Wrye Bash

Revision as of 18:15, 5 June 2006 by imported>DragoonWraith (ripped this off Wrye's page, so at least we have something on Wrye Bash)
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Description

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!

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.

Bash vs. Mash

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:

  1. Oblivion doesn't suffer from the same doubling, etc. problems that Morrowind does, and hence there's no need to fix it.
  2. 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).
  3. 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...

Modder Features

  • In-Game FormId
    • You can quickly determine the in-game formid of your mod in a particular save.
  • Copy to Esm/Esp
    • You can quickly create a master from a plugin and vice versa.
    • 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.

Player Features

  • Load Masters
    • You can quickly load the masters (and only the masters) for any save game.
  • Time Locking
    • Bash "locks" the load order of mods once it sees them.
    • 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.)
    • This feature causes problems when Wrye Bash is used in conjunction with Timeslip's Oblivion Mod Manager
    • To turn this feature off/on:
      • Go to Mods tab. Right click on column header, and select/unselect "Lock Times".
  • File Management
    • You can rename, duplicate, delete and hide mods and saves.
  • Group,Rating
    • You can assign a Group and/or Rating to any mod file.
  • Read Me Viewer/Editor
    • You can quickly view/edit the readme for any of your mods.
  • Player Face Import/Export
    • Export face from save game to a mod file.
    • Import face to save game from another save or a mod file.
Homepage

Wrye Bash

FAQ

FAQ on the Unofficial Elder Scrolls Pages

Download

Click here to download directly