Abrir menu principal

UESPWiki β

Alterações

Utilizador:Wrye/Post Templates

12 932 bytes adicionados, 19h23min de 13 de setembro de 2009
Created page with 'These are template first posts for my public projects which are now shared with (or taken over by) other managers. These are useful when the official forum mods lock the topic be...'
These are template first posts for my public projects which are now shared with (or taken over by) other managers. These are useful when the official forum mods lock the topic before we get a chance to copy/paste the first post from one topic to a new topic.

Co-maintainers/managers (Haama and PacificMorrowind) can edit these, but no one else should.

__TOC__
==Cobl==
Template for Cobl first post. Currently shared with Haama.
<pre>
[b]Download:[/b] [url="http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=3508"]PES[/url] or [url="http://tesnexus.com/downloads/file.php?id=21104"]TesNexus[/url] (TESNexus has the latest)
[b]Readme:[/b] [url="http://wrye.ufrealms.net/Cobl.html"]Cobl Readme[/url] ([url="http://wrye.ufrealms.net/Cobl.html#Versions"]Recent Changes[/url])
[b]Related:[/b] [url="http://www.uesp.net/wiki/Tes4Mod:Cobl/Mods"]Cobl Mod List (UESP)[/url]
[b]Modders Manual:[/b] [url="http://www.uesp.net/wiki/Tes4Mod:Cobl/Modding"]Cobl/Modding[/url] at UESP.
[b]Previous Topic:[/b] [url="http://www.bethsoft.com/bgsforums/index.php?showtopic=991307"][RELZ/WIPZ] Cobl #13[/url]
[b]Translations:[/b]
* [url="http://www.ei-der-zeit.com/portal/index.php?option=com_content&view=article&id=854"]German[/url] by ThreeD
* [url="http://tesall.ru/files/authors/svshu/?page=1#cobl"]Russian[/url] by SvShu

This is both a [b]RELZ and a WIPZ topic for Cobl (Common Oblivion)[/b]. Cobl is essentially two things: 1) a shared library mod, and 2) a content mod that adds lots of little things (ingredients, beers, foods, alchemical sorters, and of course, The Luggage).

[b]Cobl Races[/b]
Cobl has recently expanded to (optionally) include a moderate sized set of hairs, eyes and races. You'll find more info about this in the readme. [b]For more discussion, see the [url="http://www.bethsoft.com/bgsforums/index.php?showtopic=919329"]Cobl Races Topic.[/url][/b]

[b]Direct Additions[/b]
If you're using Cobl by itself, here's some of what you'll find added to the world:

[b]Alchemical Catalogs[/b]
By default, these catalogs list all vanilla Oblivion ingredients by name and by effect. However, if you use Wrye Bash, the Bashed Patch will automatically update them to list all ingredients from all active mods. You'll find the catalogs for sale in Cheydinhal.

Screenshot: [url="http://wrye.ufrealms.net/images/Cobl_Catalogs_01.jpg"]Alchemical Catalogs[/url]

[b]Alchemical Sorters[/b]
Alchemical sorters are now available in all eight buyable Oblivion homes. No need to make an extra purchase -- each sorter is associated with one of the standard furnishing packages for each home (typically a storage or a dining room package).

Use the sorters to: put away your ingredients, or retrieve ingredients by name or by effect. By default, the sorter will handle all vanilla Oblivion ingredients. But if you have OBSE installed/active, the sorter will handle ALL ingredients from all mods.

Screenshot:[url="http://wrye.ufrealms.net/images/ShelfGreen.jpg"]Upper Class Alchemical Sorter[/url]

[b]The Luggage[/b]
The Luggage is a universal storage container that's available in most pre-existing sleep spots. You'll find it in Mage and Figther guild halls (if you've gained at least one rank); inns and taverns (if you've rented a bed); and in wilderness camps (if you've slept nearby in the last day or two). To get started with the luggage, visit the docks in Anvil and look for it.

Screenshot: [url="http://wrye.ufrealms.net/images/Luggage_01.jpg"]Luggage at the Oak and Crosier[/url]

[b]Lore Ingredients and Books[/b]
Cobl includes the full set of ingredients and books from previous games. You'll find these in loot, alchemist shops and bookstores. (Note that if you're currently using Tamrielic Ingredients, you should remove that and use Cobl instead.)

[b]Foods and Drinks[/b]
Cobl contains the foods from Tarnman's Salmo the Baker and beverages from Tarnsman's Beer. You'll find these in inns and taverns and scattered around the world. (Additional foods will be added later.)

