[RELZ] Bain for Mash

Post » Sat May 28, 2011 5:27 am

"Main" Logically, yes. Stylistically, no. Too boring. Plus no good for use with the search engine. :)

Performance with large number of mod (packages): Seems fine. I've got 450 or so and it's fine. I don't know why MWMM had such a problem with large numbers of mods, but it seems that I have avoided it.

Exes: I'll think about it, but probably not. Exe extractors are relatively rare -- I would suggest unpacking them and then repacking as 7zs. Although other folks have reported that just changing the extension to 7z also works.

Part of the reason that I don't want to support exes is the "Open" command for all archives. The open command for exes would just start the exe, which I don't like.

pyw: I've done that for Bash. The main hassle is rewriting the documentation. Maybe later.

Texture manager: I'm not even going to look! :lol: I'm trying to keep visit to Morrowind side fairly brief and just pick some low hanging fruit. However, to have your own mix of textures, all you need is a project directory (i.e. a directory under the Installers directory) with the mix that you like. So if your texture manager can be tweaked to automate that, it will work well with Bain.
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adame
 
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Post » Sat May 28, 2011 6:41 pm

I've been chugging through my Morrowind mod packages as per my plan...

I just finished doing archive conversion. Yay! I've got 432 packages and I had to convert 64 of those (64/432 = 15%). There's a fair amount of variation in what needs to be done:
* correct for overly deep hierarchies;
* unpack subarchives (esp for 7z's packed in zips);
* rearrange because of odd/extraneous folders;
* move some files to alternate subdirectories (esp for mod resources, which don't come in Mesh/Textures folders).

Anyway, about 6 hours of work for 64 mods -- but that's also counting activation of mods, which typically takes a little checking to to make sure I'm not activating the wrong thing.

I'm poking through the Replacers converting them to Bain based. And I still need to review/activate various packages, then worry about reodering, etc. And then when all is done, start worryabout uninstalling mods. So, still a ways to go. Will probably take another week or so of (very) part time cleaning.
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Dominic Vaughan
 
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Post » Sat May 28, 2011 7:05 pm

Hi, wasn't sure if I should use this or the other Wrye mash thread, but this has more traffic. I just got a new laptop (vista) and I'm working on a new morrowind install. When I activate the shortcut Nothing happens, I have checked the shortcut's pathways, I think they are ok. I had no problem with it on my old XP laptop. Here is bugdump. Any ideas?

Traceback (most recent call last):
File "mash.py", line 7, in
import masher
File "C:\Bethesda Softworks\Morrowind\Mopy\masher.py", line 26, in
import wx
ImportError: No module named wx

Thanks. M
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Phillip Hamilton
 
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Post » Sat May 28, 2011 6:38 am


Install wxPython
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stevie critchley
 
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Post » Sat May 28, 2011 4:53 am

Ok, done that. Thanks, but it still doesn't work, here's my new bugdump:

Traceback (most recent call last):
File "mash.py", line 7, in
import masher
File "C:\Bethesda Softworks\Morrowind\Mopy\masher.py", line 43, in
import wx.lib.iewin
File "C:\Python25\lib\site-packages\wx-2.8-msw-unicode\wx\lib\iewin.py", line
15, in
import wx.lib.activex
File "C:\Python25\lib\site-packages\wx-2.8-msw-unicode\wx\lib\activex.py", lin
e 36, in
import comtypes
ImportError: No module named comtypes

Thanks for help so far. M
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tegan fiamengo
 
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Post » Sat May 28, 2011 1:51 pm

Unfortunately more recent versions of wxPython started requiring that you install yet another module (namely comtypes). You can download comtypes separately, but probably a better choice is to uninstall wxpython, then go get Wrye Python from http://tesnexus.com/downloads/file.php?id=22368. Then use it to install wxpython and comtypes (but you can skip python itself, since you already have that -- I'm assuming that you have python 2.5).

Note that the page linked to above is for Wrye Bash (Mash's Cyrodillian loving brother), but the Wrye Python install will work fine for Wrye Mash too.
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Caroline flitcroft
 
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Post » Sat May 28, 2011 6:53 pm

Ok, done that. Thanks, but it still doesn't work, here's my new bugdump:
-clip-
ImportError: No module named comtypes

Well now you need to install comtypes - it doesn't come bundled with the latest versions of wxpython.


