Wrye Bash is a Swiss Army Mod Tool! I.e., it does a bunch of stuff, so it's hard to categorize. However, in general, it does two types of things:
• Manage Oblivion mods, savegames, replacers and screenshots. E.g.:
• Sort rename, reorder, preview, etc.
• Load savegame masters
• Separate savegames into profiles.
• Provide many special purpose functions. E.g.:
• Import NPC levels (useful for Oscuro's, Francesco's and similar releveling mods)
• Import PC face from one game to another.
• Fix the door/flame animation bug that occurs around 200 hours.
• Overview: Quick Tour.
• Installing Bash: Installation.
• Quick overview of features and how to use them: Quick Start.
• In particular:
• Using Bash with Oscuro's Oblivion Overhaul
• Using Bash with Francesco's Leveled Creatures
• Francesco's Leveled Creatures
• Create/Switch Savegame Profiles
• Setup
• Usage
• Mods Tab
• Details
• Notes
• Versions
• License
• Credits
• Contact
• At the top are the main tabs: Replacers, Mods, Saves and Screenshots.
• The savegame list is the main feature of this Saves Tab. For each file, details are shown and general "health" of the savegame is indicated by the color of the savegame's checkbox. Purple is best totally safe to play. Red is worst meaning that one of the master mods files is missing.
• The file details for the currently selected savegame are shown to the right. File name, stats and savegame preview image are all shown.
• The masters list for the savegame is shown at the bottom of the details. The masters for the savegame are just the mods (esps and esms) that the savegame depends on.
• Most operations in Wrye Bash are accessed through context menus. In this case, I right clicked on a savegame, and so got the savegame menu. Here I'm selecting the Reweigh Potions command.
• Incidentally, you'll notice that the title of the window is "Wrye Bash: ELandra 4 SI [SI]". "ELandra 4 SI" is just the name of the currently selected savegame profile. The trailing [SI] indicates that I'm using the Shivering Isles (SI) version of Oblivion.esm.
• At the bottom is the launch bar, with buttons for launching Oblivion, OBMM, TESCS and options for launching OBSE and quitting Bash when launching Oblivion.
After you install Wrye Bash, you may find yourself a bit lost in the features. The rest of this manual describes the features in depth, but if you're looking to just do one or two things quickly, this "Quick Start" guide should get you rolling quickly.
• To start a new game but keep a face from an old savegame:
See Import a Face.
• To move a savegame that depends on OOO 1.23 to 1.3:
See Rename a Master
• To relevel the NPCs in an existing savegame to match OOO levels:
See Relevel NPCs.
• To relevel the NPCs in an existing savegame to match FLC levels:
See Relevel NPCs.
• Note that if you're moving from OOO to Francesco's mod, you may first want to reset NPC levels to Oblivion defaults. (I.e., first import levels from Oblivion.esm, and then import them from Francesco's mod.) If you don't do this, then you'll have a mix of levels: some from OOO, and some from FLC.
• If you use Oblivion Mod Manager to set the load order of your files, then you should turn off Bash Lock Times feature.
• Go to Mods tab and right click on the File column header.
• On the context menu, uncheck Lock Times.
• If you've already ordered a bunch of mods using OBMM, then:
• In OBMM, choose Import/Export: Export Load Order
• Start Wrye Bash and turn off Lock Times
• Return to OBMM and choose Import/Export: Import Load Order
Profiles are sets of savegames. If you play different characters at different times, you may want to use profiles to keep their savegames from being mixed together.
• To get the Profiles menu:
• Go to saves tab and right-click on the head of any column (e.g., "File").
• To create a new profile:
• Choose "Profiles: Edit..." This will bring up a dialog.
• Click the Add button and enter the name for the new profile.
• To switch between profiles:
• Select the desired profile in the profiles menu.
• You can import from an old savegame or even a (special) mod into your current savegame. To import from a savegame...
• Start the game and pick a name, race and gender. Other than that, don't mess with the facegen sliders.
• Save and quit Oblivion.
• Open Wrye Bash, go to saves tab and select the savegame that you just made.
• Right click and select "Import: Face" This will give you a dialog...
• Use the dialog to select the savegame containing the face you want to import.
• Click okay, and the face will be imported.
• For more info, including info on importing faces from/to mods, see Face Import.
The masters of a savegame are the mods that were in use when that savegame was saved. You can use Bash to rename them this is particularly useful when you want to switch a savegame to an updated version of a mod (e.g., moving from Oscuro's Oblivion Overhaul 1.23 to 1.3).
• Select the savegame in the list of savegames. It's details will appear on the right side of the window.
• Click anywhere on the list of masters on the right side of the window.
• Scroll the list to the master name you want to update, then right click on it and choose "Change to...".
• Select the new mod that you'll be using. Note that you should only choose an updated version of the old mod. Choosing an unrelated mod is likely to cause a game crash!
• Click on Save.
If you use a mod that changes NPC leveling (OOO, Francesco's, etc.) with an existing savegame, then you'll need to manually import those levels into the savegame.
• Go to saves tab, and right click on the save you want to update.
• From the popup menu, choose "Import: NPC Levels..." This brings up a file selection dialog.
• Choose the mod you want to import NPC levels from (e.g. OOO 1.3.esp).
• For more info, see Export/Import NPC Levels.
Animation slowing is a bug in the game rendering image that cause some animations (flames, doors) to slow down (it does not affect FPS, just those animations). To fix it:
• Right click on the affected savegame, and select "Repair Abomb".
• For more info, see Repair Abomb.
• Go to Mods tab and right click on the esp or esm you want to convert
• From the popup menu, select "Copy to Esm/Esp".
• You can quickly load the exact masters for any savegame...
• Go to saves tab, and right click on savegame
• Select "Load Masters"
• Load order is determined by the modified date of the file. Bash can set this date in several ways.
• Ctrl-Up/Down
• Use this quickly move a single mod up or down in load order.
• Mods must be sorted by Load Order. (Click Load Order column header.)
• Select a single mod, then type Ctrl-Up or Ctrl-Down arrow.
• Edit Date
• Select a mod. It's modified date appears in one of the boxes on the right hand side of the window.
• Edit the date and click Save.
• File: Sort
• Selected mods will be grouped together and sorted in alphabetical order.
• In the mods tab, select the mods you want to sort, then right click on one of them.
• In the popup menu, select: "File: Sort".
• File: Redate
• Selected mods will be grouped together and moved to the date you specify.
• In the mods tab, select the mods you want to sort, then right click on one of them.
• In the popup menu, select: "File: Redate..."
• In the dialog window choose the date/time you want the files to be moved to.
• Bash has a lock times feature which will reset the modified date (and thus load order) of all mods to their correct value.
• To Use
• Launch Bash and/or bring it's window to front. Reordering will happen automatically.
• Turning Time Locking Off/On
• Go to Mods tab. Right click on column header.
• In popup menu, select/unselect "Lock Times".
• You can rename, duplicate, delete and hide mods and saves.
• Right click on Mod/Save file and select command from File submenu.
• More info: Mods Tab, Saves Tab.
• You can assign a Group and/or Rating to any mod file.
• Right click on mod and use Group/Rating submenu to choose the setting.
• To edit Group/Rating categories, choose "Group: Edit Groups..." or "Ratings: Edit Ratings..."
• You can quickly view/edit the readme for any of your mods.
• Right click on mod and select "Readme..." to bring up the doc browser.
• The first time you view the readme for any mod, you need to specify it's location. To do that, click on the "Set Doc..." button and find the file.
• Note that the doc browser can only display html and plain text files.
• Note also that the doc browser tracks the currently selected mod in the mods tab.
• More info: Doc Browser.
• For modders who need to know the formid of their mod in the current savegame...
• You can quickly determine the in-game formid of your mod in a particular save.
• Go to saves tab, and make sure the save is Blue. (Use Load Masters, if necessary.)
• Click on the save game. It's info will display to the right.
• In the Masters list, the modindex for each master is listed to the right of the master.
• Wrye Bash is written in python and uses the wxPython GUI library to provide the interface. So before you can run Wrye Bash, you'll need to download both of these.
• Download and Install Python 2.5.1
Download link: Python 2.5.1
• Download and Install wxPython 2.8.7.1 ANSI
Download link: wxPython 2.8.7.1 ANSI for python 2.5.
• Download and Unzip Wrye Bash XXX.zip:
Download link: Wrye Musings
Unzip the files into your Oblivion installation directory. If you've done this correctly, you'll find bash.py and other bash files under Oblivion\Mopy.
• Note: Bash will also run under Python 2.4, and should run with python/wxPython versions later than those linked to above. See Alternative Python/wxPython.
• On Windows Vista, the UAC (User Account Control) protects the Program Files directory (usually c:\Program Files) against write by regular users. This can be a problem for Bash and other mod editing and management tools (TESCS, TES4View, OBMM).
• Best Solution: Install Oblivion to somewhere other than under the Program Files directory. (E.g, install to c:\Games\Oblivion). Such an alternate directory is not subject to UAC control and won't have the same access and virtualization problems that the default install will have.
• Alternate Solutions: Alternatively, you might always run as admin, or turn off UAC but both of those approaches are ill-advised. For more advice, see the Unofficial Help page at UESP.
• Double click the "Wrye Bash for Python 2.5" shortcut in the Mopy directory.
• If that doesn't work, try double clicking on "bash.py" in the Mopy directory.
This is not the best way to start Bash. However if it works, you can easily get the shortcut to work too with a little tweaking.
• If Bash refuses to start, or quits after quickly flashing up a window...
• Check your Bash Shortcut
• Most users who have problems with Bash simply need to tweak the Start In and/or Target fields of the shortcut. (See Tweak the Shortcut for more info.)
• If that's fine, then there may be a bug with Bash, or a problem with your setup. You can usually figure out the problem by getting the bug dump and reviewing it. And if you can't puzzle it out, someone on the Elder Scrolls forums may be able to help.
• Finding the Bugdump
• Sometimes the error will be written to a file in the Mopy directory called bash.log. If that file is there, then that's the bug dump. You can open it with any text editor.
• If it's not present, then you'll have to generate the bug dump yourself...
• Generating the Bugdump
• Open a command shell (Start: Programs: Accessories: Command Prompt).
• chdir to the Mopy directory. "chdir" means "change directory". E.g.: chdir C:\Program Files\Bethesda Softworks\Oblivion\Mopy
• Type: c:\python24\python.exe bash.py 0
• If you have a different version/location of python, adapt the first argument accordingly.
• That's the number zero at the end, not the letter 'o'.
• Doing this will cause any error messages that Bash generates on start to spew to the command shell. This is the bugdump.
• Dealing with Bugdump
• First, look at it! especially the last several lines this will often give you a good clue as to what the problem is, and you may be able to resolve it on your own.
• Common Problems
• Can't find bash.py
• Make sure that you chdir to the Mopy directory first.
• no module named wx
• You haven't installed wxPython or you haven't installed it in the right place.
• Be sure that you actually installed (not just downloaded) wxPython.
• If, when installing wxPython, you did not see the usual installation wizard dialog, then you almost certainly downloaded a corrupted version of wxPython. Re-download it. Make sure that the downloaded file is larger than a few kB (actually, it should be about 8 Mb).
• Can't Find wxversion
• I don't understand the source of the problem, but it has something to do with the way python is installed. The solution seems to be to reinstall python and wxpython in that order. (You may have to first uninstall both of them.)
• The NTVDM CPU has encountered an illegal instruction.
• If an error message like this pops up (very rare) the problem is with your OS installation. For some reason the Microsoft utility that handles the installation of installer files is messed up. As far as I know, the only solution is to fix (maybe reinstall) your OS (the utility is part of the Windows OS).
• Other Problems
• If the problem is not listed above and thinking about it doesn't help, then go to the forums and post the whole bugdump. Preferably, you should post the dump in the Relz/Help topic (see Discussion link at top of page) or you can start a new topic. Be sure to mention "Wrye Bash" in the text of the post.
• Hint: Control-C does not work in the command line window, but you can still copy text from it by selecting the text, and then hitting the Enter key.
Only for gearheads and/or people who need/want to use a different version of python/wxPython for some reason...
• Both python and wxPython release new versions on regular basis. Many of the recent ones should work with Bash. Some of the older ones are known not to. If you want/need to use a different installation, then here are some alternatives:
• Most Recent Python/wxPython
If you want to use the latest version of python and wxPython, get them from: Python downloads and wxPython downloads. When getting the wxPython download, be sure to get the ANSI version that matches the version of python you downloaded. (Note that Bash does not support the Unicode version of wxWindows.)
• OR... Python 2.4/wxPython 2.5.3.1
If you want to use the older well tested set of python and wxPython, download Python 2.4.3 and wxPython 2.5.3.1 ANSI for Python 2.4. Most development/testing of Bash is done with this set, however it's a little dated.
• Do this if either Oblivion or Python is in a non-standard directory.
• Wrye Bash is not a regular program, but rather a script file. To run Bash, the Wrye Bash shortcut needs to tell Windows to: 1) find the Python script file interpreter (pythonw.exe), and 2) use it to run the bash.py script file that is located in the 3) Oblivion\Mopy directory.
• Ordinarily the Wrye Bash shortcut does this pretty easily, but if either Python or Oblivion is in a non-standard directory, then you need to alter it to point to the new directories. The rest of this section shows you how to do that.
• Copy the "Wrye Bash for Python 2.x" shortcut and give the copy a new name (e.g., "My Bash 2.x") this protects your changes from being overwritten by future Bash releases.
• Right click on the new shortcut, select Properties. This will open the Properties window for the shortcut.
• Go to the Shortcut tab in the Properties window.
• If Oblivion is in a non-standard directory, then edit the Start In field to be
[Oblivion Directory Path]\Mopy
(e.g. H:\Games\Oblivion\Mopy
)
• If Python is in a non-standard place. then edit the Target field to be:
"[PythonPath]" bash.py
(e.g. "C:\Python24\pythonw.exe" bash.py
)
At the bottom left of Bash's main window you'll find launch buttons for Oblivion and other applications (if they're installed). You'll also find one or two toggle buttons.
