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Wrye Bash/Smash/Flash Patcher updates

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#31 EssArrBee


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Posted 22 November 2015 - 01:00 AM

Yeah, or just right click the tab bar and it brings up all possible tabs.

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#32 Sharlikran



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Posted 16 January 2016 - 11:00 PM

Uploaded 307.0.7 links are updated in OP.

Updated to Utumno's latest refactored code. I am still looking for anyone who has more information on the Save Game header for Fallout 4. If you think you can decode the header of the save game more then it is please contact me.

NOTE: This update includes cutting edge changes from the 307 Beta for Skyrim and Oblivion. Until an official release a change log isn't possible as the Beta is still a work in progress. However, Utumno has improved performance and made various BugFixes. Bug fixes not included would be updates to Skyrim Patchers or Oblivion Patchers via CBash or PBash (Python Routines).

Uploaded 307.0.8 links are updated in OP.

Replaced the loot32.dll with an older copy from 307.0.6. This was done to resolve an issue for Skyrim where Bash tags were added to mods for no reason. The issue seems to be resolved for Arthmoor at least who helped me do the testing.

Edited by Sharlikran, 17 January 2016 - 09:20 PM.

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#33 phazer11


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Posted 18 January 2016 - 03:48 AM

Thanks for the update!

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#34 fuuunexus



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Posted 18 January 2016 - 07:03 AM

Can you enable the patchers for FO3 and NV in the experimental builds? Most of them are the same as Oblivion and Oblivion's patchers seem to be enabled.

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#35 Sharlikran



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Posted 18 January 2016 - 09:38 AM

Fuuunexus the reason they aren't enabled is because they wouldn't work. The code is for Oblivion only. So I have to take some variables/code and put it in the separate file under the Oblivion game folder. Then I have to copy that code to Skyrim, FO3 and FNV and then update it even if the code or variables are empty for Skyrim.  The problem is I don't know python so I have an even harder time doing that.  I kind of gave up due to lack of help a while back.  I am however, going to try and get more updated.  For now please use Valda's versions for FO3 and FNV.

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#36 Van555



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Posted 01 February 2016 - 09:19 PM

It's weird that I'm pumped about this but the increased bash tag coverage is hype.
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#37 zilav



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Posted 01 June 2016 - 12:13 PM

People needed to test the updated Skyrim patcher



This is a python version though, so you need to have prerequisites installed.

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#38 Sharlikran



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Posted 21 October 2018 - 11:09 PM

- [APP] Updated layout for Installers tab - Package Context Menus.
- [Skyrim] Handle Truncated Records in Skyrim.esm
- [SSE] Enabled additional patchers
- [ALL] Fix C.Regions ITM & ITPO
- [ALL] Add Persistent Cells to Patcher Check
- [TES4] Add C.Regions support to Oblivion
- [All] Updated Advanced Readme - Bash Tag section
- [All] LOOT Bash taglists updated to v0.13
- [Skyrim, SSE] Added new cell bash tags C.GridFlags, C.MaxHeight & C.LockList.
- [Skyrim, SSE] Updated class MelModel
- [SSE, FO4] ESL flagged files do not count toward max plugin count of 255
- [SSE] Added ESLify in plugin context menu.
- [SSE] Added ESL qualification check
- [SSE, FO4] Disable Merge Plugins
- [SSE] Update messages to display ESL rather then Mergable
- [FO4] Disable ESLify flagging and ESL verification support
- [ALL] Fix Exterior Cells x,y cords Order in Cell Patcher
- [Skyrim, SSE] Tweak to NamesPatcher to remove FACT because it would not copy other subrecords.
- [Skyrim, SSE] Remove unused Alias Patcher
- [ALL] Remove Add master from all versions - this does not renumber FormIDs
- [Skyrim SE] Update MreLens
- [Skyrim SE] Updated MreLeveledListBase with extra flag for Skyrim SE
- [FO4] Update Fallout 4 Leveled List patcher to evaluate more fields
- [FO4] Fix error in Bash Patch generation where Wrye Flash for Fallout 4 would create duplicate FormIDs and GRUP records for certain groups.
- [FNV/FO3] Record updates for MelModel and Leveled Creatures.

EXE Installer
Standalone EXE
Python Source
Just some more experimentation with the code if anyone is willing to try it out.

Wrye Bash Discord

Edited by Sharlikran, 22 October 2018 - 09:25 PM.

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#39 Satur9



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Posted 22 October 2018 - 04:07 AM

Thanks for updating us, Sharlikran. [SSE, FO4] Disable Merge Plugins was the bullet point that caught my eye. What prompted the change?

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#40 Sharlikran



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Posted 22 October 2018 - 12:59 PM

My reasons for the change:
  • Plugins that qualified as mergable were not allowed to have new records
  • Files with the ESL flag can have new records if they are within the range specified by Bethesda 0x800 to 0xFFF
  • Merged plugins had to be left in the Data folder for each time you rebuilt the Bashed Patch, but disabled.
  • Conflict resolution cannot occur with disabled plugins in xEdit. You have to load all the plugins to look for conflicts. Many users do not do this and complain about unexpected values appearing in the Bash Patch. For the most part the unexpected values came from disabled, imported or merged plugins.
  • A Merge Patch, Smashed Patch, or a Bashed Patch cannot exceed a byte for the count of masters. I don't know if the game will allow 00 to 254 or 00 to 255 nobody has ever had that kind of file and actually had a working game.

