Wrye Bash #30

Post » Fri May 27, 2011 8:27 am

Quick question: I know how to alter dates and such on mods in Wrye Bash to avoid conflicts, but how do I add bash tags? If I click on the gray box at the bottom, I get a cursor, but I can't type anything in it.

right click and select from the list.
Pacific Morrowind
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tannis
 
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Post » Fri May 27, 2011 11:33 am

right click and select from the list.
Pacific Morrowind

Select what from the list? I don't see anything that even vaguely resembles a bash tag.
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GEo LIme
 
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Post » Fri May 27, 2011 8:14 am

Select what from the list? I don't see anything that even vaguely resembles a bash tag.

Which version of Wrye Bash are you using? <- Possibly dumb, but more than slightly relevant question...

Vac
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Nitol Ahmed
 
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Post » Fri May 27, 2011 12:36 pm

Select what from the list? I don't see anything that even vaguely resembles a bash tag.

Sorry for the lack of clarity there... right click in the grey box under mod details on the right hand side when you have a mod select, then a list of every tag available will pop up and just select them to tag it.
Pacific Morrowind
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Verity Hurding
 
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Post » Thu May 26, 2011 11:21 pm

I was more wondering if it would speed up the loading of Bain and bashed patch creation.

No, those tasks are I/O-bound, not CPU-bound. (The bottleneck is disk access, not calculations.)
Parallelizing the CPU work into multiple threads wouldn't help, and could even make the process slower because the threads would each be trying to access different files at the same time, causing the disk to spend more time seeking around.
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Jerry Cox
 
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Post » Fri May 27, 2011 3:14 am

Sorry for the lack of clarity there... right click in the grey box under mod details on the right hand side when you have a mod select, then a list of every tag available will pop up and just select them to tag it.
Pacific Morrowind

Ohhh. Cool! I Went over the readme earlier and figured out another way - you can simply manually add them in the description field. I wish the readme were a little clearer about that, though - it says nothing specific about adding bash tags. I had to infer that myself.
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Sista Sila
 
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Post » Fri May 27, 2011 1:08 am

No, those tasks are I/O-bound, not CPU-bound. (The bottleneck is disk access, not calculations.)
Parallelizing the CPU work into multiple threads wouldn't help, and could even make the process slower because the threads would each be trying to access different files at the same time, causing the disk to spend more time seeking around.


Oh, right on. Thanks.
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Fiori Pra
 
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Post » Thu May 26, 2011 11:58 pm

I have a few feature requests that I'd like to submit for the latest version. Take them or leave them, but I thought I'd at least put them out there. Thanks for a fantastic tool & your great efforts at keeping us all mod friendly!

"Rename [archive/project]" right-click command from the installer tab.
"Hide" right-click command from the installer tab.
"Open readme" right-click command from the installer tab.
"Web search" right-click command from the installer tab, to more easily accommodate other sites besides the Nexus (which was crippled for several days recently).
"Uninstall all" right-click command from the installer tab.
"Auto fit" option for the column headers; useful when resizing the window.
"Save order" of mod projects/arhives in Bain, similar to save load list on the mods tab.

Also, for Wrye Bash 271, what seems to be a a bug deselects the Tweak Settings->Max weight of potions with every bash patch rebuild.
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Gisela Amaya
 
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Post » Fri May 27, 2011 11:34 am

So I first asked this in the RBP thread, but bg directed me to this thread instead. When trying to use the Race Records feature of the Bashed Patch, it coughs up this error message right before it finishes:

===(window title) wxPython: stdout/stderr==============

Traceback (most recent call last):
File "C:\Oblivion\Mopy\basher.py", line 4015, in Execute
raise
File "C:\Oblivion\Mopy\basher.py", line 3977, in Execute
patchFile.buildPatch(log,SubProgress(progress,0.8,0.9))
File "C:\Oblivion\Mopy\bosh.py", line 12358, in buildPatch
patcher.buildPatch(log,SubProgress(subProgress,index))
File "C:\Oblivion\Mopy\bosh.py", line 15886, in buildPatch
blueEyeMesh = eye_mesh[(GPath('Oblivion.esm'),0x27308)]
KeyError: (bolt.Path('Oblivion.esm'), 160520)