• Oblivion (Main Oblivion executable, not the launcher.)
• Oblivion Mod Manager
• TES Construction Set
• Tes4View
• Tes4Edit
• Tes4Trans
• OBSE
• When checked this will launch OBSE when either the Oblivion or TESCS buttons are clicked.
• Auto-Quit
• If checked this will cause Bash to quit when launching Oblivion. This is useful if you're concerned about memory usage.
• BashMon
• This launches bashmon.py in a command shell window. This is for use with Breeze582000's Seducers/Succubi mod and Wrye's Morph mod.
• For more info, see [WIPZ] Succubi Race.
• Help
• Show this help file in the default web browser.
• Doc Browser
• Show the Doc Browser. (You can also view the doc browser by double clicking on any mod file in the Mods tab.)
The replacers tab manages a limited installer facility that is geared towards installing and uninstalling replacer type mods. To use this, you'll need to add replacer mods to the Oblivion\Data\Replacers directory in specific way. Once that is done, you can quickly install/uninstall any replacer by checking or unchecking it in the list.
• Create a directory named "Replacers" in the Oblivion\Data directory.
• Unpack/unzip the replacer package that you want to use into the Replacers directory. The name of the directory will be the name of the replacer. The top level of replacer directory should mirror the top level of the Oblivion\Data directory.
• Example directory structure:
+ Oblivion\Data\Replacers
+ Dark UI Load Screens (Replacer)
+ menus
+ textures
+ Map, Elven Redux (Replacer)
+ textures
• Check/uncheck a replacer to install/uninstall it.
• Update Textures BSA (archive) if necessary.
• Overview
Due to a bug in the Oblivion game engine, texture replacements often will not show up correctly unless the Oblivion - Textures - Compressed.bsa file and/or the ArchiveInvalidation.txt file are updated. You can use Bash or another tool to manually or automatically do this updating.
• Usage
• Manual update: Click the Update button after adding/removing replacers.
• Automatic update: Check the Automatic checkbox. (Textures BSA will be automatically updated whenever you add or remove a replacer.)
• To remove Bash's changes to the Textures archive, click Restore.
• BSA Editing Conflicts
• Texture BSA editing controls are disabled if either Oblivion Mod Manager or BSA Patch appear to have active BSA edits.
• BSA Patch creates the file ConsoleBSAEditData2
in the Oblivion\Data directory when it's active. To remove it, run BSAPatch again.
• OBMM creates the file BSAEdits
in Oblivion\obmm. To remove it, launch OBMM, go to Utilities: Archive Invalidation, and:
• Uncheck Autoupdate on exit
• Click Remove BSA Edits
• More Info:
• See Archive Invalidation Explained/Destroyed by dev_akm and others.
Note that the Replacers feature is designed as a vanilla Oblivion resource replacer. While to some degree it can be used as a mod installer, this is rarely desirable since mod-uninstallation is likely to cause problems. If you're looking for a mod installer/uninstaller, the either use Timeslip's Oblivion Mod Manager, or Bash's File: Hide command (which only hides esps/esms instead of actually uninstalling the mod).
The problem with using Replacers as a mod uninstaller, is that it doesn't keep track of how many mods are using a given resource. Hence uninstalling one mod will cause problems if any other mod is using the same resources. (Common results would include seeing big yellow exclamation points and/or flat purple textures in game.) Since Bash is not good about uninstalling mods, it's not useful to use the replacers feature which just doubles the amount of disk space needed.
However, if all you want to do is remove some clutter from your mod list, then the File: Hide command will do the job nicely. This leaves all the resources in place, but moves the selected esm/esp files to a "Hidden" directory. I you later decide you want the mod back in play, just use the Unhide command. (Right click on column header on Mods tab and select "Unhide...".)
Again, if you're using Replacer strictly to manage resource replacers, it will be fine for that. It's particularly useful if you expect to be switching between several such mods (e.g., switching between Map replacers, or body replacers). For more complicate tasks you OBMM or File: Hide.
• Sorting
• Sort Mod list items by (left) clicking on a column header, or by using the sort submenu of the column popup menu.
• Reverse a sort by redoing it. E.g., left click on the File column header twice in a row.
• "Load Order" is the exception it will always appear in correct order.
• Force ESMS to the top of the list by selecting "Sort by Type" from the context menu.
• Force selected mods to the top of the list by selecting "Sort by Selection" from the context menu.
• Activating Mods
• Activate mods by clicking on the checkbox next to their name.
• Note: When a mod is activated, it's master mods will also be activated.
• Conversely, when a mod is deactivated, any mods that depend on it (its "children") will also be deactivated.
• Text Colors
• Blue: An esm file.
• Green: A mod marked as mergeable (see Merge Patches).
• Line Colors
• Pink: A file that shares a modification date/time with another file. Not a problem unless they're both activated, in which case, the lines turn...
• Orange: Exclusion group violation. See Exclusion Groups below.
• Red: A file that shares a modification date/time with another file with both files being activated. This should definitely be corrected! Use details view to change the modification date of one of the files by a second or more.
• Checkbox Types
• Regular checkmark: mod is active.
• Plus sign (+) checkmark: mod is merged into an active Bashed Patch mod.
• No checkmark: Mod is neither active nor merged.
• Checkbox Colors
• Checkbox colors indicate the "health" of the mod file's master files.
• Blue or Green: Good.
• Orange: Some mods have changed order. Oblivion and TESCS will adjust for this when you load. However, if some of the mods that you depend made conflicting changes to the same item, a different mod may now dominate because of the reordering.
• Red: A master is missing. You should check to make sure that you have not inadvertently renamed or removed the mod.
• Oftentimes users will have different versions of the same mod, or different mods which do the same sort of thing in an incompatible way. Exclusion groups can be used to help flag these mods so that you don't accidentally activate more than one at once. When an exclusion group is violated, all violating mods will be highlighted in orange.
• Defining an exclusion group is easy just change the name of the mod to include a comma. The part of the name before the comma is the exclusion group.
• Example:
• The "Drop Lit Torches in Combat" mod come in several variants with different messages and levels of brightness: plain, B (Brighter), NM (No messages) and BNM (Brighter, No Messages).
• Rename these to: "Combat Torch, A.esp" (plain), "Combat Torch B,esp", "Combat Torch, NM.esp" and "Combat Torch, BNM.esp"
• Other uses:
• Different versions of the same mod: "Yadda, v01.esp", "Yadda, v02.esp"
• Different mods of same type: "Overhaul, Oscuro.esp", "Overhaul, Adventurers.esp".
• Make changes to the file in the details view.
• File Name Change the file name.
• Note that changes to the file name are not automatically reflected in any mods that have the current mod as their master.
• Modification Time Change the file modification time.
• Note that this affects file order.
• Author Change the author name.
• Description and Doc Browser
• Edit the mod description.
• Click on the Document icon to show the Doc Browser.
• Masters List
• The masters list show the esm files that the current mod depends on, and the load order (modIndex) of that master.
• Renaming Masters: If a master has been renamed, you can adjust for that here by renaming the master. Either left-click the name and edit it in the column display, or right-click the name, select Change To... and then select the desired replacement esp/esm from the mods directory.
• Note that you should only do this if the new name is a new version of the same mod. Replacing a mod with an unrelated mod will cause file corruption.
• Background
• In case of conflicts between mods (e.g., two mods changing the same race), the last mod to load "wins", i.e., overwrites any changes made by any previous mod.
• Since load order is determined largely by modified date, load ordering utilities (including Bash) allow you to configure load order by setting the modified date of mods.
• However, Bash goes further than load ordering it maintains the load order of mods by resetting their modified dates as needed.
• Changing Load Order
• You can change the load order of any file by editing it's modified date in the details panel and saving the changes.
• You can alphabetically sort several mods at once by selecting them and then selecting "File: Sort" from the context menu.
• Maintaining Load Order
• First, make sure that the "Lock Times" option is selected on the column header context menu.
• Then, after making any changes to mod files, bring the main Bash window to the foreground, and Bash will reset times as needed.
• Notes
• If you want to use another load ordering utility (e.g., Oblivion Mod Manager), then be sure to turn off Lock Times first. When you're done using the other utility, you can turn Lock Times back to continue to maintain the new load order.
• Overview
• This feature allows you to automatically sort mods by groups. Within each group, mods are sorted alphabetically. By defining a useful set of groups, and ordering them correctly with respect to each other, you can easily maintain a preferred load order simply by assigning mods to appropriate groups.
• Later, there may be a mechanism by which downloaded mods can automatically be assigned to a default group. Hence, new (and experienced) users would experience a lot few load order issues. Hopefully!
• Setting Up Groups
• Make sure Lock Times is turned on.
• Create new group categories as necessary.
• Right click on any mod and choose "Group: Edit..." From here you can add and rename groups as desired.
• Create header mods. Header mods are just blank esp files whose name begins with '++' and which have a group assigned to them.
• Right click on an existing mod and select "File: New Mod..."
• Edit details of the new mod in the details pane:
• Rename the mod like so: "++GROUP=============.esp", where "GROUP" is the same as the group you'll be assigning it to.
• Note that the header mod name must begin with "++"!
• Set the modified date to the date/time you want the group to be anchored at. The header mod will remain fixed at this date/time while other mods in the group will appear after it.
• Be sure to click the Save button when done.
• Right click on the header mod and choose "Group:[Group Name]" As soon as you do this, any other mods in that group will auto-sort to positions after the header mod.
• Adding/Removing/Reordering
• With header groups defined, any time you assign a mod(s) to an auto-sorted group, that group will immediately resort to include that mod(s). (Note plural "mods" just select multiple mods the Group:GroupName will be applied to all of them.
• If you want to move the group as a whole up or down in order, just change the modified date of the header mod.
• If you want a group to cease auto-sorting, just rename the header file to begin with '=='.
• If you want an individual mod to stop auto-sorting, just set its group to None, or assign it to a group that's non-autosorted.
• Notes:
• Warning! There's no "undo" command for auto-ordering. If you want to be really cautious, you might back up your load order using OBMM.
• Auto ordering will not work unless Lock Times is turned on.
• Don't assign more than one header file to the same group.
These are the commands for the context menu for the mods list. (You'll get this menu by right-clicking on the header of the mods list.)
• Aside from using checkboxes to select and unselect mods, you can also use load lists. These are accessed through the column context menu, and work in the same way at the Load Masters command.
• None: Deactivates all mods.
• Save List... Saves your currently activated mods to a new load list.
• Edit Lists... Allows you to delete and rename previously defined load lists.
• [Load List] Synchronizes activated mods to load list.
• This opens the Oblivion.ini file in your preferred editor.
• This feature allows you to quickly modify Oblivion.ini by copying settings from an Ini Tweak file. Ini tweak files are just like Oblivion.ini, except they contain only the section/key settings that are to be changed.
• Warning: Incorrect Oblivion.ini settings can cause general weirdness, CTDs or even damage to your computer! (Or so I've heard.) Advanced graphics settings in particular tend to be card/computer specific and should not be casually copied from one computer to another.
• Note: The background load section of the ini file changed with the introduction of Patch 1.2. It would probably be a bad thing to apply pre 1.2 background settings to a 1.2 configuration and vice versa.
• Displays list of currently active mods and copies that same list to the clipboard. Useful for posting your list of mods to forums for load debugging help.
• Note: Merged, imported and group header mods will also be shown.
• This feature will activate debug printout. Note that there are few commands for which this will have an effect. (E.g. Update Save Levels... will be affected.)
• This feature is not sticky. I.e. it will default to "off" everytime you start Bash.
These are the commands found on context menu for mods...
• File Operations
• Backup Create a backup of the file. Note that backups are also automatically created (see "Revert to Backup" below). If you want to be sure that you can late restore from a specific point, use Duplicate or Snapshot instead.
• Duplicate Creates a duplicate of the file in the mods directory.
• Snapshot... Creates a snapshot copy of the current mod in a subdirectory (Bash\Snapshots).
• Snapshots are indicated by appending to "-l.n.m" to the root of the file name. E.g., "My.esp" becomes "My-01.esp" or "My Mod v1.01.esp" becomes "My Mod v1.01-01.esp".
• Note that Bash will automatically generate the next available snapshot number. However, you are free to chose a different number if you like.
• Also, if there's an existing version line (e.g., "Version NN.MM-LL") in the description field of the mod, then it will updated with the new version plus snapshot number when the snapshot is saved.
• Delete Deletes the file... Permanently.
• Also deletes all backups and temp files, but not snapshots.
• Hide Moves the file to a subdirectory (Bash\Hidden).
• Use this on seldom used mods to keep them from cluttering the mods listing.
• This is especially useful when modding, since the TESCS Data list cannot be sorted.
• Note that there's a corresponding "Unhide..." command in the column context menu.
• If the file's group is defined (e.g. Heads), and if the Bash\Hidden directory has a subdirectory with the same name (e.g. Bash\Hidden\Heads), then the file will be hidden in it.
• Redate Redates the selected mods to specified date/time. First mod will be moved to the specified date/time, with other mods following at one minute intervals.
• Sort Reorders selected mods to make them sort in alphabetical order.
• Modified time of first mod is set to time of first selected mod. Other mods follow it at one minute increments.
• WARNING: Some mods must be loaded in a certain order (e.g., a patch mod must be loaded after the original). Sort may break that required ordering! Use sort with extreme caution! Note too that there is no "undo" command for sort!
• Revert to Backup Reverts the file to the last Backup made of it.
• Bash will make a backup of a file the first time it is significantly changed in an application session.
• E.g., if you make two or three changes to a file in a given application session, then only the first change will generate a backup.
• Revert to First Backup Same as Revert to Backup, only it reverts to the very first backup that Bash made of the file.
• The first backup is generated the first time that Bash alters a file, and is never overwritten. Hence it is guaranteed to be free of any problem that Bash might introduce.
• Of course, this also may mean that it's badly out of date!
