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Found 7 results

  1. Utumno

    Wrye Bash - All Games

    Continuing from the thread in old official forums... Nostalgia, although I certainly don't miss the 200 post limit What does Wrye Bash do? It makes it safe to try out new mods because it will restore everything to the way it was when you uninstall a mod It makes more mods compatible with each other by importing information from different mods into a "bashed patch" It allows you to exceed the 255 mod threshold by automatically merging some types of mods for you FAQ: Download: GitHub Oblivion Nexus Skyrim Nexus Fallout 4 Nexus Skyrim Special Edition Nexus Documentation: General Readme, Advanced Readme, Technical Readme, Version History (also included in the download as "Wrye Bash General Readme.html" in the Mopy/Docs folder) alt3rn1ty's Wrye Bash Pictorial Guide (For Oblivion, new guide for Skyrim pending) Metallicow's BAIN Demo Wizard Translated documentation and guides: 简体中文 Requirements and Installation: Short version: just use the installer, and install everything to their default locations. Long version: see the General Readme for information, and the Advanced Readme for even more details. Development: The project is hosted at GitHub. You'll need a GitHub account to create or add data to bug reports and feature requests. Reporting Bugs: Try to give us enough information to diagnose your problem. The following information is useful to us: You can see all the known bugs in the bug tracker, and more info on reporting a bug and Bash's logs on our Reporting a bug wiki page Linking: If you'd like to link to Bash from somewhere else, please do! But be sure to link to either one of the Nexus site urls or GitHub. Don't link to the actual download file, since that changes fairly frequently. Related Projects: Load orders should be managed with BOSS for Skyrim, which also supplies updated lists of tags used for importing (though even if you don't use BOSS, a basic taglist is shipped with each version of Wrye Bash) Valda ported and maintains Wrye Bash for Fallout3 (Wrye Flash) and Fallout3 New Vegas (Wrye Flash NV). These are in the process of being re-integrated into Wrye Bash proper. Join the Wrye Bash Team: Currently we are looking for volunteers to contribute Wrye Bash. The main focus is updating Wrye Bash's code so that it can handle more than just leveled lists for Skyrim and Fallout4. Wrye Bash is written in Python but does use C++ for CBash. For that reason we need Python programmers primarily but could use anyone with C++ experience to update CBash. If you would like to volunteer please PM me. Your help will be greatly appreciated. The updates that are needed: Update patchers so Wrye Bash can process Skyrim's and Fallout4 files as it does for Oblivion Add tests for patchers package - we are setting up a test repo here: https://github.com/wrye-bash/test_bash Add tests for other sensitive areas (load order, refresh, BAIN etc) Move on to newer python/wx python versions, initially wx classic 3.02 Update cosave code to work with script extenders other than OBSE Update save files editing code for games other than Oblivion Update CBash for games other than Oblivion. CBash repo: https://github.com/wrye-bash/CBash Please see the contributing section in our repo readme. Changelog for Latest Version: 306 Code refactoring, performance [2015/11/07] [Utumno] Full Version History is available online.
  2. Beermotor

    [RELz] Mertz's WizBAIN thread

    For the Wrye Bash master race, I present a fresh clutch of steaming hot BAIN wizards (installers) for a number of {Skyrim LE, Skyrim SE, Fallout 4} mods. Some of these can be difficult to install, so I felt compelled to write installers. I figured they would do more good if I shared them. These should be renamed to "wizard.txt" and placed in the root of the mod package/project. In most cases you will need to "unpack to project" to add the wizard if your compressed archive manager does not support refreshing RARs/Zips/7zs with new files (WinRAR and 7Zip support it in most cases). Skyrim/Skyrim Special Edition: Caliente's Beautiful Bodies Enhancer -CBBE- for Skyrim SE - Compatible with 1.3.x (thanks @alt3rn1ty) CBBE SSE 1.3.x Wizard.txt CBBE Normal Map Options Wizard for the optional download: CBBE SSE Normal Map Options v1.1 Wizard.txt CBBE Diffuse Map Options by @alt3rn1ty Wizard - Skyrim SE - Included with the mod. Edit Immersive Children - Skyrim LE - Already packaged with the mod. HQ Tree Bark - Skyrim SE - HQ Tree Bark wizard.txt Blended Roads - Skyrim SE - Now included in the mod Realistic