Tag: UI
Oblivion Tip: Make Bash Installers (BAIN) Properly Handle Default Data Files
by Ben on Aug.31, 2010, under Uncategorized

- Image via Wikipedia
I know, you probably read the title and thought, “Huh?”
For those of you who read my previous Oblivion Tip, I hinted at creating a Bash Installer package for your default game files, so that BAIN’s conflict detection will help notify you and preserve your vanilla game files should you wish to overwrite them.
I took this a step further, and created a set of BAIN packages which allow me to completely customize my Oblivion experience without harming any original files. The packages offer multiple versions of the default BSAs (compressed, uncompressed, and with the USIP files packed in), original or cleaned versions of the official DLC, etc.
But I noticed that, even after installing the package, BAIN could not detect the fact that the default files even existed (it would always show Oblivion – Meshes.bsa as ‘Missing’, for example, even though it was there and matched exactly the file in the BAIN package.
This is due to the list of default files stored in ‘bush.py’ in the variable bethDataFiles. BAIN is using this variable as a skip-list so that it does not calculate CRCs or check dates for any default files. My goal was to change this behavior.
This variable, bethDataFiles, is not necessarily only used for Bash Installers, so I did not want to edit it here. Instead, I opened up the file ‘bosh.py’ and found that it is what is actually performing the CRC checks and skipping the default Bethesda files.
There are two places where I commented out references to this variable, and the result is that BAIN treats all files in the Data directory equally… it now calculates CRCs for the default .bsas (which takes a little bit of time) and properly shows matches for my installed files that overwrote the default ones.
If you’d like to have this, too, first let me specify that I take no responsibility for what Bash might do to your default Bethesda game files if you perform this tweak. The reason I did it was to use a set of custom Bash Installers I created which contain the default files, among other variations, so I am not in danger of losing anything. If you do not have such a package, make sure you back up ALL of your data files.
Open up ‘bosh.py’ in a text editor. Around line 9721 look for the following:
if not rsDir and sFile.lower() in bethFiles: continue
Change it to:
#if not rsDir and sFile.lower() in bethFiles: continue
Next around line 9935 look for:
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Dragon Age: Origins – Awakening Impressions
by Ben on Jun.20, 2010, under Games, Genres, RPGs

- Image via Wikipedia
All bugs aside, I had a lot of fun with Dragon Age: Origins – Awakening. Ok, so the writing wasn’t quite as good. Alright, fine–there wasn’t enough talking and decision-making for the amount of combat the game throws at you. I’ll concede that the game is far, far buggier than I would expect from Bioware, even in an expansion. But it was obviously rushed, so some bugs are to be expected, and will hopefully be fixed if they haven’t been already.
But on the bright side, players get to delve back into Ferelden for the second-greatest adventure you can find in the kingdom, and chances are if you’re interested in the game you’ve already finished the first at least once.
Chances are also quite good you’ve also read a number of reviews far more thorough than this. So, to cut to the chase–I’ll confirm what many of those reviews conclude–if you’re into the game, you should definitely give it a shot. If you haven’t played or didn’t enjoy the original, then there is no reason you should play or would enjoy this one either. But if you’re one of those people, I really think you should give the first game another look–it’s truly a deep and rewarding experience.
A word of caution–I did run into a couple of game-breaking bugs. Spoilers follow. Check the Dragon Age Wiki’s Bugs page for full details. Mainly, be careful when and how you complete the Amaranthine smugglers quest, because it can break other parts of the game and ruin your experience as it did mine (the quest ended early and all of the guards in Amaranthine hated me even though I meant to help them). Additionally, toward the end of the game when I chose to help Amaranthine instead of the Keep, the game map indicated the keep was destroyed by darkspawn, while the ending credits confirmed it remained standing strong thanks to the defenses I purchased. All in all, it ended well, and you wouldn’t have had a chance to go back there in the game anyway.
Bioware, I want more large Dragon Age DLC!