Edited by Sharlikran, 22 October 2018 - 08:07 PM.

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#41 Sharlikran



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Posted 22 October 2018 - 05:33 PM

How authors release mods, understanding the mods you have installed, and how to resolve conflicts can be improved on. If anyone would like to join the xEdit discord and talk with others about functionality then download the latest version and click the Discord button.
With all the tools available such as LOOT, Wrye Bash, and xEdit, anyone should be able to have a stable game regardless of whether or not you have less or more then 255 mods.
There is also a new xEdit feature to make a delta patch but I have not tried it yet. Some people are testing it out today on YUP to see if it does what Elminster expected it to do.  If I understand correctly it shows you a diff between mods. You probably have to have the old file installed and the new one with a new name but I'm not sure since it's new and I haven't tried it. The result is a file with only the changes between the two plugins.
There are people with mods ranging from 350 to 550 that have spoken with the xEdit team or are currently using the dev version of Wrye Bash and don't notice any issues at this time. I am sure issues will show up as more people us the tools. With xEdit Elminster has been resolving the issues since he has made the changes. For Wrye Bash I hope I can make corrections because my python skills are limited. There is a new volunteer that has been working with LOOT and Wrye Bash though it has been a pleasure to work with.

There are probably many unused features in xEdit. Modgroups for one which diff plugins that are in the group. I have been experimenting with it to provide a better walk through similar to how Miax and JustonOther did for the original Fallout Training Guide. Examples are available on the xEdit GitHub.

There is no reason to merge mods with Wrye Bash for games that have ESL capability because of the limited functionality. Files only qualify to be merged if they contain overrides of the masters. They cannot have new records. An ESL flagged mod can have overrides and new records. People might not even know that.

I don't know where all the posts are (don't need any links though) but Elminster was very surprised as to how complicated people make ESL files out to be. It is something he consistently corrects people on if they say anything contrary to what he had me add to the xEdit docs. Just having him back and the progress made with xEdit has really changed my view about how mods work in FO4 and SSE.

Users may still feel that with over 255 mods that leveled lists can have any amount of entries, and that's not true, it's limited to 255 entries. That the Bash Patch can save files at FE xxx, when it can't, it's still limited to 255 masters like it has been in the past.

Using mods and patches made with xEdit should prevent the Bash Patch from becoming overloaded. With a patch flagged with the ESL flag, if it's records are the winning record, then it should not end up in the Bash Patch. Thus allowing potentially 550 or more mods installed with no issues. People with a more modest amount of mods, say around 100 will still have the same benefits as those with more mods.

I set up a modgroup for just two mods and after I did so and asked about what I was looking at. Elminster and others in the xEdit channel showed me where the differences were and making a patch at that point took minutes because I was not seeing as many records anymore. I was only looking at was different between the mods loaded.

I have even been experimenting with mods that are clearly incompatible like NPC overhauls or NPC AI overhauls. Between the two of them there still may be no way to resolve all changes, but it's shown me the value of the process. If users can pick up on it and follow the examples I am working on, they can make patches quickly and easily and won't have to bother mod authors at all. Once the patch is made and becomes an ESL flagged file, they can then load other mods and continue.

I can't even imagine how hard it must be to maintain a merged mod of over 100 modules and know everything you put into the merge. Say all your weather merges. What if the author comes out with a new version? How do you overwrite the change into the merged mod? Rather then explain it, consider, you no longer even have to. If it can be an ESL then make it one. If it's a patch and could have been merged it can have the ESL flag.

Elmisnter has over 450 modules and told me he is approaching 500 mods installed, no merging, and no bash patch and he has no issues. He makes all his micro patches starting with the merge patch. When he makes a micro patch for two or three mods he only loads those mods. Which many people want to just load the entire load order. Makes no sense.

What's unfortunate is modgroups and all the things Elminster is sharing has been around for over a decade. Even the docs I added to a website are just an HTML version of the Fallout 3 training manual that I have been altering. Most of the same Fallout 3 mods are available and when I can I install them and just make new screen shots. Everything Miax and JustinOther showed about xEdit could have been something someone could have used this whole time but probably never bothered to look at. Simply for the fact that some people don't read the description page or look at wiki pages or see that there was a PDF.

I don't know there is also the possibility that some might have seen the PDF, and may have thought it was for Fallout 3 and Fallout NV and dismissed it as useful to Skyrim. I don't know but I just never see people reference the PDF but now I am starting to see people reference the online documentation.

I'd like to see it where people don't have to worry about troubleshooting failed merges, searching google for solutions, posting comments and not getting an answer, or having to wait on anything useful. What I am trying to drive users toward with xEdit, LOOT, and Wrye Bash, is... install, test, play, and when needed, update and play.

Somehow more time playing, less time working to make it so you can play.

Edited by Sharlikran, 22 October 2018 - 11:00 PM.

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