[RELZ] Bain for Mash

Post » Sat May 28, 2011 6:41 pm

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.


Happy to be of assistance. You've saved me countless hours with Mash, so it's the least I can do to return the favor. What I had happen was a file (something d?cor) that existed in /Data Files from a manual install couldn't be mapped to the archive because the program saw the filename (in the archive) as something totally different - it didn't understand the ? character and was trying to use something else.

Windows seems to do odd stuff with existing files - I suspect it references them by index position or something rather than actual name. That might explain why the Projects trick seems to fix the problem for Bain.

Good luck with your work, and feel free to ask if there are any useful details I can send you.

Rochndil, who is a tech writer and not a programmer...
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BRAD MONTGOMERY
 
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Post » Sat May 28, 2011 5:51 am

You know, I didn't think I'd ever use a mod installer for Morrowind, thinking it'd be too awkward to set up.
This has proved me wrong. Thanks Wrye, you've saved hours of my life installing mods :D
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BethanyRhain
 
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Post » Sat May 28, 2011 3:00 pm

Good afternoon.

Just a little additional information on the filename character problem. Last night, after I FINALLY got all my archives converted over, installed, and ordered, I actually started the game up. I promptly got an error about, if memory serves, The Wilderness Mod being missing from the load list. Fact is, it WAS there, but looking closely I noticed that the filename (as given in the archive) contained an amersand (&), while the filename proffered by Bain did not. This is interesting, because while the non-English characters are (generally) high-order ASCII, the ampersand is definitely NOT, and should be included in any text-handling resources (or I would certainly think so!).

So, it could be something as simple as a python library or a compile-time setting that's only recognizing a certain subset of ASCII characters as legitimate for filenames. Of course, I can't even BEGIN to know how to fix this, but identifying the problem is half the battle, right?

Rochndil, who would be really dangerous if he could actually code...
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i grind hard
 
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Post » Sat May 28, 2011 5:52 am

The ampersand won't show up in the "filter espm" list because windows wants to interpret & as a command to keystroke the next character. However, bash should still copy/move the file correctly. (I think.)
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Kaylee Campbell
 
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Post » Sat May 28, 2011 1:39 pm

I was hoping you would port this over to Morrowind! Thank you so much! :)
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jasminε
 
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Post » Sat May 28, 2011 8:18 pm

One Request:
Is it possible to automatically register installed *.bsa-files in the Morrowind.ini.
I know it's something which can be done manually without much problems (just one doubleclick on BsaReg.exe), but it's something forgotten to do very fast. ;)
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Vickytoria Vasquez
 
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Post » Sat May 28, 2011 12:38 pm

Hi Wrye,

sorry to bother you again with Morrowind-Stuff, but I get this error every time I deactivate a Package with more than one *.esp/m file activated:

Traceback (most recent call last):  File "D:\Programme\Spiele\Morrowind\Mopy\masher.py", line 4659, in Execute	gInstallers.RefreshUIMods()  File "D:\Programme\Spiele\Morrowind\Mopy\masher.py", line 2267, in RefreshUIMods	if bosh.modInfos.refresh():  File "D:\Programme\Spiele\Morrowind\Mopy\mosh.py", line 3008, in refresh	self.unload(loadFile)  File "D:\Programme\Spiele\Morrowind\Mopy\mosh.py", line 3120, in unload	mwIniFile.unload(fileName,False)  File "D:\Programme\Spiele\Morrowind\Mopy\mosh.py", line 2380, in unload	self.refreshDoubleTime()  File "D:\Programme\Spiele\Morrowind\Mopy\mosh.py", line 2320, in refreshDoubleTime	mtime = modInfos[loadFile].mtime  File "D:\Programme\Spiele\Morrowind\Mopy\mosh.py", line 2704, in __getitem__	return self.data[key]KeyError: 'MWI_OPI_Propfix.esp'



It doesn't matter how many of them are installed, just if they are activated.
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Code Affinity
 
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Post » Sat May 28, 2011 5:11 pm

