Fallout 3

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  1. Sharlikran
    Sharlikran
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    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.  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.
     
    Thanks
  2. deleted185924865
    deleted185924865
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    This mod no longer functions properly if you're using windows 11. The problems I ran into using this mod were bash tag tic boxes disappearing. Not appearing again, even if I assigned a bash tag to a mod file. Also, activated tags not actually bashing when selected. Very unstable. Do not use it on Windows 11.

    I recommend using WryBash, as it has been updated recently and runs perfectly on the Windows 11 OS. It's very much the same platform as this, only better. Use the WryBash 311 Installer. It works great. 

    https://www.nexusmods.com/fallout3/mods/22934
  3. Cephaler
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    Quick question. Should I use the Leveled list option for FO3? It's default is automatic and it's selected Broken Steele.esm, FWE.esm, MMM.esm, FWE.esp, and finally FWE Point Lookout.esp... from what I read in the documentation, the final loaded file has the final say. I'm not sure I want the FWE Point Lookout.esp telling MMM what to do with my NPC's. If I'm even understanding this right. I mean, MMM has options to generate different leveled monsters in game, so... wouldn't this leveled list option screw that up? Another doc I read said to check leveled lists and to use it, but that was geared more towards Skyrim, so I'm kind of at a loss here. Should I just leave this be, or use it?
    1. Sharlikran
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      Can't really comment on this as the leveled list patcher works perfectly. As long as the Bash Tags are applied properly and the mods are in the order needed it will be fine. Nothing that can/should be changed.
    2. Buchholz1982
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      When i add the bashed tags suggestions in wrye, i get the infinite loop on start up of the game menu
  4. tk900mmcell
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    So I kind of screwed this up and I know how to make bash patches. Wrye flash won't start, it gives me the error msg and logfile. This is what it says:Traceback (most recent call last):
      File "Wrye Flash Launcher.pyw", line 32, in <module>
      File "bash\bash.pyo", line 333, in main
      File "bash\basher.pyo", line 14800, in InitSettings
      File "bash\bosh.pyo", line 36416, in initSettings
      File "bash\bolt.pyo", line 1899, in __init__
      File "bash\bosh.pyo", line 257, in load
      File "bash\bolt.pyo", line 1839, in load
    TypeError: remove() argument 1 must be string, not Path.

    I combined Wrye bash and Wrye flash together on a previous setup and that's when I fucked up. Can anyone help me fix and reverse. Just want to get back to some good Ol modded FO3. Anything to help fix this will be appreciated. 


    1. ThingsIdo
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      I'm having the exact same issue. Did you ever find out how to fix this?
  5. GeorgeCorbul
    GeorgeCorbul
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    How do I organize the load order? I tried using LOOT, it does its job, but the load order doesn't change in Wrye Flash. I figured "Ok, it doesn't change in Morrowind's "Wrye Mash" either, so I'll just start the game, but it crashes as soon as I get to the "Indian" loading screen.
  6. vetewe7144
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    I found that Wrye Bash 309 .1 works. I chose it as it allows me to manually arrange the plugins before the LODgen, something you can't do with FOMM.
  7. JordyKRowling
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    I have a problem, I can't run Wrye Flash at all...

    When I click on the Wrye Flash launcher with python, nothing happen, and when I click on the Wrye Flash.exe, it says that "an error occured" and "See the logfile Wrye Flash.exe.log for details". But I cant' find this file, I just find a text file named "Wrye Flash.exe" but it's incomprehensible :( Help please ! :(
    1. Sharlikran
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      Don't use the Python version unless you have all the Python dependencies installed, are using the ones listed on the description page, and have downloaded the 32 bit versions.

      The EXE might be best for you. Delete your current Mopy folder and make a new one. Remember it goes in the Game directory with the Fallout3 EXE is. Make a shortcut on the desktop for Wrye Flash.exe. From the shortcut, for the box or line where the EXE is, add to the end of it "-d" please. (without quotes) The log will be in the Mopy folder where the Wrye Flash EXE is located.

      Also make sure that your Windows User name is not "Jordy KonpyÃta " or "Jordy KonpyÁta " or "Jordy KonpyÄta". For example a name with only ASCII letters would be "Jordy Konpyata". If you have any non ASCII chars in your user name you will have to make a new Windows profile and choose only ASCII letters. This is a very old version and I will not be attempting to improve UTF-8 support. The newest version 307.Beta3 still has this error in some cases. It is nearly impossible to resolve.
    2. iSupersniper
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      Verify that Wrye Flash is installed in your actual game folder. The MOPY and DATA folder need to be in the fallout or fallout goty folder.

