[RELZ] Wrye Bash -- Thread 47

Post » Tue Feb 01, 2011 8:02 pm

You don't need both downloads - the larger full UOP 3.2.0 is the complete package. The "hotfix" Kivan posted was just stuff that got updated after the previous version. I guess it seemed like a good idea at the time but now, not so much.



Two meshes in the UOPS have technical fixes the AWLS meshes don't have, and the UOPS meshes are AWLS-ready. So they do need to overwrite the AWLS files.

Thanks, but now I really have an installation order mess on my hands. The big overhauls for FCOM need to be installed after the UOP, but there are many things those should not overwrite. I will have to figure out how to rearrange things this week (maybe this weekend.) I have finally updated my package list, so at least that's dealt with...


Thanks for the replies all!
- Tomlong75210
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DAVId Bryant
 
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Post » Tue Feb 01, 2011 5:25 pm

Is Cbash enabled WB working fine? As in, it doesn't spit out errors that some peiople had earlier reported in v285 (if I remember correctly)?

Also, is the v287 on Nexus at the moment good to go? The thread tagline still states v286 coming soon...

BTW: The YoungerHotterNPC mod not being imported issue is still there in v287:

CBash is currently disabled as of 286. Most of the issues that caused it to be disabled have been fixed on our side, so it will likely be re-enabled in 288.

287 is very much good to go. The tagline hasn't been updated because I don't like bothering moderators for little things like that.

I must have overlooked the issue you're talking about. Could I get some more details?
I've recently upgraded to version 287 and for some reason I can't seem to use the quick load button for OBMM(I could use it just fine with version 285) I get this error instead:

Traceback (most recent call last):  File "C:\Program Files (x86)\Steam\steamapps\common\oblivion\Mopy\basher.py", line 11370, in Execute    os.spawnv(os.P_NOWAIT,exePath.s,exeArgs)OSError: [Errno 22] Invalid argument


I can start OBMM just fine from Bash. Are you using the ini file? If so, it could be something in that.

I'm going to add some more error handling code in the next version of Bash that will give more information if this type of error occurs.
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Nicole Kraus
 
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Post » Wed Feb 02, 2011 1:34 am

Well looks like Python 2.6.4 and above does not like my computer. Oh well I'll stick with Python 2.5.2.

I think you should uninstall your current versoin and get the http://www.tesnexus.com/downloads/file.php?id=22368 installer instead.


As I recall, depending on OS, running the Wrye Python 3 installation program doesn't automatically install everything needed to launch Wrye Bash. Once all else is installed, you need to find your Wrye Python Temp Folder and launch the missing program's installer from there. Seems to me xwPython2.8-win32-ansi-2.8.11.0-py26.exe is the file in question, but don't quote me.

Don't know that that's your problem, but it's worth looking in to. Easiest way is to launch Control Panel, go to Uninstall Programs (or whatever it's called for your OS), and look for a xwPython... entry. If it's not there, do as stated in paragraph one.

-Decrepit-
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kelly thomson
 
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Post » Wed Feb 02, 2011 1:14 am

As I recall, depending on OS, running the Wrye Python 3 installation program doesn't automatically install everything needed to launch Wrye Bash. Once all else is installed, you need to find your Wrye Python Temp Folder and launch the missing program's installer from there. Seems to me xwPython2.8-win32-ansi-2.8.11.0-py26.exe is the file in question, but don't quote me.

Don't know that that's your problem, but it's worth looking in to. Easiest way is to launch Control Panel, go to Uninstall Programs (or whatever it's called for your OS), and look for a xwPython... entry. If it's not there, do as stated in paragraph one.

-Decrepit-

I have two of the wxPython links on the site's Bash page because one user could not get that specific version to work after upgrading, but the other one did.

Wrye Bash Config - http://tesivpositive.animolious.com/?page=wrye_bash#Config
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SHAWNNA-KAY
 
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Post » Tue Feb 01, 2011 10:08 pm

I have WB v285, and while building the Bashed Patch and checking mods, I get the following:
NoMerge Tagged ModsFollowing mods are tagged NoMerge and should be deactivate and imported into the bashed patch but are currently active. ?  Younger Hotter NPC's v1.0.esp 


If I try to click on the mod (Younger Hotter NPC's v1.0.esp) in the Mods tab (to make it imported with a + or bullet icon instead of a check mark, thus reducing an esp in my total 255 count), it deselects the Bashed Patch itself. In essence, it does not allow me to deselct the said mod even though imported.