Probably a bug in which the mods part of bash doesn't correctly update after a package uninstall. Unfortunatley, I'm pretty stacked up with Oblivion Wrye work and don't have as much Wrye time available anyway. So in meantime:
1) Deactivate mods before uninstalling.
2) Close the error window, then open a window outside of Mash, then return to Mash -- that should refresh data pretty thoroughly. (I think.)
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Bedford White
 
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Post » Sat May 28, 2011 9:23 am

I finally updated my Wrye Mash -- you know I had customized it very long ago so that it'd have useful links (TESCS, EnchantEd, MWEdit, and more) in addition to just Morrowind and the help. Laziness told me not to update it because then I'd have to redo all that (oh so complicated :P) work. But yeah, I finally did it. Just downloaded Mash 84 and installed it over the existing installation, as usual. Instantaneous result: it simply doesn't work anymore. Python complains about "bolt.Path(images/checkbox_green_off.png)" not existing anymore... In fact, none of the images still exist, apparently (commenting out the offending line just moves the problem further). Which is silly because the files are there. I don't see where to set this stupid bolt.Path so that it knows where it is.

I'll grab my backup and downgrade back to a version that worked. :\
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Francesca
 
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Post » Sat May 28, 2011 8:16 pm

Perhaps you're launching from a modified version of mash.py? Or perhaps the starting directory is not right?

You may have to do some print statements to figure out what's going on. What's relevant is: what is the current working directory? And are the files actually present under them? Capitalization of the files MIGHT be relevant, but I don't think so.
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Adrian Powers
 
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Post » Sat May 28, 2011 5:02 am

I know this thread is for Bain Mash, however I am having serious issues with Wrye Mash. I have just purchased a new pc with Vista Home Premium service pack 1. I installed Morrowind, Tribunal and Bloodmoon with no other mods or external apps. I was able to start a game, save it and reload it without any trouble. I then installed Python 2.5 along with the wxPython 2.8 and Wrye Mash 84. Started a new game and save it. But the second I try to load the save game it CTD. I opened Wrye Mash and could see that the save was pink and I attempted to repair it with no success.

I have Morrowind move from the default location as suggested in the forums. I have even tried going back to Wrye Mash 79 and still have the same issue with the save games being corrupt and unrepairable with Wrye Mash. I can uninstall Wrye Mash and the games will load with no CTD's. Does anyone know of a way I can fix this issue? I really love Wrye Mash and hate to play without it, but for some reason it's not working on this Vista.

Any help at all would be greatly appreciated.
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Jessica Colville
 
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Post » Sat May 28, 2011 1:14 pm

Dear Wrye,

You owe me half an author credit for our discussion in February 2008 regarding an "abstract mod manager" :)

Cheers,
Alphax

... seriously, this looks awesome, if I can figure out how to use it :D
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Marquis T
 
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Post » Sat May 28, 2011 8:28 am

No code, no credit! :lol:

I just went back and reviewed http://www.gamesas.com/bgsforums/index.php?s=&showtopic=805457 and our PMs. That discussion did impact some of what I did in the end. I had already been thinking about an installer, but you focused more on the database aspect, so that idea got left in the back of my mind. Then, once I got close enough with everything else, that idea was there and I was able to pick it up and factor it into the end code. So, yep that helped.

Usage is really pretty simple. My Oblivion mod use has gone up since installing it, and build process has gotten easier. I even use it for the those little patches exchanged between code members. And you can use it for just any archive or project -- even if you can't install it, you can still drop it in place, just so that everything is in one place. Again, that's the database aspect, so thanks for the ideas there. :)
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A Dardzz
 
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Post » Sat May 28, 2011 10:27 am

I think I'm getting the hang of it :) A few things that should probably be done with the readme though: screenshot(s), and a better explanation of how ordering works - I would assume that the smaller the numerical value of the number, the higher the order, and that smaller number (higher order) installers get preference? :huh:
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James Baldwin
 
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Post » Sat May 28, 2011 7:17 am

Hi to you all!

