alt3rn1ty Posted February 21, 2018 Share Posted February 21, 2018 Seen both new pages, unpublished but they are added to my Files (Others) I have admin access to .. Heck I didn't realise I have 20 of them now on top of my own mod pages. I dare say thats probably just a handful compaired to Arthmoors hoard ------------------------------------------------ The readme's are done, couldn't find anything else for now (been away to the east coast today so I just had another quick look after coming back). The ReadMe.md was updated : New games and versions appended, New games nexus wrye bash links inserted, all other links renumbered and checked for correct numbered link matches for all cases. The general / advanced and technical readme updated : New games at the start of all three, plus where previously "Oblivion and Skyrim and Fallout 4" were mentioned, instead of listing every one of them over and over, I just changed those instances to "Oblivion and Skyrim and Fallout", so that Skyrim and Fallout can be read as meaning either of the versions of those games .. ie Fallout represents FO3 FNV and FO4. Twas the easiest way I could come up with for those. Plus in the Advanced Readme there is mention of the xEdit Backups folders and associated Script Extender, that section on skipped dirs now includes the new games relevant entries. Note also for those that are for Skyrim SE SSEEdit Backups, the associated Script Extender Directory is SKSE (same as old Skyrim, they have not renamed the dir for the new game to something like SKSE64 to match the Script Extenders name). Hmm, I think thats about it, you will see the diff anyway not much changes really, much looking to find stuff, not much doing >>GRAB ME<< Utumno 1 Link to comment Share on other sites More sharing options...
Dubious Posted February 22, 2018 Share Posted February 22, 2018 I've been waiting for the integration of Fallout New Vegas into the WB 30x series for years now having started with Oblivion and would love to start testing, but I'm about 400 hours in mid-play through using Wrye Flash 17.7 "standalone" and the BAIN installer. I know the standard advice is to uninstall the old version before installing the new version but that isn't practical mid-game. I realize I can install WB outside of the game folder, which is my current plan using the WB Python version. But my WF (back with v17.3) was installed into the game folder. My biggest concern is retaining the current game "install" and "load" order data. I'm sure I'm not going to be the only user in a similar situation. I can cope with any technical instructions, so it doesn't have to be "newby" level. Is there a migration document? I'm willing to write one if needed once I've worked out the issues. * Something regarding the current game "Bash Mod Data" "table.dat" files and their compatibility with the new version? * Any other WF data files I need to preserve? * Are the exported "bash preferences" still compatible for importing into the new version BP? * Is it possible, with separate install locations for each version, to use both WF and WB side-by-side for comparison purposes? * Anyone have such a test setup with any advice to offer? -Dubious- Utumno 1 Link to comment Share on other sites More sharing options...
Leonardo Posted February 22, 2018 Share Posted February 22, 2018 The Load Order data shouldn't be a problem since WB users can save the current loadorder in the Mods tab. Link to comment Share on other sites More sharing options...
Utumno Posted February 22, 2018 Author Share Posted February 22, 2018 Thanks @alt3rn1ty exactly what I needed - good trick this Fallout. What is lsdata in Oblivion ? Keep in mind that what appears in the readme should be in the code cause otherwise the readme is misleading - appear in those dataDirs and dataDirPlus sets I referred to before. I see no lsdata in the code. Here, I will edit the files to make this clearer (moving common folders to base) @Dubious > Is it possible, with separate install locations for each version, to use both WF and WB side-by-side for comparison purposes? Please try that and report. Settings should be somewhat compatible try that too - manually restore as restore is broken (see issue 390). A migration document would be great (and much appreciated!), as a wiki article in wrye-Bash repo. We need to add a disclaimer that minimal support will be offered to the nexus pages and that those will remain an eternal beta till we have a dedicated fallout3/nv dev (won't be me). In particular, we need porting patchers from old valda's version to the current Wrye Bash code. So probably you will need older Wrye Flash to create the patch and newer Wrye Bash for all the rest. All this and link to wiki article will need be added to game nexus pages (as well as proper credits to valda and Sharlikran for maintaining the code) Link to comment Share on other sites More sharing options...
alt3rn1ty Posted February 22, 2018 Share Posted February 22, 2018 lsdata = Load Screen data (when loading the game, there are some screens which fade in with tips to keep the gamer amused while the game loads) Link to comment Share on other sites More sharing options...
