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fireundubh and Xideta

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Xideta

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71 comments

  1. fallout3123
    fallout3123
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    This works for oblivion right? The reason i ask is im wondering why when i load the script multiple times on the same plugins sometimes it seems to add newer tags on top of the tags its already added, im not 100 percent sure thats what its doing but xedit asked me to save alot of plugins last time i did the script again on my loadorder?
    1. Xideta
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      It does work for Oblivion, but it may add old tags that have a newer version, which it then detects as old tags on a rerun. I mainly tinkered with the Skyrim parts of the code for new tags, so likely it just puts the old ones back on again. Not ideal, but not dangerous. 

      Just check you have the version ending in 11 (or 12 for oblivion remastered)
    2. fallout3123
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      just wondering when i update a mod can i just open this up and choose the single mod plugin and generate tags for it without doing my whole load order with it together again? since updating mods practically will wipe out the tags i think that were previously generated for the specific mod…
    3. Xideta
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      Yep. This version only runs on the mods you selected, so just make sure one mod is highlighted in xEdit.
    4. fallout3123
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      thanks. just wondering does reinstalling a mod wipe the bash tags generated from this script on it?
    5. Xideta
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      It would, yes
  2. nofunnylogin
    nofunnylogin
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    Downloaded today, the 24th of April. On the download page it says the version is 1.6.4.12. I have SkyrimSE v.640 and SseEdit v4.1.5f

    1) The pas file still lists its version as 1.6.4.11 in the Const declarations.

    2) When I try to run it, I get an exception for an undeclared identifier.  These six lines are the complete output:
    [INFO] --------------------------------------------------------------------------------
    [INFO] WryeBashTagGenerator v1.6.4.11 by Original: fireundubh; Multifile: Xideta <[email protected] (Or for original parts: [email protected])>
    [INFO] --------------------------------------------------------------------------------
    [INFO] D:\SteamLibrary\steamapps\common\Skyrim Special Edition\Data\
    [00:03] Exception in unit  line -1: [EJvInterpreterError] Error in unit 'WryeBashTagGenerator' on line 38 : Undeclared Identifier 'gmTES4R'
    [00:03] Aborted: Applying script "WryeBashTagGenerator"
    1. Xideta
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      Darn, I had hoped it still be backwards compatible. Oblivion requires xEdit version 4.1.5n, which is only on their discord for now. I'll revert and put a note/optional file when I get home
    2. nofunnylogin
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      1.6.4.11 runs with SseEdit v4.1.5f. Thanks
  3. PsymonPrime
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    Has anyone used this with oblivion. I tried recently and the specificity of the tags not exact.
    Any thoughts on porting to oblivion?
    It would be greatly appreciated.
    thanks for considering.
    1. Xideta
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      Whilst originally not my script, I did start work on a version that should have been able to do Oblivion, Skyrim, Fallout 3/NV, and Fallout 4.

      I'll see if I can dig it out one of these days. Can't remember how close to done I was.
    2. PsymonPrime
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      I've been using it with oblivion, got some good results ... but I think tag scheme is updated compared to what this recommends. Like it will recommend Invent only. but the exact tags are invent.add, invent.change. invent.remove. this is the case with both oblivion and skyrim.

      This confused me sent me looking up the history of the invent tag.
    3. Xideta
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      Yeah, it got updated a while back, and then again recently.
      Wrye's changelogs didn't, when I had a look, document the new changes at all, but I was also looking at a pre-release version. Anyhow, I shall have a look.
    4. PsymonPrime
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      See the table of "Removed & Deprecated Bash Tags" in the WB docs
      That always lists the replacements too.
      The devs tell me.
      If you go up a domain on that address there are more readmes.
      thanks for looking at it!

      [edit]
      Also it's weird ... getting other recommendations with updated tags for invent, so not sure why?
      I'm on the nightly for wrye bash, so maybe I also needed to refresh it a few times
    5. kahrnivor
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      It would be excellent if this also worked on other games, such as Fallout 4.
  4. Onichu
    Onichu
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    Is anyone else having instances where the current version of this script gives plugins totally irrelevant tags? When I ran this script sometime this past week, Navigator-NavFixes.esl (which is supposed to only fix navmeshes and only has Cell, Navmesh Info Map, and Worldspace records) received tags that relate to NPCs and magic.
    1. Xideta
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      There was a version out for a while that didn't clear the array that stored what tags I write on the file.
      Could you check your version and report back if it's the newest? If so I'll have a look at it.
    2. Onichu
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      I was using version 1.6.4.11, which is the same version as the current main file that was published on January 18, 2025.
    3. Xideta
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      I'll have a look when I get home from work then, thank you :D
    4. Xideta
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      Just ran it on my (~150 mod) load order and everything looks fine, both in the logs/messages, headers and file.
      Could you give me some more info on what you see? Also some general stuff like how many mods you approx run it on at a time, and what settings you tick off may be helpful.