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Sound the Alarm: Getting Spotted in Splinter Cell vs Alpha Protocol
by Ben on Jun.15, 2010, under Games, Genres, RPGs, Stealth

- Image by Forrestal_PL via Flickr
Although the style of game differs greatly, certainly the spy setting and overall feel are in many ways similar. One way in which they are similar is that when you are seen, if you do not kill that person immediately, or if you do and are seen or his body is discovered, then you will almost inevitably trip an alarm that causes everyone in the area to react differently.
Where the difference comes in between the two in the system is the way in which the enemies react. The mechanic works well in Splinter Cell–when you’re seen, the enemies in the direct vicinity will begin to search for you. If you stay hidden for some time, they will eventually start to patrol again and not really pursue you. This is realistic–they won’t know where you are as long as you’ve moved since the last time they’ve seen you. This is aided by the fact that you always see a ghost of where the enemies last saw you. This system lends itself well to this style of gameplay, and it works great.
Alpha Protocol handles alarms differently. If you are seen, then the enemies in the direct vicinity of whoever spotted you will immediately rush you and attempt to sound an alarm if he is near one. If you kill him first, then like Splinter Cell you may have gotten away clean unless someone else saw him die or finds his body. Once the alarm sounds, however, the system gets clunky. Every enemy on your map seems to rush your exact location and directly hunt you down as if they have psychic powers of some kind. This lasts until you turn off the alarm or, almost always, until you clear all of the enemies out, since there’s a somewhat slim chance of finishing a hack without getting shot by one of the many enemies who knows where you are.
Once you turn off the alarm, you can suddenly hide again. It’s this mechanic I feel is broken in Alpha Protocol. You should be able to hide out an alarm… if you’re hidden, you’re hidden, whether or not something–or someone–has triggered an alarm. Yes, everyone should be much more alert, and expect you to be around every corner, but they should not know where you are at all times whenever the alarm is triggered.
Anyway, that has really been bothering me lately, and when I was playing Splinter Cell: Conviction this evening again, I realized I was quite impressed with the way they handled it.
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Torchlight, I just can’t stand for us to be apart.
by Ben on Jun.14, 2010, under Games, Genres, RPGs

- Image via Wikipedia
I can’t explain it–I just keep coming back for more. After an hour or two, I’m left wondering why–it’s a very simplistic game full of simplistic game mechanics that have already been done in almost every way imaginable.
But not (arguably) since Diablo have these elements been combined in such a fun way that works so incredibly well. An overly simplistic game is no problem if that game is ridiculously fun–the point is to make you enjoy it and want to continue playing it, and in that sense Torchlight succeeds with flying colors.
The game has been out since October 2009 and it has been on my short-list of constantly-played games ever since. Big-budget $50-$60 titles fall to the wayside to other big-budget $50-$60 titles on an almost-daily basis, but here is this little $20 gem that seems to float to the top against any and all competition.
I am on my third or fourth character, not all of which have reached the end, and each experience is unique. Each class is challenging in somewhat different ways. The loot is simply amazing; that feeling you get when you find a really badass gun in Borderlands–that feeling was here first, and it sure does feel good.
The music is the best thing to happen to fantasy RPGs since Diablo’s music so many years ago (in gaming years, of course). It sounds very much in the same vein as Diablo/Diablo II, which isn’t a bad thing–in fact, it’s a magnificent thing. The soundwork in general is good and lends itself well to the fast-paced action during battles as well as the lull during a trip to town.
The graphics, while being a bit cartoonish as stated, are actually quite nice to look at. The effects make every battle a treat. Take a level 20 or 30 alchemist into a battle, and you’re going to be in for a spectacular light show. Everything just looks like it belongs in the world, and it very quickly stops looking cartoony as you start seeing some of the giant evil creatures and amazing scenery all around you. The variety of the environments between stages can also be quite staggering, and keeps things interesting.
I will admit–it took me a while to get into the game. Before ever trying it, I dismissed it as a low-budget Diablo-wannabe with cartoonish graphics that couldn’t possibly be a deep and engaging experience to even come close to the big-budget titles that have tried to touch Diablo before, let alone surpass most of them and come closest to reaching the original’s greatness. But I’m glad I stuck with it–within an hour, I was fully hooked.
