Wrye Bash

Post » Tue Dec 29, 2009 1:30 pm

In defense of PW, this version (278) does work perfectly well on some systems, without a problem. Mine was one of the few that it didn't, for whatever reason (although it looks now like the problem is more widespread). Could be that differences in operating system or python setups have thrown a wrench at the monkey... at any rate, I'm sure that will be ironed out soon.
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Rebecca Dosch
 
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Post » Tue Dec 29, 2009 8:16 pm

In defense of PW, this version (278) does work perfectly well on some systems, without a problem. Mine was one of the few that it didn't, for whatever reason (although it looks now like the problem is more widespread). Could be that differences in operating system or python setups have thrown a wrench at the monkey... at any rate, I'm sure that will be ironed out soon.

Alpha 4 did... the full release I don't think it could... thanks for the support though :)
Really sorry about that everyone; I added a little feature at the last moment and accidentally copied it to my data dir rather than my mopy dir so when testing it didn't actually test that feature UGH (and it is a minor one which I wasn't expecting to notice without adding in new mods but as long as it didn't give any errors on patch rebuild it was fine... fixed version is uploading as I type this... should be done uploading with my hideous dialup within 5 or so minutes.
Thanks everyone for your patience :banghead:
Pacific Morrowind
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oliver klosoff
 
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Post » Tue Dec 29, 2009 7:12 pm

278b works like a charm.

Thank you for continually improving this marvelous tool :).
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Kieren Thomson
 
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Post » Tue Dec 29, 2009 9:45 am

The title bar for 278b reads 279... is that intentional?
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Rachael Williams
 
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Post » Tue Dec 29, 2009 4:25 pm

Alpha 4 did... the full release I don't think it could... thanks for the support though :)
Really sorry about that everyone; I added a little feature at the last moment and accidentally copied it to my data dir rather than my mopy dir so when testing it didn't actually test that feature UGH (and it is a minor one which I wasn't expecting to notice without adding in new mods but as long as it didn't give any errors on patch rebuild it was fine... fixed version is uploading as I type this... should be done uploading with my hideous dialup within 5 or so minutes.
Thanks everyone for your patience :banghead:
Pacific Morrowind

Thanks for the quick fix. It works great now :foodndrink:
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Emmanuel Morales
 
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Post » Tue Dec 29, 2009 10:01 pm

Traceback (most recent call last):
File "C:\Games\Bethesda Softworks\Oblivion\Mopy\basher.py", line 1350, in OnItemSelected
self.details.SetFile(modName)
File "C:\Games\Bethesda Softworks\Oblivion\Mopy\basher.py", line 1462, in SetFile
tagsStr = '\n'.join(sorted(modInfo.getBashTags()))
TypeError: sequence item 4: expected string, Path found


Getting the above when clicking on mods that I tagged during the Alpha 4 testing. It's rendered it impossible to adjust these tags. Other mods in the load order that didn't get one of the new tags yet are fine and can be accessed.

If it helps any, the tags had been added via the right-click menu and not via the mod description field.
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Miss Hayley
 
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Post » Tue Dec 29, 2009 5:41 pm

2.78b works fine for me.

EDIT

The bashed patch building is much slower now though.
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Teghan Harris
 
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Post » Tue Dec 29, 2009 7:34 pm

First, congratulations on the new release and many thanks for all the hard work you put in to make this available to mere mortals like me.

I have a number of questions about WB 278b (or 279 as it reports) - no particular order...
  • Does Import NPC faces still merge the FaceGen Data sub-records (FGGS, FGGA and FGTS) or does it treat the FaceGen Data as one entity? Context is that you get some weird (if not interesting results) when some mods change FGGS and FGTS resulting in a different mod's FGGA being merged.
  • The Wizard Install readme mentions a number of jpeg files that illustrate some of the features - is this included in the download or available somewhere else?
  • Is there any easy way to tell which non-Green mods should be checked so that the box changes from a tick to a dot? At the moment, I use trial and error and click on the checkbox for all mods in black text that have been affected by the Bashed Patch. For example, "DLCVileLair - Unofficial Patch.esp", the check box changes to a dot, but if I click on "DLCMehrunesRazor - Unofficial Patch.esp" the mod is deselected and I have to reselect it.
  • Import Animations - having read the documentation, I am on the verge of understanding it, but still don't quite get it. Any chance of providing something simple for me to understand (eg an example scenario and usage)?
  • Package Comments: Is there a way to build a BAIN archive that contains pre-defined comments? Also, is there a way to save your own comments before updating the package so that you don't have to re-enter the comments again?