      Then in Mod Organizer under the edit properties in the executable drop down list, make sure that the start in links to the mopy folder, and the binary links to the wrye flash executable.

      However, I found a work around solution where if you launch the Virtual Explorer in the Mod Organizer 2 executable drop down list and launch Wrye Flash from the virtual mopy folder it works fine. However I cannot test if it works well with profiles or not.
  8. Glenrhee
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    Is there any way to make this version recognize Bash tags? I've added them with FO3Edit's script but Wrye says none of the mods in question have tags.
    1. Sharlikran
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      This version is 10 years old. LOOT was not a thing at that time. If you have ever set the tags manually that prevents Wrye Bash from using other things.



      The only way to force Wrye Bash to recognize the Bash Tags from BOSS is to make sure Automatic is check in the Wrye Bash UI.

      You can also manually check which Bash Tags to use from the UI, add them to the header of the plugin, or add them to a BOSS userlist. I recommend 2.3.0. The syntax MUST be uppercase in this old version as in {{BASH: C.Whatever, R.Whatever}} for the word BASH.
    2. Sharlikran
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      Because I know the official 307 Beta 3 and higher versions of Fallout 3 are broken, then keep in mind when you say "this version" I expect it to be Valda's 31.9 which it looks like you downloaded it 4 times. You don't need to do that.

      I just tested this version adding the {{BASH: Invent}} to a plugin, setting it to only use a different bash tag manually, and then checking Automatic caused Wrye Bash to switch to Invent Bash Tag since that's what was in the header. There is no bug with the feature.
  9. Makkli
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    I am unable to start Wrye Flash from MO2. It keeps telling me it can't find the Fallout3.exe. I have the Mopy directory exactly where I should, in the Fallout 3 goty folder. I've downloaded it fresh and reinstalled it. I searched for answers unsuccessfully. Next idea?
    1. Sharlikran
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      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.
  10. Jacqueslws
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    WMK dlc patches do not work with bashed patch. They work fine with FO3Edit's Merged Patch, however. Can anybody explain why this happens?
    1. Sharlikran
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      I built a bash patch with no errors from Wrye Flash itself. I won't be able to explain anything because you have not explained what isn't working about them.

      Also Wrye Flash has no LOOT support in any way only BOSS support and the BOSS masterlists are closed to editing. So there are no new Bash Tags being added. If you need bash tags you have to manually apply them. I noticed there are no bash tags for those mods.
    2. Sharlikran
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      Also, your download history says you have 31.5 and I'm using the current version 31.9.
    3. Sharlikran
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      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.
    4. Sharlikran
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      Looks like they are included to me. I made that with 31.9. Also you might want to get FO3Edit 3.2.72. It is much improved over older versions. Don't try to stop building references it is no longer needed they are cached. The first time you run the new version it takes a while, all subsequent versions are really fast.
  11. Sharlikran
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    Does anyone ever have errors like this?

    Loading: 000617BE..GhoulRadHeal..SPEL.CTDA..28..
    Error in [insert name of plugin].esp
    Traceback (most recent call last):
    File "bash\basher.pyo", line 5842, in Execute
    File "bash\bosh.pyo", line 21024, in scanLoadMods
    File "bash\bosh.pyo", line 8009, in load
    File "bash\bosh.pyo", line 6960, in load
    File "bash\bosh.pyo", line 7062, in loadData
    File "bash\bosh.pyo", line 1958, in __init__
    File "bash\bosh.pyo", line 1534, in initRecord
    File "bash\bosh.pyo", line 1756, in __init__
    File "bash\bosh.pyo", line 1819, in load
    File "bash\bosh.pyo", line 1967, in loadData
    File "bash\bosh.pyo", line 1563, in loadData
    File "bash\bosh.pyo", line 964, in loadData
    File "bash\bosh.pyo", line 1285, in loadData
    bash.bolt.BoltError: Unknown condition function: [insert number of error here]

    I made an update to resolve it but I want to know if someone has had the error and whether or not the update fixed it.
    1. Klento
      Klento
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      This might be a bit late but I had the problem with another source and I do not have it with your version. Thank you for a job well done!