Wrye Bash #30

Post » Fri May 27, 2011 2:09 am

*enters trembling in fear and already missing his fingers*

Hello,

I was talking on Enhanced Economy?s thread, as TheNiceOne just released a patch mod that allows EE to work with the merchants added by Thievery in Imperial City. I suggested turning it into a Bash patch, so a mod slot could be spared



Would this be a feasible feature?
Thanks!

*runs away*

the reason dialogue is not mergeable is that it is very complicated. However I suspect that adding a merge feature for the result scripts only wouldn't be... I'll check.
Pacific Morrowind
User avatar
Nicola
 
Posts: 3365
Joined: Wed Jul 19, 2006 7:57 am

Post » Fri May 27, 2011 1:34 pm

the reason dialogue is not mergeable is that it is very complicated. However I suspect that adding a merge feature for the result scripts only wouldn't be... I'll check.

The result scripts are the only changes in the EE patches so if you manage to make that mergeable, it can save a few slots in the active mod list :)
User avatar
Kyra
 
Posts: 3365
Joined: Mon Jan 29, 2007 8:24 am

Post » Fri May 27, 2011 7:33 am

The result scripts are the only changes in the EE patches so if you manage to make that mergeable, it can save a few slots in the active mod list :)

I probably can't make it mergeable since then I'd have to code for only merging result scripts and not merging the rest and not mergeable if there are other changes = ugh... what I think I can do is make it importable (fine distinction I know)
Pacific Morrowind
User avatar
Amber Ably
 
Posts: 3372
Joined: Wed Aug 29, 2007 4:39 pm

Post » Fri May 27, 2011 7:55 am

I probably can't make it mergeable since then I'd have to code for only merging result scripts and not merging the rest and not mergeable if there are other changes = ugh... what I think I can do is make it importable (fine distinction I know)
I must admit that I don't fully understand that distinction yet, but does it mean that the EE patches can be disabled afterwards, when Bash has imported the result scripts, since the reason for wanting this is to avoid each patch taking up an active slot?
User avatar
Nims
 
Posts: 3352
Joined: Thu Jun 07, 2007 3:29 pm

Post » Fri May 27, 2011 1:06 am

I must admit that I don't fully understand that distinction yet, but does it mean that the EE patches can be disabled afterwards, when Bash has imported the result scripts, since the reason for wanting this is to avoid each patch taking up an active slot?

yes... I'll post more shortly hopefully (not really online right now - doing RL paperwork).
Pacific Morrowind
User avatar
sexy zara
 
Posts: 3268
Joined: Wed Nov 01, 2006 7:53 am

Post » Fri May 27, 2011 3:42 am

Any chance of having the option to knockout that 'Modified dates have been reset for some mod files:' box?
User avatar
Lalla Vu
 
Posts: 3411
Joined: Wed Jul 19, 2006 9:40 am

Post » Fri May 27, 2011 10:46 am

Any chance of having the option to knockout that 'Modified dates have been reset for some mod files:' box?

as in an option for it not to display when it normally would?
Pacific Morrowind
User avatar
Laurenn Doylee
 
Posts: 3427
Joined: Sun Dec 03, 2006 11:48 am

Post » Fri May 27, 2011 6:10 am

as in an option for it not to display when it normally would?
Pacific Morrowind

Yes.
User avatar
Jason Rice
 
Posts: 3445
Joined: Thu Aug 16, 2007 3:42 pm

Post » Fri May 27, 2011 7:42 am

When I tag a mod with SpellStats nothing shows in the right pane of Import Spell Stats as a source mod.
User avatar
Emily Martell
 
Posts: 3469
Joined: Sun Dec 03, 2006 7:41 am

Post » Fri May 27, 2011 11:46 am

When I tag a mod with SpellStats nothing shows in the right pane of Import Spell Stats as a source mod.


Question did you export the stats to create the csv. Right click on mod select export stats.

