Wrye Bash

Post » Tue Dec 29, 2009 2:37 pm

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?
Actually, no, it doesn't really work like that: from the readme.
Generally later loading source mods will dominate.

? If an early source adds two daedric arrows, while a later source adds three daedric arrows, then the patch will contain three daedric arrows.

? If an early source replaces a steel sword with steel dagger, but a later source replaces the steel sword with an daedric dagger; then the patch will have the daedric dagger but not the steel dagger.
There's a little more about it, but that's the general gist of it. The last loading mod having its inventory imported tends to be the one with the final say, it's not like merging leveled lists.

Vac
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Blackdrak
 
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Post » Tue Dec 29, 2009 7:01 pm

Actually, no, it doesn't really work like that: from the readme.There's a little more about it, but that's the general gist of it. The last loading mod having its inventory imported tends to be the one with the final say, it's not like merging leveled lists.

Vac

yes but I was under the impression (guess I'll have to look at it a bit more) that if 5 mods adds one new item each that aren't replacing items then those new items should be all be in the patch... but I'll look into it more rather than spouting what I think without having done recent investigation.
Pacific Morrowind
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Hilm Music
 
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Post » Tue Dec 29, 2009 7:12 pm

Downloaded 278b and getting this when selecting Unofficial Oblivion Patch.esp, DLCSpellTomes.esp, Oscuro's_Oblivion_Overhaul.esp

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


From the last few messages it sounded like this was fixed in 278b? Or is it not yet?
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Emmie Cate
 
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Post » Tue Dec 29, 2009 6:21 am

One bug report, one!
Traceback (most recent call last):  File "C:\Program Files (x86)\Steam\steamapps\common\oblivion\Mopy\basher.py", line 2414, in OnCheckSubItem	self.refreshCurrent(installer)  File "C:\Program Files (x86)\Steam\steamapps\common\oblivion\Mopy\basher.py", line 2402, in refreshCurrent	installer.refreshStatus(self.data)  File "C:\Program Files (x86)\Steam\steamapps\common\oblivion\Mopy\bosh.py", line 9907, in refreshStatus	for file,sizeCrc in dirty_sizeCrc.iteritems():RuntimeError: dictionary changed size during iteration


Happened after unselecting an item(directory) from a BAIN package and reselecting it(without doing anything between the 2).

@kralore:
No it will be fixed in 278c.
PacificMorrowind posted the change to make to fix it though if you feel like editing the python files :).
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Phillip Hamilton
 
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Post » Tue Dec 29, 2009 1:15 pm

@kralore:
No it will be fixed in 278c.
PacificMorrowind posted the change to make to fix it though if you feel like editing the python files :).



Is it just the one line/one instance in bosh.py that needs to be fixed? If so I now have it fixed. Didn't realize it would be that easy.
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Chris Johnston
 
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Post » Tue Dec 29, 2009 2:23 pm

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,


I tried this fix just now and it isn't working. Is there something more to it?

yes but I was under the impression (guess I'll have to look at it a bit more) that if 5 mods adds one new item each that aren't replacing items then those new items should be all be in the patch... but I'll look into it more rather than spouting what I think without having done recent investigation.
Pacific Morrowind


Yes, I was under the impression that it should pull in any additions (or deletions) each mod is making from the inventory list. If that's not how it was intended to be used it doesn't seem very useful at all because it will result in still needing to generate patch ESPs to overcome this limitation.
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Michael Korkia
 
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Post » Tue Dec 29, 2009 9:14 am

Yes, I was under the impression that it should pull in any additions (or deletions) each mod is making from the inventory list. If that's not how it was intended to be used it doesn't seem very useful at all because it will result in still needing to generate patch ESPs to overcome this limitation.

I looked at quite a list of inventory edits recently and it will add items from different mods(as long as they're tagged invent and checked in import inventory ofc) to the final bashed patch.
I'm not too sure how it handles the deletion of items and the change of weapons though. I think some items are deleted through deleting the entry(I think that's the case for Kalthar for ex) in the leveled list but I don't think that's the case for weapons, I think it's a manual check by Wrye Bash that sorts it out. As for the number of item it's the last mod that takes priority if there is a conflict I think.
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lucy chadwick
 
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Post » Tue Dec 29, 2009 5:37 am

I looked at quite a list of inventory edits recently and it will add items from different mods to the final bashed patch.