Utumno Posted February 22, 2018 Author Share Posted February 22, 2018 Hmm - should we be adding this to the code then ? Meaning are there packages out there that install to Data/lsdata ? EDIT: also why was seq, removed from FO4 ? Link to comment Share on other sites More sharing options...
alt3rn1ty Posted February 22, 2018 Share Posted February 22, 2018 44 minutes ago, Utumno said: Hmm - should we be adding this to the code then ? Meaning are there packages out there that install to Data/lsdata ? From what I recall yep there are. I think DarN either included lsdata or linked to other mods in its description if you wanted to add them to the DarN UI setup, he had instructions on how to DIY, I dont know if the other games which also have lsdata also had mods made for the same purpose, but it is certainly a possibility that there may be some out there. Pretty sure Luchaire (Famous for "The Girl Next Door" female body mod for Oblivion, and "Type 5" for Fallout 3 / NV) may have had a hand in some of this stuff too. Edit : Scratch that, just had a search through everything DarN UI that I have bookmarked and all descriptions - Cant find a single reference to putting or replacing files in LSData \ Utumno 1 Link to comment Share on other sites More sharing options...
Utumno Posted February 22, 2018 Author Share Posted February 22, 2018 Ok I will wait on @Arthmoor for that - what about seq in FO4 ? EDIT: wait - LSData appears in ignoreDataDirs structure - so probably we had a reason for not installing in there ? Link to comment Share on other sites More sharing options...
alt3rn1ty Posted February 22, 2018 Share Posted February 22, 2018 Seq is definitely required for oldrim, the Unofficial Patch Projects produce their own Seq files (I think those are now contained in the UPP BSAs, but the potential for anyone to have loose Seq files remains) - There used to be a Dialogue bug with modded old Skyrim, the Seq files was the solution .. I would imagine that Fallout 4 and its CK being the next development after old Skyrim will have the same issues if mods do not include their own seq files, I may be wrong .. @Arthmoor will know for sure on that game, Bethesda may have fixed the issue by then, or the game engine was a different fork or something but I have my doubts. It has not been fixed for Skyrim SE because the USSEP also has Seq files Link to comment Share on other sites More sharing options...
alt3rn1ty Posted February 22, 2018 Share Posted February 22, 2018 Also see my Edit : above reference LSData, I recall wrongly and can not find anything to do with DarN UI that included any files to install or replace in LSData DarkUI DarN - https://www.nexusmods.com/oblivion/mods/11280 UNINSTALLATION1. Delete ALL files associated with this mod.This can be done rather easily by simply deleting the following foldersData\FontsData\MenusData\Meshes\Menus\DarnData\Textures\DarkUIData\Textures\Menus\DarnData\Textures\Menus\StatsData\Textures\Menus50\StatsData\Textures\Menus80\Stats Atmospheric Dark UI Loading Screens - https://www.nexusmods.com/oblivion/mods/8958/ 2. Delete the following files associated with the mod.Oblivion/Data/Menus/loading_menu.xmlOblivion/Data/Textures/Darkui/Menus/Loading/loading_symboldui.ddsOblivion/Data/Textures/Darkui/Menus/Loading/stat_skill_level_ribbon_emptydui.ddsOblivion/Data/Textures/Menus/Loading/loading_background.ddsOblivion/Data/Textures/Menus50/Loading/loading_background.ddsOblivion/Data/Textures/Menus/Loading/loading_backgroundORIG.ddsOblivion/Data/Textures/Menus50/Loading/loading_backgroundORIG50.ddsOblivion/Data/Textures/Menus/Loading/...Oblivion/Data/Textures/Menus50/Loading/...Oblivion/Data/AtmosphericLoadingScreens - <Text Version>.esp So if anyone out there has changed any data in that folder .. I dont know for sure. I definitely recall it being related to Load Screen Tips though, just dont know from where (I think its the text tips which fade in over the Load Screens and are presented randomly, whether anyone managed to edit them in any way I dont know) Link to comment Share on other sites More sharing options...
lmstearn Posted February 22, 2018 Share Posted February 22, 2018 @Alt There's the BAIN test version of DarkUI which none dare touch- plan to try it on return to Oblivion- any use to you? Link to comment Share on other sites More sharing options...
