Difference between revisions of "Wrye Bash"

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imported>DragoonWraith
(ripped this off Wrye's page, so at least we have something on Wrye Bash)
 
imported>Wrye
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!style="background:#ffdead;border-bottom:1px solid;"  width="100"  | Description
!style="background:#ffdead;border-bottom:1px solid;"  width="100"  | Overview
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'''''Warning: This version of Wrye Bash is somewhat betaish! As such, it may damage you games and/or inadvertently trigger global thermonuclear destruction. Consequently, it should not be used by anyone, not even it's author!'''''
Bash is a general purpose toolbox for both players and modders. It includes as subfeatures entire feature sets of other tools and has many other features (many of them essential) not found in any other tool. In particular, its Bashed Patch feature, which builds a configurable custom change merging mod drastically advances the practicality of getting different mods to work together.


Okay, you've been warned... It many ways it's a chopped down version of Wrye Mash, and since it hardly does anything to the files, it doesn't seem likely to break them. And besides there's always the "Restore to Backup" option. Anyway, despite the risk of global thermonuclear destruction, I am actually using it.
'''Screenshots:'''
* [http://wrye.ufrealms.net/images/WryeBash_01.png Mods Tab],  
'''Bash vs. Mash'''
* [http://wrye.ufrealms.net/images/WryeBash_04.png Saves Tab],  
* [http://wrye.ufrealms.net/images/WryeBash_03.png Face Import]


If you're familiar with Wrye Mash, then Wrye Bash will look quite familiar to you – however, you'll quickly find that almost all of the file munching utility has been removed. This is because:
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<ol><li>Oblivion doesn't suffer from the same doubling, etc. problems that Morrowind does, and hence there's no need to fix it.</li>
!style="background:#ffdead;border-bottom:1px solid;" | Links
<li>The internal structure of Oblivion files, and especially the way mods interact with each other is very different, and hence Mash functions need to be implemented very differently in Bash (assuming they can be implemented at all).</li>
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<li>Us meta-modders have only a rudimentary grasp of Oblivion data file structure. Save files in particular, are radically different from Morrowind. That said, here's what Mash offers...</li></ol>
* '''Download:''' [http://wrye.ufrealms.net/ Wrye Musings]
* '''Readme:''' [http://wrye.ufrealms.net/Wrye%20Bash.html Wrye Bash Readme]
'''Modder Features'''
* '''FAQ: ''' [http://www.uesp.net/wiki/Tes4Mod:Wrye_Bash_FAQ UESP: Wrye Bash FAQ]
* '''Programming:''' [http://www.bethsoft.com/bgsforums/index.php?showtopic=612047 Bash Programming]
 
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!style="background:#ffdead;border-bottom:1px solid;" | For Players
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'''Mod, Savegame, Screenshot Management'''
* Launch Oblivion and TESCS (with or without OBSE).
* Mod, save, screenshot file management. (Rename, duplicate, etc.)
* Save Profiles: Have different sets of saves for different npcs with different loadlists, etc.
* Screenshots: View, delete, batch rename, open, etc.
* Readme Browser: Quickly view readme of currently selected mod.
* Accurately and quickly managing your load order (correctly sorts ESMs)
* Locking your load order (so updated mods automatically load in the exact same spot as the old version)
* Checking your load list for problems (missing mod dependencies)
* Checking savegames against load list and syncing load list to savegame
* Archive Invalidation (now supports BSA-alteration method)
* Replacers (install/remove texture replacement mods -- really any mod, too)


<ul><li>'''In-Game FormId'''
'''Repair/Edit Stuff'''
<ul><li>You can quickly determine the in-game formid of your mod in a particular save.</li></ul></li>
* Repair animation bug (various animations freezing)
<li>'''Copy to Esm/Esp'''
* Repair hair bug (game ctds when viewing race menu after removing a hair mod)
<ul><li>You can quickly create a master from a plugin and vice versa.</li>
* Remove spells from spell list
<li>Note: While you can use this command to copy Oblivion.esm to an esp, it will take a while and the resulting esp will probably not be (immediately) usable. See TC (Total Conversion) topics on the Elder Scrolls Forums for more info.</li></ul></li></ul>
* Rename created spells, enchanted items
* Remove bloating (one use of this reduced a 158 Mb savegame to 2.5 Mb)
'''Player Features'''
* Import NPC levels into an existing savegame (essential when switching to/from OOO, Frans, etc.)
* Import PC face from other savegame or any mod (e.g., import any of TNR's faces into game)
* Change master entry in savegame (to avoid losing items, quest progress, etc. when the name of a mod has changed)
 
'''Bashed Patchers'''
* Configure and build a custom patch mod to...
* Merge leveled lists
* Merge TNR faces over other changes to npcs
* Merge race eye/hair changes over other changes to races
* Tweak clothes: Show amulets with robes, zero weight rings and amulets, etc.