Want to give my biggest regards to Wrye for making this wonderful masterpiece. When your handling approx 100 and more mods at the same time this feature is essential to keeping everything intact and clean. The install/uninstall function works is just a jewel of beauty, I will now never have to re-install my Morrowind to rearrange some mods tweaks or apply new textures. Kudos to the author from the golden dragon of respect and love. :goodjob:

And to show my appreciation I made a page explaining how to step by step install, configure and add mods in the right way!
You find a link here: http://wryemash-guide.tk/. It's a work in progress. More sections will be progressively added during the time. So be sure to check it out once awhile. :nod:

PS: Anyone that knows how to make quick links to other sections of the site? Can't seem to get the old "#" tricks to work.
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kirsty joanne hines
 
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Post » Sat May 28, 2011 11:12 am

No Morrowind/Installers directory existed and even when I created one and threw my stuff in there BAIN wasn't looking at them.

I noticed it was scanning Data Files and threw them all in there instead, and indeed it did detect them then.

:)

How do I convert an ACE to something BAIN can deal with?

Thanks.

Edit : it appeared to be reading them but still nothing appeared in the list.
Second Edit : I'm using a 64 bit version of windows, so my Morrowind Install Directory is C:\Program Files (x86)\Bethesda Softworks\Morrowind\ rather than "C:\Program Files\Bethesda Softworks\Morrowind\ is this the problem?
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katie TWAVA
 
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Post » Sat May 28, 2011 5:11 am

Hello!

Having a little trouble installing this beautiful piece of software engineering this time around. :(

The problem is:
python(2.6) installation is on drive H
morrowind installation is on drive I

mash refuses to start and complains of(bugdump) "WindowsError: [Error 3] The system cannot find the file specified: 'C:\\'"

no idea where C could have been specified :/

edit: oops just realised this is not the actual mash thread, hope it's ok :P
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Farrah Lee
 
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Post » Sat May 28, 2011 8:30 pm

Hello again :)

If anyone is having this problem then a simple edit of masher.py does the trick.

#--Load config/defaultssettingDefaults = {	#--Morrowind Directory	'mwDir': r'C:\Program Files\Bethesda Softworks\Morrowind'


Not sure why it would treat the default dir as the holy grail, but changing the it to your own fixes the problem! thank you for your time :P

Edit: However another problem persists now:

Traceback (most recent call last):
File "I:\Morrowind\Mopy\masher.py", line 6459, in Execute
os.spawnl(os.P_NOWAIT,os.path.join(settings['mwDir'],'Morrowind.exe'))
File "H:\Python26\lib\os.py", line 612, in spawnl
return spawnv(mode, file, args)
OSError: [Errno 22] Invalid argument


when using the "launch morrowind" button in mash
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LuCY sCoTT
 
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Post » Sat May 28, 2011 9:30 am

I've been using Wrye Mash for a while and I finally decided to test the installer tab since I've make a fresh install of MW.
From the doc, I gather all I need to do is drop the package (esp/esm or compressed files) in the installer folder, then go to the installer tab, wait for the Initialization to finish (have a coffe break) and then go from there.

Upon Initialization (refreshing installers) I get the following message:

Traceback (most recent call last):
File "C:\Program Files\Bethesda Softworks\Morrowind\Mopy\masher.py", line 2580, in OnShowPage
self.GetPage(event.GetSelection()).OnShow()
File "C:\Program Files\Bethesda Softworks\Morrowind\Mopy\masher.py", line 2229, in OnShow
if data.refresh(progress,what,self.fullRefresh):
File "C:\Program Files\Bethesda Softworks\Morrowind\Mopy\mosh.py", line 4130, in refresh
settings['bash.installers.removeEmptyDirs'], fullRefresh)
File "C:\Program Files\Bethesda Softworks\Morrowind\Mopy\mosh.py", line 3517, in refreshSizeCrcDate
size = apFile.size
File "C:\Program Files\Bethesda Softworks\Morrowind\Mopy\bolt.py", line 337, in size
return os.path.getsize(self._s)
File "C:\Python25\lib\ntpath.py", line 228, in getsize
return os.stat(filename).st_size
WindowsError: [Error 123] The filename, directory name, or volume label syntax is incorrect: 'C:\\Program Files\\Bethesda Softworks\\Morrowind\\Data Files\\Textures\\PorteEntr?e.bmp'