• Revert to Snapshot Reverts the file to a selected snapshot.
• Adds specified master to list of masters, thus ceding ownership of new content of this mod to the new master. Useful for splitting mods into esm/esp pairs.
• Warning: For advanced modders only. You should only use this if you know exactly what you're doing.
• Creates an esm copy of an esp or vice versa.
• Notes: For esps, the Espify/Esmify Self command will often be more desirable.
• Background: The distinction between esps and esms is not determined by the file extension, but rather by an internal bit of the file. This command flips that bit, making an esp file behave as an esm and vice versa.
• Esp Mastering: Ordinarily, the construction set will not allow one esp to act as a master of another esp. However, the game engine (Oblivion.exe) does allow such mastering. Using this command on an esp will allow that esp to be used as master for other esps.
• Esm Editing: This command should allow esms to be edited, unfortunately, because of some bugginess in the CS, it will crash soon after you save an esm that's been flipped to an esp. Hence the command is disabled for esms. Use Copy to Esp/Esm instead.
• Warning: Leaving mods in an a flipped esm/esp state will likely cause confusion for users and for savegames. Keep in mind that the flipped esp/esm is treated by the game as what it's flipped to. Be sure to flip mods back to their normal state for normal game play and when releasing.
• Does the same thing as Espify/Esmify Self except it acts on the esp masters of a given mod. This is useful for editing mods that already have esp masters.
• Note: Command is disabled if mod has no esp masters.
• See Face Import below.
• Systematically replace formids with alternates. This is for advanced modders only. Useful if a mod depends on elements from one master, and you want to replace those with equivalent elments from another master.
• Example: To shift a mod that depends on Tamrielic Ingredients to depend on Cobl instead, it's necessary to systematically replace TI elements with equivalent Cobl elements (e.g. replace TI's AdamantiumOre with Cobl's cobTiRawAdamantium). About 130 types of items need to be replaced, and they need to be replaced in leveled lists, containers, npcs, creatures, etc.
• What's Covered: Formids are replaced in: containers, leveled lists, NPCs, creatures and flora. (This can be broadened somewhat upon request.) However, cells and worldspaces will not be handled anytime soon (Bash doesn't handle those records yet).
• Process:
• While this feature automates quite a bit of the replacement, the modder will still have to do preparatory work as well as cleanup afterwards.
• First, create a formid translation file. This is a csv spreadsheet. You'll find an example at Oblivion\Data\Bash Patches\TI to Cobl_Formids.csv.
• The columns are:
• Record type: (ACTI, INGR, etc.). Actually, Bash ignores this column, but its a good idea to have it set the type of the old formid.
• Old Mod and Old Object: Together, these constitute the formid (long version) of the original object.
• Old Eid: The editor id of the old object.
• New Eid: The editor id of the new object.
• New Mod and New Object: Together, these constitute the formid (long version) of the replacement object.
• To build the file, use Export: Editor Ids on both the old and new mods (old mod is the one that defines the objects you'll be replacing, and the new mod is the one that defines the objects you'll be using as replacements). Open these csv files up, then use spreadsheet-fu to merge them into the desired format. You'll likely want to:
• Trim each spreadsheet before trying to combine them (i.e. chop each list down to just the relevant entries).
• Move the column of old eids so that it replaces the column of old record types.
• Sort rows by editor id.
• After merging the two csv files, you'll need to add and remove cells to make sure that the entries line up correctly.
• Note that it's okay if either the old side or the new side of a given row is empty. If bash sees that either the old or the new entry is missing, it will ignore the row.
• Note that the new type does not have to be the same as the old type. E.g. you might replace an old misc. item with a new leveled list. But of course, the types should be compatible. E.g., replacing a spell with a misc. object would be a bad idea.
• When saving, be sure that the file name ends in Formids.csv and is a csv format file!
• In Bash, select the file that you're about to modify and duplicate it. This is optional but highly advised. I'll assume that you do this and make your changes to the translated version.
• Make sure that the file you're modifying (translated version) has the correct masters. E.g. if you're replacing TI records with Cobl records, then the mod has to be dependent on both TI and Cobl. Usually you'll have to open the mod in TESCS, and resave it with the correct new dependency.
• Note: When doing replacements, Bash will ignore any replacement entries where either the old or the new master is unavailable.
• In Bash, select the file you want to modify (translated version) and run the Import: Formids command. You'll need to select the csv translation file. Bash will report replacement counts at the end. Now the file actually is translated. Woohoo!
• Now would be a good time to check in Tes4View. In bash, deactivate all mods (easy way is to deactivate Oblivion.esm), then reactivate the original and tweaked versions and then run Tes4View. This will show you very directly what has been changed. Hopefully that looks good.
• Probably you'll need to do some manual tweaking. Open the tweaked version in TESCS, and edit as necessary and save your changes.
• When done you may need to remove the original dependency.
• Now is a good time to make a backup copy. Trust the monkey. It is.
• In Bash by 1) creating a blank.esp file, 2) changing the dependency from the original master (e.g. Tamrielic Ingredients.esm) to blank.esp. (In list of masters on RHS of Bash screen, right click on the master, then select "Change To". Be sure to click the "Save" button when done!
• Open the tweaked version in TESCS. If you previously correctly removed all dependencies on the old file, you should not get any warnings. If you didn't, then you'll probably need to revert to the backup you just made and finish the job.
• Assuming no warnings, just resave the mod. When saving, the dependency on blank.esp will be discarded.
• Voila! You're done.
• Export and import editor ids. This is for advanced modders only. It allows you to export editor ids to a csv file, systematically modify them and then reimport them. I.e., it's only useful if you want to change the editor ids of a lot of items at once.
• Updating Scripts
• The import command will also update the text of regular scripts (but not quest stage scripts or dialog scripts) to adjust for any name changes.
• You may have to recompile the scripts after such edits. I don't have enough informaton to be sure of this, but it seems that I had to recompile some scripts (but not others that were also changed) after making this sort of change. If may be that you only have to change the scripts if you've changed the names of references (which you have to do manually).
• Suggestions:
• If no scripts were changed, then don't worry about it. (If any scripts were changed, they'll be reported at the end of the import.)
• If scripts were changed, then test the mod and recompile if necessary.
• If you want to change scripts after you've changed the base eids (or perhaps this was done in another mod), then in the spreadsheet add another column after the eid column and put the old eid in it before doing the import.
e.g. MISC Oblivion.esm 0x0123456 newEid oldEid
• Export Names exports object names from the mod to a tab delimited spreadsheet file. You can then edit this file and re-import it, import the file to another mod or use it with the Import Names.
• Import Names imports object names from either another mod or a spreadsheet file created by Export Object Names.
• Notes
• Exporting/importing is done on the basis of type (ARMO, BOOK, etc.) and formids.
• All records in the TESCS "Objects Window" with names are supported. Cells and dialog are not.
• On import, only the objects that already exist in the mod are affected.
• Uses
• Systematic name manipulation for mass renaming mods. Also, application of those names to other mods that tweak items. (E.g., applying Rational Names to OOO.)
• Mod translation. This automates some of the work in mod translation. E.g., if an English mod re-balances weapons, the re-balanced items will have the English names. But by importing names from a German version of Oblivion.esm, you'll quickly revert those items to the German names.
• For new items, export the names from the revised mod, edit the resulting spreadsheet and then re-import it.
• Of course, this is only part of the work in localization. Cells are not affected, nor are racial voices.
• Import Names Patcher
• The exported file can be distributed for use by other users with the Import Names Patcher. There are some advantages to this over using a renaming mod:
• Single file can cover multiple mods. Names for mods that aren't loaded will be ignored.
• One less esp in your mods directory!
• Export NPC Levels exports the NPC level info from a mod to a tab separated spreadsheet file. This file can then be edited and re-imported using Import NPC Levels.
• Notes
• This is an advanced function intended for modifying overhaul mods like Oscuro's Oblivion Overhaul. Editing the level files takes a bit of thought and work, but once done the level files can be posted for other players to use.
• NPC leveling is only part of the leveling system. Leveled item lists also have a major impact, and there are creature levels as well neither of which is addressed by this feature.
• NPC levels in existing saves will not be impacted by this, unless you then use the "Import NPC Levels" command on the save. (Note that while mods import levels from a csv file, saves import their levels from a mod.)
• File Format
• The file format is pretty straightforward you should be able to read/edit it with most spreadsheet programs. When reading be sure to set the program to recognize tabs as separators. Also, be sure to save in the same tab separated format.
• The first column is the formid do not edit these!
• The second column is the editor id. This is for convenience only and is ignored on import.
• The next three columns are the leveling info
• The last four columns are the original NPC levels from Oblivion.esm. If the NPCs are new to the mod, these columns will be blank. These are for convenience only and are ignored on import.
• Note that only NPCs that are dynamically leveled (i.e., offset from the player's level) are included in the export file. The "bOffset Oblivion" column indicates whether the NPC was also dynamically offset in Oblivion.esm.
• These paired functions allow you to export ammo, armor and weapon stats to a spreadsheet file, edit the file and the reimport the stats. The exported file can also be used with the Import Stats.
• Uses
• Systematically editing weapon statistics to fit a weapon quality paradigm (e.g. Medieval Oblivion Balance System (MOBS)). The spreadsheet makes it easy to view and edit the stats in a systematic way.
• Patching miscellaneous mods to fit a balance system through Import Stats. Stats for weapons for multiple mods can all be covered in a single spreadsheet file. The stats patcher will then apply changes only for those mods that are active when the patch is updated.
• Spreadsheet Format
• The spreadsheet is written/read as a csv file. After making changes, be sure to save in this format. Also, stat values must be numbers, not formulas.
• Any line in which the entry in the third column does not begin with "0x" will be ignored when Bash reads the file, and so can be used for comments, etc.
• Displays list of records in mod, similar to Details view in TESCS.
• Displays list of masters for mod, and copies same list to the clipboard.
• Tags selected mods as Delevs and/or Relevs according to their listing in Bash Patches\Leveled Lists.csv and/or Bash Patches\My Leveled Lists.csv.
• Note: This will remove incorrect Delev/Relev tags.
• See als Leveled Lists.
• Tests selected mods, and (if necessary) adds Merge
tag.
• If it's desired for a mod to not be marked mergeable even it it is, then the mod should be tagged with NoMerge
. This can be useful if the effects of the mod ares supposed to be incorporated by another feature. (E.g. TNR mods might be marked like this since they should be imported through by Import NPC Faces rather than merged.
• See also Merge Patches.
• See Bashed Patches.
• Resets the file version number of a mod file back to an older version (0.8) so that the older construction set can edit it. The feature is somewhat dated now that the updated construction set is available, but is still useful for modders who prefer to work with the older CS. (Note that the newer CS has some bugs that the older CS does not.)
• Warning: It's possible that using this command on mods built under newer versions of the CS may result in loss of some data. Use with caution.
A Bashed Patch is a configurable, custom built patch. The patch can have multiple components, which you can choose and configure as you like. You can also have multiple patches (typically, you would have one patch per major set of load mods).
• Select a Bashed Patch
• Probably Bash has automatically created one for you. If not, you can copy the blank one from Oblivion\Mopy\Extras to Oblivion\Data.
• Note that the author of the mod must be set to BASHED PATCH.
• Configure the Patch
• Right click on the Bashed Patch and select "Rebuild Patch..." This will bring up a dialog in which you can activate and configure various patcher components.
• To activate a component, just click its checkmark box.
• To configure a component, select it. Note that:
• Most components will try to automatically configure themselves, but you may still need to tweak their settings.
• Some components do not need to be configured (e.g., Alchemical Catalogs).
• Configuration of specific components is covered below.
• Build the Patch
• Once you have at least one component selected, the OK button will become enabled. Click on it to update the patch, or click Cancel quit without updating the patch mod.
• Load Order
• Bashed Patches should be last or nearly last in the load order. Only mods that load before the patch will be processed in the update process.
• Unloading a Patch Master
• When you unload (remove from the load list) a mod that a bashed patch is dependent on, then the patch will also become unloaded. In this, case, you should update the patch before reloading it.
• If you reload the patch before updating, it will force reload of all its masters including the one you just unloaded!
• Replacing a Previous Patch
• If you're creating a new patch to replace an existing patch, be sure that the older patch is unloaded!
• Otherwise the older patch may interfere with building the newer patch.
• One Patch per Loadset
• Do you typically switch between different sets of loaded mods? Then you should probably have one Bashed Patch for each set. I typically have a different Save Profile for each such loadset, and then name the corresponding patch after the set. E.g., for save profiles Elise 1 and Elise 2, I have Bashed Patches: Bashed Patch, Elise 1.esp and ~Bashed Patch, Elise 2.esp.
• Several of the patch components (Leveled Lists, Import NPC Faces) have automatic lists. In these, the list is automatically generated based on Bash Tags.
• Several of Bash's features (e.g., automatic selection) of mods require that the source mods be tagged by adding text to their description field like so: {{BASH:Hair,Eyes}}
. Here the tags are "Hair" and "Eyes".
• Hopefully most mods will be tagged when you download them. If not, you can add the tags yourself (edit the description field, click Save when done).
• Syntax: all tags should be in the same {{BASH:...}}
field. Order of tags doesn't matter, but case does.
• Current Tags:
• Body-F: Mod modifies female body definition (Import Race Info).
• Body-M: Mod modifies male body definition (Import Race Info).
• Delev: Mod deletes items from (Leveled Lists).
• Eyes: Mod contributes eyes (Import Race Info).
• Eyes-D: [DEPRECATED]
• Eyes-E: [DEPRECATED]
• Eyes-R: [DEPRECATED]
• Filter: Filter a mergeable mod to currently active mods (Merge Filter).
• Graphics: Mod is a graphics replacer (Import Graphics).
• Hair: Mod contributes hair styles (Import Race Info).
• Merge: Mod can be merged into bashed patch (Merge Patches).
• Names: Mod is a renamer (Import Names).
• NoMerge: Mod should not be marked Merge by Mark Mergeable.
