Tes4Mod:Wrye Bash/Advanced

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This page is intended for the advanced Bash user. It provides brief, step by step instructions for the advanced, modder oriented features in Wrye Bash. For other topics, see Wrye Bash/Installation and/or Wrye Bash/Basic.

Contents

[edit] Convert Esp/Esm

  • Go to Mods tab and right click on the esp or esm you want to convert
  • From the popup menu, select "Copy to Esm/Esp".

[edit] Refactor Editor Ids

Occasionally, it's useful to refactor editor ids to be more consistent. If you only need to do one or two, TESCS is fine, but if you need to change a lot, then Bash's editor id facility is very useful.

Basic Usage
  • Select the mod and run Export: Editor Ids. This will create a csv file with the editor ids.
  • Edit the csv file, altering the editor ids as desired.
  • Reimport the altered csv file.
Limitations
  • Import will update editor ids, scripts and quest stage scripts. It will not handle info stage scripts (ask Wrye on the Relz Bash topic if you need this).
  • It doesn't handle changes to all editor ids, but it does handle almost all that you're likely to use. Except for...
  • It doesn't handle changes to reference editor ids. (Bash doesn't handle cells or their contents.) However, uses of reference editor ids in scripts can be automatically updated...
Old To New Mapping
  • Editor id import does two types of changes: 1) changes to the editor ids of particular records, and 2) changes to editor ids in scripts. The first is straightforward: bash just looks for the record by formid, and if the editor id needs to be updated, it is. The second however, requires a mapping from old editor ids to new editor ids, which is a bit more complicated.
  • Ordinarily Bash derives the old to new mapping from the first type of change. However, if you're updating scripts that include editor ids from another mod or that include editor ids for record types that aren't handled by Bash (e.g. references), then Bash needs you to tell it what the old editor id was. You do this by entering the old editor id in the fifth column of the csv spreadsheet (after the new editor id).
  • Note that since references are not ordinarily included in the spreadsheet, you'll have to add them manually if you want to change them in scripts. Just get and enter the first three columns manually, then enter the new and old forimds in the fourth and fifth columns. Again, this won't update the reference forids themselves, but it will update the use of their editor ids in scripts.

[edit] Give NPC a FaceGen Generated Face

The version of FaceGen built into Oblivion is somewhat cut down from the commercial version of FaceGen. Presented here is a procedure for importing a face generated by the commercial version of FaceGen into a mod for use by an NPC.

Requirements
Procedure
  • Start a new game and create a PC of the same race as the NPC whose face you will want to change to the facegen face. This PC will only be used to generate the saves to follow, so no other information other than their race is actually important, although it is recommended to give them a unique name as a "tag" so to avoid confusion with real playable character saves you might have.
  • Save via the console (save "name_of_save") twice, giving each of the two saves different names, as soon as the game lets you, then exit the game.
  • Use FaceGen to Oblivion Converter (fg2ob) or focon to paste the *.fg file into/onto the PC's face from one of the two saves (keep the other save as a fallback in case something goes terribly wrong and you have to try again)
  • Copy the Blank.esp from the Oblivion\Mopy\Extras folder (installed by Wrye Bash) to the Data folder. (Recommended) Rename the copy of Blank.esp in the Data folder to something like "face_imports" or whatever you find intuitive and memorable as to the contents.
  • Use Wrye Bash's Face Export/Import feature to import the Facegen face you just pasted onto the save from the save to the face_imports.esp. In other words, in the Mods tab of Wrye Bash, select the Face_Imports.esp (or whatever you called it), right-click and select "Import ==> Face". This will bring up a browse dialog of your Saves folder. Select the save that you pasted the Facegen face into and allow Wrye Bash to copy that to the ESP. When the process is complete, select Face_Imports.esp, right-click and select "Details". Make a note of the name Wrye Bash has given to the NPC that it created to "hold" the face. You're done with Wrye Bash for the moment, so close it if you want.
  • Open the Construction Set and load Face_Imports.esp, but don't make it active. If the NPC that you ultimately want to paste the FG face onto comes from an ESP, then load that ESP as well and do make it active. If you will be making a new ESP to adjust the face and/or other qualities of a Vanilla NPC, then don't make anything active (when you save, you will create the new ESP).
  • When the mod or mods are loaded, go to the Object Window and search the NPC list for the NPC name that you noted from Wrye Bash (the ones I have are "sgUnka<character_name>", but this may not be a standard, so always make sure to simply check what the NPC name actually is in the ESP by checking the Details of the ESP in Wrye Bash before you close it). Select the NPC, right-click and choose Edit, or alternatively, double-click to open the Properties window of that NPC.
  • Go to the Face Advanced tab and click the "Copy" button you'll see there. This copies the face shown in the preview (which should be a reasonable facsimile of your imported FaceGen face) to the clipboard.
  • Now find the NPC whose face you have wanted to change all this time. Again, either double-click, or right-click and choose Edit to open the properties window, and again go to the Face Advanced tab. Here, choose the "Paste" button to paste the copied face onto the NPC. If you like, you can also make adjustments in the Face Advanced tab to "fine-tune" the face.

That's it-- save the ESP you've either edited or created, and see how your NPC looks in-game now!

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