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About Sharlikran

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  1. Wrye Bash - All Games

    I don't have a Gog version. Would I need one to see this issue?
  2. Wrye Bash - All Games

    Sorry Helidoc65, I must have missed that you needed the Python version explicitly. Then in that case you would just install the python version. Delete all but the two loot dll files and then copy in the new Python files instead.
  3. Wrye Bash - All Games

    Use the WB EXE uninstaller or use the control pannel, and uninstall WB. Then get it all removed manually if needed. Run the EXE installer from the second post (second post of this thread) and choose the Skyrim SE Standalone. Let it install itself. For the Standalone install you will have only loot_api.dll in the Mopy folder. Leave it as is. Go to the windows icon, all programs, scroll all the way down to Wrye Bash and choose Wrye Bash debug log. Run that, just run it and close it. I just tried it and it worked fine.
  4. Wrye Bash - All Games

    Okay the settings for 11 are the same as for 10.1. So the masterlist syntax hasn't changed. So what happens is you need to go to the mopy folder for the game you are using Wrye with. For example Skyrim should be the Skyrim\Mopy folder. You need two dll files, one named loot_api.dll and the other loot_api.pyd. They go in the Mopy folder as far as I know, or at least that's where I have them. Then go to the C:\Users\[username]\AppData\Local\LOOT or you local AppData folder, and delete the settings.yaml and the folder for the game, again for example skyrim. Then run LOOT without MO2 and download a new masterlist for Skyrim. Then go into MO2 and see what happens when you start Wrye bash.
  5. Wrye Bash - All Games

    No let me download LOOT and see what it does.
  6. Wrye Bash - All Games

    No feathers ruffled here. I hope whomever is maintaining MO2 can get it working as needed because I know how I am about Wrye bash and I know people feel the seem about MO2. Once they like it, that's what they use.
  7. Wrye Bash - All Games

    I can't discuss MO or MO2 in any detail. I read comments that other people were saying, and someone pointed out to Tannin that I said something negative toward MO or MO2, when I was just responding to what I read from other people and he snapped at me about it as if I was to blame. People just don't go out of their way to read every forum post in the world so... Because of what MO/MO2 do even WrinklyNinja doesn't support it, and I don't use the program so I don't support it with xEdit either. There simply isn't a check box in the Delphi compiler to add MO2 support. I'm not trying to be sarcastic, there just isn't such a thing. Delphi just uses the standard system libraries. However, MO and MO2 are not kicked down the road. The step community has assured me that to provide assistance to anyone. That by the way is not a bug it just means you don't have the DLL files and the correct version of LOOT installed. Ignore that. Aside from the DLL files you need for WB you need LOOT 10.1 or higher, although I have not tested things with anything higher then 10.1.
  8. Wrye Bash - All Games

    I can confirm that 307.201709160706 will read the Fallout 4, and Skyrim SE and old Skyrim headers in Skyrim mode. Will test other things later today.
  9. Wrye Bash - All Games

    One thing to understand about tools is that they don't normally remove functions. For example, currently if you use Wrye Bash to look at a Skyrim SE save file you can see the names. What normally happens is the ability to see it or edit that is disabled if nobody knows the format for the information. In the beginning we could not read the part of the save file that held the file names of the mods used to make the save game until someone figured out that it was compressed data. Then someone added a small block of code that emulated LZ4 compression to display the names, but you can't change them because that would require compressing the data and rewriting the file. Without someone to decode the save games, find the location, and write the Python code, then that data can't be exported. That's why it's not there. This project was maintained by several people when Oblivion was the current game. Now only 1 person maintains it. People like myself try to help by adding records for other games from xEdit and I recently decoded the file names for saves in Fallout 4 and did some basic cosave decoding. However, what you want would take many more people working on the project. It's just not possible. Your option is only the CK at this point. Not even xEdit can export the Face Gen Data.
  10. Wrye Bash - All Games

    No I just watched a video on Dictionaries, that's already in the Wrye Source code for the Cell patcher. It would be useful for the Race patcher though.
  11. Wrye Bash - All Games

    I went to http://skse.silverlock.org/ to play it safe.
  12. Wrye Bash - All Games

    I thought the only value for _compressType was 2, but when I went to link that in the xEdit code I see that Hlp has it as an Enum in xEdit. 0 = None, 1 = Zlib, 2 = lz4. For the version and formVersion of save games, there is no documentation on that. This is like any other kind of decoding. Bethesda doesn't tell us what the values are so we have to find them by observing. To get the values I added to the doc strings, I made an if statement to print that into the bash log. Then as I found values, I put in an if statement if != to a known value, print out the values. As you can see that's never going to be accurate and you wouldn't want to add that to a list and check against it because someone is bound to have values you aren't looking for. For plugins you have a Form Version and the Plugin Version like in the Wrye source code. Zilav told me the values aren't important to xEdit necessarily. In cases where a special condition is needed there is already something to handle that case. No documentation on Form Versions and Plugin Version anywhere that I am aware of. The UESP Wiki just has the record format in Wiki form.
  13. Wrye Bash - All Games

    If you have the python install you use the Wrye Bash Debug.bat. If you use the EXE the documentation mentions either -d or --debug, because they are long and short versions of those parameters. You can also enable debug from settings, which is the gear icon. P.S. I posted something on fliggerty, when you have time.
  14. Wrye Bash - All Games

    I have been researching classes. One thing that currently happens is that to know whether or not you can edit save games you have to enable save game editing. That ability is in __init__.py as shown here. That code is duplicated in all games in their init.py, so first move that to saves.py under the class. class SaveFileHeader(object): canReadBasic = True # All the basic stuff needed for the Saves Tab canEditMasters = True # Adjusting save file masters canEditMore = False # No advanced editing, needs clarification save_ext = u'.ess' # Save file extension cosave_ext = None # Save file extension def __is_not_sse(self): if SaveFileHeader.version != 12: return true def __bool__(self) if __is_not_sse: return True def __can_edit_save(self) if __is_not_sse: return True Then for Oblivion everything is fully functional. For All other games, canEditMore would be false by default. Since you inherit the default values, there is no need to add that again unless it needs to change as you know. For all of the elder scrolls games the save game extension is .ess, for Fallout change that to .fos, and then the same for the cosaves. Technically everything could go there, the Magic Name, and anything else related to the save games. cosave_ext could even be a list [U'.obse', u'.pluggy'] and so on. Globally the ability to change the masters could still use canEditMasters. I don't know the code but that's probably the ability to check the option while on the save tab to enable or disable editing the masters of the save game. Keep that the way it is and utilize it only for the GUI. However, use dunder bool to change the behavior of SaveFileHeader so that you check per file based on the version number. If dunder bool is overkill ro seems silly, then just use a normal method. As I specified Fallout 4 does have a version 12 for a specific version of the save game, so that isn't perfect, but that's the gist of my idea anyway.

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