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Wrye
Posted on: Aug 15 2009, 10:54 PM


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Mucho gracias to PacificMorrowind for updating Wrye Bash from v267 to v268. (And thanks again to Ralgor again for his earlier updates (261 - 266).)

PS: My repackage of 268 was missing a couple of art files. That is fixed in the 268b package.
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Wrye
Posted on: Aug 15 2009, 04:25 AM


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Mucho Kudos to Haama who is now the Head Monkey in Charge of Cobl! I've been pretty much retired for the last four months (since April 2009), so I much appreciate the chance to sit back in the Monkey Hot Tub and just enjoy the continued improvements in Cobl without actually having to work at it. smile.gif
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Wrye
Posted on: Apr 10 2009, 11:09 PM


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Note: Waruddar has my permission to updated Wrye Bash and to upload his updated versions here.
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Wrye
Posted on: Apr 5 2009, 06:33 AM


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It's possible that they got left out of the scripts. If you can list all foods that aren't showing up, that will be easier for us to check.
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Wrye
Posted on: Apr 2 2009, 04:25 AM


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The readme answer all of those questions. Quit expecting the answers to be simple and start searching the docs for "leveled list".
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Wrye
Posted on: Mar 31 2009, 06:32 AM


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Hmm... Checked stats at wrye.ufrealms.net, and Bash is running at well over 10k downloads per month there for last last four months (including March). I didn't check prior months -- guess I'll have to work up a cumulative download chart at some point.
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Wrye
Posted on: Mar 30 2009, 05:52 AM


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OBMM makes activation seems like the same thing as installation. It's not. (In other words, you can have a mod installed, but not active.)
  Forum: Uploaded Files · Post Preview: #930429 · Replies: 287 · Views: 1274

Wrye
Posted on: Mar 23 2009, 05:55 PM


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sool32, Pushkatu: You read the part about it being very configurable, right? Follow link to the readme
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Wrye
Posted on: Mar 23 2009, 02:38 AM


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I've added links to readme, official topic, and a leveling mod comparison guide. Player leveling is a definitely a matter of taste, with quite a range of choices, so the guide is particularly useful.

Wrye Leveling's main appeals points are probably:
1) Total control over leveling. You choose what you want to level up.
2) Simplicity. Pay gold. Level up. (Sounds simple, but you can configure it to make cost very high if you like to make things tough.)
3) Ability to NOT level. Many players find that the game gets dull once you become too powerful. With Wrye Leveling, you can just quit leveling up whenever you want.

As for myself, the other major appeal is that it works well with Wrye Morph. (The repeated up/down player/skill level changes that you get with Wrye Morph just confuse the heck out of most leveling systems (including Vanilla).
  Forum: Uploaded Files · Post Preview: #914278 · Replies: 11 · Views: 26

Wrye
Posted on: Mar 22 2009, 02:22 AM


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Cobl races tnr is based on Veritas Secreto's TNR, but with modified hair and eyes using Cobl hair/eyes (mods by bg2408). Of course, if it's not to your style, you can skip it. You may prefer original TNR (look elsewhere on TesNexus). That said, you shouldn't be seeing bretons with black eyes. Bosmer, yes -- that's established lore that some bosmer have coal dark eyes. But breton's should not get them. You can check to see if the breton in question has no eyes assigned (in which case, it might default to black -- a problem that is resolved by the bashed patch), or possibly it's a googly eyes problem (again bashed patch may help). Or it might be a genuine misassignment. Best bet is to check setup with Tes4edit and then demonstrate that bosmer eye is (mistakenly) being applied to a breton.
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Wrye
Posted on: Mar 22 2009, 02:15 AM


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Thanks everyone for the high reviews and positive comments! I'm glad that you all are finding Bash to be so useful. smile.gif
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Wrye
Posted on: Mar 20 2009, 06:35 PM


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Darned OBMM scripts. Such a pain. I will fix in in next release (which probably won't be immediate). Until then, just manually edit the scripts.
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Wrye
Posted on: Mar 20 2009, 05:38 AM


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Note that you can use Real Hunger - Cobl instead, which separates eating from wortcraft, and (depending on which other mods you have installed) makes many more foods edible.
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Wrye
Posted on: Mar 20 2009, 02:40 AM


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There's a bug in the OMOD script. Remove the extra "[" from the end of line 76 in the script.