Lighting Overhaul 5.0 - Skyrim SE - Now packaged with the mod Realistic Lighting Overhaul 5.0 - Skyrim LE - Now packaged with the mod Sounds of Skryim Complete - Skyrim SE - Will be included in next release Sounds of Skyrim Complete SSE Wizard.txt Realistic Water Two - Skyrim SE - @TechAngel85's BAIN Wizard is now included with the mod. Nexus Skyrim Overhaul Patches - Skyrim SE - Submitted wizard to mod team Nexus Skyrim Overhaul Patch Wizard.txt Immersive Citizens AI Overhaul - Skyrim SE - Immersive Citizens AI Overhaul -Wizard.txt Veydosebrom - Skyrim SE - Has been released with a WizBAIN installer. Bellyache's Animal and Creature Pack - Skyrim SE - Bellyaches Animal and Creature Pack - Wizard.txt (UPDATE - 2017-07-29) Paper World Map for SSE - Skyrim SE - Paper World Map for SSE wizard.txt Paper World Map for LE - Skyrim LE - Paper World Map Addons-BAIN-1-2-2-BCF.7z This mod is packaged in a semi-BAIN format that requires a BAIN converter. Straightening was done courtesy of @alt3rn1ty. Place this BCF file in your "Skyrim Mods\Bash Installers\BAIN Converters" folder. If the mod is restructured in the interim, here is the stand-alone wizard: Paper Maps 1.2.2 LE Wizard.txt SkyHUD - BAIN package released with Wizard. Allows profile selection which the FOMOD cannot do. Aetherial Traveller - Skyrim SE - Aetherial Traveller 1.04b wizard.txt - You may need to extract the package to resolve long path name issues with this mod. The easiest fix is to just rename the 'Aetherial Traveller SSE Installer 1.4b' folder to 'data' or move the contents up a directory. Enhanced Lights and FX - Skyrim LE - Enhanced Lights and FX - Wizard.txt Enhanced Lights and FX - Skyrim SE - Enhanced Lights and FX SSE 3.05 Wizard.txt Left-Hand Rings Modified - Skyrim SSE - Left Hand Rings Modified BAIN SE-3240-4-4-BCF.7z : This one required a BCF because it is does not use the standard FOMOD/BAIN format. Place in your Skyrim Special Edition Mods\Bash Installers\BAIN Converters folder Shiva's Vanilla Clothing Replacer - Skyrim SE but should work with LE - Shiva's Vanilla Clothing Replacer 2.0 wizard.txt Static Mesh Improvement Mod - Skyrim SE - SMIM 2.07 SSE - Wizard.txt UPDATED 28 August 2017 for the 2.07 update. This has been fairly well tested but please report any bugs in this thread. Static Mesh Improvement Mod - Skyrim LE - SMIM 2.07 LE - Wizard.txt UPDATED 28 August 2017 for the 2.07 update. SMIM for Skyrim Legendary Edition. The only hard requirement for this is that you have Dragonborn. RS Children Overhaul - Skyrim SE - RSChildrenSE_1.1.1_BAIN.7z-2650-1-1-1-BCF.7z BCF File - Place in your Skyrim Special Edition Mods\Bash Installers\BAIN Converters folder. Apply conversion then install with wizard. Majestic Mountains - Skyrim SE - Majestic Mountains - All - SSE wizard.txt Submitted for inclusion in future release. This installer works with all three variants of the mod. Bells of Skyrim - Skyrim SE - Bells of Skyrim 1.21 Wizard.txt Ruins Clutter Improved - Skyrim SE - Ruins Clutter Improved SSE Wizard.txt Vanilla Vegetation Overhaul - Skyrim SE - Vanilla Vegetation Overhaul 1.05 SSE wizard.txt Skyrim Skill Interface Re-texture - Skyrim SE - by TechAngel85 - Included with the mod. Legacy of the Dragonborn SSE Public Beta - Mod Patches - Skyrim SE - Now included with the mod. LeanWolf's Better-shaped Talos Statue - Skyrim SE but should work for LE - LeanWolf's Better-shaped Talos Statue Wizard.txt LeanWolf's Better-Shaped Weapons - Skyrim SE but should work for LE - LeanWolf's Better Shaped Weapons - Wizard.txt More Bandit Camps - SSE - Based on @hishutup's FOMOD, make sure you get that edition (should be the bottom file link) - More Bandit Camps 2.2 FOMOD SSE - Wizard.txt Crimes against Nature - Skyrim SE - Required complete restructuring and BAIN conversion. Follow standard BCF procedure: CaN 5.1.1 SE BAIN-12315-5-1-1SE-BCF.7z Expanded Towns and Cities - Skyrim SE - Expanded Towns and Cities SSE 1.0 Wizard.txt Racial Body Morphs - Skyrim SE - BCF plus Wizard Racial Body Morphs-3417-1-2.BAIN-BCF.7z Real Women of Skyrim - CBBE - Skyrim SE - BCF + Wizard - RWoS - CBBE-BAIN 85649-1-3-2a.7z-13021-1-3-2-BCF.7z Place in your Skyrim Special Edition Mods\Bash Installers\BAIN Converters folder. Apply, install with included wizard. Even Better Quest Objectives - Skyrim SE - Even Better Quest Objectives SSE v16x Wizard.txt Daedra-tastic Rune Spells - SSE - Daedra-tastic Rune Spells-6359-Wizard.txt Fallout 4: (note that any BCF files will require the most recent builds Wrye Bash 307 to work properly) Armor and Weapon Keywords Community Resource v4.02 - BCF File (Repairs the mod