[RELZ] Wrye Bash -- Thread 61

Post » Mon May 02, 2011 8:14 pm

awesomeness!... have to download stuff and figure out how to build it myself so that even when you're away and a new version is released it won't have to go out without the StandAlone Version.

After updating the readme, just run 'Package for Release.py' in the SVN. It will:
  • Get the current version from the readme
  • Package the manual install version as 'Wrye Bash -- Manual Version'
  • Package the WBSA version as 'Wrye Bash - Standalone Version'
  • If NSIS is installed, make the installer as 'Wrye Bash -- Installer Version'


Edit:
@a1t3rn1ty: Thanks for helping out on the Nexus page. I just checked there and was suprised at all the activity, then saw that you had it taken care of :icecream:
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Thomas LEON
 
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Post » Tue May 03, 2011 1:26 am

Something I'm curious about, I figured I'd ask in this thread instead of starting a new one--

I recently installed a bunch of mods that add items to leveled lists, like Armamentarium, John's Leveled List Overhaul, WEPON, and more. When browsing the changes to the lists after rebuilding my patch everything looked pretty good, with all of the mods being represented. However, one of the mods wasn't anywhere to be seen-- TCOS from WAC, which is the entirety of RealSwords. It was listed as a source mod, but not listed under any of the specific leveled lists. I was worried that somehow it wasn't being integrated and moving it to the end of the load order didn't change anything. Adding so much stuff I didn't come across anything I knew to be from RealSwords immediately, but eventually I came across an Imperial Gladius, which is presumably part of it. So basically, I'm just wondering if the list of changes that pop up after rebuilding a bashed patch isn't the totality of the changes, I guess. All I can figure is that TCOS modifies lists that other mods don't touch so it doesn't show up there, but that doesn't make a lot of sense. Does anyone have any insight into this and can explain to me how the weapons would still be integrated into the game without showing up under any leveled lists in the dialogue after rebuilding a bashed patch?

EDIT: It also occurred to me that in the manner WAC adds creatures that don't level with the player, the TCOS mod might not be adding items to leveled lists the way other mods do. Might be a better question for a WAC thread (and in fact I'm posting here because I didn't get too much of a response in the official WAC thread off-site when I asked about this stuff), but maybe someone reading this will have insight into it.
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N Only WhiTe girl
 
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Post » Tue May 03, 2011 9:04 am

I have one more problem; I can't seem to find out why this error keeps popping up!


C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\basher.py:1677: UnicodeWarning: Unicode unequal comparison failed to convert both arguments to Unicode - interpreting them as being unequal
(self.authorStr != self.author.GetValue()) or
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Auguste Bartholdi
 
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Post » Mon May 02, 2011 11:53 pm

I have one more problem; I can't seem to find out why this error keeps popping up!


C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\basher.py:1677: UnicodeWarning: Unicode unequal comparison failed to convert both arguments to Unicode - interpreting them as being unequal
(self.authorStr != self.author.GetValue()) or


I get this when a mod has foreign characters in the path or file name (like Warcry ND has). No unicode support in Wrye Bash yet.
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Your Mum
 
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Post » Mon May 02, 2011 8:16 pm

Hi, i will start with repeating myself.....Love this Program .

I have a dumb question....sorry . Is the mod checker Broken?
I ask because, when ever I have clicked that icon the page is always Blank, all it ever has is.....(This is a report on your currently active/merged mods. ) and a blank page?

Are we suppose to Highlight all mods then Click? (tried that is same as always...Blank.}
The reason i ask is not so much for me But sometimes when others are asking for you to look over there mods. and you see Many ESP's from same mod this would point that out in the report?
from the readme of BASH
Only One Warnings

These warnings may appear the top of the ruleset report. Such warnings are followed by a list of active/merged esps. These are typically are conflicting mods that do almost the same thing. You can resolve this by deactivating all but one of the listed mods.
.

Guess I could just mess with my install and find out but I really don't like doing that as its going on 1 1/2 years old . and have 217 mods installed. and Saturday I had a 5.5 hour session that, alto ended in a crash that was my fault...idiot ....fire Lightning at something that was shooting ME with Lightning. TIE...crash! :whistling:
Again sorry for buggin ya with trivial stuff!