[edit] Sly Wrye, beat me to it! :snoring:
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lucy chadwick
 
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Post » Sat May 28, 2011 7:34 pm

Cheers guys. Working fine now. M
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Kelvin
 
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Post » Sat May 28, 2011 6:44 pm

I'm having trouble getting it to install the mod " The Underground 2". It gives me this error:
Traceback (most recent call last):  File "C:\Program Files\Bethesda Softworks\Morrowind\Mopy\masher.py", line 4575, in Execute    self.data.install(self.selected,progress,last,override)  File "C:\Program Files\Bethesda Softworks\Morrowind\Mopy\mosh.py", line 4460, in install    installer.install(archive,destFiles,self.data_sizeCrcDate,SubProgress(progress,index,index+1))  File "C:\Program Files\Bethesda Softworks\Morrowind\Mopy\mosh.py", line 3951, in install    self.unpackToTemp(archive,dest_src.values(),SubProgress(progress,0,0.9))  File "C:\Program Files\Bethesda Softworks\Morrowind\Mopy\mosh.py", line 3935, in unpackToTemp    raise StateError(_("Extraction failed."))mosh.StateError: Extraction failed.

It's the only mod that's given me any trouble so far. Maybe because it's over half a gigabyte in size? Or is it just user error(highly likely).
Anybody know where I messed up?
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Gracie Dugdale
 
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Post » Sat May 28, 2011 7:09 pm

Essentially, you get that error when Bain tries to unpack the file, but fails. Later I'll try to generate more useful error messages, but for now...
* May be due to a corrupte archive. If you have 7z, try right clicking on archive and doing a "7zip:Test Archive". That should indicate if there are any problems with the archive.
* May be that you just don't have enough disk space to unpack it.

Note: When Bain installs a mod, it first unpacks all relevent files to Mopy\Installers Temp (or something like that), then it moves them all to the data directory. It's failing at the stage where it's unpacking to the temp directory. Another thing that you might try doing is deleting the temp directory after a failed install. (If the install succeeds, then the directory will auto-delete.)
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Brιonα Renae
 
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Post » Sat May 28, 2011 5:45 pm

Not sure it is has been reported, but Bain fails to install a mod if any file inside the .7z archive contain a non-US character (i.e. French accents, etc.).
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flora
 
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Post » Sat May 28, 2011 11:38 am

Essentially, you get that error when Bain tries to unpack the file, but fails. Later I'll try to generate more useful error messages, but for now...
* May be due to a corrupte archive. If you have 7z, try right clicking on archive and doing a "7zip:Test Archive". That should indicate if there are any problems with the archive.
* May be that you just don't have enough disk space to unpack it.

Note: When Bain installs a mod, it first unpacks all relevent files to Mopy\Installers Temp (or something like that), then it moves them all to the data directory. It's failing at the stage where it's unpacking to the temp directory. Another thing that you might try doing is deleting the temp directory after a failed install. (If the install succeeds, then the directory will auto-delete.)

I just tested with 7zip and it went through with no errors, and my windows drive has around 70 gigs of free space left.



Not sure it is has been reported, but Bain fails to install a mod if any file inside the .7z archive contain a non-US character (i.e. French accents, etc.).

This could be the problem. I'll see if can sift through the files and find any odd characters.

Thanks for the help you guys. :foodndrink:
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rolanda h
 
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Post » Sat May 28, 2011 5:51 am

Very Minor Bug with Version 84:
The Message telling you about the initialization time speaks of Bash instead of Mash.
Nothing serious, just cosmetic. ;)
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Kaley X
 
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Post » Sat May 28, 2011 8:31 pm

Re non-english characters: I'm getting several complaints about that. I'll bump it to the top of the priority list (for Bain). But I'm taking a break for several days and have Cobl stuff ahead of Bain anyway. Soonish, though.
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Soraya Davy
 
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Post » Sat May 28, 2011 8:21 pm

Re non-english characters: I'm getting several complaints about that. I'll bump it to the top of the priority list (for Bain). But I'm taking a break for several days and have Cobl stuff ahead of Bain anyway. Soonish, though.

Thank you Wrye. Bain is a very nice addition and it would be a pity not to be able to use it on non-us version of MW.
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Naazhe Perezz
 
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Post » Sat May 28, 2011 2:37 pm

Interesting. Been like two years since I last download Wrye Mash. I ganna download and try out this new version later. Looks great on the screenshoot.

EDIT: Okay, I install the new version and I was surprises with the Installers Tab feature! The feature is just plain awesome! I just end this by saying Kudos and thank for upgrading and sharing this!
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Kevin S
 
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Post » Sat May 28, 2011 4:47 pm

This sounds helpfull.