Apologies for what are probably pretty dumb questions - but then I am pretty dumb :)
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lacy lake
 
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Post » Tue Dec 29, 2009 6:49 pm

ver. 278b

Got this error message:
Traceback (most recent call last):  File "P:\Bethesda Softworks\Oblivion\Mopy\basher.py", line 1350, in OnItemSelected    self.details.SetFile(modName)  File "P:\Bethesda Softworks\Oblivion\Mopy\basher.py", line 1462, in SetFile    tagsStr = '\n'.join(sorted(modInfo.getBashTags()))TypeError: sequence item 0: expected string, Path found


after selecting:
Francesco's Leveled Creatures-Items Mod.esm (no bash tags)
Francesco's Optional New Items Add-On.esm (no bash tags)
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Taylah Haines
 
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Post » Tue Dec 29, 2009 2:55 pm

after selecting:
Francesco's Leveled Creatures-Items Mod.esm (no bash tags)
Francesco's Optional New Items Add-On.esm (no bash tags)


Yep, same two files also trigger it for me. Along with the UOP, and DLCSpellTomes.esp - which I did not touch during alpha testing -, and the OOO ESP file. Nothing else is triggering a problem while scrolling the list.

Also, is Bash now automatically attaching tags to mods? TR_Stirk is coming up in my import graphics options when I never tagged it before. I don't even have BOSS installed so I'm not sure where it picked this up from.
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Tiffany Castillo
 
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Post » Tue Dec 29, 2009 3:40 pm

2.78b works fine for me.

EDIT

The bashed patch building is much slower now though.


If you are using any of the new features like importing Scripts, Any of Actors.Packages, Actors.Stats, Actors.Death Items, or have Contents Checker (which works in this version < I have noticed) ,

these are very memory hungry and will take longer to build with these features turned on..The more mods the longer it will take, and will consume alot of memory has well with.

So either use auto-quit or shutdown and restart bash after building patches, so that memory is freed up once again..

Yep, same two files also trigger it for me. Along with the UOP, and DLCSpellTomes.esp - which I did not touch during alpha testing -, and the OOO ESP file.

Also, is Bash now automatically attaching tags to mods? TR_Stirk is coming up in my import graphics options when I never tagged it before. I don't even have BOSS installed so I'm not sure where it picked this up from.


Are you using Automatic Tag..

There may be mini boss file that Pacificmorrowind put into place that contians mod info for mods like Frans, UOP, MMM, and some other mods has well..

It is called Taglist.txt under bash patches folder



Corepc
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Jordyn Youngman
 
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Post » Tue Dec 29, 2009 8:32 pm

And:
Traceback (most recent call last):  File "P:\Bethesda Softworks\Oblivion\Mopy\basher.py", line 1350, in OnItemSelected    self.details.SetFile(modName)  File "P:\Bethesda Softworks\Oblivion\Mopy\basher.py", line 1462, in SetFile    tagsStr = '\n'.join(sorted(modInfo.getBashTags()))TypeError: sequence item 0: expected string, Path found


with:
Francesco's Optional Chance of Stronger Bosses.esp
Francesco's Optional Chance of Stronger Enemies.esp
Francesco's Optional Chance of More Enemies.esp
Francesco's Optional Leveled Guards.esp
DLCSpellTomes.esp
Bob's Armory Oblivion.esp
Oblivion WarCry EV.esp
Oscuro's_Oblivion_Overhaul.esp



@Arthmoor
> Also, is Bash now automatically attaching tags to mods? TR_Stirk is coming up in my import graphics options when I never tagged it before. I don't even have BOSS installed so I'm not sure where it picked this up from.

possible source:
..\Data\Bash Patches\taglist.txt
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Miragel Ginza
 