If anyone out there gave any of their life to Diablo (or any number of “clones” since then–Titan Quest, Sacred, etc…) then it would be a shame if you did not give Torchlight a couple hours of your time to try it out. Not the 15 to 30 minutes I see many people giving it before deciding it’s not for them.
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Hidden Gem: Alpha Protocol’s Music
by Ben on Jun.13, 2010, under Games, Genres, RPGs
As I seem to be one of the few not giving up on Alpha Protocol in the early stages of the game, I’ve noticed one thing: I really enjoy the soundtrack, and it really lends itself to feeling like a badass spy engaged in some badass espionage action. It is a sort of drum ‘n bass/techno mix and it’s very fitting to the game overall.
Unfortunately the AI structure of, if you trip an alarm, everyone knows exactly where you are until you turn it off, is a flawed system, but it does make for a lot of cool action music whenever you’re spotted.
The sound in general is quite good. The voice acting is very passable, the weapons sound powerful and weighty. The footsteps are a little bit much, but it allows you to really hear them without having to strain yourself.
Anyway, as I was playing through a mission listening to the cool battle music, I decided I needed to let that little tidbit be known.
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Dragon Age: Origins First Look
by madzoombax on Nov.06, 2009, under Games, Genres, RPGs
Like any faithful and long-standing RPG enthusiast who still cannot get enough of the great Infinity Engine titles of yore (Baldur’s Gate, Planescape: Torment, Icewind Dale…), I was very excited to finally get to play the spiritual successor to the beloved Baldur’s Gate games, Dragon Age: Origins by BioWare.
First and foremost, I am happy to report that I am not disappointed in the least–and I feel I’ve barely scratched the surface of this deep and emotional fantasy masterpiece. The graphics are not necessarily representative of today’s triple-A titles, but they are high-fidelity and of a quality and fine detail not often seen fully realized in an RPG of such massive scale. It’s because of this that I would not hold any minor graphical glitches or shortcomings against it.
The audio is excellent, and the music is simply outstanding–the soundtrack is befitting of a Hollywood fantasy blockbuster and comes in at all the right times. The sound feels spot-on and contributes to the general feeling of calculated mayhem of the melee battles in the game.
The story even so far, in the first parts of the game, is top-notch and fully engrossing. As soon as you start to know the characters, you start to experience pains of treachery and tragedy of loss that often not portrayed to this level of effectiveness. You truly feel for these characters, and you never feel like you know them quite well enough (which is a huge compliment).
Many game impressions contain comparisons–how they match up, or how similar they are to other games, or other types of media altogether. While this is quite subjective, I will start by saying if this were a movie with the same plot, same characters, same soundtrack, and similar pacing, I would thoroughly enjoy it.
One can easily find traces of The Witcher by CD Projekt Red in the game’s adult setting, difficult moral choices, and less-fantastical and more political style of fantasy.
You can also see a lot of influence from the Lord of the Rings books and movies, especially with regard to how the story is laid out and the pacing and soundtrack.
But more-so than anything else, and more importantly than anything else, you can see a lot of BioWare’s previous RPGs in there–you can witness for yourself that they have learned their lessons with each successive title while introducing new concepts and refining old mechanics to make a smoother and more fun gaming experience.
This is dialog-driven RPG perfection and is already one of my candidates for Best RPG of the new millennium–we have yet to see if the rest of the game continues at this level or if our impressions change as we progress further. Look for a full review soon!
Alpha Protocol Release Date Uncertainty
by madzoombax on Sep.28, 2009, under Games, Genres, RPGs
In its unsurprisingly quiet fashion, Sega seems to be blowing off all attempts to discover any official updates on the Alpha Protocol release date.
As many of you are aware, many major retailers have changed the release date they list for the highly-anticipated espionage RPG from Obsidian to October, and in some cases even June 2010. Yet Sega still holds fast to their October 6 release date, however that seems very unlikely given that no retailers seem to be expecting the game in early October any longer.
The official site simply states “October 2009″, and while it is the least specific, I can only assume the rest of the PC gaming community joins me in genuinely hoping it remains accurate.