Screenshot: [url="http://wrye.ufrealms.net/images/Oblivion%20beer%20bottles_CS.jpg"]Beer![/url], [url="http://wrye.ufrealms.net/images/Bakery%20Shelves2.jpg"]Salmo's Foods[/url]

[b]Options Menu[/b]
Cobl provides an in-game options menu for configuring various aspects of gameplay. Here, you'll find command like "Time Scale" which allows you to set how quickly time passes in-game. You'll also find commands that allow you to configure how Cobl (and possibly other mods) act.

Screenshot: [url="http://wrye.ufrealms.net/images/Cobl_Options_01.jpg"]Options Menu[/url]

[b]Support for Modders[/b]
While Cobl adds many items into the game, it is primarily designed as a support library for other mods. All of the features listed above can also be used by Cobl aware mods. Mods that use Cobl have more features, are more consistent with each other and are quicker to download. Here's a listing of what Cobl provides to users...

[b]All of the Above[/b]
Alchemical sorters; The Luggage; lore ingredients and books; foods and drinks; options menu. All of these can be and are used by other mods. By using Cobl, modders avoid inventory doubling (e.g. two or more different versions of "Pearl Dust" in your inventory). Also mods benefit from upgrades in Cobl (e.g. mods that were using Cobl's alchmical sorter recently received an automatic upgrade due to the addition of the OBSE sorting mode).

[b]Survival Suport[/b]
Cobl provides standard water wells that can be placed in villages. Survival mods can then re-define the script for these, thus automatically making all such wells work with their mods. Cobl also provides a "Dinner Plate" interface for accessing foods in the player's inventory. Survival mods can override some scripts related to this so that they will accept foods from all mods that are Cobl aware (plus of course the Cobl foods themselves).

[b]Various Signals[/b]
Cobl defines a number of signals that mods can use to signal each other. Current signals include: cobNoPCNeeds (PC temporarily exempt from survival needs -- e.g. while PC is in afterlife or dream); cobSigCompNoFollow (Companions should not follow pc into next location); cobSigQuestMarkers (whether or not the user wants to see quest markers). Plus many more (see [url="http://www.uesp.net/wiki/Tes4Mod:Cobl/Modders/Signals"]Cobl/Modders/Signls[/url].)

[b]Death Handling[/b]
Cobl provides a safe and conflict-free mechanism for intercepting the player's death, and then passing it on for a client mod to handle. Useful for mods tha provide an "afterlife" or "resurrection" ability to the player.

Screenshot: [url="http://wrye.ufrealms.net/Wrye%20Shivering%20Death.html"]Wrye Shivering Death[/url]

[b]Beware of Finger Chomping Monkey God![/b]
Wrye (main monkey god for Cobl) has a notoriously low tolerance for questions which could easily be answered by a) reading the readily available readme/manual, b ) reading back in the topic a little bit, c) doing a google search, and/or d) using your brain to put two and two together. He's also mostly retired (from modding) and thus even less patient than he was before. So, please, do a little research before asking your question. If Wrye [url="http://www.uesp.net/wiki/User:Wrye#Warning"]chomps your fingers off[/url] in response to such a question, he later won't be available to help you if you have a more serious problem.</pre>

==Wrye Bash==
Template for Wrye Bash first Post. Currently shared with PacificMorrowind.
<pre>
[b]Download:[/b] [url="http://wrye.ufrealms.net/"]Wrye Musings[/url], [url="http://tesnexus.com/downloads/file.php?id=22368"]TesNexus[/url]
[b]Readme:[/b] [url="http://wrye.ufrealms.net/Wrye%20Bash.html"]Wrye Bash Readme[/url]
[b]Wrye Bash Wiki:[/b] [url="http://www.uesp.net/wiki/Tes4Mod:Wrye_Bash"]UESP: Wrye Bash FAQs, etc.[/url]
[b]Screenshots:[/b] [url="http://wrye.ufrealms.net/images/WryeBash_01.png"]Mods Tab + Doc Viewer[/url], [url="http://wrye.ufrealms.net/images/WryeBash_02.png"]Saves Tab[/url], [url="http://wrye.ufrealms.net/images/WryeBash_03.png"]Face Import[/url], [url="http://wrye.ufrealms.net/images/WryeBash_05.png"]Bashed Patch[/url]
[b]Previous Topic:[/b] [RELZ] [url="http://www.bethsoft.com/bgsforums/index.php?showtopic=1029359"]Wrye Bash #29[/url]
[indent][color="#FF0000"][b]Compatibility Note[/b][/color]
When installing wxPython be SURE to to install [url="http://downloads.sourceforge.net/wxpython/wxPython2.8-win32-ansi-2.8.7.1-py25.exe"]wxPython 2.8.7.1[/url]. Later versions of wxPython 2.8 are not compatible with Wrye Bash. (If you have a later version installed, Bash will refuse to start. If you do the debug thing, then you'll see a message ending with "ImportError: No module named comtypes". If you already have this error, then uninstall wxPython, then download and reinstall wxPython 2.8.7.1.
[/indent]
Wrye Bash has a lot of features. I mean a [i][b]LOT[/b][/i]. It's like twenty tools rolled into one. It includes as subfeatures the entire feature sets of other tools, and offers plenty of other features that no other mod tool has. [s]Except installation. It's the "everything but installation" tool![/s] Now with installation too!