Edit : How about a feature request.....Can we have a Pop-up for when clicking on the installer TAB. "Are you REALLY sure you want the installer TAB".....I have miss clicked that tab many times and then its 15 mins to get Program back....lol
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NO suckers In Here
 
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Post » Mon May 02, 2011 7:36 pm

Something I'm curious about, I figured I'd ask in this thread instead of starting a new one--
Does anyone have any insight into this and can explain to me how the weapons would still be integrated into the game without showing up under any leveled lists in the dialogue after rebuilding a bashed patch?

Read http://www.uesp.net/wiki/Tes4Mod:Wrye_Bash/Bashed_Patch#Leveled_List_Merging. I also had a similar question not 3 days ago.
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Elisabete Gaspar
 
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Post » Tue May 03, 2011 3:38 am

...snip...
Edit : How about a feature request.....Can we have a Pop-up for when clicking on the installer TAB. "Are you REALLY sure you want the installer TAB".....I have miss clicked that tab many times and then its 15 mins to get Program back....lol

I can't say about the mod checker, I'm not familiar with that area of WB, but the next version will have a 'Cancel' button on the refresh data progress bar that pops up when selecting the installers tab.
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Lucky Girl
 
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Post » Tue May 03, 2011 1:05 am

I can't say about the mod checker, I'm not familiar with that area of WB, but the next version will have a 'Cancel' button on the refresh data progress bar that pops up when selecting the installers tab.

Thank you! thank you! sometimes the finger is faster then the Brain! Click!...ohhh no not again..think next time! you wanted the MODS tab...
Don,t give the Mod checker another thought I will throw a few Obvious wrong mods in and see what the checker has to say.
Thanks for your time and the Cancel button!!(when we get it)
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Teghan Harris
 
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Post » Tue May 03, 2011 10:21 am

@a1t3rn1ty: Thanks for helping out on the Nexus page. I just checked there and was suprised at all the activity, then saw that you had it taken care of :icecream:

Those questions kind of go round in circles :) - I added a couple of more helpful links in the Wrye Bash Pictorial Guide description; Probably hoping too much that it may help reduce such repetition, but worth a shot.

Edit : How about a feature request.....Can we have a Pop-up for when clicking on the installer TAB. "Are you REALLY sure you want the installer TAB".....I have miss clicked that tab many times and then its 15 mins to get Program back....lol


I would want it to ask "Are you REALLY sure you want the Mods TAB" :teehee: - :whisper: BAIT will probably address the startup time of the Installers tab when it filters through to releases ... I think its still a while away though.

@ Wrye Bash team - svn 904 in use is veeeery nice. Love all the new additions to the Tweaks - Confirmation for PM; Tried the most recent, working as expected to, with n dywyl race I dont look down on those characters anymore :)
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Cat
 
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Post » Mon May 02, 2011 7:30 pm

Thank you! thank you! sometimes the finger is faster then the Brain! Click!...ohhh no not again..think next time! you wanted the MODS tab...
Don,t give the Mod checker another thought I will throw a few Obvious wrong mods in and see what the checker has to say.
Thanks for your time and the Cancel button!!(when we get it)

The mod checker works fine for WB v291. It tells me about mods that were to be imported only, but are currently active all the time. And then I fix those things, so it is good at the moment, not broken etc.
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Add Me
 
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Post » Mon May 02, 2011 7:35 pm

Read http://www.uesp.net/wiki/Tes4Mod:Wrye_Bash/Bashed_Patch#Leveled_List_Merging. I also had a similar question not 3 days ago.

Ah, so if a mod isn't doing delev/relev stuff it won't be included in the list after rebuilding a patch? I actually didn't know exactly what those tags did until now, but now I'm wondering why the other mods like Armamentarium show up modifying those leveled lists, aren't those just adding items as well? Thus I suppose my question now is like, why should Armamentarium, or Loth's Blunt Weapons, or any of the half a dozen mods that do show up in that list, be there? Do they all have delev tags that remove similar vanilla items they're replacing, or something?

Thanks for responding, though, it's helping me learn, and learning is FUN!
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Emma Louise Adams
 
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Post » Tue May 03, 2011 8:00 am

Ah, so if a mod isn't doing delev/relev stuff it won't be included in the list after rebuilding a patch? I actually didn't know exactly what those tags did until now, but now I'm wondering why the other mods like Armamentarium show up modifying those leveled lists, aren't those just adding items as well? Thus I suppose my question now is like, why should Armamentarium, or Loth's Blunt Weapons, or any of the half a dozen mods that do show up in that list, be there? Do they all have delev tags that remove similar vanilla items they're replacing, or something?