In all honesty, however, wouldn’t you be happier playing the game late (even 8 months late) if it meant Obsidian had the time they needed to polish the game and deliver a product that actually lives up to its hype (which is surprising at all given the lack of a respectable marketing campaign thus far)?
While I eagerly await this title, just as I eagerly await just about everything Obsidian does, I also applaud them for their efforts and hope that Sega gives them the time they need to do what they set out to do, and does not force them to release an unfinished or buggy product just to meet a deadline.
Aion Open Beta First Look
by madzoombax on Sep.11, 2009, under Games, Genres, MMO
It’s been several days since the start of Aion‘s Open Beta, following closely their highly-successful Closed Beta, and I must say–so far, so good! As is expected with an MMO launch, and even more-so a Beta launch, Aion has had, and continues to have, its fair share of issues.
The number of people pounding the game login servers, Aion’s Open Beta forums, and NCsoft’s Account site brought each of those services to their knees for a while. These issues were cleared up in a matter of a couple of hours for most people.
Next, there was random spikes of terrible and debilitating latency upwards of several seconds that prevented some users from playing the game for periods of time. Most of these issues have been resolved, but there are still reports of random lag throughout. I’m sure the developers will continue to tune their servers up until and continuing after the official launch in less than two weeks (September 22).
Some players were unhappy about some of the changes made to the game (PvP damage has been lowered significantly, many balance changes have been made, etc), but the general consensus is that almost all of them have made the game better and more fun overall.
In the Closed Beta I focused on the Asmodians, and thoroughly enjoyed leveling my characters. Now, in the Open Beta, I am focusing on an Elyos character, attempting to experience as much of the game as possible from the other side of the Abyss before the official launch.
I can’t comment yet on PvP or any sort of end-game experience, but working my way up to it has sure been a fun ride, and is thus far recommended for any MMO player looking for their next fix–especially WoW players wanting something a bit different that has a similar charm to it.
Fallout 3 Mods Get Organized
by madzoombax on Sep.10, 2009, under Mod Tools, Tools
For years we have been enjoying a well-sorted list of Oblivion mods thanks to the wonderful BOSS (formerly fcomhelper). But Fallout 3 users have been left in the cold, with sparse, scattered, and/or conflicting information about where their mods should go in their load order.
Early on this year, the developers at our partner SingularityShift (eg. mostly myself) released the first pre-beta of FOMS, whose final version (0.6.6.1) was released in April. FOMS used XML templates to facilitate sorting and management of conflicts, dependencies, and related information for Fallout 3 mods. It was very basic with a very limited UI that provided just enough functionality to sort and manage mods, but it had some inherent issues in the fact that it was developed with hand-written tools in a scripting language that has some serious limitations.
Recently, SingularityShift released the first alpha (Alpha 1) of FOMS 2, which is a complete rewrite taking advantage of the robust features of the .NET Framework and WPF to provide a greatly-enhanced sorting experience, including a Template Manager to create and manage XML templates, live conflict/dependency/message tracking, robust backup/restore options, and more all driven by a flexible Preferences system that will ultimately allow users to customize many aspects of the application.
Given that it was a first release, users have uncovered many bugs and submitted many wishlist items and feature requests. Now, FOMS 2 Alpha 2 is nearing its release, and some of its new features that have been recently unveiled are:
- Refactored windows and unified resources for a smaller size, tighter code, and better performance and stability
- The Template Manager is being dumped and replaced by Template Studio, allowing much-enhanced functionality such as template downloads, backups, merging, cleaning, upgrading, and much more.
- Conflict/Dependency recommendations and resolving are now included, so you don’t need to hunt through your list to find and fix the conflicts/dependencies yourself.
- Many smaller fixes and improvements for a better overall experience.
Keep your eyes peeled for the new release!
As always, you can follow along with the software’s development at its project site.
You can discuss it with other Fallout 3 users at Fallout3Nexus and don’t forget to watch the official site at falloutmodsorter.com for release information and more details!
(If I have some shame, can it really be considered a shameless plug?)

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