===========================================

And I have no clue what I'm supposed to do with it. I've unchecked everything except RBP, Oblivion.esm and Shivering Isles, and I still get the same problem.
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!beef
 
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Post » Fri May 27, 2011 4:08 am

OK. I have finally tried Wyre Bash for the first time. I'm really confused. Have the readme open but there isn't really a guide to "How to get your Mods up and running with Wyre Bash"...

Here is an image of my Installers:

http://i827.photobucket.com/albums/zz192/Klattsy/wyrebashinstallers.jpg

My question is, how do I know what the right install order is so that files don't overwrite each other? For example I have QTP3:R and then 2 updates...how do I know if they are in the right order? Also, GREY = This indicates that the package has a structure that Bain does not recognize, and so cannot install...how do I use Unlimited Rings and Ob Stutter Remover?

Here is an image of my Mods:

http://i827.photobucket.com/albums/zz192/Klattsy/wyrebashmods.jpg

My question here is, should I have the DLC.esp AND the DLC Unofficial Patch.esp ticked?

Thanks!
Mark.
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Annika Marziniak
 
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Post » Fri May 27, 2011 11:27 am

Whqat has happened to the main website for this tool is it gone and just can get it from tesnexus?
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mishionary
 
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Post » Fri May 27, 2011 6:11 am

Heheh, maybe his presentation at Austin was so impressive and made so many people want to take a look at his work that the extra traffic has crashed the site... :shrug: I hope it gets fixed soon; he'll need it operational for people at the conference to view.

Vac
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Brandi Norton
 
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Post » Fri May 27, 2011 1:53 am

OK. I have finally tried Wyre Bash for the first time. I'm really confused. Have the readme open but there isn't really a guide to "How to get your Mods up and running with Wyre Bash"...

Here is an image of my Installers:

http://i827.photobucket.com/albums/zz192/Klattsy/wyrebashinstallers.jpg

My question is, how do I know what the right install order is so that files don't overwrite each other? For example I have QTP3:R and then 2 updates...how do I know if they are in the right order? Also, GREY = This indicates that the package has a structure that Bain does not recognize, and so cannot install...how do I use Unlimited Rings and Ob Stutter Remover?

The column that says order tells you what overrights whats - the lower down the order ones will overright higher up ones(ie #50 will overright #1 to #49 but will be overrighten itself by #51).
for grey packages: manually extract them following their readmes... OSR is a dll so will not be supported by bash due to security reasons.
Here is an image of my Mods:

http://i827.photobucket.com/albums/zz192/Klattsy/wyrebashmods.jpg

My question here is, should I have the DLC.esp AND the DLC Unofficial Patch.esp ticked?

Thanks!
Mark.

yes, unless mergeable and using the bashed patch.
Whqat has happened to the main website for this tool is it gone and just can get it from tesnexus?

yes Nexus only right now... the whole ufrealms site seems to be done which isn't Wrye's site... he just has a subdomain of that.
Pacific Morrowind
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Devils Cheek
 
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Post » Fri May 27, 2011 6:26 am

Rumors that the monkey god is held prisoner by a bevy of Lara monkeys high in the Storm Peaks of Northrend are, well... totally true. Natural habitat for us snow monkeys, you know. And the frost dwaves serve some great beer (after you unfreeze it in the hot springs hot tub).