• NpcFaces: Mod modifies faces (Import NPC Faces).
• Relev: Mod relevels items in (Leveled Lists).
• Stats: Mod modifies item stats (Import Stats).
• Voice-F: Mod modifies female voice definition (Import Race Info).
• Voice-M: Mod modifies male voice definition (Import Race Info).
• Examining/Editing
• It's slightly difficult to view the contents of a Bashed Patch, since it uses esp-mastering (i.e., it has esps as well as esms as masters).
• If you just want to examine the patch, you may want to use Tes4View which will allow you to browse the structure, and more importantly compare its data with other loaded mods.
• However, if you would like to open/edit in TESCS, then you'll need to use the Espify/Esmify Masters command. (Be sure to Espify Masters before playing.)
General Configuration: The first two patch "components" control the behavior of the patch generation in a general way.
• Users sometimes rename mods in order to improve usability or allow different versions of the same mod (e.g., "Oscuros_Oblivion_Overhaul.esp" to "OOO.esp"). Naturally this will confuse bash when it tries to read an imported text file which uses the old "canonical" name. To compensate for this, this component can be used to alias the canonical name to the local name.
• Examples:
Oscuro's_Oblivion_Overhaul.esp >> OOO.esp Bob's Mod with a very, very long name.esp >> Bob's Mod.esp
• This component causes Bash to fully merge the content of specified patch files into the bashed patcher, thus allowing you to remove the patch mod from the load order.
• Notes:
• Most mod files are not mergeable. To be mergeable by Bash, the mod must only contain record types that Bash recognizes (e.g., no game settings, cells, dialog, etc.) Also, the mod must not contain any new records i.e., it must only patch records that already exist. To quickly scan and mark mods as mergeable, use the Mark Mergeable command.
• If during construction of the patch, records in the mod are overridden by another mod that loads after it, then the later loading mod will win. In other words, the ordinary record shadowing rules are applied while merging. (Hence, it can be useful to think of a merged mod as being virtually active.)
• Configuration:
• Source mods are automatically recognized if they have a Merge
tag in the mod description.
• However, rather than adding the tag directly, it is best to use the Mark Mergeable command, which will automatically scan and mark the selected file(s).
• This is advanced option that allows filters in a merged mod to be selectively filtered according to the current load list. E.g., suppose a patch mod modifies records from MMM and OOO. This feature can be used to discard the changes to MMM if MMM is not currently loaded. The advantage of this is that, rather than having two separate patch mods (one for MMM and one for OOO), it's possible to have just one patch mod for both.
• Limitations
This is an advanced option that can be taken advantage of by advanced modders but beware, it can be a little confusing.
• This will only work for mods that marked both Merge
and , Filter
.
• The mod being filtered must not be active at the time the patch is built.
• Filtering is mostly limited to the top level.
• E.g., if MMM is not loaded, then changes to MMM specific records will be skipped.
• However, if a record has been changed so that it refers to a record from a mod that is not loaded then that reference will (usually) not be filtered out. Hence the bashed patch will end up dependent on that mod after all.
• Exception: Entries in leveled lists will be filtered. E.g. if a leveled list has items from MMM, but MMM is not active, then the MMM entries will be discarded.
• Filtering is done according to the currently active mods. Hence, it is important when building the patch, to make sure that all desired mods are activate! It this isn't the case, then the patch is likely to end up not including changes from the filtered mod that it should include.
Importers are components that import specific information from selected mods and/or text files and incorporate that into the patch file.
• Overview
Most graphics replacers work by replacing textures and meshes. However, sometimes such replacers are done by modifying the mod to point to different meshes and/or textures than the original mod. This is often done when vanilla Oblivion only offers a few simple meshes for a large number of objects, while the replacer aims to diversify the graphics for those objects (e.g. Phoenix Amon's Book Jackets mod). This patcher resolves this by extracting graphics components from specified mods and merging them into other changes to the same records.
• Configuration:
• Source mods are automatically recognized if they have a Graphics
tag in the mod description.
• Graphics/Records Handled:
Only the following types of records are handled. Other types do not commonly require patching, or are not yet supported by Bash (creatures, magic effects).
• Icons only: birthsigns, loadscreens
• Models only: activators, doors.
• Icons and Models: potions, ammo, apparatus, books, ingredients, keys, misc., sigil stones, soul gems, weapons, clothing, armor.
• Overview
This component is intended to merge changes from a renamer mod (e.g., Rational Names) or file into other mods. It will also (to a small degree) handle localization of foreign language mods. An example of a renamer mod is Rational Names.
• Configuration:
• Source mods are automatically recognized if they have a Names
tag in the mod description.
• Source text files are automatically recognized if they are in the Oblivion\Data\Bash Patches
directory and end with Names.csv
. Note that the Export/Import Names command will export files in this format.
• Limitations:
• Handles most named objects types (except lights). Does not handle GMSTs, cells, landmarks or dialogs. If source mods is fully covered (no GMSTs, cells, etc.) then it does not need to be loaded after merging.
• Rational Names
• A names patcher file for Rational Names is included. This includes all of the name changes of the Rational Names 2 mod (but not the GMST settings for soul gem strings). It also includes additional name changes to cover Shivering Isles, Oscuro's Oblivion Overhaul and a few more mods.
• Note that it is best not to edit this file directly since it is included in the Bash distribution. Instead, duplicate and edit as desired.
• Overview
This patcher component will extract the face, hair and eyes data from an NPC face modifying mod (which is to say any/all of the Tamriel NPCs Revamped mods), and add it to the patch, merging it over any changes to those same NPCs from other mods.
• Configuration
• Source mods are automatically recognized if their mod name starts with TNR or the mod has a NpcFaces
tag in the mod description.
• Note that since there is a now a TNR All Races mod, you may wish to discard (or at least uncheck) any previous TNR mods you have.
• Source Mods
• Since TNR contains only face patches, and since the faces are entirely copied to the patch file, you can unload the source TNR mods but do keep them in your data directory, since Bash will need to find them when updating the patch.
• Overview
This patcher component will extract the eyes and hair from the loaded source mods and, if necessary, merge that data over changes from later loading mods that change the same races. (Note that if the source mods are not in the load list, they will not be used.)
• Configuration
• Source mods must contain one or more of the following bash tags.
• Hair: If contributing hair.
• Eyes: If mod contributes eyes.
• Eyes-D: If mod contributes eyes. [DEPRECATED]
• Eyes-E: If mod contributes eyes. [DEPRECATED]
• Eyes-R: If mod contributes eyes. [DEPRECATED]
• Body-M: If specifying male body textures, height, or weight.
• Body-F: If specifying female body textures, height, or weight.
• Voice-M: If specifying male voice.
• Voice-F: If specifying female voice.
E.g., for Beautiful People, the tag should be {{BASH:Hair,Eyes}}.
• Avoiding Googly Eyes
• "Googly eyes" happens when an eye texture built for one eye mesh is used in combination with a different eye mesh. In vanilla Oblivion, this never happens because all races use the same eye meshes. However, several of the cosmetics mods change the meshes for various races. When different cosmetics mods are mixed or (sometimes) when custom races are used, this can result in at least some eyes for a given race being mismatched to the eye mesh for that race.
• As of version 104, Bash will try to prevent this sort of eye texture/mesh mis-matching. Unfortunately, Bash cannot guarantee success in all cases.
• Some suggestions for modders:
• When adding a custom race, use either only vanilla eyes, or only custom eyes. I.e. do not mix custom eyes and vanilla eyes. If you mix vanill eyes and custom eyes, and if the race is playable, then bash will filter down to just the vanilla eyes.
• When creating a cosmetics mod, do not replace the vanilla eye resource with a different eye mesh resource. Instead, create a new eye mesh resource and use that. Note: If you're using one of the standard alternative eye resources (e.g. Rens) then use the standard path for that. When bash does its filtering, it determines what eye mesh each eye is using, and then filters the eyes for a given race to so that only eyes using the same mesh will be used. This is why it's important for mesh resources to be consistent.
• Unfortunately, one of the most popular race mods, Beautiful People, does replace the standard eye mesh resource. To resolve this, the Beautiful People installation will need to be patched. (Sorry, but I don't know if such a patch is available yet.)
• Notes
• Note that body texture, height and weight is treated as combined group of data (for each gender). If you have different mods that change different things (one changes weight, another changes textures), those will need to be combined.
• Overview
• This patcher can be used to modify ammo, armor and weapon stats according to specified mods and/or spreadsheet files.
• One use for this is to make sure that weapon stats from one early loading mod are not overridden by a layer loading mod.
• Another use is patch random armor and weapon mods to fit the equipment balancing system specified by one of the overhaul mods. For this use the best approach is to supply a single spreadsheet which rebalances weapons of many mods to fit a given overhaul. When using such a file, Bash will only apply stats for mods that are currently active and ignore the rest.
• Source spreadsheets can be generated by using the Export/Import Stats command.
• Configuration:
• Source mods are automatically recognized if they have a Stats
tag in the mod description.
• Source text files are automatically recognized if they are in the Oblivion\Data\Bash Patches
directory and end with Stats.csv
. Note that the Export/Import Stats command will export files in this format.
Tweakers tweak records in the currently active set of mods in specified ways. All tweakers have several specific features which can be individually turned off. Features whose name ends with bracketed text (e.g., "Max Potion Weight [0.1]) can be configured by right clicking on the feature and selecting an option from the pop up menu.
• Assorted Tweaks...
• Bow Reach Fix
• Some of the bows in Oblivion (and a few in user mods) have a reach of zero. Due to a bug in the Oblivion engine, if these bows are equipped by an NPC, the game will crash. This patch changes bows with zero reach to have reach == 1. (Note this is also fixed for vanilla Oblivion by the Unofficial Oblivion Patch. However, Shivering Isles introduces more bows with the same problem.)
• Max Weight Potions
• Potions in Oblivion are rather heavy by default. This changes the weight of potions to a specified value (0.1 up to 0.8). Note: this does not affect potions with script effects or with current weight >= 1.0. Thus it should not affect alcoholic beverages or scripted "potions" like HTS water skins.
Note that this is similar, but not the same as the Reweigh Potions command for savegames, which reweighs user created potions rather than mod created potions.
• Max Weight Staffs
• Like Max Weight Potions, but caps the weight of staffs.
• No Light Flicker
• Turns off flickering effects for lights. May help on machines with low end graphic cards.
• Right Hand Rings
• Makes rings behave more consistently by making all rings prefer to be on the right hand.
• With this tweak activated, rings will only equip to the left hand if the right hand has a ring, but the left hand does not. You can use this to make one ring permanently equipped just equip it to the left hand and it will stay on until you specifically unequip it.
• Overview: This allows you tweak clothes in several ways. Note that some of these have are not recommended for reasons stated however your tastes may vary.
• Max Weight XXX: Many clothes items are too heavy in Oblivion. These options force them to lower weights (as specified). Right click on item to choose maximum weight allowed.
• Robes Show Amulets: Forces all robes to show amulets. Not totally realistic, but looks cooler!
• Robes Show Pants: Allows you to wear pants/skirts/greaves with robes. This is useful for armor and enchantment. Not recommended because graphics clipping is common.
• Unlimited Amulets: Allows you to wear an unlimited number of amulets. Not recommended because it is uber and it prevents amulets from displaying (i.e., they won't appear around your or NPC's necks).
• Unlimited Rings: Same thing for rings.
• Tweaks names of items and spells to make them sort more easily in inventory. For each type of item you can select the format to be used.
• Spells will show school and level (0/Novice 4/Master).
• If you're already using Supreme Magicka or similar spell namer, their label will be overwritten.
• If you only want to remove existing labels, then use the No Label option ("Fire Ball").
• Other items (armor, clothes, weapons) will just show type.
• Overview
Allows you to tweak game behavior in miscellaneous ways. Item ending with a "[xxx]" will allow you to choose a different value. Right click on the item and choose the preferred value from the list.
• Arrow Litter Count/Time: Shot arrows will be automatically removed from the world after a certain period (Arrow Litter Time) or if their number exceeds the Arrow Litter Count.
• Arrow Recovery from Actor: Your chance of recovering an arrow shot into an actor (including arrows shot into player).
• Arrow Speed: Speed at which a full power arrow travels.
• Cell Respawn Time: Time that must pass after you've last visited a cell before the creatures, npcs and items in it respawn. Default is 3 days. Note that setting to longer durations will result in larger savegames.
• Chameleon: No Refraction: Turns off the refraction effect for chameleon, but leaves the incremental transparency effect on. (Transparency won't be very obvious until PC/NPC is at higher levels of Chameleon.)
• Chase Camera Distance: Changes the maximum distance the chase camera can be moved away from the player. Very useful for creating a birds eye view but also a little bit uber for that reason.
• Chase Camera Tightness: Tightens up the 3rd person chase camera. Highest setting (x 3.0) essentially locks camera behind player.
• Combat: Recharge Weapons: By default, you can recharge weapons during combat. Disallowing that encourages you to be ready for battle ahead of time.
• Compass: Disable XXX: Disables POI's (Points of Interest), Quest Markers, or both on the compass.
• Warning: Some quests may be hard to complete when quest markers are turned off (e.g., an early stage of Knights of the Nine).
• Note: While this works with the vanilla interface, it appears to not work with some modifications of the UI. Problem might be changes to the marker icons, or it might be due to the POI recognition tweak.
• Compass: POI Recognition: Distance at which Points of Interest become visible on the compass. Default is 12,000 units. Lowest setting (x 0.25) is just a little farther than unvisited locations will be "found." I.e., about a rock's throw. (No affect if POI visibility is turned off.)
• Essential NPC Unconsciousness: Time for which an essential NPC stays unconscious after being knocked out.
• Horse Turning Speed: Default Horse turning speed is rather slow. This allows you to increase it by 1.5 or 2.0 times normal speed.
• Jump Higher: Increases the maximum allowed jump height. Note that this may allow you to jump over city walls and so end up with graphical strangeness. (Empty towns or empty countryside, depending on whether you jump into or out of the town.)