After that there is package installed obviously.
If I click on 'package' I get the following message, but that might be normal for all I know :)

Traceback (most recent call last):
File "C:\Program Files\Bethesda Softworks\Morrowind\Mopy\balt.py", line 1192, in OnColumnClick
self.SortItems(columns[event.GetColumn()],'INVERT')
File "C:\Program Files\Bethesda Softworks\Morrowind\Mopy\balt.py", line 1089, in SortItems
sortDict = dict((self.item_itemId[y],x) for x,y in enumerate(items))
File "C:\Program Files\Bethesda Softworks\Morrowind\Mopy\balt.py", line 1089, in
sortDict = dict((self.item_itemId[y],x) for x,y in enumerate(items))
KeyError: bolt.Path('==Last==')

Otherwise Wrye Mash (latest version btw) works perfectly so I assume I have the right stuff (python...) installed where it should be.

Thanks for an help you can provide!

EDIT:
Turns out my fresh install was not so fresh as I had left my meshes/textures/icon folders to save time when working again on my mods but without the esp. which seems to have confused Wrye Mash... Deleted those, and now it works perfectly. Sorry for the long post, next time I'll have think a little harder becaure crying for help...
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tannis
 
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Post » Sat May 28, 2011 7:56 pm

@Danae
Wrye Mash's installer feature might not handle special characters in file names, thus this error:
WindowsError: [Error 123] The filename, directory name, or volume label syntax is incorrect: 'C:\\Program Files\\Bethesda Softworks\\Morrowind\\Data Files\\Textures\\PorteEntr?e.bmp'

Since you said the Textures folder still existed (with that file there I presume), it's probably an issue in the routine that checks for existing installed files rather than installing a virgin copy. In future, you could probably get around the error by temporarily moving the offending file out of the folder, which in essence is what you did by removing the old folders and files. ;)
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Soraya Davy
 
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Post » Sat May 28, 2011 6:47 pm

@Danae
Wrye Mash's installer feature might not handle special characters in file names, thus this error:
Since you said the Textures folder still existed (with that file there I presume), it's probably an issue in the routine that checks for existing installed files rather than installing a virgin copy. In future, you could probably get around the error by temporarily moving the offending file out of the folder, which in essence is what you did by removing the old folders and files. ;)


Post it note for future reference: Do not use French works with funky accent for texture name, dully noted ;)
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cheryl wright
 
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Post » Sat May 28, 2011 5:08 am

Just updated mash from 0.78 to the latest version (0.84) and it still works. Update is a piece of cake.
Now i have read some things about the new Bain option in Mash, both on the official page and to a link which is posted in this thread.
From what i understand you can still use the manual installation of mods. Correct?
So can you can use Bain for only uninstalling mods? And is the mod then totally uninstalled or do you still have to manual delete the esp's, tga files and such?
Bain seems to be an interesting option for Mash. Thanks for the update.
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Andrew Perry
 
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Post » Sat May 28, 2011 10:08 am

I'm just going to bump this so that it does not go away forever.

One of the few places left where we get to read Wrye's advice on packaging BAIN wise.
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Josee Leach
 
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Post » Sat May 28, 2011 6:39 am

Download link on OP page no longer exists, anyone have a pointer to where it is now (if at all)?


Thanks
kWm
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!beef
 
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Post » Sat May 28, 2011 10:13 am

Download link on OP page no longer exists, anyone have a pointer to where it is now (if at all)?


Thanks
kWm

Replace "wrye.ufrealms.net" with wryemusings.com and it will work.
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Franko AlVarado
 
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