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Beermotor

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About Beermotor

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  1. Beermotor

    Wrye Bash - All Games

    After yesterday's trip we're going to avoid Estes Park - since its a tourist town the traffic is terrible. But the hiking is indeed fantastic. I live in the Province of Skyrim now. Roger. I'll fork utumno-wip and redo my build based on that branch, or if you'd prefer I can make a beermotor-342-experimental branch. Yes, that commit overlayed those changes on top of the WIP branch as it existed in January. This time around I basically applied those diffs to (what I thought was) the most recent build and then added the code chunks that @warmfrost85 provided. I'm hoping I didn't miss anyone else because we've all had our fingers in the pie at different points. TODO: We just got back from the mountains again, so once I hear back from @Utumno I'll redo my build.
  2. Beermotor

    Wrye Bash - All Games

    It is based off of the build that's on @Utumno's dropbox and has support for the older FO games, so I'm guessing it's the 150-fo3-fnv branch. I'm about to head out to Estes Park and the mountains, but when I get back I'll check the thread again to see if I based it on the wrong version.
  3. Beermotor

    Wrye Bash - All Games

    I'm going to get around to doing this properly in preparation for merging into the main codebase, but here is a new Beermotor build if anyone would like to test Beta 3 with a few of my tweaks applied. This is mainly a SSE-oriented build. Wrye Bash - Beermotor Beta 3  Experimental Build Features: New installer tab right-click menus (all games) All Skyrim LE Bash tags enabled for SSE. All Skyrim LE Patchers enabled for SSE. - thanks to @warmfrost85 for the final code revision that made this possible. Additional GMST tweaks added to the Bashed Patcher for Oldrim/SSE. Export to CSV has been re-enabled for SSE. Consider this an ALPHA test of some future changes and proceed at your own risk! There may be issues with the resultant Bashed Patch but that's what this test build is here to confirm. If you do encounter an issue, please reference this build in this forum thread and do not post to the main Wrye Bash bugtracker. This is to avoid any confusion and toe-stomping. Installation: Back up your existing B3 Mopy folder and replace it with the one in this zip. Uninstall: Put your backed-up B3 Mopy folder back, run WB and rebuild your Bashed Patch. Enjoy and thanks for testing.
  4. Beermotor

    [RELz] Mertz's WizBAIN thread

    Thank you for updating it. I've given you credit and uploaded the new wizard on the OP. I owe you so much beer.
  5. Beermotor

    [RELz] Mertz's WizBAIN thread

    Yep I just finished a long and semi-unexpected cross-country move to Colorado and just now got my computer set back up. Thanks for fixing the CBBE wizard; I just got everything updated last night so it's going to be a bit before I get completely situated and updating again. I think SMIM will be the first one I tackle.
  6. Beermotor

    [Relz] Vortex - Mod Manager

    Update to the download location, it looks like they moved it to here.
  7. Beermotor

    Wrye Bash - All Games

    I am now. I did a massive datacenter migration then got a new job in Denver, CO. I've spent the past few months moving cross-country but I'm mostly set up now. I've got a lot of stuff to catch up on.
  8. Beermotor

    Wrye Bash - All Games

    So far so good aside from one little pesky error that I'm familiar with but I can't remember how to fix it at the moment. With the Actor Strength Encumbrance Multipler (fActorStrengthEncumbranceMult) GMST tweak enabled, the BP raises a bugcheck on build: I'm pretty sure the GMST is correct for this tweak (I don't have the FONV CS installed) , so the key error tells me something is wonky elsewhere. I have a rough idea, but I need to understand the key error a little more first. Edit: To clarify, that seems to be the only GMST it is bugchecking on, the rest of them I've tested have allowed a successful build.
  9. Beermotor

    Wrye Bash - All Games

    I'm interested in this and want to help test. Right now we're in the throes of a massive datacenter migration and I'm working 80ish hours per week, so I'll try to get some spare time in a few days to run it through the wringer.
  10. Beermotor

    Wrye Bash - All Games

    Done. Pushed branch 'beermotorwb-7zip-update'. Used the 32-bit 7Zip 18.01 release. I tested unpacking 7z, zip, and rar packages and packed a few projects just to put it through it's paces. I didn't encounter any issues but it should probably get a second pass by someone on another machine.
  11. Beermotor

    [Relz] Vortex - Mod Manager

    Everything I've seen so far tells me their design was targeted at the lowest-common denominator. It lacks basic mod manager functionality and looks like the ModDrop and CurseForge clients had a deformed baby. A few screenshots courtesy of the Reddit thread: To wit: there is no manual sorting of plugins by design. They are expecting the end user to rely entirely on LOOT to manage load order. Mind you, most people will still use Wrye Bash to manually tweak their final load order, but I'm kind of concerned what kinds of headaches and support issues this thing is going to cause for the Bash and LOOT teams.
  12. Beermotor

    Wrye Bash - All Games

    I can give it a shot although I'll have to try in a Windows VM. My Python 3 set up is fubar right now. DarkladyLexy is either using Beta1 where the bashed patch had form version 0 which triggered that script or her Bashed Patch isn't getting rebuilt. My recommendation after verifying she's running Beta 2 would be to get her to do a clean rebuild (meaning remove/rename the old file) of her Bashed Patch.
  13. Beermotor

    Wrye Bash - All Games

    Yeah I'm scratching my head too, but I think that error may be an inadvertent red herring from the debugger, complaining about not finding .res files for the icons or something. Like I said Win32 API debugging is like Etruscan to me. EDIT: just for grins I converted all of the .PNG files to .ICO files, modified the Bash source, and launched. Everything worked but it didn't resolve the crashing issue. Another idea might be to to use this resource DLL I compiled with all of the Wrye Bash icons in it. I'm mostly kidding since I just slapped it together, but it's an idea.
  14. Beermotor

    Wrye Bash - All Games

    It took me forever to trigger a crash, but I managed to do it twice. Same exact unhandled exception each time. I had VS2017 loaded so I punched the debug button.. I apologize because I totally suck at debugging with VS but I got at least a little useful information. Like I said, this isn't gdb so I'm started out pretty lost trying to attach to a running process. Here's a screenshot of the call stack: The DLL wxbase28uh_vc.dll is part of wxPython 2.8. So since I'm me and not satisfied with that info, I loaded Wrye Bash up in VS2017 to step through execution. Once I got to the main window and everything initialized, I clicked to change the icon size and triggered several errors: That section of code in env.py may be completely unrelated and the number of errors equaling the number of icons may be completely coincidental but it's curious indeed. I apologize for the paucity of information here, but I figured since I was finally able to reproduce the crash I'd take advantage of the situation and get at least SOME info. I hope it is helpful.
  15. Beermotor

    Wrye Bash - All Games

    Yes that stems back to how Bethesda incorrectly packed the scripts for SSE which required people to have to either rearrange the scripts into the right folders or edit their SSE CK ini file to locate the script sources in that backwards arrangement. It's possible that mod authors that don't know any better (or don't care) released their source in the backwards way as well. The games require scripts be in \data\scripts so Wrye Bash is correct in showing \data\source\scripts as invalid. You can always unpack to project and put the script folders in the correct order.

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