As noted, problem is with ufrealms. I've put Mash up there as well and will see about hosting any mods that aren't already at TESNexus or PES. ... After the Lara monkeys let me have a breather... tomorrow maybe.
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Dagan Wilkin
 
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Post » Fri May 27, 2011 8:27 am

Rumors that the monkey god is held prisoner by a bevy of Lara monkeys high in the Storm Peaks of Northrend are, well... totally true. Natural habitat for us snow monkeys, you know. And the frost dwaves serve some great beer (after you unfreeze it in the hot springs hot tub).

As noted, problem is with ufrealms. I've put Mash up there as well and will see about hosting any mods that aren't already at TESNexus or PES. ... After the Lara monkeys let me have a breather... tomorrow maybe.

Don't let the Lara monkeys hold you prisoner too much of the time... I don't yet have enough knowlege to make bash for TESV when it comes out...must extract python, file format knowledge from Monkey God's brains :)

I was just actually thinking of PMing you about uploading a backup of Bash to TesAlliance... so that there are two hosts... especially with the recent (non-damaging) crash at nexus... what do you think of putting it on TesA?
Pacific Morrowind
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bimsy
 
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Post » Fri May 27, 2011 2:36 am

Rumors that the monkey god is held prisoner by a bevy of Lara monkeys high in the Storm Peaks of Northrend are, well... totally true. Natural habitat for us snow monkeys, you know. And the frost dwaves serve some great beer (after you unfreeze it in the hot springs hot tub).

As noted, problem is with ufrealms. I've put Mash up there as well and will see about hosting any mods that aren't already at TESNexus or PES. ... After the Lara monkeys let me have a breather... tomorrow maybe.



you can alway try here http://www.000webhost.com/ they give mysql php cpanel 100 gb of bandwidth 1500mb of web space i have been using them for years.
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Emma Parkinson
 
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Post » Fri May 27, 2011 2:03 am

GREY = This indicates that the package has a structure that Bain does not recognize, and so cannot install...how do I use Unlimited Rings and Ob Stutter Remover?

For unlimited rings, I would suggest using the Bashed Patch instead. As for Ob Stutter Remover, as PacificMorrowind said, you can't use Wrye bash to install it. I personally use OBMM to install Ob Stutter Remover plus a dozen or so other mods.

As for speeding up Wrye Bash, would using it with an SSD improve it's performance?
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Kayla Oatney
 
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Post » Fri May 27, 2011 10:39 am

For unlimited rings, I would suggest using the Bashed Patch instead. As for Ob Stutter Remover, as PacificMorrowind said, you can't use Wrye bash to install it. I personally use OBMM to install Ob Stutter Remover plus a dozen or so other mods.

As for speeding up Wrye Bash, would using it with an SSD improve it's performance?


OK, so I could just install according to readme's, then tick the .esp to activate it in Wyre Bash's MODS tab?

And just to be sure, to install mods, I drag the archieve into the Oblivion Monds/Bash Installers directory...go to the Installers tab....install...activate the mod esp and that's it? Am I missing anything?

I'm using Wyre Bash + OBSE to launch each time, thats fine or is it better to make the Oblivion shortcut with the OBSE extension (I forgot how to do this btw).

Thanks again,

Mark.
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Marquis deVille
 
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Post » Fri May 27, 2011 3:04 am

OK, so I could just install according to readme's, then tick the .esp to activate it in Wyre Bash's MODS tab?

And just to be sure, to install mods, I drag the archieve into the Oblivion Monds/Bash Installers directory...go to the Installers tab....install...activate the mod esp and that's it? Am I missing anything?

I'm using Wyre Bash + OBSE to launch each time, thats fine or is it better to make the Oblivion shortcut with the OBSE extension (I forgot how to do this btw).

Thanks again,

Mark.

that will be fine - unless the package isn't packaged right for BAIN or is a OBSE dll in which case you will probably have to manually install it.
Using Bash to launch Oblivion is fine, but I would suggest setting Bash to close automatically when doing that.
Pacific Morrowind
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Claire Vaux
 
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Post » Fri May 27, 2011 2:15 am

that will be fine - unless the package isn't packaged right for BAIN or is a OBSE dll in which case you will probably have to manually install it.