[b]Bain[/b]
* Install/uninstall mods from zip, 7z, archives, etc. No OMODs required!

[b]Bashed Patchers[/b]
* Configure and build a custom patch mod to...
* Merge leveled lists
* Merge TNR faces over other changes to npcs
* Merge race eye/hair/body/voice changes over other changes to races
* Tweak clothes: Show amulets with robes, zero weight rings and amulets, etc.
* Tweak misc. GMST settings.

[b]Repair/Edit Stuff[/b]
* Repair animation bug (various animations freezing)
* Repair hair bug (game ctds when viewing race menu after removing a hair mod)
* Remove spells from spell list
* Rename created spells, enchanted items
* Remove bloating (one use of this reduced a 158 Mb savegame to 2.5 Mb)
* Import NPC levels into an existing savegame (essential when switching to/from OOO, Frans, etc.)
* Import PC face from other savegame or any mod (e.g., import any of TNR's faces into game)
* Easily generate html readmes using wiki-like syntax.

[b]Mod, Savegame, Screenshot Management[/b]
* Auto-Ghost mods to reduce [url="http://www.bethsoft.com/bgsforums/index.php?showtopic=941296"]espm thrashing[/url].
* Launch Oblivion and TESCS (with or without OBSE).
* Mod, save, screenshot file management. (Rename, duplicate, etc.)
* Save Profiles: Have different sets of saves for different npcs with different loadlists, etc.
* Screenshots: View, delete, batch rename, open, etc.
* Readme Browser: Quickly view readme of currently selected mod.
* Quick/Autoswap between SI and pre-SI versions of Oblivion.esm.

[b]Installation:[/b] First time installation is still a little difficult, but later updates are easy (just unzip latest version into Oblivion directory). However, for first time installation you have to preinstall two other packages and then (sometimes) tweak a shortcut. You can't just download and press the pretty buttons -- you have to follow the [url="http://wrye.ufrealms.net/Wrye%20Bash.html#Installation"]readme instructions[/url]. If you have followed the instructions and still have problems, post the bugdump. If you've havent followed the instructions and whine that it won't work without posting the bugdump, Wrye will bite your fingers off (it's a [url="http://www.uesp.net/wiki/User:Wrye"]monkey thing[/url]). Otherwise he's quite helpful.

[b]Linking:[/b] If you'd like to link to Bash from somewhere else, please do! But be sure to link to either [url="http://wrye.ufrealms.net/"]Wrye Musings[/url] or the [url="http://wrye.ufrealms.net/Wrye%20Bash.html"]Bash Readme[/url]. Don't link to the actual Bash zip file, since that changes fairly frequently.

[quote name="dev_akm" date="Apr 2 2007, 03:22 PM"]You should add a few more things to that list, Wrye. Almost none of the items from my list of the most compelling features in Wrye Bash are on your list:

For everyone:
* Accurately and quickly managing your load order (correctly sorts ESMs)
* Locking your load order (so updated mods automatically load in the exact same spot as the old version)
* Checking your load list for problems (missing mod dependencies)
* Checking savegames against load list and syncing load list to savegame
* Cleaning bloated savegames
* Archive Invalidation (now supports BSA-alteration BSA-redirection method)
* Replacers (install/remove texture replacement mods -- really any mod, too)
* Change master entry in savegame (to avoid losing items, quest progress, etc. when the name of a mod has changed)

For mod-makers:
* Add a master to a plugin (for mod de-isolation)
* Change master entry in plugin (for mod de-isolation)
* Locking your load order (so changes you make don't move the plugin to the end of your load list)
* Savegame profiles (so you can easily test with only your mod active, then easily switch back to playing with all your mods active)[/quote]
</pre>
3 117
edições