Managing Fallout 3 and Fallout New Vegas Mods with Wrye Bash/ Wrye Flash
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Managing Fallout 3 and Fallout New Vegas Mods with Wrye Bash/ Wrye Flash -
| posts: 8,162 | Location: United Kingdom
Continuing from the Fallout 3 Mods guide and tutorial.
Fallout 3 : Essential mods, system requirements and troubleshooting
A member recently asked me about Wrye Bash and whether it can be used for managing Fallout 3 and Fallout New Vegas mods. Well it can and I have decided to write a step by step guide.
Why use Wrye Bash / Wrye Flash?
Using Wrye Bash / Wrye Flash will eliminate the need for manually installing and uninstalling mods and can automatically detect the majority of compatibility issues which can lead to crashes and poor performance.
Previously, Wrye Bash and OBMM (Oblivion Mod Manager) overlapped primarily in mod ordering functions, hence OBMM was recommended for mod installation, and Bash for the other eighty or so functions that it provides. However, Wrye recently (January 2009) added a mod installer component to Bash that competes directly with OBMM's mod installation feature.
Bain (Bash Installers) is a mod package installer built into Wrye Bash. Bain is specifically designed to avoid some of the difficulties associated with using OBMM, however it has also left out some OBMM features (notably BSA editing/viewing).
For general documentation of Bain, see Wrye Bash: Installers Tab. This documentation is very thorough with a "Getting Started" guide, description of various features, etc. Bain is optional for Wrye Bash users. Those who prefer to install mods manually or use OBMM and still use the other features of Wrye Bash can do so with no problems.
No OMODS required.
Just drop existing zip, 7z and rar archives into the Oblivion Mods\Bash Installers directory, and Bain will immediately display them as an available package. Bain will also recognize directories of files (i.e. uncompressed archives) as valid packages.
Bain packages can readily be opened in regular packages viewers. Just choose "Open" from the package's context menu.
Bain assigns an install order to all packages (which players can easily change as desired). As with mods, later (higher order) packages trump earlier (lower order) packages.
When a package is installed, it will override files installed by lower order packages, but not files already installed by higher order packages.
Similarly when a package is uninstalled, an "annealing" process will automatically reinstall files from lower level packages that were previously obscured.
Useful Status Info:
Bain provides a lot of readily available status information. The degree of a package's synchronization with the oblivion\data directory is shown through the icon color (independent of whether the package is installed or not), any information regarding missing files, mismatched files, etc. is readily available through detail tabs. In particular the override tab will tell you which other packages are overriding the files from the current package.
OBMM also offers status info, but the info that it offers is not as thorough and readily accessible as with Bain. (E.g. the icon color for an active package in OBMM is simply blue -- even if files from that package have been subsequently overridden or removed; while in Bain that synchronization info is always shown correctly by icon color.)
Bain sweeps document type files (.txt, .rtf, etc.) into the Oblivion\Data\Docs directory. It will also rename "readme.txt" doc files during the sweep process to ensure that they have unique names and won't be overwritten by other mods.
Bain has several features that are designed to make it very easy for modders to create mod archives. Archives can be decompressed readily into directories, which are then packages in their own right. Directory (aka "Project" packages) can then be synchronized to changes in the data directory (i.e., edit your mod in the data directory, then sync to the project directory and then archive your project directory, and you're done).
Bain does not support arbitrary installation scripts. This could be seen as an advantage, though, since there is 0 chance that a BAIN installation wizard will hose your system.
No shader merging (yet)
Bain does not provide viewing, packing or unpacking of BSA packages (yet)
Note: Bain does provide a BSA-Redirection mechanism.
Bain cannot scan packages to determine if meshes and/or textures are missing. (yet)
Installing Wrye Flash and it's integral components:
Wrye Bash was primarily created for Oblivion but has since been ported to Fallout 3 and Fallout New Vegas. There are actually a few different versions of Wrye bash for fallout 3 and Fallout New Vegas but I'm going to write about the most compatible and regularly updated versions.
Wrye Bash works off of a software called Python and this was once needed to be installed alongside Wrye Bash, though with newer versions Python comes integrated with Wrye bash, but in it's current form 'Wrye Flash for Fallout' requires Python to be installed first and has an already inclusive Python package called Wrye Python.