structure and puts it into a community standard format) CRC: 88CBD1FB Armor and Weapon Keywords Community Resource v4.02-6091-4-02-BCF.7z True Storms Wasteland Edition - Fallout 4 BCF - True Storms - Wasteland Edition BAIN v1.4.1-4472-1-4-BCF.7z Caliente's Beautiful Bodies Enhancer - Fallout 4 - CBBE 2.5.2 Fallout 4 V2 Wizard.txt Caliente's Beautiful Bodies Enhancer Reduced with Dismemberment - Fallout 4 - CBBE Reduced with Dismemberment for Fallout 4 V2 Wizard.txt If anyone can think of or find any mods that need a BAIN wizard (typically vaguely labeled complex BAINs) please post and let me know. I can't promise it will be possible to make a wizard for every mod since some have absolutely terrible structures, but I'll give it a try. If you see anything in these wizards that needs to be fixed or could be done better please let me know. About the name, my moniker over at the Nexus is Mertz.
  3. I copied this file, "generate bash tags.pas" from Esserbee's guide for FNV. The script mentions it's compatible with TES5 and therefore I ask you guys, is this the best way of generating those bash tags for Skyrim plugins? Is there an alternative? What's the best way of doing it? Should I always inspect each plugin to check if all needed bash tags are set? Thanks! Link to Esserbee's guide, relevant section on generating bash tags where the script can be downloaded.
  4. Im starting a new Skyrim ("oldrim") build with Wrye Bash as my main (only?) mod manager. Are there any configurations and/or procedures specific for skyrim? I've been unable to find anything specific on nexus, step, bethesda, steam or here. Here's what I've done so far: i. removed old skyrim installation (uninstalled from steam and deleted steamapps/common/skyrim folder, my documents/my games/skyrim and users/appdata/local/skyrim) ii. fresh install of skyrim in dedicated steam ssd iii. installed wrye bash standalone (manually copied mopy folder into skyrim main folder) iv. ran wrye bash one to let it create its default folders in steam/steamapps/common/skyrim mods v. moved the entire skyrim mods folder to another ssd drive (to save space on the steam drive, I have my downloaded mods and bash installers placed in another ssd, might make take a bit longer to refresh/install/anneal but with 40Gb worth of mods it compensates) vi. copied bash_default.ini and renamed the copied file bash.ini, opened in notepad and directed the bash files, bash installers and bash mod data to the new location in other ssd drive vii. copied skse, skse plugin preloader, enb organizer to main skyrim folder viii. copied champollion, ddsopt, merge plugins, tes5edit, relinker, bethini to their own folders inside the skyrim main folder ix. added mxpf, kajiit ears show, hishy remove land records to "edit scripts" folder inside tes5edt x. ran papyrus compiler patch xi. created app shortcuts in the mopy/apps folder, including LOOT 10.3 which I had already installed for skyrim se xii. extracted scripts.rar inside skyrim/data folder xiii. ran loot and applied fixed load order xiv. now I'm cleaning the game's .esm files accorting to the manual cleaning guide here. (https://afkmods.iguanadons.net/index.php?/topic/4110-manual-cleaning-skyrim-and-skyrim-se-master-files/) And here I hit my first brick wall: in Oblivion I added the cleaned esm's to wrye bash as a project and installed them without a problem. With Skyrim they get skipped... I saw the option to skip bethsoft files and tried to uncheck it but it says it needs to recalculate CRC every time I run BAIN. Should I do it anyway? Should I skip this step and just leave the cleaned esms in the data folder without managing them with wrye bash? Edit: I did uncheck the option to skip beth content. The crc calculation takes 45 second on my computer, I hope it won't be happening too often... Then I added the cleaned esm's as a mod to wrye bash. Hish's guide for Oblivion also suggests you first add the contents of the data folder without its .bsa files as a mod in wrye bash, which should be the first in the installers tab. I suppose it helps wrye bash restore things when you uninstall mods. Should I do anything of the sort with skyrim? Edit: I did so, but not having archived the data folder previously I had to perform a couple of extra steps: exit wrye bash, rename the tes5edit backups and copy them to the data folder and then archive the data folder without the esm's, tes5edit backups folder and the scripts.rar file. I did include the dialogue views and scripts folders that were unpacked from scripts.rar. After all this I re-ran loot and everything seems ok in the mods tab.