Thanks for responding, though, it's helping me learn, and learning is FUN!

Look at the window and the leveled lists options. Mods that relev/delev etc. have a "[AD]/[ADR]" tag in front of their names in that window.
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Anna Kyselova
 
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Post » Tue May 03, 2011 5:10 am

Look at the window and the leveled lists options. Mods that relev/delev etc. have a "[AD]/[ADR]" tag in front of their names in that window.

Hmm, well WAC - TCOS.esp shows up in that list with "[ADR]" after it, so I'm kind of back to my original confusion. If it's listed there, why doesn't it show up modifying any of the specific leveled lists that are listed after rebuilding the bashed patch? All of the other item-adding mods I've got do, some specific leveled lists entries being modified by up to four or five different mods. But TCOS is nowhere to be found in the list after rebuilding the bashed patch. Yet I did come across an Imperial Gladius on an NPC. Confusion!

EDIT: Could it be that, while TCOS does have the delev/relev tags, it isn't actually doing any deleting or releveling and thus doesn't show up under any specific leveled list entries after rebuilding the patch? Which would still leave me wondering what the mods that do show up are deleting/releveling in addition to just adding new items.
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Skrapp Stephens
 
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Post » Tue May 03, 2011 1:07 am

Thank you for adding VORB patcher to wrye bash.

For futher development i want to know, if you found a way to add/change animations to the npcs? I saw in posh.py code in deactivated RWALKNPCAnimationPatcher()
...
record.animations = '0sixywalk01.kf'
...

That would be very cool. If not, the only way to add different animations would be different folders with VORB skeletons and animation files. I think that is what the mao patcher does. Am i right? Will the memory usage explode then or are animation files loaded and unloaded after cell change?

yep that is what the MAO Patcher does.
yeah the reason the RWalk patcher was deactivated is that I'm an idiot... okay actually its that at the time I coded it up I apparently knew nothing about python given the mistake I did... just had to change it to record.animations = record.animations + ['animationfile.kf'] instead of record.animations = record.animations + 'animationfile.kf' (what I had originally done)... oh well now I'm not quite that much of a numbskull, so anyways with this reminder about those tweakers I looked at them and fixed those two up and any further patcher like them can basically be copy/paste/change animfile/change type of npcs to apply to... done. So any requests to make patchers like that can be done really extremely quickly.
I don't know anything about the memory usage of such animation files really... I would think they'd be just like graphics and pretty much everything else that they to get unloaded/loaded on cell transitions; of course how effectively I really don't know but the OBSE team would probably have the best info on that if anyone.


Now to see about making an installer version of it...maybe I'll just poke PM a bunch.

I'll be PMing you and all the other active devs to see if there are any hold for this or that but I'm thinking of doing:
this (make the NSIS installer support WBSA as well as regular)
CBash AIPatcher
bit of testing and fixing on Unicode support
BOSS 1.7x masterlist format support (barely worth mentioning it is sooo small a change needed)
anything else I end up doing
anything else urgent anyone?
Pacific Morrowind
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Jose ordaz
 
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Post » Tue May 03, 2011 1:36 am

Could anyone explain to me what the "import cells" function of bashed patch does? For some reason, when I check some of the Better Cities .esps in import cells (I used to just check everything), I get floating doors in Cheydinhal (and maybe other places), but when I un-do it, it fixes it! I'm not sure if I should even use it at all, except for All Natural...

see the patcher quick reference at the bottom of the first post, or the readme.

Hi, i will start with repeating myself.....Love this Program .

I have a dumb question....sorry . Is the mod checker Broken?
I ask because, when ever I have clicked that icon the page is always Blank, all it ever has is.....(This is a report on your currently active/merged mods. ) and a blank page?

Are we suppose to Highlight all mods then Click? (tried that is same as always...Blank.}
The reason i ask is not so much for me But sometimes when others are asking for you to look over there mods. and you see Many ESP's from same mod this would point that out in the report?
from the readme of BASH.
.
there are some buttons at the bottom of the checker windows, are those depressed? (they control what shows up, if you have a relatively good LO as far as Bash can tell).