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Post » Tue Dec 29, 2009 8:42 pm

And:
Traceback (most recent call last):  File "P:\Bethesda Softworks\Oblivion\Mopy\basher.py", line 1350, in OnItemSelected    self.details.SetFile(modName)  File "P:\Bethesda Softworks\Oblivion\Mopy\basher.py", line 1462, in SetFile    tagsStr = '\n'.join(sorted(modInfo.getBashTags()))TypeError: sequence item 0: expected string, Path found



possible source:
..\Data\Bash Patches\taglist.txt


And it looks like the bash is having problem with pulling the tag from the new taglist.txt

Okay, that did not work..making a empty taglist.txt..

2.78 Alpha 4 did not have this problem, so this new for 2.78 Release once again..has taglist was not in the 2.78 alpha version..
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Alessandra Botham
 
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Post » Tue Dec 29, 2009 3:37 pm

I used Import Scripts on Purse of Wonders and it didn't modify any records according to the Bashed Patch readme.
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Minako
 
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Post » Tue Dec 29, 2009 1:07 pm

The title bar for 278b reads 279... is that intentional?

er no... had already updated the changelog for next release to start recording changes (and the title bar version is grabbed from the most recent version listed in the changelog)... fixed... uploading a new one this evening (278c) with another quick fix so fixing that as well :banghead:

Getting the above when clicking on mods that I tagged during the Alpha 4 testing. It's rendered it impossible to adjust these tags. Other mods in the load order that didn't get one of the new tags yet are fine and can be accessed.

If it helps any, the tags had been added via the right-click menu and not via the mod description field.

I think that you changed tags on those is 100% unrelated... except that they were common mods.
(and yes as Corepc said the tags that you didn't add are from taglist.txt in bashed patches folder)
And it looks like the bash is having problem with pulling the tag from the new taglist.txt

Okay, that did not work..making a empty taglist.txt..

2.78 Alpha 4 did not have this problem, so this new for 2.78 Release once again..has taglist was not in the 2.78 alpha version..

nope... that is working fine... what wasn't working was getting it from the old Leveled Lists.csv... I had this code:
		if modName in self.patchesLLTags:			for tag in self.patchesLLTags:

and it should have been:
		if modName in self.patchesLLTags:			for tag in self.patchesLLTags[modName]:

Fixed,
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James Potter
 
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Post » Tue Dec 29, 2009 12:39 pm

Also just as an FYI - the automatic tagging does not allow you to override its judgment. Probably not a big deal in 99.9% of cases, but for me it tripped up on one file. LoadingScreens.esp. You have it marked as Graphics,NoMerge. The file is entirely mergeable though, and in my particular case it was modified to produce proper loading screens for the cities in the open worldspaces. Bash would not allow me to override the settings, so I was instead forced to rename the file to get around that.
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Natasha Biss
 
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Post » Tue Dec 29, 2009 5:24 am

Also just as an FYI - the automatic tagging does not allow you to override its judgment. Probably not a big deal in 99.9% of cases, but for me it tripped up on one file. LoadingScreens.esp. You have it marked as Graphics,NoMerge. The file is entirely mergeable though, and in my particular case it was modified to produce proper loading screens for the cities in the open worldspaces. Bash would not allow me to override the settings, so I was instead forced to rename the file to get around that.

oh I'll change that... that shouldn't be.
Pacific Morrowind
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Misty lt
 
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Post » Tue Dec 29, 2009 7:29 am

New version is working great for me!

Not a big deal, but for greyed out archives in BAIN, I need to restructure the directories. Is there a quick Bash way to do that, or do I have to use 7zip to unpack the files then package them into a new archive?
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JR Cash
 
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Post » Tue Dec 29, 2009 10:03 am

As an FYI for taglist.txt:

DLCFrostcrag - Unofficial Patch.esp should have C.Name and C.Owner. C.Climate needs to be pulled off. I've just rechecked the patch file and it makes no changes to interior climate data at all, so I'm not sure why the tag is applied.
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Alexandra Ryan
 
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Post » Tue Dec 29, 2009 12:35 pm

(Import Inventory, Relations, Factions already doing a merge rather than straight import so don't need changing)


If this is supposed to perform a merge, does that mean a merge as in if two mods both tag with Invent that both of them should have their inventory changes pulled into the Bashed Patch?
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Courtney Foren
 
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Post » Tue Dec 29, 2009 6:14 am

New version is working great for me!