• Magic Bolt Speed: Speed at which at which magic bolts (projectiles) travel.
• PC Death Camera: This is now long the camera lingers on the player after player's death before the reload menu appears. (Even at "Unlimited", you can hit escape to force reload menu to appear.)
Special patch components don't fit into the categories above. Two of them (Alchemical Catalogs and Power Exhaustion) are for use with specific mods. The remaining component, Leveled Lists, is for general use.
• Overview
This patcher component will update the alchemical catalogs found in the Common Oblivion. No configuration is required and the catalogs will not be produced unless Cobl Main.esm is in the load list. The original catalogs list all ingredients found in Oblivion.esm. The update will add ingredients from all selected mods. See COBL docs for more information on how to acquire the catalogs.
• Background
• When different mods alter the same leveled list, the last mod to load will "win" overriding any changes made by earlier loading mods. This is particularly a problem with creature and the various releveling mods which alter so many lists.
• To overcome this, it is necessary to merge the changes to the various leveled lists into a new "merged list" mod, and ensure that this new mod loads after all the mods whose lists it merges.
• List Merging
• During the scan process of the patch building, the list merger extracts leveled lists and merges them together. If mods only added items to leveled lists, this process would be simple. However, since mods often want to delete items from lists and/or relevel items in lists, it's often necessary to specify how the lister merger will handle changes from specific mods. This specification is done through Bash Tags and/or manually configuring mods in the list merger dialog.
• Untagged Mods: Mods that have no bash tags can only add new items to leveled lists. If a given item (e.g. an Iron Battle Axe is already present in the list (at any level or count), then no new entries for that item will be added. Also, if another mod has already marked that item as removed from the list, it will not be added.
• Delev Mods: Mods that are tagged or configured as Delev mods can remove items from lists. Bash will figure out what to remove by comparing items in the mods version of the list to items added by it's masters (Oblivion.esm, etc.). Any items that are present in the masters, but not in the Relev's list are marked as removed. Items marked this way will be removed from the list, and the removal will be remembered so that later mods won't re-add the item.
• Relev Mods: Mods that are tagged or configured as Relev mods can break the previous rules. They can relevel an item that already exists in the list ("relevel" means change the levels and/or counts for the item in the list). Relev mods can also overrule a previous deletion. (However, delevs that run after the Relev will overrule the relev mod for the items they delete.
• Delev+Relev Mods: A mod can be tagged/configured as both Delev and Relev. Doing this just combines the effects of the two separate tags.
• Simple Guide to Tagging
• Generally, if a mod only adds items, then it should not be tagged.
• If a mod needs to delete items from the original list, then it should be tagged as a Delev mod.
• If a mod needs to change the levels of items that already exist in the list or reverse a previous deletion, then it should be tagged as a Relev mod.
• Mark Levelers
• Ideally mods would be pre-tagged by mod makers. Unfortunately, many of the major releveling mods are not correctly tagged. However, you can use Bash's Mark Levelers command to automatically tag mods. Just select the mods that you're not sure about and run the command.
• Note that Mark Levelers can only mark mods that it knows about (i.e., that are listed in the Bash Patches\Leveled Lists.csv file).
• Configuration
• Generally it's best to set the bash tags correctly and leave the configuration on auto. However, it's also possible to manually configure delevelers/relevelers.
• To add/remove mods from the list, uncheck Automatic and use the Add/Remove buttons.
• To manually override the Delev/Relev tags for a given mod, right click on the mod name and check/uncheck states as necessary. To return to automatic setting, choose the "Auto" option instead.
• FCOM
• FCOM (aka Kaboom, aka FraBOOOMMM) is a mod by dev_akm and others that attempts to merge the changes from various major mods. While this might seem to be competitive with Bash's List Merger, it's actually complementary, since it's able to intelligently merge complicated list structures as well as correct and merge faction information.
• For further information on using FCOM with Bash, see the FCOM release notes/topics.
• This is only for users of the Wrye Morph mod 0.05 or higher. It requires Cobl 1.28 or higher.
• Overview:
My Power Exhaustion mod changes the greater powers in Vanilla (non-Shivering Isles) into lesser powers, but imposes a (potentially fatal) penalty if they're used too frequently. This patcher extends coverage to the Orrery and Shivering Isles powers. It will also affect powers from other mods that have been flagged correctly.
• Other Mods:
• Modders can flag the powers defined in their mods for conversion by adding a 1 point Fortify Endurance effect to the power. The duration of the effect will set the duration (and thus strength) of its power exhaustion effect.
• 7 seconds is normal exhaustion (this is recommended)
• 9 seconds is maximum exhaustion that can be experienced without penalty. (Should be 10, but at the moment there's a problem with Powers Exhaustion magic effect script that will be fixed later).
Lesser durations might be used for "smaller" greater powers. Durations greater than ten are guaranteed to cause penalty but this might be used as a particularly powerful power which may kill a low to mid level NPC.
• Suspends Cyrodiil quests while in Shivering Isles.
• Overview:
• Shivering Isle modifies almost all existing quests in Oblivion.esm to add an additional test: GetPlayerInSEWorld == 0. The effect of this test is to suspend almost all Cyrodiilian quests while the player is in Shivering Isles.
• Unfortunately mods that are built on top of the original Oblivion.esm do not include this test. This can sometimes result in strange behavior: SI residents talking about Cyrodiilian topics, etc.
• This feature simply reinstates those tests where mods have removed them.
• Warning! This is a new feature, and the effect of fixing quests in this way is not known yet. It may be that some mods depend on the quest being "broken".
• You can easily and quickly scan through your mods document files (read me's) from the Doc Browser window. Supported doc types: text files, html and mht (html archives).
• To show the Doc Browser window, go to the Mods Tab and click on the Document icon at the far right of the window (next to the Description field).
• When you the Doc Browser is showing and you click on the name of a Mod in the Mods Tab, Bash will try to show the document for that mod in the Doc Browser window. If Bash does not know which document to associate with the mod, it will show a blank page.
• To associate a document with a mod:
• Select the mod in the Mods Tab.
• Switch to the Doc Browser and click on "Set Doc..." and use the file dialog to find the document.
• To disassociate a document with a mod:
• Use "Set Doc..." again to pick a different doc. Or...
• Use "Forget Doc..."
• To change the name of a document, click on the "Rename Doc..." button, and use the file dialog to pick a new name/location. The document will be renamed and/or moved to the new directory.
• To view a different document:
• Select the document on the Mods tab. Or...
• Use the mod name list box to select the desired mod.
• To make a text document editable, click the "Edit Doc..." button.
• Note that editable docs will stay editable until you unset "Edit Doc...".
• Also the Edit doc setting is remembered separately for each mod. As you switch between mods, the "Edit Doc..." button will return to the remembered state for that document.
• Any changes to the document will be automatically saved when the mod is changed, the document window is closed or the edit button is unclicked.
• To create a new document, just use "Set Doc..." and pick a file name that doesn't exist yet. This will give you a blank document template - and any changes to it will save automatically, creating the new file.
• If the mod's doc file is a .txt file in Wrye wiki text format, an html version of it will be automatically generated as needed, and this html version will be shown when the doc Browser is not in edit mode.
• Format Documentation and Template:
• The wiki text format is documented in Data\Docs\Bash Readme Template.txt.
• When you create a new readme document (by using "Set Doc..." to a file that doesn't exist yet), you'll be given a template wiki text file. The template used will either be the template above, or Data Files\Docs\My Readme Template.txt if it exists.
• If you rename a mod in the mods tab, Bash will move the document association to the new name.
• Similarly, if you copy a mod, the new copy will be associated with the same document.
• Documents can be stored in different directories.
• If you delete a mod, then Bash will forget about it's document (but won't delete it). However, if you Hide a mod, Bash will remember the document, and you'll still be able to select it from the Doc Browser's mod name list box.
• You may want to move your docs from the Data directory to a new Data\Docs directory. This will reduce clutter somewhat and make documents easier to find.
• Checkbox Colors
• Checkbox colors indicate the "health" of the mod file's master files.
• Purple: Good. Exactly synced with currently selected mods.
• Blue: Good. Compatible with currently selected mods. However, current mod set includes some mods that are not used by this save game.
• Green: Good, but not in sync with currently selected mods. Use Load Masters to sync load list to this save.
• Orange: Some mods have changed order. Oblivion and TESCS will adjust for this when you load. However, if some of the mods that you depend made conflicting changes to the same item, a different mod may now dominate because of the reordering.
• Red: A master is missing. You should check to make sure that you have not inadvertently renamed or removed the mod.
• When you autosave or quicksave, Oblivion backs up the previous version of the savefile (e.g. "autosave.ess" becomes "autosave.bak"). Bash includes these backup files in the Saves file listing. You can easily revert to any of these backup by renaming or duplicating the file to a new filename with extension "ess".
• You can also increase the number of backups kept by incrementing the iSaveGameBackupCount setting in the Oblivion.ini file.
• Make changes to the file in the details view.
• File Name Change the file name.
• Masters List
• The masters list show the esm files that the current mod depends on, and the load order (modIndex) of that master.
• Renaming Masters: If a master has been renamed, you can adjust for that here by renaming the master. Either left-click the name and edit it in the column display, or right-click the name, select Change To... and then select the desired replacement esp/esm from the mods directory.
• Note that you should only do this if the new name is a new version of the same mod. Replacing a mod with an unrelated mod will cause file corruption.
• Disabling Masters: If you want to remove a mod from active use, you can usually just start playing without the mod loaded. However, this won't work if the mod is an esm. You can get around this by right clicking on the name and selecting Disable. This will rename the master to a non-existent esp. Note that you still may run into logical errors which prevent the esm from being removed. But at least this way the game will try to run without the master.
• If you play with several different PCs, the same PC with substantially different load sets, you want to set up different save profiles. Profiles are essentially a way to group your saves into different sets and rapidly switch between them. Note that you can also associate different versions of Oblivion.esm with different save profiles, which means that when you switch profiles, you can automatically turn Shivering Isles content on or off.
• To create/modify save profiles:
• Go to saves tab and right click on the "File" column header. This will give you a context menu.
• Select Profile: Edit Profiles to get the edit dialog.
• Use the add/rename/remove commands as desired.
• To select a savegame profile:
• Go to the context menu again and select Profile:[Name of profile].
• Notes
• See also Oblivion.esm Swapping.
These are the commands found on context menu for saves...
• Same as for Mods Tab: File Commands above.
• Synchronizes activated mods to savegame's masters.
• Lists savegame masters in window and copies the list to the clipboard.
This is useful for forum postings where you want help debugging your load list, or just want to show off how many mods you have loaded!
• Notes
• List is in load order. (Unlike plugins.txt which is in alphabetical order.)
• Version number of the mod is listed if it is present in the mod's description field and in the right format (e.g. Version: 01.21
).
• Reports various statistics for save file. Probably too technical for most people. Feel free to skip this section...
• Array Sizes
• These are the sizes of the major arrays in the savegame.
• Created Items are items created while playing e.g., spells, enchanted armor, clothing, weapons.
• Records are records of changes to previously defined objects. E.g., removing the essential flag from an NPC.
• FormIds is a table which maps an internal reference number to a formid number. Kind of technical, but what it comes down to is, if the savegame ever had to refer to a specific formid, then that formid shows up in this table. If the formid comes from a mod that is later removed from the game, then its entry in this table is replaced with a 0. (I refer to such an entry as a "lost ref" because it's lost it's connection to the source mod.)
• Created Items
• This shows the counts for the various types of items created in-game.
• If there are lot of any one type (e.g., over 1000), then you likely have a older, buggy companion share mod which should be upgraded.
• FormIds
• This is a breakdown of the FormId table by source mod.
• Record Details
• Change record details are broken down by type and by mod. The type is number, which is followed by a description if known (e.g., "6 Faction").
• New ObjectRef Bases
• New ObjectRefs are record type 49 change records that belong to the savegame itself. E.g., if you drop an arrow on the ground, there will be a new objectRef for that arrow that will belong to the savegame. Oblivion seems to delete these fairly well, but certain scripting techniques will cause them to stick around, and particularly bad techniques or bugs will cause a lot of them to stick around which can bloat the game and cause save/load problems.
• The "Base" of an objectRef is the baseid of the object (e.g., the formid of a steel arrow from Oblivion.esm). The objectRef refers to these indirectly through an "iref". Usually this will map back to a formid, but if the original mod has been removed from the load order, then the formid is set to zero. If this has happened, then a count of such "Null Bases" will be shown.
• After the "Null Base" count (if present) is a list of New ObjectRef Bases where the count is over 100 (e.g., if there are over 100 new arrows lying around). Show is the count, the iref and the base formid.
• Formid == 0 is a "Null Base". An
• Formid beginning with FF is reference to an object defined by the savegame.
• Otherwise, the formid will map back to a mod. The first two digits are the modindex, and can be matched to a mod through the "MI" column in the list of savegame masters.
• This allows you to remove unused spells from your spell list.
• Warning: Spells once removed cannot be re-added. While most spells can be repurchased, and custom spells can be recreated, quest and other spells may require use of the console to re-add.
• See Face Import below.
• Deprecated. Use Update NPC Levels instead.
• This allows you to rename any enchanted items that you have created in-game.
• This allows you to rename any potions that you have created in-game.
• This allows you to rename any spells that you have created in-game.
• Potions created in-game are given a weight that is somewhat arbitrarily selected and potentially high (over 1 lb per potion). (See: UESP: Oblivion Alchemy.)
• You can use this command to set the weight for all of your created potions to specified value.
• Notes:
• Effects all current potions and thus all future potions with the same name and effects.
• Potions created after use of this command with a new name and/or different effects, and/or different durations of the same effects will not be affected. To change them, you'll need to rerun this command.
• Suggested value: 0.1 to 0.3
• Background
• NPC levels determine how NPCs rank relative to the player, and are frequently tweaked by rebalancing mods (e.g. Oscuro's Oblivion Overhaul). However, because of the way the game engine stores level information for NPCs, such tweaks will not affect games that were started before the tweak mod was added to the load list. This command compensates for this by importing the tweaked NPC levels into the savegame.