Utumno Posted February 22, 2018 Author Share Posted February 22, 2018 Thanks @alt3rn1ty - so bottom line I do not add the lsdata (till further notice) to any of the games and add back seq for FO4? Link to comment Share on other sites More sharing options...
Arthmoor Posted February 22, 2018 Share Posted February 22, 2018 SEQ files do not appear necessary for FO4. They rewrote the entire dialogue system to run through scenes in quests instead of as generic dialogue. They don't ship those files with the game or the DLCs so I doubt we need them in mods either. As for LSData, that folder only appears in Oblivion. No game after that has it. I don't think anyone has ever bothered to look into what its for but it's apparently necessary for Oblivion to function. Utumno 1 Link to comment Share on other sites More sharing options...
alt3rn1ty Posted February 22, 2018 Share Posted February 22, 2018 14 minutes ago, Arthmoor said: As for LSData, that folder only appears in Oblivion. No game after that has it. I don't think anyone has ever bothered to look into what its for but it's apparently necessary for Oblivion to function. It also appears in FO3 .. .. and FNV .. But I agree I dont think we need lsdata for installing anything, in any of the 3 games. Link to comment Share on other sites More sharing options...
Arthmoor Posted February 22, 2018 Share Posted February 22, 2018 Oh. I never thought to look in the BSAs since Oblivion stores it loose. If it's only in there though then we still don't need to list it since it won't show up that way in a strictly vanilla setup. Link to comment Share on other sites More sharing options...
alt3rn1ty Posted February 22, 2018 Share Posted February 22, 2018 Yeah I checked every one of the BSAs for each game when I was looking into the documentation on the previous page of posts, with the idea that any folder within a BSA can potentially be used by modders, so needs including in the "Extra Game Directories". Just like all of the games have meshes / textures / sound / music / video which are all in BSAs in the vanilla games, but can potentially be used by Mod authors as loose files .. So the folder needs noting as a potential to be installed to. LSData is the exception I think only because nobody as far as we know has ever actually modified anything to do with the files in those folders. I cant find anything so far anyway, just spent a couple of hours going through old bookmarks and trying various searches, my failing memory of all things Oblivion having a weird recollection of load screen text tips being associated with them may just have been someone who looked into the contents .. but nothing was done with the knowledge. Link to comment Share on other sites More sharing options...
Arthmoor Posted February 23, 2018 Share Posted February 23, 2018 Ran into a nasty today. I was doing some diagnosis on an unrelated issue and kept slamming into SSE not wanting to start a new game. Instant crash before finishing the first load screen. After much hair was yanked, and some pulled, the cause became known. The Bashed Patch is generating CTDs when attempting to start a new game with my current load order. As you can see there's not a whole lot going on here, but it's enough to bring the game down. Disabling the patch confirms a new game will start without issue. An existing save will work regardless, so that will not be useful as a test. Active Mod Files: 00 Skyrim.esm 01 Update.esm 02 Dawnguard.esm 03 Hearthfires.esm 04 Dragonborn.esm 05 ccBGSSSE010-PetDwarvenArmoredMudcrab.esl 06 ccBGSSSE014-SpellPack01.esl 07 Unofficial Skyrim