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ponyrider0
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Wrye Bash - Bashed Patch + OBME?

Has anyone had any success creating a Bashed Patch that correctly preserves Spell information in OBME mods?  I've heard reports of CBASH being able to do it, but I see no evidence of it doing anything other than mangling spell records...  having to separate my bug fixes and mods into Bashed Patch compatible and non-compatible sections is very annoying and only contributes to complexity that scares away people from using Wrye Bash or installing Morroblivion.

Once I finalize the new versions of my other Morroblivion projects, I may consider looking into tweaking Wrye Bash to be compatible with OBME and more intuitive to use (ex: double-clicking an item in the installers tab probably should ask you if you want to intsall the mod).  Some of my other considerations for potential future projects include making a direct NIF exporter/importer for DAZ Studio -- and finally leveraging my Indie Developer License which allows me to distribute all of the Daz original 3D content in games/mods that I make.  And of course, there's Tamriel Rebuilt...   I've decided that the best way forward there is to modify something that can fully read TES3 ESP/ESM files (OpenMW CS) and create an exporter so that it can output TES4 compatible ESP/ESMs.

junkacc
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This is a long shot but have

This is a long shot but have u tried Mator-Smash?

http://forum.step-project.com/topic/6936-wip-mator-smash/

ponyrider0
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hmm, I will have to give

hmm, I will have to give Mator Smash a try, thanks!  However, since it is based on xEdit, I suspect that it will choke and crash the same way TES4Edit chokes on OBME spell records.  It's too bad xEdit uses Delphi -- or, more specifically, it's too bad there is no freely available Delphi compiler/IDE.

qwertyasdfgh
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Has anyone had any success

Has anyone had any success creating a Bashed Patch that correctly preserves Spell information in OBME mods?  I've heard reports of CBASH being able to do it, but I see no evidence of it doing anything other than mangling spell records...

Yes, CBash is supposed to work with OBME records, but it actually doesn't - the only ones being processed normally are enchantments, while spells and potion records are getting messed up.

You can use PBash instead, it will simply ignore modified records, but at least they will still work.

I suspect that it will choke and crash the same way TES4Edit chokes on OBME spell records

Not sure what are you talking about, TES4Edit works with OBME record just fine for me.

ponyrider0
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Sorry, I should have

Sorry, I should have clarified -- when I try to do any manipulation other than an edit/remove operation on an OBME magic effect subrecord, it will cause an assertion failure and/or crash TES4Edit.  This includes over-ride and copy operations on the full record or the OBME magic effect subrecords and also drag-and-drop operations from that subrecord.  WIthout the ability to over-ride/copy the OBME magic effect information from one ESP to another, I can't directly use TES4Edit to create custom compatiblilty patches.

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Would this be worth looking

Would this be worth looking for fixing and you Talk to diceworks.de for a nif Exporter ,is Complete with all Readmes.

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ponyrider0
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Thanks, roxon_55.  I'll take

Thanks, roxon_55.  I'll take a look at it to see if it is helpful for me.

Regarding a Nif exporter, I already have some private plugins I wrote for Daz studio to render animation to a network cluster of luxrender GPU nodes.  Hopefully, I can just modify the plugin's output code to use NIFLIB to export a NIF.  I think the triangle-strips and material/texture objects will be nearly a one-to-one match.  My main concern is that the skeleton, animation and collision/havok system will require a lot of work.  I need to learn more about the NIFLIB API before I can accurately estimate the work time needed.