I've seen the BOSS log messages for other mods that have similar issues (Sensual Walks patches for some mods), that don't get imported. Maybe this is something similar? Maybe a fix can be included in WB v286?


Waruddar: Thisis the issue with Younger Hotter NPCs not being really imported even after being selected in the bashed Patch - I can't get it to have tghe '+' or bullet symbol, and clicking on the mod in the mod list disables the mod and also bashed patch instead...

Yes, I have already checked "Younger, Hotter NPCs" in the import graphics and (possibly Import races) portion of the bashed patch rebuild every single time. So, technically, it should be imported in the bashed patch, and doesn't need a esp slot anymore. But trying to click on the mod in the mods tab, to change the check mark to a + or a bullet symbl doesn't work, and it deactivate the mod and others dependent on it (Bashed Patch). So, in essence, WB needs to either fix the recommendation of importing it, or fix it to allow removing it from the mod list after the import.

WB developers (PacificMorrowind/Waruddar etc.) - can you check into this and fix it in WB?

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Vickytoria Vasquez
 
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Post » Tue Feb 01, 2011 1:40 pm

A quick way to find out is to open all your mods with TES4Edit. In its message tab, it will complain about the XLOD subrecords and list the source mod.



Just did that. Tes4Edit showed me only the following error warnings:

Item interchance - Extraction
and
Item interchance - Placement for FCOM
here about Francescos leveled creatures items.
I have the complete FCOM installed, naturally only Francescos items, not creatures.

Coble Filter late Merge only
here Waalx animals & creatures which is not installed.

There were no other complainings about XLOD subrecords :nope:
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Andrew
 
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Post » Tue Feb 01, 2011 10:13 pm

You don't need both downloads - the larger full UOP 3.2.0 is the complete package. The "hotfix" Kivan posted was just stuff that got updated after the previous version. I guess it seemed like a good idea at the time but now, not so much.



Two meshes in the UOPS have technical fixes the AWLS meshes don't have, and the UOPS meshes are AWLS-ready. So they do need to overwrite the AWLS files.

Life will be simpler once AWLS is updated. I think I would rather just create a tiny separate archive for the two meshes, unless I can easily figure out how to rearrange all of my packages to work with this update... What are the two meshes that have been fixed?
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vicki kitterman
 
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Post » Tue Feb 01, 2011 11:51 am

For once I'm not here to ask questions, but rather to show off my first Complex Package attempt. I chose Arthmoor's RAEVWD add-on for Iliana's Elsweyr-Anequina as my test bed. In the past I've just incorporated the parts I wanted from RAEVWD into my Elsweyr-Anequina OMOD builds. That works but isn't very flexible. So this time around, since I'm converting to BAIN anyway and Iliana recently updated Elsweyr, I decided to keep RAEVWD as a separate package. What's more, I made individual sub-packages for each major section so that they can be enabled or disabled at whim depending on how they impact performance. Here's a screenshot of my BAIN window...

http://i307.photobucket.com/albums/nn303/Decrepit_Waste/ESIV%20errors/BAINElsweyrRAEVWD.jpg.

Don't get excited over the mess that is my packages pain. I've not yet started to get things organized. I hope to do so later today or maybe tomorrow, once I get a few more packages made and a better feel for what mods belong in which categories. Also, only one of those two Castle Seaview entries is valid. The other is a mistake that I forgot to delete.

-Decrepit-
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Alyce Argabright
 
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Post » Tue Feb 01, 2011 9:38 pm

You could use Bash's package structure function. That would show quite a bit more than that image, for future reference. I forget the exact name of the function, but it is in the package context menu.


Edit: I forgot to add my congrats: Congratulations! ^____^
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GRAEME
 
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Post » Tue Feb 01, 2011 3:38 pm

Life will be simpler once AWLS is updated. I think I would rather just create a tiny separate archive for the two meshes, unless I can easily figure out how to rearrange all of my packages to work with this update... What are the two meshes that have been fixed?