I think that's the big problem right now is that the behavior of the tag is inconsistent. I've got some items being pulled from more than one mod on some NPCs, and on others things are left out. It doesn't make a lot of sense which is why I wanted to know if it should be merging everything that's added when the tag is being used.
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Sun of Sammy
 
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Post » Tue Dec 29, 2009 7:41 pm

I think that's the big problem right now is that the behavior of the tag is inconsistent. I've got some items being pulled from more than one mod on some NPCs, and on others things are left out. It doesn't make a lot of sense which is why I wanted to know if it should be merging everything that's added when the tag is being used.


Hmm from what I've seen it's quite consistent.
Note that there is also a tag InventOnly which force a specific inventory(only used by cobl tweaks I think but I don't have that many mods).

edit:
Just saw the screenshot above and that is strange...
The only case where I saw items deleted was when a mod was tagged delev and removed some items...
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Flash
 
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Post » Tue Dec 29, 2009 9:14 am

I just downloaded and installed the updatd 278b and it works fine but I have a few questions. Fist great work pacifcmorrwind. I have BOSS istalled with ltest masterlist it seems to work only it gives an error message after running. It does put the mods in the right order though . I didn't know if anyone else noticed this issue. Third the are the tagges now automatic? or is something not turned on corectly. Thanks
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flora
 
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Post » Tue Dec 29, 2009 7:05 am

I think that's the big problem right now is that the behavior of the tag is inconsistent. I've got some items being pulled from more than one mod on some NPCs, and on others things are left out. It doesn't make a lot of sense which is why I wanted to know if it should be merging everything that's added when the tag is being used.


inconsistent things is the bane of programing argh... and the AIPackages is basically the same code (less than 5% different)... so that would be most likely the same error with Ohtese(sp?) you found in that... I'll try and make these more consistent.

I just downloaded and installed the updatd 278b and it works fine but I have a few questions. Fist great work pacifcmorrwind. I have BOSS istalled with ltest masterlist it seems to work only it gives an error message after running. It does put the mods in the right order though . I didn't know if anyone else noticed this issue. Third the are the tagges now automatic? or is something not turned on corectly. Thanks

what error message? (post it)
tagging is automatic (and already was, just now works in more cases).
Pacific Morrowind
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evelina c
 
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Post » Tue Dec 29, 2009 9:03 pm


Sorry for hassling - just a reminder in case someone has some answers for me.
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Janeth Valenzuela Castelo
 
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Post » Tue Dec 29, 2009 5:16 pm

woops missed this (lost in the mass reports of the stupid mistake that I made)
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.

any change to an preexisting NPC in a NPCfaces tagged file (presuming that it is being imported as well as tagged), will be the complete face data from that mod - and mergeing happens first so nothing except the race patcher if active and hair/eyes were not assigned should be changing any facial data for the imported npc(s).
[*]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?

DOH! they were supposed to be in mopy/images... forgot to commit them so svn didn't copy them when I said export files... fixed.
[*]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.

nothing in particular that I use/know of... sorry
[*]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)?