Not a big deal, but for greyed out archives in BAIN, I need to restructure the directories. Is there a quick Bash way to do that, or do I have to use 7zip to unpack the files then package them into a new archive?

great.
You can use BAIN Converters (BCF files)... detailed in the readme, but yes you do have to unpack & repack - unless you can find a BCF somewhere for that archive.

As an FYI for taglist.txt:

DLCFrostcrag - Unofficial Patch.esp should have C.Name and C.Owner. C.Climate needs to be pulled off. I've just rechecked the patch file and it makes no changes to interior climate data at all, so I'm not sure why the tag is applied.

okay... guess that needs fixing in BOSS... *mail finishes downloading*... see you already fixed it.


If this is supposed to perform a merge, does that mean a merge as in if two mods both tag with Invent that both of them should have their inventory changes pulled into the Bashed Patch?

yes... thats pretty much the case... am I detecting that it isn't doing that for something? (or is that just paranoid thinking on my part)
Pacific Morrowind
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Chris Duncan
 
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Post » Tue Dec 29, 2009 7:09 am

yes... thats pretty much the case... am I detecting that it isn't doing that for something? (or is that just paranoid thinking on my part)
Pacific Morrowind


You are correct. It isn't working that way, and I would have said something before if I'd realized this was broken behavior: http://img695.imageshack.us/img695/8353/franstie.jpg

Francesco's Leveled Creatures-Items Mod.esm on the left, with half the inventory in red.
TIE on the right.
Both tagged with Invent, Bashed Patch only picks up TIE's changes. Funny thing is it only seems to be with the wizards and such who have the Illuminate Staves. Which just so happens to be one of my favorite Frans items :)
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Alexis Acevedo
 
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Post » Tue Dec 29, 2009 6:27 am

You are correct. It isn't working that way, and I would have said something before if I'd realized this was broken behavior: http://img695.imageshack.us/img695/8353/franstie.jpg

Francesco's Leveled Creatures-Items Mod.esm on the left, with half the inventory in red.
TIE on the right.
Both tagged with Invent, Bashed Patch only picks up TIE's changes. Funny thing is it only seems to be with the wizards and such who have the Illuminate Staves. Which just so happens to be one of my favorite Frans items :)

that doesn't look quite right at all... I'll look into it and see if I can figure out why it's doing that
Pacific Morrowind
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luis dejesus
 
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Post » Tue Dec 29, 2009 8:19 pm

		if modName in self.patchesLLTags:			for tag in self.patchesLLTags:

and it should have been:
		if modName in self.patchesLLTags:			for tag in self.patchesLLTags[modName]:

Fixed,


Thanks have that fixed in my version now..

I edited the bosh.py and search for self.patchesLLtags and was able to fix it..All working now..Has I got tired of those error messages appearing once again when I mouse over files..

Will need to look into the importing from Frans into TIE and see what is wrong with that has well..

Corepc

======

taglist.txt - MMM Cobl is marked has inventory for current users, but, in next MMM Cobl invent tag will not be needed..

on the mods that you cannot untag check the taglist.txt first and see if mod is listed if so then remove the tags from that that will let you add and remove tags has needed on mod that taglist.txt has listed..

Thanks for the taglist.txt once again.
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Nims
 
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Post » Tue Dec 29, 2009 6:33 am

Thanks have that fixed in my version now..

I edited the bosh.py and search for self.patchesLLtags and was able to fix it..All working now..Has I got tired of those error messages appearing once again when I mouse over files..

that is fixed in 278b (on Nexus)... just posted that code for learning purposes for anyone interested.
on the mods that you cannot untag check the taglist.txt first and see if mod is listed if so then remove the tags from that that will let you add and remove tags has needed on mod that taglist.txt has listed..

Thanks for the taglist.txt once again.

I got that fixed late last night... didn't get a chance to upload it... I'll upload it later today.
Pacific Morrowind
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Nikki Morse
 
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