Tomlong have a look at the updated screenshot I posted earlier, I have awls selected which in the conflict tab is showing the two meshes higher conflict with UOP Supplemental 329

Decrepit glad you are getting to grips with it, its not as complicated as it first looks once you have started diving into it.
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Jade Payton
 
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Post » Tue Feb 01, 2011 4:15 pm

Tomlong have a look at the updated screenshot I posted earlier, I have awls selected which in the conflict tab is showing the two meshes higher conflict with UOP Supplemental 329

Decrepit glad you are getting to grips with it, its not as complicated as it first looks once you have started diving into it.

Will do.


Thank you for the reply!
- Tomlong75210


Edit: They are not loading for me. I may have to wait until I get home...
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Farrah Barry
 
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Post » Tue Feb 01, 2011 8:52 pm

Thanks Tomlong and alt3rn1ty. It's not much of an achievement, I know, but ya gotta start somewhere. And the results are certainly an improvement in convenience over what I could have done with an OMOD.

But now I do have a question. One that arose whilst constructing my main Elsweyr-Anequina package (not the pictured RAEWVD add-on). I built it as a simple package, then realized I hadn't cleaned the ESP. So I let Wrye Bash install my 7z, correctly positioned its ESP, launched TES4edit, selected the ESP, filtered, and did the normal two auto functions ("Remove Identical to Master Records" and "Undelete and Disable"). While it found nothing to undelete, there were several hundred identical records to remove. I saved the result, moved the cleaned ESP to a safe area, then uninstalled the mod through BAIN. I then rebuilt the entire Elsweyr-Anequina package, this time making it complex, with a choice of using either the cleaned or original ESP (in case the cleaning process was unnecessary and harmful).

That was a LOT of work! Especially when dealing with a mod as huge as Elsweyr (something like 900mb of data if memory serves). I recall reading that one should clean ESPs before building BAIN packages, which is why I did it like I did. But there's gotta be an easier way to clean ESPs while preparing for package creation, isn't there?

-Decrepit-
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Louise Lowe
 
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Post » Tue Feb 01, 2011 6:32 pm

Thanks Tomlong and alt3rn1ty. It's not much of an achievement, I know, but ya gotta start somewhere. And the results are certainly an improvement in convenience over what I could have done with an OMOD.

But now I do have a question. One that arose whilst constructing my main Elsweyr-Anequina package (not the pictured RAEWVD add-on). I built it as a simple package, then realized I hadn't cleaned the ESP. So I let Wrye Bash install my 7z, correctly positioned its ESP, launched TES4edit, selected the ESP, filtered, and did the normal two auto functions ("Remove Identical to Master Records" and "Undelete and Disable"). While it found nothing to undelete, there were several hundred identical records to remove. I saved the result, moved the cleaned ESP to a safe area, then uninstalled the mod through BAIN. I then rebuilt the entire Elsweyr-Anequina package, this time making it complex, with a choice of using either the cleaned or original ESP (in case the cleaning process was unnecessary and harmful).

That was a LOT of work! Especially when dealing with a mod as huge as Elsweyr (something like 900mb of data if memory serves). I recall reading that one should clean ESPs before building BAIN packages, which is why I did it like I did. But there's gotta be an easier way to clean ESPs while preparing for package creation, isn't there?

-Decrepit-

I clean ESPs afterward and put them in a separate project. I like to preserve mods' original files. Also, it is very much worth it to make BCFs for yourself, in the event to you have to download and repackage the mod again. Keep backups of your BCFs somewhere separate from your packages.
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Natalie J Webster
 
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Post » Tue Feb 01, 2011 11:21 pm

I clean ESPs afterward and put them in a separate project. I like to preserve mods' original files. Also, it is very much worth it to make BCFs for yourself, in the event to you have to download and repackage the mod again. Keep backups of your BCFs somewhere separate from your packages.


BCF?
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Mackenzie
 
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Post » Wed Feb 02, 2011 12:21 am

BCF?

Search your Bash ReadMe (click the help icon in the lower-right corner of Bash) for "BAIN Conversions". I think the ReadMe has "BAIN Converter Files", but they are BAIN Conversion Files, I believe, or both or I'm confused on that note... The point is that a BCF can save you the trouble of having to every repackage that mod archive.
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Prohibited
 
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Post » Tue Feb 01, 2011 6:56 pm

Search your Bash ReadMe (click the help icon in the lower-right corner of Bash) for "BAIN Conversions". I think the ReadMe has "BAIN Converter Files", but they are BAIN Conversion Files, I believe, or both or I'm confused on that note... The point is that a BCF can save you the trouble of having to every repackage that mod archive.


ahhhhhh, thanks! That's one area of Wrye Bash I've not yet began to study! There is SO much to BAIN that when I initially tried to study it at once it was simply too much to take in and I got nowhere. So I'm sorta learning the ropes piecemeal, mastering (or at least comprehending) one facet before moving on to something else. That works, but I can already see that I'll likely want/need to re-do some of my earliest work at some point.