What I want to make it do (but the wya that Bash reads that record is funny - not like most other records and I haven't figured out how to properly edit it yet; working on it) is have it do this:
Example 1:
mod 1: NPC X: animations: funnywalk.kf/jumpingjacks.kf (master for both the following mods)
mod 2: NPC X: animations: backward spin.kf/falldown.kf (tagged and imported) (masters are oblivion.esm and mod 1)
mod 3: NPC X: animations: NONE (not imported) (masters are oblivion.esm and mod 1)
bashed patch: NPC X: animations: funnywalk.kf/jumpingjacks.kf/backward spin.kf/falldown.kf
Example 2:
mod 1: NPC X: animations: funnywalk.kf/jumpingjacks.kf (master for both the following mods)
mod 2: NPC X: animations: backward spin.kf/falldown.kf (tagged and imported) (masters are oblivion.esm and mod 1)
mod 3: NPC X: animations: NONE (tagged and imported) (masters are oblivion.esm and mod 1)
bashed patch: NPC X: animations: backward spin.kf/falldown.kf
But currently it would give:
Example 1:
mod 1: NPC X: animations: funnywalk.kf/jumpingjacks.kf (master for both the following mods)
mod 2: NPC X: animations: backward spin.kf/falldown.kf (tagged and imported) (masters are oblivion.esm and mod 1)
mod 3: NPC X: animations: NONE (not imported) (masters are oblivion.esm and mod 1)
bashed patch: NPC X: animations: backward spin.kf/falldown.kf
Example 2:
mod 1: NPC X: animations: funnywalk.kf/jumpingjacks.kf (master for both the following mods)
mod 2: NPC X: animations: backward spin.kf/falldown.kf (tagged and imported) (masters are oblivion.esm and mod 1)
mod 3: NPC X: animations: NONE (tagged and imported) (masters are oblivion.esm and mod 1)
bashed patch: NPC X: animations: NONE
[*]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 :)

Working on this one :D ... not finished yet though :(
Not at all dumb questions.
Pacific Morrowind
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Naazhe Perezz
 
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Post » Tue Dec 29, 2009 8:14 pm

Thanks for the new features :mohawk:
Using 278b at the moment.

About the launch buttons/ini:
Got quite a few of the new icons made up already. They look a lot better. Will release them in a pack soon. Many other program icons will be included.
Not all the launch options seem to have a icon choice 16 or 32
The sCustom#txt= lines don't seem to work. The paths leading to the .exes does though. Would also like custom#16 and custom#32 icon options.
Also BSA Commander in the ini.
The fraps line has a 'C: in it. Remove the '
Typo: witht in iIconSize section.


Also would like to know if there is any detailed info on the new BAIN installer feature yet?
EDIT: I guess what I am asking is if anyone has made an example package to install yet? A Testing dummy archive so to speak.

Ummm.... Think that's all for now...

Metallicow
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Mel E
 
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Post » Tue Dec 29, 2009 12:44 pm

This is the wrye error I get does anyone have any idea what it means ?
raceback (most recent call last):File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\basher.py", line 1350, in OnItemSelectedself.details.SetFile(modName)File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\basher.py", line 1462, in SetFiletagsStr = '\n'.join(sorted(modInfo.getBashTags()))TypeError: sequence item 0: expected string, Path found
The first error happens when I click on the unoffical oblvion patch esp in the load order the second happens after i rebuid the bash patch just for clairity
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Rachel Briere
 
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Post » Tue Dec 29, 2009 7:17 pm

any change to an preexisting NPC in a NPCfaces tagged file (presuming that it is being imported as well as tagged), will be the complete face data from that mod - and mergeing happens first so nothing except the race patcher if active and hair/eyes were not assigned should be changing any facial data for the imported npc(s).

Many thanks for taking the time to respond - very much appreciated.

Still on the face thing. I wonder whether my Sensual Walks mods are what causes the problem...
All Sensual Walks mods (Vwalk in the ESP name) are merged. But each of them is a duplicate (in terms of the NPC records) of its associated master. They therefore, also contain NPC face data but are not marked as NPCfaces.

Should all of these be tagged as Actors.Anims, NoMerge and deactivate?

In theory, only the NPC's associated walk forward animation file would be included, leaving all the AI, Face Data, etc to the masters.

Have I got it right or am I still missing something?
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Alina loves Alexandra
 
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Post » Tue Dec 29, 2009 6:00 am

Also would like to know if there is any detailed info on the new BAIN installer feature yet?
EDIT: I guess what I am asking is if anyone has made an example package to install yet? A Testing dummy archive so to speak.


Here's an example for http://tesnexus.com/downloads/file.php?id=18305, I just took the OBMM script and converted it to a BAIN wizard. http://rapidshare.com/files/356508515/All_Natural_0-9-8-WIZARD-BCF.7z.html is a BCF to convert All Natural to work with the script, just re-arranges a few things and adds the script in.