@ Wrye Bash team - svn 904 in use is veeeery nice. Love all the new additions to the Tweaks - Confirmation for PM; Tried the most recent, working as expected to, with n dywyl race I dont look down on those characters anymore :)

great, thanks :D
Pacific Morrowind
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BlackaneseB
 
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Post » Tue May 03, 2011 4:00 am

Feature request

Is it possible to have a menu command for a single esm/esp that allow you to open TES4Edit for more detailed information in the Mods tab?
Also increase the width of the field were you found the plugin header information and the loaded master lists to the right side in the Mods tab?


Is any of those SVN of Wrye Bash (python-based) are available for WBSA?

@Lojack: Thanks for the release of WBSA. :bowdown:
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Robyn Howlett
 
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Post » Mon May 02, 2011 9:23 pm

BOSS 1.7x masterlist format support (barely worth mentioning it is sooo small a change needed)
anything else urgent anyone?

Just in case it escaped your notice, BOSS 1.7 will also be changing location and coming up a folder level I believe, so the Wrye Bash launcher will probably need adjusting ... or even a simultaneous next release may save a few of those BOSS doesn't work anymore posts.

And yey for CBash progress :)
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Ashley Campos
 
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Post » Mon May 02, 2011 7:48 pm

Just in case it escaped your notice, BOSS 1.7 will also be changing location and coming up a folder level I believe, so the Wrye Bash launcher will probably need adjusting ... or even a simultaneous next release may save a few of those BOSS doesn't work anymore posts.

And yey for CBash progress :)

I'll be holding off a BOSS release until Wrye Bash 292 is released, to save those kinds of posts. :)
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Ebony Lawson
 
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Post » Tue May 03, 2011 5:00 am

I'll be PMing you and all the other active devs to see if there are any hold for this or that but I'm thinking of doing:
this (make the NSIS installer support WBSA as well as regular)
CBash AIPatcher
bit of testing and fixing on Unicode support
BOSS 1.7x masterlist format support (barely worth mentioning it is sooo small a change needed)
anything else I end up doing
anything else urgent anyone?
Pacific Morrowind


I don't have anything major going in, here, just a few issues (not breaking) to fix in the WBSA (see below)

Is any of those SVN of Wrye Bash (python-based) are available for WBSA?

@Lojack: Thanks for the release of WBSA. :bowdown:

I don't plan on any releases of svn versions of the WBSA, just too much hassle rebuilding an re-uploadind (about 10MB each time), but I'm always open to changing my ways (especially it I get a nifty script that does it all for me).

A standalone version was something I've been meaning to do for a while, so it's kinda cool to actually have it done (mostly) now. There are only a few remaining issues that I have yet to work out:
  • http://www.py2exe.org/index.cgi/Py2ExeSubprocessInteractions with py2exe. Basically, if you launch the WBSA from the command line, it's going to have problems. Lots of them. I'm working on it, but everytime I try something, it just doesn't seem to work right.
  • comtypes importing problems. Specifically, py2exe doesn't pick up on the dynamically generated stuff in 'comtypes.gen' correctly, and I can't seem to get it to work right. I've tried numerous suggestions on the web, but to no avail, so it looks like I may actually have to get my hands dirty on this one. This one's not a huge deal, it's only used for the PM Archives tab and for opening html files withing Wrye Bash (instead of in your default browser).

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Tina Tupou
 
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Post » Tue May 03, 2011 5:43 am

I don't plan on any releases of svn versions of the WBSA, just too much hassle rebuilding an re-uploadind (about 10MB each time), but I'm always open to changing my ways (especially it I get a nifty script that does it all for me).


Maybe something on one of these lines will help with that.... don't know but maybe.

Spoiler

from __future__ import generatorsdef xcombinations(items, n):    if n==0: yield []    else:        for i in xrange(len(items)):            for cc in xcombinations(items[:i]+items[i+1:],n-1):                yield [items[i]]+ccdef xuniqueCombinations(items, n):    if n==0: yield []    else:        for i in xrange(len(items)):            for cc in xuniqueCombinations(items[i+1:],n-1):                yield [items[i]]+ccdef xselections(items, n):    if n==0: yield []    else:        for i in xrange(len(items)):            for ss in xselections(items, n-1):                yield [items[i]]+ssdef xpermutations(items):    return xcombinations(items, len(items))


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Shelby McDonald
 
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Post » Tue May 03, 2011 3:39 am

I don't plan on any releases of svn versions of the WBSA, just too much hassle rebuilding an re-uploadind (about 10MB each time), but I'm always open to changing my ways (especially it I get a nifty script that does it all for me).