-Decrepit-
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He got the
 
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Post » Tue Feb 01, 2011 12:50 pm

ahhhhhh, thanks! That's one area of Wrye Bash I've not yet began to study! There is SO much to BAIN that when I initially tried to study it at once it was simply too much to take in and I got nowhere. So I'm sorta learning the ropes piecemeal, mastering (or at least comprehending) one facet before moving on to something else. That works, but I can already see that I'll likely want/need to re-do some of my earliest work at some point.

-Decrepit-

I have not explored BAIN Wizards yet, so I am right there with you. The ReadMe for Bash is a very good resource to reference often.


Happy gaming (and learning)!
- Tomlong7521
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Mashystar
 
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Post » Tue Feb 01, 2011 8:07 pm

On the down side, it looks like people will need to uninstall wxPython ansi on the next release, and install wxPython unicode instead.

On the up side, it looks like the next release will finally support installing mods that contain files using extended character sets (i.e. mods containing japanese characters should no longer make BAIN fail). You really don't want to know what all I've had to go through to get this working :P

Please don't download any of the newer revisions from sourceforge just yet. I've just begun making this work, and it's quite likely that Bash is broken in several places until I track down all the places I need update it in order to work with UTF-8 encoded unicode strings.
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Esther Fernandez
 
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Post » Tue Feb 01, 2011 1:10 pm

I'm pretty sure I've had the Ansi & Unicode Both installed at the same time before... :unsure:
Any chance to run it on 64bit?? :P
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Kat Lehmann
 
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Post » Tue Feb 01, 2011 10:44 pm

Looks like BAIN doesn't help in one area. What if I have, say, several texture replacement mods. I like trees from mod-A, rocks from mod-B, and roads from mod-C. With OBMM, I'm used to just combine the best of everything I want to see beforehand, then creating a special "Decrepit Terrain Textures.OMOD" from the results. Had hoped that BAIN would let me pick and choose individual files from within different packages. As I can tell that's not the case so that I'll need to create the same sort of special packages I did with OBMM. No biggy there, just a little disappointment.

BAIN goes really far : check the Copy conflicts to project feature :hubbahubba:
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Madeleine Rose Walsh
 
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Post » Tue Feb 01, 2011 9:12 pm

On the up side, it looks like the next release will finally support installing mods that contain files using extended character sets (i.e. mods containing japanese characters should no longer make BAIN fail). You really don't want to know what all I've had to go through to get this working :P

Heh. I was wondering what on Earth (or Tamriel) was going on with a couple of mods, recently. Hadn't encountered that particular oddity until just then. :D

Great to hear it's being fixed though. Thanks for that and for so much else (and that goes for all who are working on, and have worked on, Wrye Bash.) :goodjob:
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BRIANNA
 
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Post » Tue Feb 01, 2011 10:37 pm

If you know what you're doing, you can have both the ansi and unicode versions installed at the same time, yes. Just like you can have multiple versions of Python installed. However, it's easier to support Bash when only one is installed...hence the suggestion that the ansi version may end up being uninstalled. Nothing is set in stone just yet. Just giving a heads up.

I run Win7 x64, so it'd better work on x64 ;)

This has been one of the major limitations in Bash/BAIN since it was first released. So yeah, we're pleased that it's starting to get fixed. Ended up having to recompile 7z.exe with a few modifications to make it play nicely with Bash *grumble*
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Hilm Music
 
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Post » Tue Feb 01, 2011 4:04 pm

I think it's possible he was asking if Bash would work on 64-bit Python versions. It works on a 64-bit OS just fine, though with a 32-bit Python.
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Gwen
 
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Post » Tue Feb 01, 2011 3:36 pm

We develop on the 32-bit version to make sure that it remains backwards compatible, so I have no idea if it works with the 64-bit version of Python. Probably doesn't.

http://www.gamesas.com/index.php?/topic/1107163-relz-wrye-bash-thread-48/.
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Sarah Kim
 
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Post » Tue Feb 01, 2011 10:17 am

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