Volunteers Needed: Wrye Bash is undergoing a lot of changes, specifically re-factoring to make the code more manageable. It will help keep Wrye Bash a sustainable program for other games in the future like Fallout 4 or Elder Scrolls (whatever) 6.
![How to install wrye flash fallout 3 mods How to install wrye flash fallout 3 mods](/uploads/1/2/5/6/125626739/114057831.png)
Read the install instructions for each mod or utility. Read the Fallout 3 owners manual. All you have to do is read what it says and it will tell you exactly how to fix the problem in Wrye Flash. Yes, you can open Wrye Flash while FO3EDIT is open so you don't even have to write down what the error is:smile. May 22, 2018 - How to install Wrye Flash for Fallout New Vegas I hope this video helps as I had a terrible time trying. Instructional video on converting Fallout 3.
I have a lot of time on my hands to work on the patchers and record definitions and I have a very basic idea of what is going on. Errors like the one above are beyond my comprehension because of my limited knowledge of Python. Not to mention an attribute 's' makes it hard to figure out. Because of real life circumstances the other volunteers simply don't have time to help. Utumno has been doing all the refactoring from what I can tell. He has been doing a fantastic job. Valda had made updates for Wrye Flash support for FO3 and FNV.
Luckily when I contacted him he was willing to help on the weekends. I also have gotten in touch with another person who volunteered a while back to work on VMAD. So that will help.
However, like the previous volunteers they can only help as time permits and that is pretty much just on the weekends. So that means help is still somewhat sparse. Most of Skyrim's records are defined they just need testing and updating. I have started testing them and normally I can resolve any issues on my own. However, I have started to encounter issues when certain attributes are not inherited in other classes, instances, or objects. It is extremely difficult for me to figure out how to fix issues like the one above. Wrye Bash is by no means a dead project.
WrinklyNinja made quite a lot of progress a while back adding most of Valda's code to 304.3. With that and with the release of 305 I found, by experimenting, that I could get all four modes to work. I knew there would be a lot of updating to do for all of the routines and I have been making a lot of progress. The problem is that without more help from other people getting the updates I need to is difficult. Fortunately Fallout support for the most part works with little to no changes in the code.
The real challenge is getting Skyrim's patchers to work. Although it isn't insurmountable that Skyrim's patchers will work eventually I just find it hard to sit around and wait for that to happen.
Since nobody else is working on Skyrim's patchers I just got fed up with everything and have set out to test as much as possible fixing what I can as I go. I simply can't do it by myself. If you can only provide assistance from time to time it would still help but I am hoping to find other enthusiastic people who are willing to contribute.
PM me if you are willing to help. People are using this with MO but since I don't use MO I cannot provide assistance. I have no idea how to configure the mod manager since I have never used it. This is the same as it is for the official version for Skyrim and Fallout 4 and even with xEdit. It doesn't hurt to ask here to see if anyone has any suggestions but you would get better exposure posting in MO related forums. The maintainers assure me that the don't turn people away and tell them to contact xEdit or Wrye Flash authors because they know we don't use the software. Even the STEP community has told me the same thing.
I just tried building a Bash Patch and noticed that when you install new mods they are not checked in the build patcher window. This is a very old version and it was made from 295 that probably wasn't a feature then. I also noticed that only certain plugins showed up in the build patcher window. I built it anyway. This is because Valda's version looks for and use BOSS not LOOT.
So if there are bash tags in LOOT that are not in the BOSS master lists (which is closed to editing) then the tags, if any are suggested in LOOT, have to be manually added. Once the tags are added you have to sift through all the check marks for each patcher because they are not automatically checked. Which also may not have existed in 295. Does anyone ever have errors like this? Loading: 000617BE.GhoulRadHeal.SPEL.CTDA.28. Depends on what you have installed; scroll thru the list on the left panel and if there's an entry for it in the right panel it/they should be selected (the following example from my NV version, but the idea is the same).in mine, 'Import Actors' has entries for Electro-City, Project Nevada - Equipment, and Lings Pretty Things, and I selected those.
Do that for each 'Import' entry on the left. The 'Tweak xxx' ones are optional but the last four I always select if available, especially the Leveled Lists. Glad to see this is still getting updated. I thought I would report an apparent bug I found with the BSA Redirection feature.
I toggled BSA Redirection on in the installers tab, and it made the ini edits but did not put a dummy BSA file into the data directory, so the BSA Redirection was not working (as I discovered when I tried to install a body replacer - vanilla textures do not look good on a Type V body). Anyway, I toggled the BSA Redirection off and installed BSA Redirection manually and everything is working fine. I thought I would post here in case anyone was having a similar issue or someone wants to look at Wrye Flash and maybe fix it.
Standalone version patching process crash as soon as I try to tic 'import relations' It start as normal but near the end show Traceback (most recent call last): File 'bash basher.pyo', line 5843, in Execute File 'bash bosh.pyo', line 20537, in buildPatch File 'bash bosh.pyo', line 24154, in buildPatch ValueError: incomplete format THe only 4 mods with relations I use are UF3P, FWE, MMM and Blackened. Patcher is crashing even if uncheck all of them under relations, so look like its a feature bug. I can look into it but if it's not in the actual record itself I won't be able to fix it. One thing you could do though, although it would be tedious is see if any earlier versions work correctly. My first version is 30.4 so you don't have to back further then 30.3.
If 30.3 doesn't work either then it's the patcher routine. If you can find something definitive I can see if Valda has time to look at it. EDIT: Well I don't have enough mods installed to require Wrye Flash to write records into the bash patch. So I'm not getting that error. Please use your existing load order, use an older version of Wrye Flash and just go back as far as you can until it works.
However, only go back to 30.3 since that was the last of Valda's versions. I have a problem using this. Yes, I know how to successfully install the mod. Yes, I have had success with Oblivion Bash Patch. That being said, I build my patch, wait for it to start, and then that's where the problem starts.
Several of the mods, Bash lists them in a different order. However, if I move them, then it messes up other mods. Also, when I build the patch, save my game, exit out and look at 'Saves' under the tab, it shows several of them in yellow. Is this a glitch or am I doing something wrong with this one? The sorting changes are because Fallout 3 uses a time date stamp.
![Fallout Fallout](/uploads/1/2/5/6/125626739/945450256.jpg)
There is noting wrong with the redate feature. I would expect it to change the date of other mods because it has to. If it didn't the game itself would also be confused. Sorting with BOSS or LOOT would also redate the plugins.
If you want things to stay the way you put them then turn off the BOSS lock times feature. Sort with BOSS or LOOT or even redate one plugin. Once you do that then if you drag the files around to sort them how you want they will all be properly updated.