• Usage
• Make sure that mods that you want to play with are active, then select one or more save files and run the command. NPC level info will be read from all active mods and applied to all selected save files.
• Notes
• This replaces the previous Import NPC Levels command. It's simpler to use, and can be applied to multiple save files at once.
• Background: The Oblivion game engine keeps savegame file size down by garbage collecting various types of objects. Arrows shot into the game world will be removed after several minutes of gameplay, while most other types of objects dropped in cells will be removed if the cell is not visited for a period of three days. However, certain scripting approaches in mods can result in large number of objects being created in such a way that they are not garbage collected.
• Excess Created Objects: A few older mods use scripting approaches that resulted in the duplication of existing objects as new "created in game" objects. (The major problem has been due to early companion sharing mods.) Prolonged use of such mods can result in 10's of thousands of newly created objects.
• Null Refs: Null refs are one source of savegame bloating that is relatively easy to identify. Null refs are items dropped or placed in the game world that are instances of objects from a mod that has since been removed. (E.g. "Mega Awesome.esp" might add "Mega Awesome Swords" to bandits. If one of those is lying on the ground in some dungeon and then "Mega Awesome.esp" is removed, then the sword lying on the ground becomes a null ref.)
• Usage:
• Run the Remove Bloat command. This will either report that there's no bloating or will report suspected bloating numbers, and prompt you to continue to remove the bloating.
• If you have bloating, then:
• If the numbers are small (roughly under 200), then probably the best thing to do is to decline to remove bloating. Removing it won't make that much difference.
• Figure out why you have bloating. Null Refs are fairly common if you've removed mods. However, large numbers of created objects indicates a problem with one of your installed mods (probably a companion and/or companions sharing mod). Such mods should be updated or removed.
• Before removing, you should make sure that you have duplicate of the savegame. Savegame corruption might show up later. If the command has minimal result on savegame file size, then discard the modified file.
• Again, keep in mind that this is an experimental command. While good results have been reported so far, it's possible that problems may appear later.
• Fixes "Abomb" animation slowing by resetting the TesClass Abomb counter to 0x41000000 (or float 8.0).
• "Abomb Animation Slowing" is a slowing a of animations that typically appears around 225 hours into the game (though it may occur earlier or later). Effects are that many animations (spell effects, burning fires, opening/closing doors) have noticeably stop action effects, even while the rest of the scene is rendered normally. In fact the problem is worse in areas with high frame rates (e.g., simple interiors). This is presumably a bug with the game engine, probably something with thread prioritization for animations.
• The trigger for animation slowing seems to be the last four bytes of the TesClass data chunk in the save file. These bytes apparently represent a float value, which increments steadily with game play (on my machine advancing at about 2/3 of game seconds played). When the counter crosses a certain threshold (0x49000000), the animation slowing kicks in suddenly. The fix seems to be to simply reset this counter to an early value (0.0 would probably work. I use 8.0 or 0x41000000).
• There have been some reports of related problems with animations (dying wraiths not dropping properly) and physics collisions. Also, some have reported problems showing up before 0x49000000. However, there is clearly a substantial change as the counter crosses 0x490000, and the reported physics problems have been seen earlier in the game and so may be unrelated.
• For more discussion see: ESForums: Slow/Frozen Doors.
• (Mostly) fixes empty faction bug introduced in Wrye Bash v 105 (with most people experiencing them starting at version 111 which introduced new Update Levels function.
• Also (optionally) updates NPC factions to reflect faction changes in mods.
• Background
• The v105 bug caused some NPCs in the savegame to be marked as having no factions and no spells. The most notable effect of this was faction infighting, however, another major effect (for people importing faces at the start of the game) was the removal of the player from the playerfaction (very bad!). A few other rare effects might happen e.g. the inhabitants of Alsewell might become invisible sooner than they should.
• Unfortunately, it's not possible to remove the effects of the bug with total safety sometimes, NPCs should need to have zeroed spells and/or factions. (E.g., Aleswell again. If citizens have empty spell arrays removed after the quest has been completed, they'll disappear when they shouldn't.)
• Aside from my bug, there are related problems with mods that are changed so as to add factions to NPCs after that NPC is already in play and has had its factions modified in-game. E.g. CM Partners that have been upgraded from v 1.4 to v 1.5.
• Advice
• Do not use this function unless you have to! In general, if you have a recent save that you can revert to, I'd advise you to use that instead!
• Check the log when you're done. If the results make your nervous, then do a File: Revert to Backup to return to pre-repair state.
• The Repair Fbomb command has been removed since the problem has been fixed by Bethesda's 1.2.0416 patch. For more info, see UESP: Reference Bug.
• Oblivion has a bug that will cause a crash if your PC's hair comes from a mod that has been removed and you then run showRaceMenu. One way to avoid this problem is to use Bash to import a face (thus also importing hair). Another solution is to use this command.
• Repair Hair will check to see if your PC's hair has become lost, and if so, replace it with the default hair for that race/gender.
• Procedure
• Right click on savegame and select Import Face. This will result in a file dialog where you can select either another save, or a mod file. When you select a file, you'll get a dialog listing all characters whose face you can import.
• For mod files, all NPCs in the mod will be listed.
• For save files, the player character will always be at the top of the list. In addition some clones of the player (e.g. for statue in Bruma) and other npcs may also be listed. Usually, you'll want the player character.
• Click on a face in the list to display its details (Name, Race, Gender, Stats). If the face has an image associated with it, the image will be displayed.
• Use checkboxes to import additional characteristics.
• Click the import button.
• When importing a face from a mod, you can choose to import the stats. Use this with care and be aware of the limitations!
• The stats seen in-game are combination of base npc stats for the pc plus magical modifiers plus scripted modifications. This command only affects the base npc stats, hence what you may see in game may be notably different. In particular:
• Health = npcBaseHealth + gmstFactor*currentEndurance
• Magicka = npcBaseMagicka + (1+gmstFactor)*currentIntelligence
• Fatigue = npcBaseFatigue + gmstFactor*currentEndurance
• It's possible that the change in base stats, combined with the scripted changes to stats will render your PCs stats in some areas negative or bizarrely high.
• Changing stats like this is likely to confuse releveling mods. You may want to disable such mods before importing stats. It may be necessary to remove them (which may require some in-game preparation), then load the leveling mod, then resave, then re-add the mod in order to make the leveling mod adjust to your modified stats.
• To tweak the stats of an existing character, try importing the character to a mod file, editing the character there and then importing the edited character to your game.
• Notes
• Race Import is incomplete. Importing race will change the physical appearance and identification of your character, but will not change racial powers. E.g., you'll look like a Wood Elf, but have the powers of an Imperial.
• If you want to associate an image with a face, then:
• Save the image to Data\Docs\Images\[EditorId].jpg
• Note that the file needs to be in jpeg format and be named so that it matches the editor id of the face.
• Bash displays the face in a 350 by 210 pixel box. Your face does not have to be that size, but ideally it would have the same 5:3 width:height ratio. Bash will scale the face down as needed to fit in the box.
• To import a face into a mod, select the mod, right click and select "Import Face".
• Best Practice
• Start by creating an empty "PC Faces.esp" mod. You can easily do this by using the construction set, or you can copy "Blank.esp" from Mopy\Extras.
• Use this single mod as your face "library". Import any interesting faces from saves, then use TESCS to further edit "PC Faces.esp".
• Notes/Warnings
• It's strongly suggested that you import only to a mod that contains nothing but npcs.
• Face Import does not check for unique editor ids. If this is a danger, edit the file in TESCS. TESCS will auto-rename any duplicated editor ids, but you'll probably want to rename manually (since DUPLICATE0000 is not so informative!)
• Importing Non-standard Eyes/Hair
• Ordinarily, bash will only import eyes and hair that come from Oblivion.esm or the mod itself. However, it is possible to access eyes and hair from other mods with a little work.
• First, convert the source cosmetic esp to an esm. (On the mods tab of Bash, use the "Copy to Esm" function.)
• Now, open your face library esp in the construction set, but be sure to also load the new cosmetic esm. Then save (this will add the cosmetic esm to the master list of the face library esp).
• Next, go to the save, right-click on the cosmetic esp in the list of masters on the right side of the window, select "Change to...", and then select the esm version. (Here, you're switching the dependency from the esp to the esm version.) Then save.
• Now go back to the mods tab and import the face. The eyes/hair should now be imported.
• In short, Bash will only import eyes/hair if the eyes/hair come from an esm if the esp already has access (i.e., is dependent on) that esm.
This allows you to preview your screenshots.
Right click on the column header to see these:
• Explorer: View the screenshot directory in Windows Explorer.
• Next Shot: Set the name/number of the next screenshot.
Right click on a screenshot to see these:
• Delete: Deletes selected files.
• Convert to jpg: Converts selected files to jpg format.
• If file by name new name already exists, then conversion will be skipped (for that file).
• Rename: Renames selected files according to format.
• If multiple files are selected, they'll be numbered sequentially after the first.
• If file by new name already exists, then rename for that file will be skipped.
Archive, view, search PM's from the official forum. Note: This is fairly new and a bit experimental at this time (11/6/2007). It should be fairly safe, but I suggest that you keep a backup of any messages that you enter into this.
• What's Importable
• Only html format archives are archivable. Excel format archives are ''not'' archivable.
• PMs from other forums that use the same software as the bethsoft forums may also be importable but this has not been tested yet.
• Setup
• Typically you'll have your archives as attachments to mail messages. You'll need to save these to disk. When you save, it's best to name the file like "07.11.06 archive.html" or "2007.11.06 archive.html" (where the leading digits are year, month, date) using the date the archive was created!
• It's important to get the archive date correct, since Bash will use it to figure out the date of PMs dated as "Today" or "Yesterday".
• Note: The rest of the name doesn't matter it's just the date that counts.
• It's usually simplest to save a bunch (all) of your archives to disk at once in a special folder.
• Importing
• Once you've got the archives saved as files...
• Go to "PM Archives" tab, right click on column header at the top of the window and select "Import Archives..." Use the dialog to select the archives that you want to import.
• It's easy to search. Just enter the search term at the bottom and hit return (or press the Search button). Messages will be searched for the term in the subject, author and text fields, and the list will be filtered down to matching messages.
• To get back to the full list, either:
• Clear the search field and hit enter. Or
• Click the Clear button.
• You can delete any message or group of message by right clicking on them and selecting "Delete"
• You can sort by any of the columns. When sorting by subject, leading "Re: " will be ignored thus messages should group together correctly. Also when searching by Subject or Author columns, messages will first be sorted by date.
• If you select multiple messages at once, all of them will be shown in the view pane, in the same order as they are shown in the list.
• When you select messages, they're actually temporarily written to an html file. You can view this directly, mail it to people, etc. You'll find the temporary file at "My Games\Oblivion\Messages.html"
Note that this features does not yet work with non-English versions of Oblivion! Nor does it work for pre-1.1 copies of Oblivion. It also requires some preparation before installing Shivering Isles!
The release of the Shivering Isles (SI) expansion has complicated life for modders. The problem is that the expansion is placed not in a new esm or esp, but rather directly into the existing Oblivion.esm. (There is a DLCShiveringIsles.esp that comes with the expansion, but it is empty and apparently is only use to trigger SI bsa archive loading).
The problem with this approach is that:
• It forces players to use the new material, which may be a problem on lower performance machines.
• It forces modders to build on top of Shivering Isles data, which in turn requires version 1.2 of the TESCS, which results in mods that will only run on 1.2 patched systems, and which in turn are unmodifiable by players who haven't upgraded to 1.2.
Perhaps these problems are not that horrendous, but it would be nice to be able to quickly switch between the different versions of the Oblivion.esm. Bash allows you to do this.
• The major point is that for swapping to work, you must have copies of both the 1.1 and the SI versions of Oblivion.esm available. This is only possible if you copy Oblivion.esm before installing Shivering Isles.
• If you have not done that, then you'll need to:
• Reinstall Oblivion
• Update it using the Oblivion 1.1 patch
• Copy Oblivion.esm to Oblivion_1.1.esm
• Reinstall Shivering Isles.
• If you have not yet installed Shivering Isles, then great! All you have to do is the last two steps above.
Bash now indicates the current version of Oblivion.esm in several places...
• Mods tab: You'll see either a [1.1] or an [SI] after Oblivion.esm listing.
• Masters tab: For both mods and savegames, you'll again see [1.1] or [SI] appended to Oblivion.esm. Note that this does not indicate the version used when the mod was built or the savegame was saved. Rather it just indicates the version of the currently loaded Oblivion.esm.
• The title of the main Bash window. You'll see either [1.1] or [SI] at the end of the title.
• Two swap versions on the mod tab, right click anywhere on the column header and got to the Oblivion.esm menu item. The currently available and selected versions will popup in a submenu where you can select them.
• Selecting a different version will swap names around you should see the change reflected immediately in the Version Indicators.
• The same command is available from the column header context menu of the Saves Tab, and does exactly the same thing, but with one exception...
• When you make the selection from the saves tab, it will not only swap Oblivion.esm, but it will also mark the selected version as the preferred version to use with the current save profile. If you later switch from another profile back to this one, the Oblivion.esm version will be swapped automatically.
• Tip: If you're already using save profiles, then visit all of your existing save profiles and use the Oblivion.esm command to set the default for each of them.
Bash now supports localization for most? western languages (translation of program strings to local language). It still probably does not support non-roman character sets (Cyrillic, Arabic, Asian languages, etc.). Since you're looking here, I'm assuming that you're trying to add translations for your language. Here's how:
• Custom Program Strings
• Custom program strings are translated from lookup files that you'll find in the Mopy\local
. E.g., for English, it would be Mopy\locale\English.pkl
. (Of course, the program is already in English, so this isn't needed.)