NOTE: I tried to make the BCF using the current version of Bash, but keep getting errors like these associated with extracting to a temp directory. I had to make the BCF using an old version:
Traceback (most recent call last):  File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\basher.py", line 6278, in Execute    installer.unpackToProject(archive,project,SubProgress(progress,0,0.8))  File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 10432, in unpackToProject    self.unpackToTemp(archive,files,SubProgress(progress,0,0.9))  File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 10389, in unpackToTemp    raise StateError(_("%s: Extraction failed\n%s") % (archive.s,"\n".join(errorLine)))bolt.StateError: All_Natural_0-9-8-18305.7z: Extraction failedError:Cannot use absolute pathnames for this command
or similar.

So the same bug will prevent you from applying the BCF using the current version. So... to make the wizard work, you half to slightly modify the directory structure for All Natural. Make a new folder called '00 Core - SI', and move 'All Natural - SI.esp' to it and rename it to 'All Natural.esp'. Then make a file called 'wizard.txt' in the root of All Natural, with the following:
; Example Wrye Bash (Version 278 and higher) BAIN wizard install fileRequireVersions '1.2.0.416', '0.0.18.0', ''	; Only listed requirement in the readme is OBSE v0018, but OBSE requires 1.2.416DeSelectAll				;Don't install anything, except the core components (non-SI version, select '00 Core - SI' to override All Natural.esp with the SI version)SelectSubPackage "00 Core"bRL = FalsebWeather = False; Ask if we're just doing an install for Real Lights, not the rest of ANSelectMany "Select which components of All Natural to install", \    "|Real Lights", "Real Lights was an incredibly ambitious project by Josef K. which aimed to replace all the fake lighting (invisible lights with no actual light source) with real lights with real light sources. For example, with Real Lights locations have candles or other light sources that emit light instead of generic white light coming from mid-air.\n\nSadly Real Lights was abandoned long ago and has some issues with save game bloating. However, the mod has now been included in All Natural and has been recently updated to fix all the problems it previously had. The All Natural version of Real Lights is the most updated and safe version of Real Lights and no one should use the older stand-alone version. The Real Lights segment of All Natural is the only segment you can actually use independently, so even if you want to use, say, Enhanced Weather, you can use the Real Lights plugin from All Natural. Instructions on how to do this are included in the installation section of the readme.", '', \    "|Weather Systems", "Install all the remaining components of All Natural other than Real Lights.", ''  Case "Real Lights"    bRL = True    Break  Case "Weather Systems"    bWeather = True    BreakEndSelectIf bRL & !(bWeather)  ;ONLY install Real Lights, deselect some esps/esms we don't need from '00 Core'  DeSelectEspm "All Natural Base.esm"  DeSelectEspm "All Natural.esp"  Note "Rename 'All Natural.bsa' to 'All Natural - Real Lights.bsa' or Real Lights will not function."  SelectSubPackage "01 Real Lights"  Return     ;Signals the end of the install wizardElif !(bRL) & !(bWeather)  ;For some reason they said not to install anything...  Cancel "No All Natural components selected to install"EndIf; See if they wanted to install Real Lights along with the weather systemIf bRL    SelectSubPackage "01 Real Lights"    ;Detect if the Ayleid Steps patch is needed    If DataFileExists('The Ayleid Steps.esp')      SelectSubPackage "04 Real Lights - The Ayleid Steps Patch"    EndIfEndIf;Detect if Nascosto Isles patch is neededIf DataFileExists('Nascosto Isles 3.esp')  SelectSubPackage "05 Nascosto Isles Weather Patch"EndIf;Detect if Kvatch Rebuilt patch is neededIf DataFileExists('Kvatch Rebuilt.esp')  SelectSubPackage "06 Kvatch Rebuilt Patch"EndIf;Detect if the Gates to Aesgaard (1 or 2) patches is(are) neededIf DataFileExists('GTAesgaard.esp')  SelectSubPackage "07 Gates to Aesgaard Patch"EndIfIf DataFileExists('GTAesgaard_2.esp')  SelectSubPackage "08 Gates to Aesgaard 2 Patch"EndIf;Detect if the Shivering Isles patch is neededIf DataFileExists('DLCShiveringIsles.esp')  ;Overrides 'All Natural.esp' with the SI version  SelectSubPackage "00 Core - SI"EndIf;Ask which weather mods' weathers to installbEW = FalsebAWS = FalsebNW = FalseSelectMany "Select which weather mods you want to use.", \    "|Enhanced Weather", '', '', \    "|Natural Weather", '', '', \    "|Atmospheric Weather System", '', ''  Case "Enhanced Weather"    bEW = True    Break  Case "Natural Weather"    bNW = True    Break  Case "Atmospheric Weather System"    bAWS = True    BreakEndSelectIf bEW & bAWS & bNW  SelectSubPackage "02 EW + NW + AWS"Elif bEW & bAWS  SelectSubPackage "02 EW + AWS"Elif bEW & bNW  SelectSubPackage "02 EW + NW"Elif bAWS & bNW  SelectSubPackage "02 NW + AWS"Elif bEW  SelectSubPackage "02 Enhanced Weather"Elif bNW  SelectSubPackage "02 Natural Weather"Elif bAWS  SelectSubPackage "02 Atmospheric Weather System"EndIf;Ask about using the filter patch to apply AN to other modsSelectOne "Do you want to use the Wrye Bash Filter patch?", \    "|Yes", "Bash Filter Option for applying All Natural's weather system to other mods.  See the readme for an explination on how to use", '', \    "No", "Don't use the filter patch.", ''  Case "Yes"    SelectSubPackage "03 Bash Filter For various Mods"    BreakEndSelect