  5. godescalcus

    wrye bash bug

    Every single time I try to extract to project I now get this error message (modded game is Skyrim original): It had been working fine until now. I tried to restart wrye bash, restart windows, did a full refresh of my installers (which took over 20 minutes, I have 280 installers at the moment) but the error persists. Could something have got corrupted in the program?? I'm using Wrye Bash 3.07 beta1 standalone. EDIT: I'm getting a similar error when installing, so wrye bash is completely broken at the moment...
  6. liu940708

    Wrye Bash on the issue

    I follow the tutorial to do when the encounter can not continue the steps. The original words are as follows: Once you have completely finished editting your esp file, if the original hair mod was an esp file, you will want to make your follower mod dependant on the original esp file (and not on the esm file you've created as nobody will have that file but you!) To do that: Open Wrye Bash again In the Mods tab select your esp file On the bottom right section, you'll see the Masters section with the list of esm files your esp file is dependant on. Select the esm file that contains the hair you've used from that list (say OK if you see a warning message) and right click on it. Select the Change to ... menu item from the drop-down menu and an explorer window will appear: select the esp file that contains the hairs you've used, and press the OK button. Now you are back to the Wrye Bash window and you'll see that your follower esp file has the hairs esp file as master. Press the Save button under the Masters list to save the changes you've done to your plugin. Now your follower mod depends on the original hair esp file. http://wiki.nexusmods.com/index.php/Adding_a_Follower_NPC_to_Skyrim(source) I can only get this right-click.
  7. Wrye Bash 307-Experimental Fallout 3/Fallout New Vegas/Oblivion/Skyrim patcher Update This thread is to discuss and troubleshoot implementation of Fallout 3, Fallout New Vegas, Oblivion and Skyrim patcher updates. This will be done using three different versions of Wrye Bash/Flash/Smash. Version 307.x will be primarily for Oblivion and Skyrim but anyone is more then welcome to test this version with Fallout. Since the current official releases for Fallout by Valda are working rather well and just need updating I will be providing links to those versions as well. I will use them as a baseline for the updates I am making to 307.x. New releases will be on my OneDrive or a Mediafire Link. Version 307.x also marks the beginning of implementing Fallout 3 and Fallout NV support thanks to WrinklyNinja's previous efforts and starting the process for version 304.3. Valda updated Wrye Flash for Fallout 3 (30.x) and Fallout New Vegas (16.0) based off of a much older version of Wrye Bash (292 I think). Valda is not currently helping me with updates so if I can't make the changes myself they will remain unresolved. Please be patient while I wait for new volunteers that have time to help make updates. To help with Bash Tags fireundubh has been kind enough to provide us with a beta script for xEdit that should work with all four versions. You can obtain Generate Bash Tags.pas from his GitHub repo. I am unaware of where you can post questions and bug reports at this time and I do not maintain that file so posting here will not get you the help you are looking for. find updates to the script in this thread. Please post all bug reports and requests in that thread. ATTN for Skyrim version: This version's Skyrim patcher is very new. Unless you know how to use TES5Edit and understand a great deal about plugins you may not want to use this version. Manual editing may be needed for the Bash patch to function correctly. Both Python and Standalone versions are available. Fallout 3 and Fallout New Vegas: If you are using 306.x for Fallout 3 or Fallout New Vegas the Bash Patch should not have many issues since the code already existed to handle all the routines in the previous versions. Please report any issues so they can be corrected. If you are using the official releases for FO3 and FNV they are very stable and quite usable in game. However, they do need updating so feel free to post