• These pkl files are automatically compiled from the corresponding txt files (e.g., Mopy\locale\English.txt
) as needed when Bash (or bish) starts up. So, to update the program strings for your language all you have to do is edit the txt file in a text editor, adding translations for strings. Naturally, not everyone needs to do this once someone does the txt files for a language, they can redistribute them to other people including me, so that I can include them in next Bash release.
• Generating the Translation
To begin translating, or update an existing translation file...
• Go to Mods tab, right click on File column header and select Dump Translator from the pop up menu.
• This will generate a new version of the translator file for your locale. It will be named appropriately (except for the leading "NEW") and will contain any translations that have already been done.
• Delete the old translator text file, and rename the new one to replace it.
• Edit the new translator file, adding translations to replace any that are missing or incorrect.
• Translation Tips
• Here's part of the a translator file .
=== basher.py, 3711 Active profile cannot be removed. >>>> === basher.py, 3717 Delete profile %s and the %d save files it contains? >>>> DELETE PROFILE %s AND THE %d SAVE FILES IT CONTAINS?
• Each entry begins with the source file and the line number (in case this helps you figure out how to translate the code).
• After that is the original text, then a >>>>
dividing line, then the translated text. Here, the second entry has been translated, while the first has not. (Here the "translation" consists of changing it to upper case.
• It's important that you leave the formatting characters in place and in order! Formatting characters are text like %s %d %08X \n
. The '%' strings are place holders where file names, counts, etc. are entered if they're not present, Bash will throw an exception. The \n combinations are newline characters I use them in dialogs and other places where I want line breaks.
• In translating, I would suggest that you translate the strings that you see the most first. E.g., a good one for a quick test is basher.py, 1916: Mods
this is the name of the Mods tab. And right under it is the name of the Saves tab.
• To test your translations, just save your changes to the text file, and restart Bash. Your changes should appear immediately.
• Of course, it's probably a good idea to keep backup copies of your translator file in case you mess one up. If you revert to a backup copy, just throw the pkl version away to it to update. (Remember it won't autocompile unless the text file is newer than the pkl file.)
• Spell checking: If you're using an office suite, you might want turn on dictionaries for both English and your language Abot mentions that Open Office allows you to do this.
• Another bug fix related to SreNpc refactor in v 139.
• Fix a new bug with Update NPC Levels.
• Add Debug Mode.
• Wrye Morph support: In progress.
• Refactor SreNpc.
• Refactor/expand PCFaces getting/setting.
• Updated Portuguese (by Hadoki).
• Auto Ordering: Tweak diff between mods from 60 seconds to 70 (for OBMM compatibility).
• Fix order of MGEF sub-records.
• Disable ctrl-up/down for auto-sorted files.
• Refactor saveFile.getRecord.
• Upgraded List Masters to be like List Mods.
• Bashed Patch: Morph Factions.
• Wrye Morph support: In progress.
• Fix yet another updating bug with Relev,Delevs.
• Add an error check for circular masters.
• Rational Names: OOO.esp >> OOO.esm.
• Auto-sorting: Misc. tweaks and UI fixes.
• Added Portuguese translation (by Hadoki).
• Added SEWorld Tests to Bashed Patch.
• Minor tweaks to Auto Ordering.
• Fix: Auto Ordering to resort after redating anchor files.
• New: Auto Ordering by group.
• Group headers in mods lists.
• Fix a bug with merging INGR records in bashed patch.
• Hack to get around bug with screens tab not showing up correctly.
• Make sure that group anchor mods sort to top after Sort command.
• Fix a bug that prevented merged mods from acting as delevs/relevs.
• Group sorting now allows groups to start with '='.
• GMST Tweak: Msg. Equip Generic.
• Fix a v 124 bug with renaming mods.
• In progress: Complete Dial/Info handling.
• Minor UI tweaks and Rational Names CSV additions.
• Fix a v 127 bug that broke Bash Patches.
• Fix a bug with importing faces from Khajiiti to a mod.
• Fix a bug with names export.
• Add support for quest and ai package records. (Will impact mod merging, editor id importing, etc.)
• Added/fixed some entries in Rational Names (thanks Havner).
• Fix minor bug in ordering mods after updating their details.
• Fix bug with patching introduced in v 124 refactor.
• Fix bish.py to work with v 124 refactoring.
• Added settings.safeMode.
• Fix a few bugs with refactoring in 124.
• Refactor bosh.plugins. (Mostly merge with bosh.modInfos.)
• Corrected Russian translation (by DJ_Kovrik).
• Updated Russian translation (by DJ_Kovrik).
• Better handling of deleted records.
• Fix a problem with bashed patches not including recent additions.
• Mod Details like TESCS Details view.
• Minor addition to Game Setting: Essential NPC Unconsiousness.
• Mod activate/deactivate will now display message if masters/children are activated/deactivated.
• Load lists now works like Load Masters on savegames.
• Fix problem with pluggy.bak files in saves directory.
• Fix a minor bug with duplicating .bak files.
• Tweak Import Race Info to a problem with unnamed races.
• Tweak Import Race Info to work better with Cosmetic Compilation.
• Fix a bug with eye mesh filtering in Import Race Info patcher.
• Repair Factions: Bug fix part IV. I think it's fixed this time.
• Fix a minor bug with Delete Spells when some masters are missing.
• Repair Factions: Add extra check to make sure player has default spell.
• New command splits repair function from 113 to separate command.
• Additional changes to code to prevent related errors.
• Fix major bug with releveling npcs.
• Bug was probably introduced aroun v 105, but would have become more obvious around v 111 due to heavy use of new Update NPC Levels feature.
• Effect of bug were intrafaction NPC fighting. Possibly lack of spells.
• Fix minor bug in setting time after copy to esm/esp.
• Updated bashmon to support pingpong.
• Update NPC Levels replaces Import NPC Levels.
• Misc. Tweaks
• Misc tweaks to html browsing windows.
• Move doc browser button to status bar.
• bashmon.py now included in distribution.
• Updated recommended python and wxPython:
• Recommended python: 2.5.1
• Recommended wxPython 2.8.7.1
• Misc. Tweaks
• Refactor Path objects in effort to improve performance.
• Make log messages look more modal.
• Mark Mergeable now reports in a log message.
• Add warning icon to continue queries.
• Import Archives now handles messages archived from "Sent" mailbox.
• Tweak Names: Spells: You can now use the "unlabeled" version to remove old labels without adding new ones.
• Import Race Info: Fix for races using reanimate eyes.
• Import Race Info Minor tweaks to eye mesh filtering.
• PM Archive Tab Import Archives now supports pre-2005 archives.
• New PM Archive Tab.
• Fix a minor bug in marking in patch imported mods in main mod list.
• Import Race Info Eye Mesh filtering: fix a bug, add argonianEyeMesh.
• Refactor Import Race Info. Add eye mesh filtering.
• Mods count now in bottom right of status bar (active/available).
• Refactor savegame face getting/setting (for use with brzMonitor).
• Updated Russian translation (by DJ_Kovrik).
• Export/Import Editor Ids now updates scripts as well.
• Merge Patches now supports sound records.
• Refactor dictionary variable names to "key_value" form.
• Refactor to use new Open/SaveDialog functions.
• Tweak personal directory extraction code in initSettings.
• Tweak wtxt to avoid odd contents bug.
• Fix a bug with "*" checkmarking.
• Replacers now handles shaders directory. (Be sure to back it up first!)
• Retroactively celebrating 100th release by dropping the '.' from version #.
• Mod list now indicates imported mods with "*" checkmark.
• Face Import from save now provides same options as importing from mod.
• Merge Patches now supports water and shader effect records.
• Csv files now use comma separators.
• Bashed Patch sets its file version by loaded files.
• Added No Light Flicker.
• Added Right Hand Rings.
• Added Max Weight Staffs.
• Doc Browser Set Doc... now inserts mod name in sorted order.
• Bashed Patches will now query to activate the patch if it's not already activate.
• Mark Mergeable now recognizes NoMerge tag.
• Refactored YesQuery dialogs.
• Merge Patches now supports weather records.
• Modified mod/doc list display.
• Double clicking on mods in mod list now brings up doc browser.
• Tweaked Delete Spells to show spell info.
• Fix problem with erratic text colors in mod/master list under python 2.5.
• Tweaked interface to Leveled Lists for greater clarity.
• Tweaked savegame item renamers to show more info about item being renamed.
• Fix bug with profile switching.
• Import Graphics add support for load screens.
• Leveled Lists merger redesign.
• Change way chanceNone is selected while merging.
• Support additional "My Leveled Lists.csv" for Mark Levelers.
• Merge Patches now supports creature records.
• Added Tes4View launcher.
• Leveled Lists merger redesign.
• Added Mark Levelers.
• Bash tags are now preferentially added at top rather than bottom of description field.
• Leveled Lists merger redesign.
• Remove first mod's "soft lock" on list.
• Redefine "Relev" to separate out Delev behavior.
• Modify GUI to support Delev/Relev tag selection.
• Fix a few problems with correct display of "+" check mark for Merge Patches.
• Rename "Update Patch" to "Rebuild Patch".
• Fix a bug when switching to some older profiles.
• Leveled Lists merger redesign.
• Made Relev less restrictive.
• Added Delev tag.
• Fix bug with merging (hopefully).
• Bashed Patches
• Renamed, resorted all patch components for increased clarity. Like components are now grouped together and named similarly.
• Moved bow and potion tweakers to Tweak Assorted.
• Merge Mods will now merge specified mods in even if they're also activated. (Previously, activated mods that were marked for merging, were not merged.)
• Misc. additions, tweaks
• Add support for load screen records.
• Refactor stats import/export/patching:
• Misc fixes
• Fixed sizes of some PNG images.
• Fix a bug with the "Rename Doc..." button in the doc browser.
• Fix an error handler for modinfos.
• Fix a crash due to patch source files being unexpectedly removed.
• Fix a bug with importing faces from saves where PC hasn't leveled yet.
• Fix a bug with leveled list merging that prevented some merged leveled lists from being saved.
• Fix handling of ignored records in most cases.
• Merged mods now marked by '+' checkbox.
• Updated List Mods command to list merged mods.
• Mark Mergeable now checks for associated bsa files.
• Import Names will skip name types that aren't supported.
• Various patchers no longer throw errors if source mod/file has been removed.
• Updated Rational_Name.csv.
• Oops. Remove debugging code.
• Export from multiple files now supported for Export Names and Export Stats.
• Minor correction to LIGH record handling for compatibility with Tes4View.
• Can Merge replaced with Mark Mergeable.
• Mods marked as mergeable now marked with green text in main mods list.
• New Patch Aliases handling.
• New Merge Patches and Can Merge command.
• Fix minor bug with deleted quick/autosave backup files.
• Add support for Ammo to Export/Import Stats and Import Stats.
• Added Rational_Names.csv for use with Import Names.
• New Export/Import Stats for mods.
• New Import Stats.
• New Rename Potions for savegames.
• Minor tweaks to other savegame created item reamers.
• Version number is now shown in title.
• Now based on formid instead of editor id.
• Minor tweaks to command names.
• Exported file can be used by Import Names.
• Bugfixes
• Fix bug with taking snapshots of savegames.
• Fix bug with date of "Revert to First Backup".
• Fix bug with reading enchantments.
• Improved pop up choice menu text for all tweakers.
• Armor name tweaker now adds H/L for heavy/light armor.
• Scroll name tweaker now allows choice of sort order.
• Scroll name tweaker now allows choice of magic labels.
• Spell name patcher removes old labels like ILi3: or MDA3:.
• More labeling options for armor, spell and weapon name tweakers.
• Misc.
• Added support for light (LIGH) records for graphics and names patchers.
• Test for incomplete installation (esp. Docs directory).
• Add Disable command to masters list in Save Details.
• Disable manual editing of Automatic Lists (use bash tags instead).
• Bugfixes
• Don't allow Espify Self for esm files. TESCS doesn't like it.
• Skip dump of ANAM enchantPoint subrecord if unneeded.
• Fix a bug with selecting Elaborate Eyes in Races Patcher.
• Updated: Tweak Names. Optional scrolls and notes tweaker.
• Update: Import Graphics Minor tweak for flags on armor and clothing.
• New: List Mods.
• New: Tweak Names.
• New: Stats Import when importing faces.
• Import Names now handles magic effects records.
• Fixed a bug with Ancotar's Ring of Burden.
• New: Import Graphics.
• Bugfixes/Misc.
• Fix race body patcher skipping some changes.
• Fix patcher to ignore mods after patcher even if patcher isn't activated.
• Patcher now reports on active mods.
• Fix swapped labels for "Combat: Recharge Weapons" option.
• Patcher now handles Improperly Grouped files more gracefully.
• Mod selections that activate children or deactivate masters mods now generate notice in status bar.
• Fixed unnecessary race patching due to model comparisons.
• New: Espify/Esmify Self.
• Espify/Esmify Masters: Changed to flip esp/esm bit method.
• Settings/Table files
• Move/rename user files to My Games\Oblivion.
• Change to binary format.
• Improve error recovery in case of file corruption.
• Updated Russian (by DJ_Kovrik).
• Updated German (by DWS).
• Misc.
• Fix race patcher to output eyes/hair in standard format.
• Better missing image file message.
• Tweak snapshot numbering.
• Recognize esp/esm status by bit setting instead of esp/esm.
• Allow rename of .bak save files to .ess files.
• GMST Patchers
• Chase Camera Distance: Improved zooming speed.
• Message Display: Removed because it had no effect.
• Masters Listing
• Move from saveinfo header menu to savegame context menu (List Masters).
• Now shows modindex number instead of bogus mod number at beginning.
• Now shows list in log window, but still copies list to clipboard.
• Misc.
• Savegame Statistics: Ignore extra Missing Master NPC added by 1.2.0416 patch.
• Help button now opens help in preferred html browser.
• Now under GPL Version 2 License.
• Tweaked Power Exhaustion mod mangler to work on fort endurance instead of fort mercantile.
• Minor docs update (thanks BlackRazor!)
• Bug fix for Power Exhaustion patcher.
• Removed Fbomb repair.