Special Edition Patch.esp [Version 4.1.2] 08 Falskaar.esm 09 Falskaar Fixes.esl 0A Wyrmstooth.esp [Version 1.17] 0B BSAssets.esm 0C BSHeartland.esm 0D BS_DLC_patch.esp 0E SkyUI_SE.esp 0F icepenguinworldmap.esp 10 Cutting Room Floor.esp [Version 3.0.6] 11 Castle Volkihar Rebuilt.esp [Version 2.0.0] 12 CWQuartermasters.esp [Version 2.0] 13 FA Guard Helmet.esp 14 StormLord.esp 15 Bring Out Your Dead.esp [Version 4.0.1] 16 Prometheus_BeastSkeletons.esp 17 Legionettes.esp 18 Book Covers Skyrim.esp 19 SkaalKidAetaCoat.esp 1A Babettes New Dress.esp 1B Cliffracers.esp 1C Footprints.esp 1D SoS - The Dungeons.esp [Version 2.0] 1E SoS - The Wilds.esp [Version 2.0] 1F SoS - Civilization.esp [Version 2.0] 20 Dragon Claw Stands.esp [Version 2.0.1] 21 Run For Your Lives.esp [Version 4.0] 22 Flexible Smithing (Stripped).esp 23 Ars Metallica.esp 24 Freedom of Speech.esp 25 IslandFastTravel.esp 26 Gildergreen Regrown.esp [Version 2.0] 27 The Paarthurnax Dilemma.esp [Version 2.0] 28 ImprovedHearthfireLighting.esp 29 HoldBorderBanners.esp 2A Point The Way.esp [Version 2.0.2] 2B Practice Dummies.esp [Version 2.0.2] 2C Practice Dummies - Falskaar.esp [Version 2.0.2] 2D Practice Dummies - Wyrmstooth.esp [Version 2.0.2] 2E Oblivion Gates Remade.esp [Version 1.0.31] 2F Dolmen Ruins.esp [Version 2.0.2] 30 Wayshrines of Old.esp 31 Skyshards.esp [Version 1.0.2] 32 Shadowmarks.esp [Version 2.0] 33 Manor Roads.esp [Version 1.0] 34 Storefront.esp [Version 2.0] 35 Skyrim Bridges.esp 36 CRF + Bridges Patch.esp [Version 1.0] 37 Kynesgrove.esp [Version 2.0.3] 38 Darkwater Crossing.esp [Version 2.0.3] 39 Ivarstead.esp [Version 2.0.2] 3A Shor's Stone.esp [Version 2.0.2] 3B Whistling Mine.esp [Version 2.0.3] 3C Soljund's Sinkhole.esp [Version 2.0.1] 3D Karthwasten.esp [Version 2.0.2] 3E Helarchen Creek.esp [Version 2.0.1] 3F Dragon Bridge.esp [Version 2.0.2] 40 Dawnstar.esp [Version 2.0.2] 41 Keld-Nar.esp [Version 2.0.1] 42 Helgen Reborn.esp [Version 106] 43 HRFixes.esp 44 Lokir's House.esp 45 Bee Hives.esp [Version 2.0.2] 46 Provincial Courier Service.esp [Version 4.0.1] 47 PCS + Bridges Patch.esp [Version 1.0] 48 SkyrimSewers.esp [Version 4.12] 49 Open Cities Skyrim.esp 4A OCS + Skyrim Sewers.esp [Version 2.0] 4B Alternate Start - Live Another Life.esp [Version 4.0.3] 4C Serana Joins The Party.esp 4D Dawnguard Map Markers.esp [Version 1.0.1] Bashed Patch.esp Config: == Patch Mode ** Python == Merge Patches ** Sit up Jarls.esp ** HRFixes.esp ** MLPSoulGems.esp == Import Inventory ** Update.esm ** Dawnguard.esm ** Hearthfires.esm ** Dragonborn.esm ** Unofficial Skyrim Special Edition Patch.esp ** BSHeartland.esm ** BS_DLC_patch.esp ** Cutting Room Floor.esp ** Legionettes.esp ** Whistling Mine.esp == Tweak Settings Actor Strength Encumbrance Multiplier [5] AI: Max Active Actors [20] ** Arrow: Recovery from Actor [60%] Arrow: Speed [x 1.0] Cell: Respawn Time [10 Days] Cell: Respawn Time (Cleared) [30 Days] Combat: Alchemy [Disallow] Combat: Max Actors [20] Combat: Recharge Weapons [Allow] Companions: Max Number [6] Crime: Alarm Distance [4000] Crime: Assault Fine [40] Crime: Days in Prison [100] Crime: Escape Jail [100] Crime: Murder Bounty [1000] Crime: Pickpocketing Fine [25] Crime: Trespassing Fine [5] Max Resistence [85%] Max Summons [1] Max Training [5] Msg: Soul Captured! [None] NPC Vertical Object Detection [x 1.0] Timescale [20] == Leveled Lists Update.esm [AD] Dawnguard.esm [ADR] Dragonborn.esm [AR] Unofficial Skyrim Special Edition Patch.esp [ADR] BSHeartland.esm [AD] BS_DLC_patch.esp [AD] Cutting Room Floor.esp [AD] Link to comment Share on other sites More sharing options...