A standalone version was something I've been meaning to do for a while, so it's kinda cool to actually have it done (mostly) now. There are only a few remaining issues that I have yet to work out:
  • http://www.py2exe.org/index.cgi/Py2ExeSubprocessInteractions with py2exe. Basically, if you launch the WBSA from the command line, it's going to have problems. Lots of them. I'm working on it, but everytime I try something, it just doesn't seem to work right.
  • comtypes importing problems. Specifically, py2exe doesn't pick up on the dynamically generated stuff in 'comtypes.gen' correctly, and I can't seem to get it to work right. I've tried numerous suggestions on the web, but to no avail, so it looks like I may actually have to get my hands dirty on this one. This one's not a huge deal, it's only used for the PM Archives tab and for opening html files withing Wrye Bash (instead of in your default browser).


I should be more precise with my question about the svn versions for WBSA. But I meant was that if I could download an archive and extract it into Mopy folder to update Wrye Bash in a Stand Alone version like you normally do with a python-based Wrye Bash. :wink_smile:

Perhaps you should get in touch with http://www.gamesas.com/index.php?/user/613987-melchor/, because he is also a python programmer and right now he is working with the new WMSA version (my sig) but I don't know when he will be online again.
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Jeff Turner
 
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Post » Mon May 02, 2011 8:13 pm

Wow - busy days !
Will be catching up soon but for now another 291 installer glitch : http://www.bild.me/bild.php?file=2233518WB_installer_glitch.jpg
(btw what did it say ?)
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sam smith
 
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Post » Tue May 03, 2011 5:49 am

I'd like to put an idea out there for debate.

Considering a wizard is just simply a txt file, should/could it be renamed as a wizard.wiz ?
.wiz being the extension.

I ask this because I am developing my wizbain utility and this could very well be a extension for wizards. If I choose to include it.
probably will, but not sure if I should use it just for project files or not.
Don't know right off the bat if any other program uses that extension, but it would make a file more easily recognizable.

Comments/suggestions?
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Greg Cavaliere
 
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Post » Mon May 02, 2011 8:30 pm

anything else urgent anyone?
Pacific Morrowind


YES! - The Wrye Bash 291 Installer fails at installing Python components - I thought this had been fixed (after mentioning the same problem in response to testing one of the betas of the Wrye Bash Installer) but Airgedok's post on TESNexus got me curious ...

http://www.bild.me/bild.php?file=5206279Untitled0.jpg

http://www.bild.me/bild.php?file=3001246Untitled1.jpg

http://www.bild.me/bild.php?file=4598986Untitled2.jpg

http://www.bild.me/bild.php?file=9142216Untitled3.jpg

http://www.bild.me/bild.php?file=3947001Untitled4.jpg (this could still do with an indication something is actually happening - I only notice because my HD led is mostly in-active, unless something loads/saves/runs/gets cached - I think most people with all the usual branding and third party tie ins, updater services etc running in the background will have a very busy HD led most of the time and will have no obvious indication they need to wait for that long pause after clicking next to actually do something - An impatient user might think its all gone wrong and hit ctrl alt delete and end the process)

http://www.bild.me/bild.php?file=8238246Untitled5.jpg

http://www.bild.me/bild.php?file=2269903Untitled6.jpg

http://www.bild.me/bild.php?file=5353430Untitled7.jpg


If you use the Wrye Python 03a Installer first, then Wrye Bash 291 .... No problems, everything works.

But there's a further problem with the above, anyone who just chooses the Wrye Bash 291 Installer route currently, has no access to the readme html - It also fails to install, so the user is left with no help if they shy away from other methods of installation - And so it follows they then cannot figure out what is wrong ( especially when someone like me is adamantly declaring it all should work :( )
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Klaire
 
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Post » Tue May 03, 2011 7:19 am

http://www.gamesas.com/index.php?/topic/1176905-relz-wrye-bash-thread-62/
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Angela Woods
 
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