Also, I'm embarassed to say I found 2 major bugs in the wizard code that needs fixing. I've emailed PacificMorrowind the fixes, but for those that can't wait:

In 'belt.py', line 530 it should look like:
self.AddFunction('!', self.Not )self.operators.append('!')					   ; INSERT THIS LINE HERE FOR THE FIXself.AddFunction('CompareOblivionVersion', self.FunctionCompareOblivionVersion)
This will make the ! function work right

In 'ScriptParser.py' line 578:
params = []newexpr = []	 ; INSERT THIS LINE HEREwhile parens > 0:


In 'ScriptParser.py' line 610 it should be:
newline.append(self._EvalStep2(newexpr))newexpr = []		; INSERT THIS LINE


In 'ScriptParser.py' line 613 should be:
else:	if parens > 0:		 ; THIS LINE USED TO BE 'newline.append(i)'		newexpr.append(i)  ; INSERT THIS LINE	else:				  ; AND THIS LINE		newline.append(i)  ; AND THIS LINE
These two changes fix the way the parser handles parenthesis, so it will do it correctly now.

I'm not sure how I let those bugs get in there, it's so much easier to spot them after not looking at the code for a few weeks.
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Daramis McGee
 
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Post » Tue Dec 29, 2009 2:02 pm

The latest version of bash is causing me funny things with TamrielTravellersItemsNPC.esp. Basically I can't remove the NoMerge tag (possibly because it's in the description?) and so I'm unable to merge it and deactivate it, as Bash wants to because of the filter tag.

I can add and remove other tags but not the NoMerge. Any ideas for a easy fix, or is it a CS job?
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Louise
 
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Post » Tue Dec 29, 2009 9:32 am

The latest version of bash is causing me funny things with TamrielTravellersItemsNPC.esp. Basically I can't remove the NoMerge tag (possibly because it's in the description?) and so I'm unable to merge it and deactivate it, as Bash wants to because of the filter tag.

I can add and remove other tags but not the NoMerge. Any ideas for a easy fix, or is it a CS job?


http://www.gamesas.com/bgsforums/index.php?s=&showtopic=1074965&view=findpost&p=15703881

Take tes4edit and remove the nomerge tag from the mod description.
And yes you can't set tags manually in the current version, hopefully will be fixed in the next version :).
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Unstoppable Judge
 
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Post » Tue Dec 29, 2009 5:00 pm

http://www.gamesas.com/bgsforums/index.php?s=&showtopic=1074965&view=findpost&p=15703881

Take tes4edit and remove the nomerge tag from the mod description.
And yes you can't set tags manually in the current version, hopefully will be fixed in the next version :).