alt3rn1ty Posted February 23, 2018 Share Posted February 23, 2018 @Arthmoor try without these being merged ** Sit up Jarls.esp ** HRFixes.esp ** MLPSoulGems.esp If it is a merged issue with one of those, I doubt its madcats Soul gems if they have been correctly converted to SSE and the records versions are corrected by the CK Link to comment Share on other sites More sharing options...
Arthmoor Posted February 23, 2018 Share Posted February 23, 2018 It's this: https://github.com/wrye-bash/wrye-bash/issues/307 I thought that had been fixed a long time ago but it never was. The game no longer ignores this problem though. Now it crashes hard on a new game so it's taken on some more urgency. Link to comment Share on other sites More sharing options...
hlp Posted February 23, 2018 Share Posted February 23, 2018 I was working on that for Sharlikran and never completed it. This should associate each parameter type info in Skyrim/SSE with the corresponding Wrye bash encoding . I don't have the plugin to convert this in python source ("conditionFunctionData = ( #--0: no param; 1: int param; 2: formid param") with me. UInt32 WBEncode(ObScriptParam param) { switch (param.typeID) { case 0: return 0; // 00 'String' () 0 case 1: return 1; // 01 'Integer' () 0 case 2: return 0; // 02 'Float' () 0 case 3: return 2; // 03 'ObjectID' () 0 case 4: return 2; // 04 'ObjectRef' () 0 case 5: return 2; // 05 'ActorValue' () 0 case 6: return 2; // 06 'Actor' () 0 case 7: return 2; // 07 'SpellItem' () 0 case 8: return 0; // 08 'Axis' () 0 case 9: return 2; // 09 'Cell' () 0 case 16: return 0; // 10 'AnimationGroup' () 0 case 17: return 2; // 11 'MagicItem' () 0 case 18: return 2; // 12 'Sound' () 0 case 19: return 2; // 13 'Topic' () 0 case 20: return 2; // 14 'Quest' () 0 case 21: return 2; // 15 'Race' () 0 case 22: return 2; // 16 'Class' () 0 case 23: return 2; // 17 'Faction' () 0 case 24: return 1; // 18 'Sex' () 0 case 25: return 2; // 19 'Global' () 0 case 32: return 2; // 20 'Furniture' () 0 case 33: return 2; // 21 'TESObject' () 0 case 34: return 0; // 22 'VariableName' () 0 case 35: return 1; // 23 'QuestStage' () 0 case 36: return 2; // 24 'MapMarker' () 0 case 37: return 2; // 25 'ActorBase' () 0 case 38: return 2; // 26 'Container' () 0 case 39: return 2; // 27 'WorldSpace' () 0 case 40: return 1; // 28 'CrimeType' () 0 case 41: return 2; // 29 'AIPackage' () 0 case 48: return 2; // 30 'CombatStyle' () 0 case 49: return 2; // 31 'MagicEffect' () 0 case 50: return 2; // 32 'FormType' () 0 case 51: return 2; // 33 'WeatherID' () 0 case 53: return 2; // 35 'Owner' () 0 case 54: return 2; // 36 'EffectShader' () 0 case 55: return 2; // 37 'FormList' () 0 case 57: return 2; // 39 'Perk' () 0 case 64: return 2; // 40 'Note' () 0 case 65: return 0; // 41 'MiscellaneousStat' () 0 case 66: return 2; // 42 'ImageSpaceModifier' () 0 case 67: return 2; // 43 'ImageSpace' () 0 case 70: return 0; // 46 'EventFunction' () 0 case 71: return 0; // 47 'EventMember' () 0 case 72: return 0; // 48 'Data' () 0 case 73: return 2; // 49 'VoiceType' () 0 case 80: return 2; // 50 'EncounterZone' () 0 case 81: return 2; // 51 'IdleForm' () 0 case 82: return 2; // 52 'Message' () 0 default: return 0; } }; Utumno 1 Link to comment Share on other sites More sharing options...