You don't have to manually install DLLs. As long as it is correctly packaged, you can create an OMOD from it and install using OBMM, which is what I do (WeOCPS, Fast Quit and a few others are included here).

I'm using Wyre Bash + OBSE to launch each time, thats fine or is it better to make the Oblivion shortcut with the OBSE extension (I forgot how to do this btw).

You can launch Oblivion that way but if you make a shortcut pointing to the OBSE launcher (in the Oblivion directory) you can start Oblivion even faster. Incidentially, I occasionally find that when I use the auto-close option, Wrye Bash doesn't close immediatly. Once Oblivion starts, the game minimises itself and I get an error message concerning Wrye Bash (can't remember exactly what it says). I then have to exit Oblivion, since Oblivion becomes unstable if you minimise it.
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Peter lopez
 
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Post » Fri May 27, 2011 2:12 am

When I go to Remove World Orphans on Exit.esp
http://tesnexus.com/downloads/file.php?id=2000

Traceback (most recent call last):  File "C:\Games\Bethesda Softworks\Oblivion\Mopy\basher.py", line 7736, in Execute	modFile.load(True,SubProgress(progress,0,0.7))  File "C:\Games\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 5074, in load	self.tops[label].load(ins,unpack and (topClass != MobBase))  File "C:\Games\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 4095, in load	self.loadData(ins, ins.tell()+self.size-20)  File "C:\Games\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 4714, in loadData	raise ModError(self.inName,'Extra subgroup %d in CELL group.' % groupType)bosh.ModError: Unknown File: Extra subgroup 6 in CELL group.

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Lauren Denman
 
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Post » Fri May 27, 2011 8:59 am

Is there any place to download or access the online readme for Wrye Bash (and a few other Wrye mods) other than the now defunct ufrealms.

I ask because this is tedius:

thanks much.

Maybe a new hosting site? Or just package that readme in html for download: http://www.gamesas.com/bgsforums/index.php?showtopic=1047355&view=findpost&p=15194097
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Alycia Leann grace
 
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Post » Fri May 27, 2011 2:35 pm

Is there any place to download or access the online readme for Wrye Bash (and a few other Wrye mods) other than the now defunct ufrealms.

I ask because this is tedius:

thanks much.

Maybe a new hosting site? Or just package that readme in html for download: http://www.gamesas.com/bgsforums/index.php?showtopic=1047355&view=findpost&p=15194097


What's wrong with the html manual you get with the Wrye Bash download (in the Mopy folder)? Isn't it the same as the online version?
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Everardo Montano
 
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Post » Fri May 27, 2011 9:48 am

Ahh so it is - I kept looking in the docs folder under data.

thanks.
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Eve(G)
 
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Post » Fri May 27, 2011 12:44 am

Help! I'm having a bad moment. I've installed F.C.O.M. and updated my files. I'm trying to build my Bashed Patch and I get this error message:

Traceback (most recent call last):
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\basher.py", line 3976, in Execute
patchFile.initData(SubProgress(progress,0,0.1))
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 12607, in initData
patcher.initData(SubProgress(progress,index))
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 16578, in initData
for fields in ins:
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bolt.py", line 539, in next
return self.reader.next()
_csv.Error: line contains NULL byte

I'm sorry to have to ask for help but I have no idea what this means. I don't even know where to start to resolve this. Can anyone help? I think I'm running the latest version of Wrye Bash. I'm using BOSS to sort my load order and this is my load order.

