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  1. sorry to bother yu , but i have an error on wrye bash 'archiveRoo' do you know how to fix this?
  2. Project Features: As shown in the updated screenshot in post #1, Bash now supports "Project Packages" (as opposed to previously just supporting "Archive Packages"). Project packages are basically just directories of mod files -- their utility is to make it easy for modders to generate mod archives for release to users. (In the screenshot, the projects have diamond shaped icons. Archives have the old square icons.) Related functions... Unpack to Project: This command is available for all archive packages. You can use it to quickly generate a project from an existing archive. This is mainly useful if you need to restructure a complex archive to a more Bain friendly format. Sync from Data: This command is available for all project packages. You can use it to synchronize the project directory with changes in the Data directory. I.e. edit your mod, readme, etc. Then use "Sync from Data" to update the project. Then open the project directory and stuff the files through your favorite compression utility, and your'e ready for upload!
  3. Okay, OBMM is cool, but it has some annoyances. And it's not integrated into Wrye Bash. I mean wouldn't life be simpler if you didn't need separate tools to install and then patch mods??? So here, as part my "let's make life simpler for players" project, is BAIN. Briefly, BAIN is a new feature of Bash. It's very comparable to OBMM, but has some significant advantages (no OMODS!). However, it also is weaker than OBMM in some ways (no scripted installs, no BSA viewing/editing.) Below as you see, Bain is just a new tab in the Bash interface. * Mods are listed in main list. Details for selected mod are shown on the right. * Mods that are installed are checked. Mods that are fully installed are green, mods with some overrides are yellow, mods with missing files are red. Note that the color is independent of install state -- i.e. unchecked green means that all of the files from the mod are actually in the data directory, even though it's not "installed". * For the currently selected mod (Cobl Cosmetics), sub installers are available. These can be activated in the top right "Sub Installers" box. Ordered Install/Uninstall: A big difference between BAIN and OBMM is install ordering. In bain, all mods have an "install position" and mods that have a higher install position trump mods with lower install position. This means that when you activate a mod with a middle position, then it will override files "owned" by lower mods, but NOT files owned by higher order mods. Moreover, when you uninstall a mod, Bain automatically "anneals" the file system by reinstalling files from lower order mods that were previously installed by the mod that you're uninstalling. E.g. in the screenshot below, "Capucin's Old Texures.yz" is overridding sme of the files in "Cobl cosmetics Res 01.7z". If I were to uncheck Capucine's Old Textures, then Bain would automatically reinstall the corresponding files from Cobl Cosmetics Res 01, which would then turn green again. http://wrye.ufrealms.net/images/Bash%20Installer%2001.png Archive Formatting: As I mentioned, Bain does not require special archives. All of the archives shown in the screenshot above are just archives that I have downloaded. However, to be fair, about 10% of existing archives will not be fully recognized by Bain. Mods above marked with grey boxes and text have structures that Cobl doesn't recognize. And mods with grey highlights (e.g. CM_Partner_Mod above) have structures that are only partially recognized. However, most of these problem archives can be fixed quite easily (just change the directory structure of the archive a bit). You'll find a bit more info at CS Wiki. Download, Links: Again, Bain is part of Wrye Bash, so you'll find it in the usual place: * Download from Wrye Musings * Or read the Manual * Also, discuss at ElderScrolls Forums
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