[RELZ] Wrye Bash -- Thread 54

Post » Thu Sep 02, 2010 12:47 am

You can try to separately install comtypes for python 2.x from

http://sourceforge.net/projects/comtypes/files/
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Madison Poo
 
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Post » Wed Sep 01, 2010 6:14 pm

You can try to separately install comtypes for python 2.x from

http://sourceforge.net/projects/comtypes/files/


Thing is, comtypes *is* installed. I can go to the appropriate directory, and even copied it over into a second one. But Wrye seems to no longer find it, when it did a few days back before I updated both Python and moved from Wrye Bash 287 to 290.
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Cccurly
 
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Post » Wed Sep 01, 2010 3:50 pm

WryePython03a does not include Python2.7 it includes Python 2.6
You should not be using Python 2.7 unless you know what you are doing.
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sarah simon-rogaume
 
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Post » Wed Sep 01, 2010 8:42 am

WryePython03a does not include Python2.7 it includes Python 2.6
You should not be using Python 2.7 unless you know what you are doing.


A useful fact, that I wish had been more prominently displayed! Thank you: that fixed it. I deleted my Python27 subdirectory, and redirected installations to the Python26 subdirectory. Comtypes were propagated when Wrye Bash was opened, and a readme was generated by the Bashed Patch without problems.

What's done differently in Python27 that screws things up?
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Lucie H
 
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Post » Wed Sep 01, 2010 12:59 pm

It's because the different python versions are separate installs, not upgrades and they are/were conflicting in your setup.
They can work side by side, but that's really just intended for programmers to do. I don't suggest it.
For an end-user should just have one version installed.

PS. You should have uninstalled Python27 and reinstalled Python26 for a correct setup. There could be remnants from Python27 that may still cause problems, such as environment variables. Maybe not, just general advice.
Open a cmd.exe window, type SET and check for any signs of Python27 in the listed environment variables.
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Carlos Rojas
 
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Post » Wed Sep 01, 2010 7:51 pm

It's because the different python versions are separate installs, not upgrades and they are/were conflicting in your setup.
They can work side by side, but that's really just intended for programmers to do. I don't suggest it.
For an end-user should just have one version installed.

PS. You should have uninstalled Python27 and reinstalled Python26 for a correct setup. There could be remnants from Python27 that may still cause problems, such as environment variables. Maybe not, just general advice.
Open a cmd.exe window, type SET and check for any signs of Python27 in the listed environment variables.


No environmental variables, fortunately. Did do a registry clean using System Mechanic, and a reboot, earlier.

Thanks again for your suggestion. :)
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Rachyroo
 
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Post » Wed Sep 01, 2010 12:06 pm

I have been using v290 since it came out and had no problems. However, I decided to test a new load order so re-installed a new game and added mods. Built the patch OK.

After playing I decided to change the load order and rebuld the patch. I get this error after 5 minutes and process aborts:

Traceback (most recent call last):
File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\basher.py", line 4958, in Execute
raise
File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\basher.py", line 4917, in Execute
patchFile.buildPatch(log,SubProgress(progress,0.8,0.9))#no speeding needed/really possible (less than 1/4 second even with large LO)
File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 15347, in buildPatch
patcher.buildPatch(log,SubProgress(subProgress,index))
File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 27413, in buildPatch
raise StateError(_('Mesh undefined for eye %s in race %s') % (strFid(eye),race.eid,))
bolt.StateError: Mesh undefined for eye (Waalx Animals & Creatures.esm,0x006952) in race VampireRace