• Fixed bug with race voice patching.
• Patchers
• New: Power Exhaustion
• Patchers
• New: BowPatcher tweaker to fix bows with zero reach.
• New: Reweigh Potions tweaker reduces standard potion weight to 0.2.
• New GMST: Chase Camera distance.
• New GMST: Magic Bolt Speed
• Tweak GMST: Additional options for arrow speed.
• New GMST: Combat: Recharge Weapons
• Import Race Info: Now, with male/female body/voice merging.
• Bugfixes:
• Minor tweak to settings, table pkl saving in hope of fixing rare file corruption.
• Prevent DLC content from being red-highlighted because on first load.
• Fix bug with 10 day option of cell spawn game setting.
• Additional Tweak Settings tweaks.
• Minor tweaks to some Tweak Settings tweak choice menus.
• Tweaks of translator to avoid some redundant strings.
• More warnings on use of FBomb repair, and default to higher reset value.
• Added tip display for patchers.
• Fix rare bug with importing faces to mods.
• Updated German translation (thanks DWS).
• Additional Tweak Settings tweaks.
• New Reweigh Potions.
• Restructured Save File Commands.
• Docs: New screenshots, restructuring.
• New: Tweak Settings tweaker.
• Revamped Tweak Clothes.
• Update mods list after adding/removing replacer on Replacers Tab.
• Tweaked Import Race Info to merge cosmetics from different mods.
• New: Repair Fbomb command.
• Disable Import: TNR Faces command. (Use Bash Face patcher instead.)
• Disabled old ability to disable/uncheck savegames. (Use profiles instead.)
• Fix bug with "Change To" command.
• Warn on Oblivion.ini corruption
• Updated Russian translation (by DJ_Kovrik).
• Added Fbomb counter to savegame Statistics.
• Re-enable importing faces into a mod. Oops.
• Fix a bug with OBSE launching TESCS.
• New: Launch Buttons.
• Update docs a lot.
• Disable Import: TNR Faces command. (Pretty much replaced by Import NPC Faces patcher.)
• Some compatibility fixes for people upgrading from much older Bash versions.
• Auto creation of Bashed Patch (one time only).
• New: Import Race Info.
• Bugfix some Profile and Oblivion.esm swapping interaction stuff.
• New: Import Names.
• Misc.
• Progress bar on startup.
• Write error log for some startup errors.
• Oblivion.esm Swapping stability, setup for internationalization.
• New Oblivion.esm Swapping.
• Misc.
• Esms now have blue text color rather than line color.
• Shifted menus around a bit.
• Changed "Explore..." to "Open..." and added it in more places.
• Added "Oblivion.ini..." to direct open that file.
• Added OBMM and TESCS launching icons to bottom toolbar. (Thanks Gez!)
• Misc.
• Fix face patching to work with Shivering Isles.
• Fix a bug with save directory getting.
• Misc.
• Explore... commands for all tabs.
• Added initial OBMM/Lock Times message.
• Autocreate Oblivion.ini if necessary.
• Jpg images now listed/shown.
• Next Screenshot... command.
• Convert to jpg command.
• Rename... command
• New Replacers Tab replaces previous replacers menu command.
• New Textures BSA archive invalidation.
• Now handle esps, esms and bsa files at root level of replacer.
• Misc
• Delete command for screenshots.
• Fix some typos.
• New: INI Tweaks.
• Bugfixes/Tweaks
• Fixed bug that ignored checkmarks in Import NPC Faces and list merging configuration.
• Fixed bug in savegame spell list editing.
• Refactoring adding strings to paths.
• Tweaked created item name editing.
• New: Tweak Clothes.
• In progress: Dial block handling.
• Refactored: MreRecord default loading, string getting.
• Bashed Patches complete!
• Bugarround for inconsistent int/float with mtime get/set.
• Tweak to ctrl-up/down sorting.
• Tweak to bloat cleaning.
• Tweaks to progress dialogs.
• In progress: Bashed Patches
• Fixes and improvements for Replacers.
• Bashed Patch Beta (Bashed Lists + TNR faces).
• Reorder mods by ctrl-up/down.
• Replaced "Remove Null Refs" with Remove Bloat.
• Refactored progress dialog code.
• Log message windows now remember position and size.
• In progress: Bashed Patches
• Tweaked Face Import dialog (better layout, saves game screenshot as image).
• Added Load Order column to Mods Tab.
• Fix a bug that broke Replacers feature.
• Better handling for savegame file errors.
• Expanded savegame statistics.
• Added Screenshots Tab.
• Added Dump Translator command for Internationalization.
• In progress: Replacers tab.
• Internationalization Russian (Complete) (by DJ_Kovrik)
• Fix a bug in null ref cleaning.
• Importing face from mod no longer requires the editor id end in "PC".
• Refactored GUI layout code slightly. Hopefully didn't break anything!
• Tweak Unicode encoding to fix with Cyrillic (and hopefully other languages).
• Add Remove Null Refs command.
• Add Import TNR Faces command.
• Savegame statistics bugfix.
• More savegame statistics.
• List Merging: Html logging
• Fix bug with mtime getting for python 2.5.
• Command lines functions
• convertFace
• scriptVars
• German (Complete) (by DWS)
• Tweaks
• WikiText: CSS tag.
• Better support for customizing menus and status bar buttons.
• Bugfixes
• Fix a bug with face importing.
• Tweaks
• Improved install debugging help.
• Allow shorter internal link specification.
• Add Anchor wikitext tag.
• Bugfixes
• Fixed template name.
• Fixed MreRace data dumping.
• German (Partial) (by DWS)
• Italian (Partial) (by Abot)
• New Stuff
• Wiki Text Html Generation.
• Added support for Internationalization.
• Tweaked shortcuts to be more generic.
• Added support for more mod record types.
• Optimized Mod elements code (remove getattr, setattr).
• Bugfixes
• Fix a new bug with path for help browser.
• Hopefully fixed flags problem with Python 2.5
• Fix a bug with Python 5.1 compatibility.
• Alchemical Catalogs
• Are now books since scrolls don't correctly display large amounts of text.
• Merged Lists
• Now handles leveled spells lists too.
• Refactoring
• Added Python 2.5 compatibility. Python 2.5 is now preferred platform. (Though development is still done on Python 2.4.)
• Added Path class and refactored all path accessing code to use it.
• Flags Class: Refactored code to use new flags class.
• Renamed Mod record names to start with Mre.
• Added Mod Element structure classes.
• Converted existing record classes to mod element definition, and added many new mod record classes.
• Alchemical Catalogs
• Added recognition of risky spell effects (RSWD, DUMY, DISE). (There's a mod that uses RSWD.)
• Cut ingredient scroll prices in half.
• Alchemical Catalogs
• Autosave and Quicksave Backups
• Automatic backups of autosave and quicksave files are now shown on the Saves tab.
• Leveled List Merging
• "Releveling" mods now "own" general settings (chance none, template, etc.) for lists that they relevel.
• Better handling of mods that don't change entries.
• Better error handling,
• Bugfix
• Fixed a bug in handling "ignored" groups.
• New
• Mods: "Add Master..."
• Mods: Import: Merged Lists...
• Bugfix
• Fix an inconsequential date bug with "Copy to esm/p".
• Improved
• Mod Duplicate and rename functions now warn if mod has associated bsa and/or voice directory.
• Bugfix
• Unselecting a mod in load list now unselects its children mods too.
• New
• Mod: Version 0.8: New command allows you to set mod version back to 0.8.
• Save: Edit Spell List: Remove unused spells from spell list.
• Improved
• Load Masters: Improved error message if some mods missing.
• Tweaked ini file reading to avoid problem with extra backslashes in saves directory.
• Tweaked sorting of mods by name to ignore extension.
• Now generates plugins.txt if necessary.
• Now handles corrupted mod and save files correctly.
• New/Improved
• Add hours game hours column for save games.
• Fixed zombie progress bars for Replacers. (I think.)
• Added a couple of directory error checks.
• Added help button.
• Improved Savegame Profiles
• Edit: Add/Rename/Remove
• Current (non-default) profile shows in Wrye Bash app title.
• Now remembers/resets plugins.txt for each profile.
• New/Improved
• Export/Import Object Names now handles Birthsigns and sigil stones.
• New/Improved
• Added Mod: Move To... command.
• Object Name Export/Import now includes object type.
• New/Improved
• Added Object Name Export/Import for mods.
• New/Improved
• Added link to open readme (same effect as clicking on Doc Browser button).
• Added abomb info to savegame statistics report.
• Added Repair Abomb command for save games.
• Bugfix
• Fixed a problem with mod file error handling.
• New/Improved
• NPC Level Export/Import
• New/Improved
• Added a Save: Statistics command.
• Bugfix
• Fixed an error in calculating record count for un-analyzed top blocks.
• New/Improved
• Fixed mod face import to allow import of eyes/hair that come from mod itself.
• New/Improved
• Replaced "Unlevel NPCs" with "Import NPC Levels".
• New/Improved
• Added Save: Repair Hair function.
• Bugfix
• Disabled addition of masters while importing face to esp. Tended to break stuff while importing faces to non-simple esps.
• Fixed new lines in description field.
• Added support for -u command line option to manually set user home directory.
• All files now use pc style line returns.
• Bugfix
• Fixed created item name disambiguation bug.
• New/Improved
• Edit New Spells/Enchantments added for saves.
• Bugfix/Improved
• Expanded SaveFile data to allow more manipulation.
• Now use temp file for pickle files to lessen chance of corruption.
• New/Improved
• Save details now shows stats and save game image.
• Save Directories for compatibility with Rurisu's Save Game Manager.
• Converted Save: Export Face to Mod: Import Face.
• Updated docs.
• Bugfixes
• Ignore directories with filename extensions.
• Handle corrupt save files.
• New/Improved
• Resurrected completion message on importing a face from an esp.
• Added Update Archive Invalidator. (Experimental and most likely somewhat incomplete. Use at own discretion.)
• Bugfix/Improved
• Fixed bug that ignored checkboxes when importing a face from an esp.
• New/Improved
• Added Exclusion groups.
• Sort now sorts after time of first selected file rather than earliest time. (This makes it easy to move a file forward in time as well as back.)
• Bugfix
• Replace listSubtract function. Guess I needed it after all...
• New/Improved
• New command: Unlevel NPCs for save games.
• Minor tweaks to face importing. Probably won't have a visible difference.
• New/Improved
• Allow editing of master names.
• Allow sort masters by Save Order i.e., by current order in the file.
• Bugfixes
• Fix master listing to sort on first load.
• Fix a bug that prevented backups from being made.
• Bugfixes
• Fixed a bug that broke face exporting.
• Tweaked
• Updated docs
• Faces exported to a mod file now are given an editor id that starts with "sg" (save game).
• Bugfixes
• Fixed a Face Import bug that threw an error if eyes or hair of an NPC in an esp face file were set to None.
• New/Improved
• Purple boxes for saves that exactly match load list.
• Improved face import. Check to import race, gender, name. Face Preview.
• Bugfixes
• Fixed unicode encoding problem. (I think.)
• Bugfixes
• Fixed some bugs with description contents and snapshots.
• Face Export/Import [BETA!]
• Import now imports face, eyes, hair, haircolor, hairlength and gender.
• Race is not imported because it would require tweaking additional records (player's powers, etc.)
• Note: Old code rewritten it's possible that new bugs have been introduced.
• New/Improved
• Internal: Mod and save game parsing fleshed out significantly.
• New/Improved
• Beta! Export face from save to esp.
• Bugfixes
• (Hopefully) fix a couple of directory bugs for furegners and people with home directories stored in weird places.
• New/Improved
• BETA! Import face from one save into another.
• New/Improved
• Redid InitDirs to extract directory settings from Windows Registry.
• Added ability to enable/disable saves.
• Bash now stores configuration settings in user's Local Settings\Applications\Oblivion directory.
• Bugfixes
• Fixed a bug with getting the user's home path.
• Bugfixes
• Fixed a bug with getting the user's home path.
• New/Improved
• Added Replacers handling.
• Updated docs.
• First Release!
Wrye Bash is released under Version 2 of the GNU General Public License. See enclosed gpl.txt file for license details.
• Author:
• Wrye
• Translators:
• German: DWS
• Italian: Abot
• Russian: DJ_Kovrik
• Mod and Save File Gurus
• GhostWheel
• Dave Humphreys
• ElminsterEU
• Rick
• Resetgun
• ScripterRon
• Wrye
• Python Kings:
• Guido van Rossum and many, many others.
• Special Thanks:
• dev_akm: Archive Invalidation, etc.
• ElminsterEU: Tes4View etc. Crucial for adding/checking new record types.
• Timeslip: BSA editing code, OBMM integration, etc.
• Veritas_Secreto: Tamriel NPCs Revamped
• Additional Thanks
• ElminsterEU: Bug catching, technical suggestions.
• Tom Suprgan: Several well researched suggestions.
• Sativarg: Proofreading
Aka, ideas/stuff I stole from other people.
• Bash Features
• Kyorisu: Tes IV Save Manager (Save Profiles)
• No Light Flicker: Crypton's No Light Flicker mods
• GMST Tweaks
• Aelius: Arrow Litter, Essential NPC Unconsciousness
• David Moyer: PC Death Camera
• dbolivar, Acleacius: Horse Turning Speed
• demuerte: Chameleon: No Refraction
• Ravida: Fatigue from Running/Encumbrance
• timmypod: Unlimited Amulets and Rings
• Woodman: Chase Camera
• KseAli: POI Visibility
• Tom Supergan: Chase Camera Distance
• ??: Compass Disable
• ??: Compass: POI Recognition
• If you have a question/comment about Wrye Bash, it's best to post it on the current RELZ topic on the Bethesda Game Studios (BGS) forums.
• If you need to contact me personally, PM me at the BGS forums. However, if it's a general help question, I may ignore it, since such questions are better posted on the forum topic.
• If I'm not available (offline or working on other projects), then the Elder Scrolls forums are the best place to go for help with Wrye Bash.