Dubious Posted February 24, 2018 Share Posted February 24, 2018 Installed Python packages to a "C:\Python27" folder, and "wrye-bash-150-fo3-fnv-support.zip" into a new "E:\Games\Wrye Bash" folder. (Also installed "wrye-bash-150-fo3-fnv - ReadMes edited by Alt3rn1ty19-02-2018.7z" afterwards.) Launched using a shortcut with the command line: 'C:\Python27\pythonw.exe "E:\Games\Wrye Bash\Mopy\Wrye Bash Launcher.pyw"' FYI: Without the path to my Python folder, just running "Wrye Bash Launcher.pyw" tried to install a 64-bit version of "Active-Python", even though the path had been added to my environmental profile. I knew to abort and add the install path to the command line, but that's going to confuse novices. Deliberately omitted the "-o" parameter to my FalloutNV folder just to see what would happen. Debug error report: Spoiler Wrye Bash encountered an error. Please post the information below to the official thread at:https://www.afkmods.com/index.php?/topic/4966-wrye-bash-all-games/& orhttps://bethesda.net/community/topic/38798/relz-wrye-bash-oblivion-skyrim-skyrim-se-fallout-4/ Traceback (most recent call last): File "bash\bash.py", line 227, in main _main(opts) File "bash\bash.py", line 352, in _main basher.InitLinks() File "bash\basher\links.py", line 772, in InitLinks InitStatusBar() File "bash\basher\links.py", line 77, in InitStatusBar images=imageList(u'%s%%s.png' % bush.game.fsName.lower()), File "bash\basher\links.py", line 53, in imageList (16, 24, 32)] File "bash\balt.py", line 152, in __init__ raise ArgumentError(u"Missing resource file: %s." % self.file) ArgumentError: Missing resource file: E:\Games\Wrye Bash\Mopy\bash\images\fallout new vegas16.png. The image names for MOST of the games are without embedded spaces, as in "fallout316.png", "falloutnv16.png", "morrowind16.png", "oblivion16.png", and "skyrim16.png". The sole exception is "Skyrim Special Edition16.png". All the others use "_" instead of a space. -Dubious- Utumno 1 Link to comment Share on other sites More sharing options...
Utumno Posted February 24, 2018 Author Share Posted February 24, 2018 Good catch there - I recently changed the filesystem game name as requested by arthmoor but had to rename screenshots - those spaces can lead to isuues however, duhhhhh "Fixed", same branch new content @hlp - thanks although not sure what this is about ? Link to comment Share on other sites More sharing options...
Arthmoor Posted February 24, 2018 Share Posted February 24, 2018 That's for issue 307 but I don't think it'll prove helpful. It's not the function code that's bad, it's something else. Whatever that individual GetIsID thing is that immediately follows the function code. There's nothing in Bash to cover those that I can see. From poking around with a hex editor it looks like Bash is simply misinterpreting that particular record for some reason. Link to comment Share on other sites More sharing options...
Utumno Posted February 24, 2018 Author Share Posted February 24, 2018 Thanks for looking at this @Arthmoor - please post your findings in 307 so @warmfrost85 is aware better have the technical info on github, here will be lost Link to comment Share on other sites More sharing options...
Dubious Posted February 25, 2018 Share Posted February 25, 2018 Once past the image file problem using: wrye-bash-150-fo3-fnv-support.zip dated 2018-02-24 Wrye Bash encountered an error. wxPython error: Spoiler Traceback (most recent call last): File "bash\bash.py", line 227, in main _main(opts) File "bash\bash.py", line 393, in _main app.Init() # Link.Frame is set here ! File "bash\basher\__init__.py", line 3974, in Init self.InitData(progress) File "bash\basher\__init__.py", line 4007, in InitData bosh.bsaInfos = bosh.BSAInfos() File "bash\bosh\__init__.py", line 2835, in __init__ class BSAInfo(FileInfo, _bsa_type) TypeError: Error when calling the metaclass bases metaclass conflict: the metaclass of a derived class must be a (non-strict) subclass of the metaclasses of all its bases Utumno 1 Link to comment Share on other sites More sharing options...
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