SInce it built once, why would it not again? I Bossed to restore load order and still have the error. Below is my LO:
Spoiler
Active Mod Files:00  Oblivion.esm01  MD_Saddle_Master.esm02  Cobl Main.esm  [Version 1.73]03  Harvest[Containers].esm04  Harvest[Containers] - Player Home Add-on.esm05  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]06  Mart's Monster Mod.esm  [Version 3.7b3p3]07  Mart's Monster Mod for OOO.esm  [Version 0.9.9MB3]08  Waalx Animals & Creatures.esm09  Unofficial Oblivion Patch.esp  [Version 3.3.2]0A  DLCShiveringIsles.esp0B  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]0C  LoadingScreens.esp0D  LoadingScreensAddOn.esp++  Harvest[Containers] - Vanilla.esp++  Harvest[Containers] - SI.esp++  Harvest[Containers] - Player Home Add-on.esp0E  WAC - Crowded Roads Revisited.esp  [Version 1.1]0F  Map Marker Overhaul.esp  [Version 3.7.1]10  Map Marker Overhaul - SI additions.esp  [Version 3.5]11  DLCHorseArmor.esp12  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.6]13  DLCOrrery.esp14  DLCOrrery - Unofficial Patch.esp  [Version 1.0.4]15  DLCMehrunesRazor.esp16  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.5]17  MD Saddlebags v3.0.esp18  Cobl Glue.esp  [Version 1.73]19  Cobl Si.esp  [Version 1.63]++  Cobl Tweaks.esp  [Version 1.73]1A  Bob's Armory Oblivion.esp1B  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]1C  OOO 1.32-Cobl.esp  [Version 1.72]1D  Mart's Monster Mod for OOO.esp  [Version 0.9.9MB3]++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]1E  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Swarms.esp  [Version 3.7b3p3]1F  Mart's Monster Mod - No Carrion Rats.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Blood.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Undead Rise.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Slimes.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Pests.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Uberhulks.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Skeep.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Spawn Rates - Reduced Reduced.esp  [Version 3.7b3p3]20  Mart's Monster Mod - Safer Quest Locations.esp  [Version 3.7b3p3]21  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]22  Mart's Monster Mod - Extra Wounding.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Friendlier Factions OOO.esp  [Version 3.7b3p3]23  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]24  WAC.esp25  WAC - OverSpawn.esp26  WAC - TCOS.esp27  WAC - TCOS Shops.esp  [Version 03]28  WAC - BlackBootDungeon.esp++  WAC - QuietFeet.esp29  TIE.esp  [Version 1.41]++  MMM-Cobl.esp  [Version 1.73]2A  Knights.esp2B  Knights - Unofficial Patch.esp  [Version 1.1]++  Mart's Monster Mod for OOO - Knights .esp  [Version 0.9.9MB3]2C  ROM Revised Oblivion Mod.esp2D  ROM Patch - Knights.esp  [Version 2.30]++  ROM Patch - MMM.esp++  ROM Patch - MMM H&C.esp++  ROM Patch - Bobs Armory.esp2E  ElsweyrAnequina.esp++  WAC - Elsweyr Anequina.esp2F  Alternative Start by Robert Evrae.esp++  ROM Patch - Alternative Start.esp30  Skip Tutorial.esp++  Harvest Containers Filter patch for mods.esp  [Version 1.00]31  Bashed Patch, 0.esp


I seem to remember having a similar issue once before when adding a cute elf companion mod so I just did not use that mod. But now I get this with WAC and would really like to try it. Any suggestions?

I would go back to an earlier version but I lose some of the tags I need for the ROM mod.

EDIT: I am able to build the patch if I do not select race records in the bash dialog. The only mods that show in that are OOO and ROM not WAC. However, the WAC - TOCS.esp is tagged with NPC.Race. But it does not show in the Race Records option. I have removed the NPC.Race tag from WAC - TOCS to see if it will build.

EDIT: Removing the NPC.Race tag from WAS - TOCS.esp did not work. I can only build the patch if I do not include race records in the build.
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Sylvia Luciani
 
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Post » Wed Sep 01, 2010 2:13 pm

Feature Request: Please make WB individually override the "Skip XXX" settings. I check all of them globally (I want readmes to be inside the packages) but some mods like Enhanced Economy require .txt files to work properly (or make "Has Extra Directories" override the "Skip XXX" settings)
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brian adkins
 
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Post » Wed Sep 01, 2010 9:01 am

Feature request: have bash write data to disk after operations, instead of on exit. I've had a few system crashes thanks to Oblivion, invariably they've wiped out whatever I'd done in bash since I last quit and restarted - this includes tracking what is merged into each bashed patch as well as saved mod groups, among other things.

edit: let me tell you, if you're debugging a badly behaved load order and you're doing a binary isolation to find the culprit having bash crash after rebuilding the patch n times is really, really frustrating.
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Lil Miss
 
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Post » Wed Sep 01, 2010 8:57 pm

It's worth including an option to uninstall since most users probably aren't using Python for anything else. A warning would be sufficient.