To be honest I don't even use mash. I just got into MW again, and I haven't used a mod yet. The game itself is new again, and I only sit to mod lately. However, I have heard good stuff about it so I trust that this will be great when I get around to it. At least it sounds helpfull.
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Eric Hayes
 
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Post » Sat May 28, 2011 12:13 pm

So, I've read the content that Wrye put up about the installers tab, but I do not understand how the conflicts tab works. Could someone nicely explain this part to me? I loaded two mods that I KNOW have a physical conflict. Whitewolf of Lokken mountain and Inn of the Whispering Wood. They take up some of the same cells. Now I thought that the conflicts tab would list this somehow, but that is not happening. There is nothing in that tab. Not when the files where just sitting in their archives, and not when I actually installed the mod using the installers tab. So what am I missing here? Thanks in advance. :)
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Kristina Campbell
 
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Post » Sat May 28, 2011 6:24 am

It's only about installation conflicts. Which is to say conflicts over installed files. Has nothing to do with logical and/or data conflicts between different mods. To be clear: texture replacers will conflict over installed files. As will two different versions of the same mod (assuming that the mod names is the same).
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Alina loves Alexandra
 
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Post » Sat May 28, 2011 6:36 pm

It's only about installation conflicts. Which is to say conflicts over installed files. Has nothing to do with logical and/or data conflicts between different mods. To be clear: texture replacers will conflict over installed files. As will two different versions of the same mod (assuming that the mod names is the same).



Ah, I see. Thank you Wrye!
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jason worrell
 
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Post » Sat May 28, 2011 10:21 am

Sorry to bother you again, but while you state that BAIN renders obsolete the Replacers feature of Mash, you don't quite state how anywhere that I can find. Could you please explain this? Thank you SO much!

ADDITION: Now that I have had time to think about this, I feel quite stupid for even asking. Obviously you take the archive of the replacer file, put it in the installers tab and viola, you can install it, see how it works, and then uninstall it if you don't like it. Correct?
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Mistress trades Melissa
 
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Post » Sat May 28, 2011 1:30 pm

Sorry to bother you again, but while you state that BAIN renders obsolete the Replacers feature of Mash, you don't quite state how anywhere that I can find. Could you please explain this? Thank you SO much!

ADDITION: Now that I have had time to think about this, I feel quite stupid for even asking. Obviously you take the archive of the replacer file, put it in the installers tab and viola, you can install it, see how it works, and then uninstall it if you don't like it. Correct?

Correct. Of course, you can also just move/copy the directory itself over (thus making it a project package), but archives are better (more compact, more easily/rapidly scanned by bain, etc.)

If you put together your own mix and match textures package, that will likely start as a project, then you can turn it into an archive once it's very stable. And it's always easy to:
1) archive to project
2) edit project as desired
3) regenerate archive (and replace previous archive)
4) delete project
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Bethany Short
 
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Post » Sat May 28, 2011 1:53 pm

Just writing to say that Bain and Wrye Mash are completely awesome. Yesterday due to some unforeseen computer problems I had to remove Morrowind, inluding all folders, from my system. Having a back-up of my mods I completely reinstalled MW from scratch, with over a hundred mods and perhaps 40 texture replacers, in less than two hours using Bain. Merged levelled lists with Mash, and presto: Morrowind is back without any of the missing and mismatched textures I've had to live with before.

Pure awesome win!!!
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Unstoppable Judge
 
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Post » Sat May 28, 2011 5:21 am

Good evening!

I've spent the weekend (mostly) converting all my install archives over to the Mash-approved format. In the process I fixed a lot of problems, cleaned out a good deal of junk, and re-combined some archives to simplify my life.

In the process, I did encounter the "foreign character bug" with a total of three (out of about 200) mods.

- Mental Elf's Horror Mod
- Clothiers of Vvardenfell
- Myrabelle's Clothing Emporium

In my case, the program seems to be unable to extract filenames that contain "foreign" characters. However, if you MANUALLY create a directory for these mods (effectively turning them into Projects) the program seems to be happy. It's a bit more work, but lets everything function - and for all the advantages, I can live with that until version 85 rolls out.

Thanks again Wrye, I really love your work. Have you thought about making a small add-on to purge unused/owned files from the /Data Files directory? It seems that Bain would already have all the data it needs (the gamesas stuff should be standard, right?), once all the Packages and Projects are set up, to do an effective purge.

Rochndil, who has to adjust his package load order, and THEN start on his plugin ordering...
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Blaine
 
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Post » Sat May 28, 2011 8:26 pm

Just writing to say that Bain and Wrye Mash are completely awesome. Yesterday due to some unforeseen computer problems I had to remove Morrowind, inluding all folders, from my system. Having a back-up of my mods I completely reinstalled MW from scratch, with over a hundred mods and perhaps 40 texture replacers, in less than two hours using Bain. Merged levelled lists with Mash, and presto: Morrowind is back without any of the missing and mismatched textures I've had to live with before.

Pure awesome win!!!

Cool. :D Theoretically you could now accidentally delete your entire textures folder and then hit "Anneal" and everything would be immediately fixed. Of course that assumes that EVERYTHING is in Bain. I'm definitely not at that stage yet.

Rochndill:
Yes, purge (or something related) is on the to do list. Don't know when I'll have time to do it though.

Ditto with foreign character support. I'm surprised that the unpack to project works though. And that suggests that fixing it may be easier than I thought -- thanks for the report.
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Chris Cross Cabaret Man
 
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