How did I miss that :facepalm: I was just reading that thread. Thanks for the reply
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Bee Baby
 
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Post » Tue Dec 29, 2009 7:12 pm


Many thanks for the Wizard, the example and the fixes - this can make WB absolutely awesome. Some questions...
  • Am I correct in assuming that you can test for the presence of any file by including the full path (eg Textures\Anequina\Architecture\Corinthe\Black.dds)?
  • If so, does the wizard treat "\" as a special character like OBMM or do I only need one "\" for the Wizard?
  • Is it possible to enumerate the sub-folders in a BAIN package or do you always need to hard-code them? If the latter is true (as I suspect), then I would like to make this a feature request.
  • Is it possible to enumerate the ESPs within each sub-folder or do you always need to hard-code them? If the latter is true (as I suspect), then I would like to make this another feature request.
Very happy to provide more context to the feature requests if required.
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Rebecca Clare Smith
 
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Post » Tue Dec 29, 2009 7:19 am

goblueman is not the only one with the problem:

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


Also Bash uses some deprecated functions (i am using python 2.6):

D:\Games\Oblivion\Mopy\bolt.py:113: DeprecationWarning: BaseException.message has been deprecated as of Python 2.6
def __init__(self,message):
D:\Games\Oblivion\Mopy\bosh.py:7541: DeprecationWarning: BaseException.message has been deprecated as of Python 2.6
def refresh(self):

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BethanyRhain
 
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Post » Tue Dec 29, 2009 2:09 pm

  • Am I correct in assuming that you can test for the presence of any file by including the full path (eg Textures\Anequina\Architecture\Corinthe\Black.dds)?
  • If so, does the wizard treat "\" as a special character like OBMM or do I only need one "\" for the Wizard?

Yes and yes. Here's two examples of how you could use it:
If DataFileExists('Textures\\Anequina\\Anequina\\Architecture\\Corinthe\\Black.dds')bFileExists = DataFileExists('Textures\\Anequina\\Anequina\\Architecture\Corinthe\\Black.dds')


  • Is it possible to enumerate the sub-folders in a BAIN package or do you always need to hard-code them? If the latter is true (as I suspect), then I would like to make this a feature request.
  • Is it possible to enumerate the ESPs within each sub-folder or do you always need to hard-code them? If the latter is true (as I suspect), then I would like to make this another feature request.

Not sure what you mean by this. Are you looking for something like
For file in Folder_of_subpackage	do something to i, install it or etc	....

If so, then no that doesn't exist, and would need more information on exactly what you're looking for.
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Romy Welsch
 
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Post » Tue Dec 29, 2009 2:11 pm

I'm about to re-install Oblivion and FCOM on a friends' computer. should I wait for an upcoming Wrye Bash update, or are the issues in the latest version nothing serious?
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Trevor Bostwick
 
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Joined: Tue Sep 25, 2007 10:51 am

Post » Tue Dec 29, 2009 6:53 am

If so, then no that doesn't exist, and would need more information on exactly what you're looking for.

Thank you for the answers provided.

What I currently do in OBMM is use the folder name to construct a menu and the folder's contents to establish whether the message is displayed. So with the following folder structure snippet...

├[300 === Unique Landscapes]├[301 Aspen Wood]│   └xulAspenWood Vwalk.esp├[302 Bravil Barrowfields]│   └xulBravilBarrowfields Vwalk.esp├[303 Brena River Ravine]│   └xulBrenaRiverRavine Vwalk.esp├[304 Chorrol Hinterland]│   └xulChorrolHinterland Vwalk.esp├[305 Imperial Isle]│   └xulImperialIsle Vwalk.esp├[306 Rolling Hills]│   └xulRollingHills_EV Vwalk.esp

...what I would like to do is...
For each folder  For each ESP within the folder    Remove the " Vwalk" part of the file name to derive the master name    If the derived master file name ESP exists      SelectSubPackage folder    EndIf    Exit For ; In this example there is always only one ESP  Next ESPNext Folder

I suppose I am also asking for a degree of string manipulation so that I can derive the master ESP file name. In the current OBMM installer for this package, I also extract the sub-folder number to determine whether it is a "Choose one of these" (ie the number is the same with different descriptions) or not.

Does this make any sense and is it possible?

Many thanks for any consideration you give to this request.
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Vickytoria Vasquez
 
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Joined: Thu Aug 31, 2006 7:06 pm

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