There are a few things you could check to see if python is being used for anything else and it would be a good idea I think.
EG.
- If the user has any other python components installed besides those included in Bash's recommended setup, (warn? and) do nothing.
- If Bash didn't install it to begin with, it shouldn't uninstall it either.

oh yesss good ideas... will implement those in the rapidly getting more complicated installer :)

Finally, I think calling the options "Skip LOD Meshes" and "Skip LOD Textures" would be sufficient. Looking at the above article again though, I think it might be a better idea if the textures folder were divided into two options: "Skip LOD Textures" (\data\textures\landscapelod\generated\*files that don't end in _fn.dds*) and "Skip LOD Normals" (\data\textures\landscapelod\generated\*files that end in _fn.dds*). Of course, I'm not sure if Wrye Bash is up to the task of skipping files based on whether or not the name ends in a certain way.

As I noted above, TES4qLOD allows automatic generation of the textures. Meshes and normal maps don't require that many steps in the CS. I imagine the reason mod creaters include these files is so that mod users don't have to generate them themselves. This can cause issues though if two mods replace the same file. For example, I use all of the Unique Landscapes with HTF's Diverse grasses. Both of these mods have their own LOD textures, which means that I'll have to either choose vanilla grass with UL's textures or HTF's grass without UL's landscape edits, which is actually quite a dramatic difference when compared side-by-side.

Besides, they won't be selected by default, so it can be assumed that anyone who does select those options would know what they are doing. If not, well, that's their problem.

I haven't used this yet so don't really know how easy (doesn't look like it is the most user friendly) but I think that I'm going to see if I can get the sourcecode for that (if anyone is interested my idea is to make it a command available from Wrye Bash; by fixing the executable and including it with Bash (ofcourse available seperately as well for those users that don't use Bash but would be interested in this) up to with one command (and a little bit of time) creating all the 4X4 bmps it requires from the user's texture folder, and then another one to generate x worldspace (with predefined commands for all the common (SI & Tamriel) for all *active* mods. Also of course fix it to work with transparency at least a bit.; or see if I can get a better settup by hacking the cs - ShadeMe might have decoded that code in his other cs decoding - but that is in the er *very* long run). Oh also btw haven't tested but you should be able to have spaces in the esp file names you give to it currently if you put them in quotes (like "this is a mod.esp",justlikethisone.esp)
I agrree; I don't see any harm having the skips easily availabe for those that want em.


Re: Default icons

If WB can determine the type of item (clutter/blade/blunt/l. armor/h. armor etc) the generic iron set for equippables and the azura star icon for misc. items could do well :) If type can't be determined, the azura's star icon seems pretty generic enough
If WB can determine the school of spells, I guess icon assignment would be too easy. Else the "heal" icon could do.
For non-icon quests, the best would be the tutorial quest icon imho!

Thanks for considering the request btw :)

EDIT: Re: .csv files

The only one outside of Bash I found was http://www.tesnexus.com/downloads/file.php?id=24882 for Crowded roads revamped. But the latest update is called http://www.tesnexus.com/downloads/file.php?id=20575. It'd be great if someone could make a CR Revisited compatible version.

There are also generic unnamed "Soldiers" in http://www.tesnexus.com/downloads/file.php?id=9858.

EDI: I can easily extend names for it... will be included in 291, thanks.
I've sent a PM to the created for the names for CR Revamped, thanks for that link.
good ideas for the icons, will do that :)

Here ya go. I edited the version you linked above to work with Revisited. I've had this for my personal use forever, never knew there was demand for it. Feel free to include it anywhere you see fit.

Download Link for Names for Crowded Roads Revisited NPCs.
http://www.4shared.com/file/ikYSj-5B/CRR_Named_NPCs.html

sure, I'll include that, thanks (of course no worries you'll be credited) - oh also btw wanted to thank you for all your helpful replies to all the random Wrye Bash question threads on the nexus forums (at least I'm guessing that there aren't two Smooth's).
Pacific Morrowind
(starting a new thread and will post the link momentarilly)
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Fluffer
 
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Post » Wed Sep 01, 2010 4:12 pm

http://www.gamesas.com/index.php?/topic/1145445-relz-wrye-bash-thead-55/
Pacific Morrowind
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jessica breen
 
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