Wrye Python 04a
For Fallout New Vegas:
Wrye flash 14
For Fallout 3
Wrye Flash 28 (non-beta)
Installing Wrye Python
Install Wrye Python's main files to a folder of choice, it can be installed to the default directory that pyhton chooses but I chose Fallout New vegas as the main python folder.
Installing Wrye Flash
Wryeflash will need to have it's own programme folder inside the fallout main install folder, alongside fomm and the data folder. It needs to be run from here so make a shortcut. Place the Mopy folder and data folder from within the wryeflash archive into fallout's main folder so that data files go to the already present data folder and mopy is left outside besides it. Wyre Bash can be launched from the 'Wrye Bash launcher' inside the 'Mopy' folder.
Wryebash will work along side fomm, Boss/ fose and fallout nv 4gb due to having integrated controls (icons at bottom of main window) to acess nvse
along with fnv4gb etc. It also integrates fomm/boss as it still requires
archiveinvalidation and mod order sorting done externally but due to the
integrated controls it works pretty well.
Fom here I'll continue with Fallout New Vegas as the main game but Fallout 3 will work similarly.
Firstly ensure fomm is already installed (installer version), you'll also need BOSS, download the archive (not installer) version from below and place inside falloutnv's main folder. Once you run boss it'll automatcally direct you to the latest versions of boss or fomm.
Downloaded Mod Data Files and Archives
Wrye Bash/Flash requires mods in rar/zip/7z archives to be stored in a bash install folder, the mods folder will be at the same level as the game's main folder, i.e if the game's install folder is in 'c:\program files\fallout New vegas' then the mods folder also gets installed in the program files folder and called 'Fallout New Vegas Mods'. This is optional and enabled by clicking the installers tab in the wryeflash main window. I recommend using the installers option and the reasons will be clear by the end of this tutorial.
Once the installers section is activated and the bashed patch created you'll need to right click anywhare inside the installers section window and and untick "skip nvse plugins", otherwise nvse plugins in *.dll format will never be installed while managing mods from here.
In the mods window of Wrye Flash you'll need to right click anywhere and choose to 'BOSS Disable Lock Times'
Installing Mods and creating Bash Friendly Mod Archives
The mods must be inside a zip/rar/7zip archive and placed inside the 'bash installers' folder found in Fallout New Vegas Mods. The mod archives need to be in a bash friendly format, most oblivion mods come in a 'bain friendly' archive as well as obmm/fomm format. FOMM based mod installers can also be uncompressed using FOMM or 7zip and then converted to normal archives using the correct structure (below) and used with Wrye Flash. However some mods come with a FOMM script or Wrye Bash wizard script and must be used accordingly, though many will contain a script for each.
Creating the format/structure is actually incredabley easy to do yourself once you understand how the mods need to be structured within the archive. Simply put, the archives need to be in the same folder structure as fallout's main game folder but with the data folder as the starting point.
if you have a mod with three different optional *.esp files along with a texture folder then you would place it inside a folder and place the esp's on the first level along with the texture/meshes folder. Then zip/rar that folder so that it only has one folder containing the esp files within the archive. Wryeflash will allow you to tick which optional *.esp you want installed from within the right side window of the installers section. You can also see how this works by opening up a bash Installer (BAIN) friendly mod archive.
Once you have your mod files in the bash mods folder and in the correct format you can keep all your mods in a single location without needing to move them or manually extract/delete mod files for the game ever again as wrye bash will tell you excatly what files are installed and what duplicates/conflicts are present in the fallout/oblivion data folder. You can swap between installed mods on the fly without needing to move any mods around.
I have a mod called 'Hi-Res_World_View_Weapon_Textures-35235', It comes in the correct archive structure so I simply placed it inside the bash installers folder and then went to wrye flash's installers section where I can now see the mod including all the files present and can install it by using the right click function.
That's it, you can now place your mods in the Bash Install folder and manage installed mods from the installers/mods section of Wrye Flash NV, it'll take you a while to learn how it all works and it might feel a little daunting at first but once you get the hang of it you'll appreciate how much functionality Wrye Flash provides.
Wrye Flash will pickup on all your Mods already installed and show all related information but if you have issues at first install it might be worth starting with a clean Fallout installation and then slowly install all your mods using Wrye Flash and then rebuild your bashed Patch by right clicking on the file labled 'bashed Patch' in the mods section of Wrye Flash. Once you have it all done properly you'll never need to worry about manually installing/uninstalling mods again.
Last edited by BlackZero; 12-20-2012 at 05:31.
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