Active Mod Files:00  Oblivion.esm01  Francesco's Leveled Creatures-Items Mod.esm02  Francesco's Optional New Items Add-On.esm03  Cobl Main.esm  [Version 1.72]04  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]05  Mart's Monster Mod.esm  [Version 3.7b1]06  TamrielTravellers.esm  [Version 1.36]07  FCOM_Convergence.esm  [Version 0.9.9a7]08  Armamentarium.esm  [Version 1.3]09  Artifacts.esm0A  Progress.esm  [Version 2.2]0B  Unofficial Oblivion Patch.esp  [Version 3.2.0]0C  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]0D  Oblivion Citadel Door Fix.esp0E  DLCShiveringIsles.esp0F  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]10  Francesco's Optional Chance of Stronger Bosses.esp11  Francesco's Optional Chance of Stronger Enemies.esp12  Francesco's Optional Chance of More Enemies.esp13  Francesco's Optional Leveled Guards.esp14  FCOM_Francescos.esp  [Version 0.9.9]15  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]16  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]17  Fran Armor Add-on.esp18  Fran_Lv30Item_Maltz.esp19  Adonnays Classical Weaponry.esp1A  Adonnays Elven Weaponry.esp1B  TFF_Armor_Base.esp1C  TFF_Clothing_Base.esp1D  ExnemRuneskulls.esp1E  FCOM_ExnemRuneskulls.esp  [Version 0.9.9]1F  Cobl Glue.esp  [Version 1.72]20  Cobl Si.esp  [Version 1.63]21  OOO 1.32-Cobl.esp  [Version 1.72]22  FCOM_Cobl.esp  [Version 0.9.9]23  Bob's Armory Oblivion.esp24  FCOM_BobsArmory.esp  [Version 0.9.9]25  Loth's Blunt Weapons for Npcs.esp26  FCOM_LothsBluntWeapons.esp  [Version 0.9.9]27  Oblivion WarCry EV.esp28  FCOM_WarCry.esp  [Version 0.9.9]29  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]2A  ArmamentariumLLVendors.esp  [Version 1.3]2B  ArmamentariumLLMagic.esp  [Version 1.3]2C  ArmamentariumArtifacts.esp  [Version 1.3]2D  FCOM_Convergence.esp  [Version 0.9.9]2E  FCOM_RealSwords.esp  [Version 0.9.9]2F  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b1]30  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b1]31  Mart's Monster Mod - No Bone Loot.esp  [Version 3.7b1]32  Mart's Monster Mod - No Slimes.esp  [Version 3.7b1]33  Mart's Monster Mod - No Beholdens.esp  [Version 3.7b1]34  Mart's Monster Mod - Less Bone Loot.esp  [Version 3.7b1]35  Mart's Monster Mod - Foxes.esp  [Version 3.7b1]36  Mart's Monster Mod - Gems & Gem Dust.esp  [Version 3.7b1]37  TamrielTravellers4000.esp  [Version 1.36]38  TamrielTravellersItemsNPC.esp  [Version 1.36]39  FCOM_TamrielTravelers.esp  [Version 0.9.9]3A  ArmamentariumLL4OOO.esp  [Version 2.0]3B  OOO-WaterFish.esp  [Version 1.34]3C  MMM-Cobl.esp  [Version 1.69]3D  Artifacts.esp3E  Artifacts - ArmaCompleteAddon.esp  [Version 0.20]3F  Knights.esp40  Mart's Monster Mod - City Defences.esp  [Version 3.7b1]41  FCOM_Knights.esp  [Version 0.9.9]42  FCOM_UnofficialFranArmorAddon.esp  [Version 0.9.9]43  Salmo the Baker, Cobl.esp  [Version 3.08]44  nGCD.esp45  ProgressGSD.esp  [Version 2.0]46  ProgressMBSP.esp  [Version 2.0]47  ProgressSBSP.esp  [Version 1.0]48  ProgressRBSP.esp  [Version 1.0]49  ProgressRacial.esp4A  ProgressArmorer.esp  [Version 1.0]4B  TFF_Races_Base.esp4C  BP_Roberts_BR_Hair.esp4D  Bashed Patch, 0.esp


Added later: Problem solved. Took me four hours but I figured out my error. Sorry for the post.
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lolli
 
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