<ul><li>'''Load Masters'''
<ul><li>You can quickly load the masters (and only the masters) for any save game.</li></ul></li>
<li>'''Time Locking'''
<ul><li>Bash "locks" the load order of mods once it sees them.</li>
<li>While this feature is not as important to Oblivion as it was to Morrowind it is still useful, since in case of conflict the last mod to load wins. (I.e., if two mods change the Dark Elf race, then only the changes from the last one to load will be applied.)</li>
<li>This feature causes problems when Wrye Bash is used in conjunction with Timeslip's [[Oblivion Mod Manager]]</li>
<li>To turn this feature off/on:
<ul><li>Go to Mods tab. Right click on column header, and select/unselect "Lock Times".</li></ul></li></ul></li>
<li>'''File Management'''
<ul><li>You can rename, duplicate, delete and hide mods and saves.</li></ul></li>
<li>'''Group,Rating'''
<ul><li>You can assign a Group and/or Rating to any mod file.</li></ul></li>
<li>'''Read Me Viewer/Editor'''
<ul><li>You can quickly view/edit the readme for any of your mods.</li></ul></li>
<li>'''Player Face Import/Export'''
<ul><li>Export face from save game to a mod file.</li>
<li>Import face to save game from another save or a mod file.</li></ul></li></ul>
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!style="background:#ffdead;border-bottom:1px solid;" | Homepage
!style="background:#ffdead;border-bottom:1px solid;" | For Modders
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[http://wrye.ufrealms.net/Wrye%20Bash.html Wrye Bash]
Note that many of the player features are also usable by modders, or have enhanced utility for modders, or affect what modders need to and/or should do. E.g., the existence of Bash's levelled list merging features means that modders should not feel afraid to add items to leveled lists, since such changes are easily merged into the game by using Bash.
 
'''Additional/Enhanced Functions'''
* Easy swap between 1.1(1.2) and SI versions of Oblivion.esm.
* Import faces, object names, pc levels into a mod.
* Easily generate html readmes using wiki-like syntax.
* Add a master to a plugin (for mod de-isolation)
* Easily swap ESM to ESP and vice versa  (for mod de-isolation)
* Change master entry in plugin  (for mod de-isolation)
* Locking your load order (so changes you make don't move the plugin to the end of your load list)
* Savegame profiles (so you can easily test with only your mod active, then easily switch back to playing with all your mods active)
 
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!style="background:#ffdead;border-bottom:1px solid;" | FAQ
!style="background:#ffdead;border-bottom:1px solid;" | Programming
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[http://wrye.ufrealms.net/Wrye%20Bash.html FAQ on the Unofficial Elder Scrolls Pages]
You can also use Bash's codebase as library for writing command line functions for various tasks, or add new functions to the Bash GUI. For example, here's a command line (bish.py) function that copies spells from a template npc to all other npcs in an esp.
<pre>def npcSpellCopy(fileName=None):
    """Copies spells from template npc to other npcs."""
    init(3)
    loadFactory= bosh.LoadFactory(True,bosh.NPC)
    modInfo = bosh.modInfos[fileName]
    modFile = bosh.ModFile(modInfo,loadFactory)
    modFile.load(True)
    #--Get source spells from template npc
    sourceNpc = modFile.NPC_.getRecord(0x1000CAE) #--Formid of template npc
    sourceSpells = sourceNPC.spells
    #--Loop over other npcs
    for npc in modFile.NPC_.records:
        print npc.eid, npc.full
        npcSpells = npc.spells
        for spell in sourceSpells:
            if spell not in npcSpells:
                npcSpells.append(spell)
                print ' ', spell
    modFile.safeSave()
callables.add(npcSpellCopy)</pre>
 
For more information on programming in Bash, see  [http://www.bethsoft.com/bgsforums/index.php?showtopic=612047 Bash Programming].
 
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!style="background:#ffdead;border-bottom:1px solid;" | Download
!style="background:#ffdead;border-bottom:1px solid;" | Contact
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[http://wrye.ufrealms.net/Wrye%20Bash%200.24.zip Click here to download directly]
See Elder Scrolls forums for discussion of Bash and in order to contact Wrye.
 
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[[Category:Tools]]
[[Category:Tools]]
[[Category:Tools: Misc]]
[[Category:Tools: Misc]]
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