issues you encounter with the Bash Patch. Links to 307.x for FO3/FNV/Oblivion/Skyrim/FO4: Wrye Bash 307.0.8_EXP - Python Source.7z - MediaFire, OneDrive Wrye Bash 307.0.8_EXP - Standalone Executable.7z - MediaFire, OneDrive Links to Wrye Flash by Valda: Wrye Flash for FO3 v31.5 - Python Source.7z - MediaFire, OneDrive Wrye Flash for FO3 v31.5 - Standalone Executable.7z - MediaFire, OneDrive Wrye Flash for FNV v17.2 - Python Source.7z - MediaFire, OneDrive Wrye Flash for FNV v17.2 - Standalone Executable.7z - MediaFire, OneDrive Bethesda WIpz threads for FO3/FNV/Skyrim/Oblivion/FO4 Updates: Skyrim Oblivion Fallout 3 Fallout NV Fallout 4 STEP Thread: Wrye Bash/Smash/Flash Experemental Patcher Updates What kind of testing am I looking for? I need people with a great deal of knowledge with Bash Tags and plugins to report errors with the Bash Patch for it's respective patchers. For example if a sound from a mod should have ended up in the bash patch but didn't, I need to know. The only bugs I am not interested in are Unicode related bugs. So if you go to install a mod and you get a Unicode error post that in the Wrye Bash thread. What I am not looking for in regards to version 306.x: The Python based patchers have never been updated that I am aware of. At least not for the last three years. If records do not carry over into the Bash Patch that clearly should be there I am not directly causing this. I am not experienced with Python enough to change the patcher's behaviour. I can only assign or update records and subrecords to their respective patchers. Once there are volunteers willing to help hopefully the patchers can be updated to produce a more accurate patch. In the meantime rather then assuming the patcher is buggy, I suggest checking all the Bash Tags by using the provided script. In regards to CBash for Oblivion, I will consider updating the Python code that tells CBash what to do. However, if after I make updates, if the same issue is still occurring, I will not be able to update CBash itself. 99% of the time any issues with CBash will originate from flawed Python code. Error reporting: Post the Game you are using (FO3/FNV/TES4/TES5) the FormID of the record, what type of record it is (MGEF, INGR), the Subrecord involved, and the name of the field in xEdit. For example, "Skyrim SNDD - Sounds, Sound". If I can't find a similar type of setup for the record in the CK/CS/GECK I may ask for a link to the mod. Record structures: Documentation for Fallout 3 and Fallout: New Vegas plugin file formats can be found on GitHub/fopdoc courtesy of WrinklyNinja Fallout 3 Records Fallout: New Vegas Records Documentation for Oblivion and Skyrim file formats can be found on UESP WikiSkyrim Records Oblivion Records Additional record formats can be found on my (very, very, poor) port of TES5Edit on GitHub. Extremely rough draft of what the functions mean are here. Bash Tags If you have forgotten the Bash Tags most of them are in this list. As I update Wrye Bash I will update that section to reflect changes I have made. Supported Bash tags for 306.x: Oblivion: Body-F, Body-M, Body-Size-M, Body-Size-F, C.Climate, C.Light, C.Music, C.Name, C.RecordFlags, C.Owner, C.Water, Deactivate, Delev, Eyes, Factions, Relations, Filter, Graphics, Hair, IIM, Invent, Names, NoMerge, NpcFaces, R.Relations, Relev, Scripts, ScriptContents, Sound, SpellStats, Stats, Voice-F, Voice-M, R.Teeth, R.Mouth, R.Ears, R.Head, R.Attributes-F, R.Attributes-M, R.Skills, R.Description, R.AddSpells, R.ChangeSpells, Roads, Actors.Anims, Actors.AIData, Actors.DeathItem, Actors.AIPackages, Actors.AIPackagesForceAdd, Actors.Stats, Actors.ACBS, NPC.Class, Actors.CombatStyle, Creatures.Blood, Actors.Spells, Actors.SpellsForceAdd, NPC.Race, Actors.Skeleton, NpcFacesForceFullImport, MustBeActiveIfImported, Npc.HairOnly, Npc.EyesOnly Skyrim: C.Acoustic, C.Climate, C.Encounter, C.ImageSpace, C.Light, C.Location, C.Music, C.Name, C.Owner, C.RecordFlags, C.Regions, C.SkyLighting, C.Water, Deactivate, Delev, Filter, Graphics, Invent, Names, NoMerge, Relev, Sound, Stats Fallout 3: C.Acoustic, C.Climate, C.Encounter, C.ImageSpace, C.Light, C.Music, C.Name, C.Owner, C.RecordFlags, C.Water, Deactivate, Deflst, Delev, Destructible, Factions, Filter, Graphics, Invent, Names, NoMerge, Relations, Relev, Sound, Stats