "open in Explorer"). MO is very good as a downloader, update tracker and FOMOD installer/simple-BAIN maker. I assume those parts of it will still work in Win10, although I don't have any way of knowing. I don't trust MO2 for running the game but it seems ok for this task. 

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2 hours ago, Tanker1985 said:

I use MO and MO2 for exactly this. And they already output mods to their own folders (MO2 puts them in AppData, which took me a minute to find, I had to right-click on the mod and "open in Explorer"). MO is very good as a downloader, update tracker and FOMOD installer/simple-BAIN maker. I assume those parts of it will still work in Win10, although I don't have any way of knowing. I don't trust MO2 for running the game but it seems ok for this task. 

Yes there are also some folks that have a mule install of NMM to install FOMODs and catch the results with MEI in Wrye Bash.  The goal with the FOMOD -> BAIN  feature would be to eliminate the need for NMM or MO/MO2 entirely.

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OBMM had an FOMOD installer creation section that never worked (for me at any rate). Did FOMM fare any better? Being XML based, it might be better to get something like WIX hooked in- ultimately for BAIN too, but is that too tasty a morsel for Utumno I wonder? :P

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10 hours ago, lmstearn said:

OBMM had an FOMOD installer creation section that never worked (for me at any rate). Did FOMM fare any better? Being XML based, it might be better to get something like WIX hooked in- ultimately for BAIN too, but is that too tasty a morsel for Utumno I wonder? :P

Possibly. We could also leverage some of Ganda's python FOMOD work to help with the project. Here's the tracker on the Wrye Bash GitHub.

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Let Ganda's efforts not be in vain! This will put BAIN light years ahead of the competition. Perhaps Tannin might then implement BAIN for Vortex? :P

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1 hour ago, lmstearn said:

Let Ganda's efforts not be in vain! This will put BAIN light years ahead of the competition. Perhaps Tannin might then implement BAIN for Vortex? :P

Maybe. :)  I think it would be cool if there was universal compatibility and we already have the underpinnings of it with simple/complex BAIN. 

 

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