      In any case, if you did previously run it with the version that didn't clear tags, just rerun the script and redo your bashed patch.
      (Though Wrye Bash is pretty good at disregarding wrong tags)

      [INFO] Processing... Please wait. This could take a while.
      [INFO] --------------------------------------------------------------------------------
      [INFO] Navigator-NavFixes.esl
      [INFO] -------------------------------------------------------------------------- TESTS
      [INFO] {C.Climate} (Assigned) [CELL:00015227] \ XCCM - Sky/Weather from Region
      [INFO] {C.Encounter} (Assigned) [CELL:000152A5] \ XEZN - Encounter Zone
      [INFO] {C.Acoustic} (Assigned) [CELL:0002D524] \ XCAS - Acoustic Space
      [INFO] {C.Owner} (Assigned) [CELL:0006DAA0] \ Ownership
      [INFO] {C.Location} (GetEditValue) [CELL:0008B84D] \ XLCN - Location
      [INFO] ------------------------------------------------------------------------ RESULTS
      [INFO] No deprecated tags found.
      [INFO] No bad tags found.
      [INFO] 5 tags added to file header:
             {{BASH:C.Acoustic,C.Climate,C.Encounter,C.Location,C.Owner}}
      [INFO] No existing tags found.
      [INFO] 5 suggested tags overall:
             {{BASH:C.Acoustic,C.Climate,C.Encounter,C.Location,C.Owner}}
    5. Onichu
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      I run more than 1000 plugins. When running the script, I have the options "Write suggested tags to header" and "Log test results to Messages tab" checked. Before I reran the script today, I checked a handful of other plugins, but I didn't see anything out of the ordinary. After I reran it, 31 bad tags got removed from Navigator-NavFixes.esl, and a number of other plugins got a couple or a few more tags; some plugins that had no tags at all got at least 1 this time. So it seems that the script messed up the first time I ran it, but it fixed its mistakes this second time.
    6. Xideta
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      Yeah, probably the last version, my bad on leaving it up so long, was having a modding break
  5. ChristopherC71
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    Just came across this gem! Super excited to use this as I am starting a new Skyrim AE mod list.
  6. KaptainCnucklz
    KaptainCnucklz
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    I've wanted something that can bulk tag my plugins for years. Thank you!
  7. xyloritus
    xyloritus
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    So I deleted something and I'm getting this error:
    [00:36] Exception in unit WryeBashTagGenerator line 285: [EFCreateError] Cannot create file "C:\Steam\SteamApps\common\Skyrim Special Edition\Data\BashTags\Update.txt". The system cannot find the path specified

    I have no idea where the original file came from. Can anyone help?
    1. Xideta
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      It's only run on selected files, so try select only non-default ESP/ESM's. Otherwise it xEdit may need write permissions to the folder/file it says. Guessing a bit, as I haven't experienced that error myself.
    2. xyloritus
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      It's weird. I'll just stick to writing to the header. Thanks
  8. mooit
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    Hello,

    I'm running SSE 1.6.640, using the Bash Tag Editor 1.6.4.9

    There's a few things I'm not understanding...

    When I run the WryeBashTagGenerator script it first says at the top;

    [INFO] C:\Steam\steamapps\common\Skyrim Special Edition\Data\BashTags

    I don't a BashTags in this \path?

    Next, when I first added tags, later I installed a new mod in MO2, so I ran the script over and added new tags, but I let run for the other mods I previously added tags to. I noticed for the mods I had previously added tags to, the script was saying it found new tags and added them. I don't understand, if I already added tags previously, I assumed it would of then added all the tags already, so why is it still adding more tags if I run the script over again?

    Also, every time I make new bash tags, when I start xLODGen, it opens up like it's being run for the first time, all my previous settings are gone, everything has reverted back to default settings. Why is this happening with xLODGen?

    THANKS
    1. Xideta
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      I'll have a look when I get back from work, but my gut feeling on the xLODGen is that it uses file hashes to track changes or updates to each plugin, and writing to header changes that file hash. Meanwhile, you could try the .txt option, as that leaves the plugin files alone, yet still gives you the ability to bash patch.
    2. Xideta
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      So the "BashTags" folder is just where "Write to file" ends up putting files, but I should probably remove that from the printout.
      If you do rerun it on tagged files in header mode, it shouldn't do anything, given they're already tagged.
      In file mode, I'm pretty sure it just deletes the .txt file, and recreates it exactly as is.
    3. mooit
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      Hi,

      I don't have a Bash Tags folder, I don't know about Header Mode or File Mode, or any .txt files.