Fallout New Vegas: C.Acoustic, C.Climate, C.Encounter, C.ImageSpace, C.Light, C.Music, C.Name, C.Owner, C.RecordFlags, C.Water, Deactivate, Deflst, Delev, Destructible, Factions, Filter, Graphics, Invent, Names, NoMerge, Relations, Relev, Sound, Stats, WeaponMods Supported Bash tags for Wrye Flash FNV: Fallout New Vegas: Body-F, Body-M, Body-Size-M, Body-Size-F, C.Acoustic, C.Climate, C.Encounter, C.ImageSpace, C.Light, C.Music, C.Name, C.RecordFlags, C.Owner, C.Water, Deactivate, Delev, Eyes, Factions, Relations, Filter, Graphics, Hair, IIM, Invent, Names, NoMerge, NpcFaces, R.Relations, Relev, Scripts, ScriptContents, Sound, Stats, Voice-F, Voice-M, R.Teeth, R.Mouth, R.Ears, R.Head, R.Attributes-F, R.Attributes-M, R.Skills, R.Description, Actors.Anims, Actors.AIData, Actors.DeathItem, Actors.AIPackages, Actors.AIPackagesForceAdd, Actors.Stats, Actors.ACBS, NPC.Class, Actors.CombatStyle, Creatures.Blood, NPC.Race, Actors.Skeleton, NpcFacesForceFullImport, MustBeActiveIfImported, Deflst, Destructible, WeaponMods Supported Bash tags for Wrye Flash FO3: Fallout 3: Body-F, Body-M, Body-Size-M, Body-Size-F, C.Acoustic, C.Climate, C.Encounter, C.ImageSpace, C.Light, C.Music, C.Name, C.RecordFlags, C.Owner, C.Water, Deactivate, Delev, Eyes, Factions, Relations, Filter, Graphics, Hair, IIM, Invent, Names, NoMerge, NpcFaces, R.Relations, Relev, Scripts, ScriptContents, Sound, Stats, Voice-F, Voice-M, R.Teeth, R.Mouth, R.Ears, R.Head, R.Attributes-F, R.Attributes-M, R.Skills, R.Description, Actors.Anims, Actors.AIData, Actors.DeathItem, Actors.AIPackages, Actors.AIPackagesForceAdd, Actors.Stats, Actors.ACBS, NPC.Class, Actors.CombatStyle, Creatures.Blood, NPC.Race, Actors.Skeleton, NpcFacesForceFullImport, MustBeActiveIfImported, Deflst, Destructible Patcher Progress: A link detailing which records are not functioning in Wrye Bash and an update of what is and isn't finished at this time is available on the Wrye Bash GitHub. Skyrim Progress Fallout Progress I have a very limited knowledge of Python. I will need help if it involves more complex routines. Updating the records is pretty straight forward and sometimes the patchers make sense including reading the specific fields in a record like MGEF or whatever. So I will be able to update some things on my own. I will be posting in the Known Issues section things that have been reported that I cannot update or have not been updated. Known Issues: Oblivion: None at this time. Skyrim: Keywords are not copied into the Bash Patch. VMAD records from loosing plugins are not copied into the Bash Patch. Some records with repeating sounds like SNDR:ANAM are not carried over into the Bash Patch. Special routine needed to handle INAM for Outfits. LVLD - Chance None is not always utilized. Needs verification because code does look at this value. CTDA conditions not always carried over into bash patch from loosing plugins. CELL: Interior cells XCLW - Field is being blanked out, which may lead to Bash adding unnecessary records. If Bash needs to make a record for the cell, set it to the huge negative value. Otherwise don't import it at all. Fallout 3: None at this time. Fallout New Vegas: None at this time. Version numbers will start with 306 but since this is a beta and not an official release I will make incremental updates, 306.0.01, and so on. Volunteers Needed: Currently I am looking for volunteers to contribute Wrye Bash. The main focus is updating Wrye Bash's Skyrim Patcher. However, this version also has limited Fallout 3 and Fallout NV support. Wrye Bash is written in Python so I am looking for people who are fairly knowledgeable with that programming language. You need to have Skyrim installed on your system so that you can test your updates to the code. If you wish to help with Fallout support then you should own a copy of Fallout 3 or New Vegas. If you wish to help please PM me with your GitHub account name and which game mode you are willing to help with. P.S. please be willing to at least proofread my attempts to write Python code for Skyrim even if you prefer not to help with that and don't own a copy of Skyrim.

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