Gratuitous Promotion: You might want to look at using BAIN (mod installer function of Wrye Bash). It has some advantages over OBMM. (Including from my point of view, no need to write scripts. :lol:)

EDIT: 1.67 is now out. Hopefully this will resolve OBMM install script issues.
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Wrye
Posted on: Mar 17 2009, 08:16 PM


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Thanks. I'll try to include that in next release.
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Wrye
Posted on: Mar 16 2009, 01:53 AM


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If you have more than one race modifying mod (i.e. different mods adding different hairstyles), then they'll interfere with each other. You can use Wrye Bash to resolve the conflict though. "How" is not a quick answer though. If you haven't gotten/used Wrye Bash yet, then look to your native language community for help.
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Wrye
Posted on: Mar 13 2009, 06:19 AM


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I have given this file a rating of 10

It's not just that this is a really unique mod with great puzzles and gameplay. It's that it plays so well with other mods. It's an excellent complement to the Unique Landscapes series, and to the various leveling and creature mods.

For a good testimony, just see how many times TAS comes up on the Oblivion Mod Playing Stories topic.
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Wrye
Posted on: Mar 11 2009, 01:37 AM


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That's a bit OT. You should ask on the Wrye Morph topic on the official forum. You'll also need to indicate whether you've gone through the starter quest and whether you can create new forms.
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Wrye
Posted on: Mar 10 2009, 09:45 PM


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Thanks everyone! I'm very glad to see it being so well received! But thanks go to full Cobl Team -- i.e. to our rather huge list of contributors. Haama, Vacuity and I do important integration (and add new stuff), but 2/3 of Cobl is simply stuff that we've incorporated from other mods. E.g. these last two updates have largely been the addition of Meteoric Weapons (by Madcat221 and RDjeke) and Ayleid Coins by Tarnsman. So thanks to both of them for these excellent contributions!

Wubbledee: See OOO forum topics for comments on Cobl Tweaks. I think that if you're using FCOM, then Cobl Tweaks is redundant, but I'm not sure about OOO on it's own.

Luggage clipping: It's pretty difficult to avoid clipping. Given crowded guild halls and (more importantly) pathing, there aren't that many spaces to put stuff. So it's not uncommon for objects to overlap. E.g. in Bravil mages guild, the Mages Altar is stuck square in the middle of an OOO chest. Again though, given existing paths and available space, there's not much that can be done. Of course, if there's a case where an overlap is so bad that one item cannot be accessed, let us know.

Salmo: He's baking Daedra cookies.
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Wrye
Posted on: Mar 9 2009, 05:02 AM


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With Madcat221's permission, these weapons have been integrated into Cobl v1.63. Hence the easiest way to add these weapons to your game is now to simply make your mod dependent on Cobl and use the weapons from it. A future version of Cobl will include a weapons swapper for OOO. Also a future version of the Ayleid Steps will switch to Cobl's Ayleid weapons (and include a swapper for weapons already acquired by the player).

Also, using Cobl's Meteoric Weapons will avoid duplication between of weapons added by different mods.
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Wrye
Posted on: Feb 25 2009, 10:45 PM


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Cobl Mods. Not complete list of Cobl mods, but worth checking out.
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Wrye
Posted on: Feb 25 2009, 06:59 AM


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Luggage: smile.gif That was fun writing that. Really ought to follow that up some day.
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Wrye
Posted on: Feb 24 2009, 02:12 AM


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Thanks Harper. Now available here too. smile.gif
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Wrye
Posted on: Feb 12 2009, 07:29 PM


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In the installers directory, theres a a folder named "Bash". In that should be two files: Installers.dat and Installers.dat.bak. The dat file stores all cached data relevant to installers; it gets updated when you close Bash (so long as you have visited the installers tab during that bash session). When it saves, it also bumps the previous installers.dat to installers.dat.bak.

The "+" (is active) flag is part of the data stored in the .dat file. So if it keeps disappearing, then it sounds like the installers.dat file is not being saved on exit. Or perhaps it's not being read correctly when bain restarts. (If bain has a problem reading installers.dat, then it goes to installer.dat.bak instead.)

So what you need to do is to keep an eye on what's going on with those files. One thing that you might do is delete one or bothh of them to see what difference it makes on startup. (Note that if you do delete both, you WILL be subjected to the coffeebreak startup of Bain, since it will lose data that it previously had cached and will now have to rescan all obliviondata files.)

You'll probably have to mostly figure out what the problem is on your own since it sounds system specific.
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Wrye
Posted on: Feb 11 2009, 01:50 AM


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To clarify, there weren't any dirty edits (i.e. no unnecessary/sloppy edits) by either Daleth or myself. However, when a mod adds persistent references to a worldspace, TESCS saves additional records into the mod file which really it doesn't need to. Those were extraneous records were what was removed. Just wanted to be clear about that. smile.gif
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