      I don't see any mention of these things...

      I don't see any Readme instructions on anything... I'm new to this...

      THANKS
    4. Xideta
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      By default it writes to file header. If you untick the top box and chose the "Write to file" one instead, it'll make a folder called BashTags and put .txt files there.
    5. mooit
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      Oh sorry my bad, wasn't thinking about the Popup UI.

      Well, I left them like the screen shot, so why does it keep adding tags over when I rerun it? I assumed once it writes the tags that's it, but it will tell me there are more tags. It's not doing this for every mod/plugin, but there are some I see it doing this to.

      THANKS
    6. Xideta
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      It always writes what it thinks the tags should be, but then if they already are that, it'll just print a "Tags are already as they should be". Things have only changed if xEdit tells you to save the plugins.
    7. mooit
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      Hi Xideta,

      Well the UI tells you exactly what it's doing, the english seems easy to read.

      When there are no tags to add it tells you at the bottom.

      

      Then I see it add tags because it says 'tags added to the file header'. And at the bottom of this output '[WARN] No tags to add.' is not mentioned, so this looks like it did add tags to the file header. This screen shot says 18 tags were added.



      Then when it's done, and I close it, I get the popup 'Save changed files', this also looks like it did make changes.



      Seeing this type of information in the UI, to me, it is adding tags. As I mentioned it appears to keep adding tags, which doesn't make sense to me. I assume you run WryeBashTagGenerator once, and then the only time it's going to add new tags is if you install a new mod, and only add new tags to this mod, nothing else, since everything was tagged before, but I didn't install anything new, I just ran it over again.

      THANKS
    8. Xideta
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      Thank you for the pictures. I'll try it myself on some of the mods in it, and see what's going on.
    9. mooit
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      Hi Xideta,

      Today I installed some new mods, so I ran WryeBashTagGenerator over, and now I noticed it's saying 'bad tags removed'. So this seems odd, to have it add tags previously, then later they're bad... hmm

      THANKS

    10. Xideta
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      The "bad tags" are tags the script doesn't recognize as required. Oftentimes there's technically no harm in them, depends on the mod.
    11. mooit
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      Hi Xideta,

      The "bad tags", tags the script doesn't recognize as required, the only thing I can say, is when I first ran it, they were recognized and tags added, then later this happened.

      THANKS
    12. mooit
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      Hi Xideta,

      I noticed Wrye Bash Tags for some mods, is this still needed, or Bash Tag Generator takes care of these tags?

      THANKS
    13. Xideta
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      I think the tags are the same from a cursory glance, but I've not gotten around to my deep dive for skyrim stuff yet, as I'm still on my Fallout 4 playthough :p
    14. mooit
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      Ok thanks, I'll keep starring at that Notification Bell... LOL :)

      j/k ;)
  9. ExiledEye
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    If I choose to generate bash tags to file, can the script read them and choose to skip processing the esp files which already have bash tags generated by the script in past executions?
    1. Xideta
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      It cannot at the moment, it's probably possible to make it do, but it's not top of my priority list.
  10. ExiledEye
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    I don't understand why this is so poorly recognized.
    It's a great tool, thanks.

    One question:
    How does the Fo4 support of this script compare to Skyrim support? bashed patch is not really a thing anymore in Fo4 these days, there are great alternatives doing bashed patch's job.
    1. Zanderat
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      Actually check the Wrye nightlies.  FO4 is almost pretty much full supported now.
    2. Xideta
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      I think the original script doesn't do much in terms of FO4 tagging, but since I'm playing it at the moment, I may look into it.
      I just need my installation to stop crashing for a bit :p

      Edit: If I do that, I may go check for any new tags in Skyrim too, which may be a sliiiiightly larger rewrite, but we'll see.
      Edit2: Also thanks for the tip on the nightly Wrye Bash, I'll have a look.
    3. mertz
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      bashed patch is not really a thing anymore in Fo4 these days, there are great alternatives doing bashed patch's job.
      Yeah that's not the case anymore.  There were/are some tools that could create "patches" but they had issues or damaged performance by cluelessly wrecking previs/precombines. 

      Edit: If I do that, I may go check for any new tags in Skyrim too, which may be a sliiiiightly larger rewrite, but we'll see.
      The Skyrims are now at tagging and patching parity with Oblivion. There are a few new tags for Skyrim in general and a few more specifically for SSE. 
      Edit2: Also thanks for the tip on the nightly Wrye Bash, I'll have a look.
      I think there are already some new FO4 tags but most of the tag coverage is the same as other games.

      Bash is fully open source so you can definitely get involved if you want to help improve tagging.