Spellstats do not show up in csv records. Just tried on Lame and it does not show spell's in csv ..Function could be broken..PacificMorrowind can clarify this..
User avatar
Dawn Farrell
 
Posts: 3522
Joined: Thu Aug 23, 2007 9:02 am

Post » Fri May 27, 2011 10:27 am

Question did you export the stats to create the csv. Right click on mod select export stats.

Spellstats do not show up in csv records. Just tried on Lame and it does not show spell's in csv ..Function could be broken..PacificMorrowind can clarify this..

Why would and an export be necessary? I've never exported anything before in preparation for rebuilding the patch.
User avatar
matt white
 
Posts: 3444
Joined: Fri Jul 27, 2007 2:43 pm

Post » Fri May 27, 2011 12:12 pm

I just have two quick questions about items in the changelog.

1. v271 - Minor change to errlog deletion to support Python 2.6 (hopefully).
What does this mean exactly?

2. v268 - Fixed Tes4edit path to new default distribution name
What name, etc does Wrye Bash now look for and where does it look for TES4Edit? Since installing this version, I can't get Wrye bash to show TES4Edit as an option.
User avatar
herrade
 
Posts: 3469
Joined: Thu Apr 05, 2007 1:09 pm

Post » Fri May 27, 2011 5:48 am

I was unable to find a seperate Bash tags help thread - Please advise me if there is.
Do I tag all OBSE scripted mods with "scripts" in
User avatar
Alisha Clarke
 
Posts: 3461
Joined: Tue Jan 16, 2007 2:53 am

Post » Thu May 26, 2011 10:42 pm

I was unable to find a seperate Bash tags help thread - Please advise me if there is.
Do I tag all OBSE scripted mods with "scripts" in

No. The "scripts" tag has one function:

If one mod adds/edits the script attached to a record (ex: add script to a special armor) and a later-loading mod changes something else about the same record (ex: textures), then by the rule of one, the later-loading change will wipe out the earlier. But by tagging the first mod with "scripts", bash imports the attached script reference, so that both the script and the texture change get used in-game.

Note that it is not the script itself that gets imported, only the fact that the item is using a specific script. So assume the following:

1. ModA sets the script of Item1 to Script1
2. ModB changes Script1
3. ModC edits Item1 in some other way.

Without the script tag, Item1 will not have Script1 attached, due to ModC's edit. But if you add the tag to ModA, the fact that Item1 has Script1 attached will be imported into the bashed patch. But when run, the item will use the version of Script1 found in ModB, since the script itself was not imported. In other words, the tag has no effect on scripts, only on items that has scripts attached.


At least, this is my understanding. I'm sure someone with more knowledge will correct me if I'm wrong.
User avatar
jess hughes
 
Posts: 3382
Joined: Tue Oct 24, 2006 8:10 pm

Post » Fri May 27, 2011 2:56 am

When I tag a mod with SpellStats nothing shows in the right pane of Import Spell Stats as a source mod.

Urghl - I'll see what's wrong with that.
I just have two quick questions about items in the changelog.

1. v271 - Minor change to errlog deletion to support Python 2.6 (hopefully).
What does this mean exactly?

2. v268 - Fixed Tes4edit path to new default distribution name
What name, etc does Wrye Bash now look for and where does it look for TES4Edit? Since installing this version, I can't get Wrye bash to show TES4Edit as an option.

1. there was a change in python 2.6 versus 2.5 that meant that one line of code was causing instant ctd... just got commented out to avoid that.
2. now looks for Tes4edit.exe rather than Tes4View.exe (in oblivion folder)
I was unable to find a seperate Bash tags help thread - Please advise me if there is.
Do I tag all OBSE scripted mods with "scripts" in

no - scripts tag is for the "link" to a scripts that is recorded on objects - like the link to models/icons by the graphics tag basically.

Pacific Morrowind
User avatar
Samantha hulme
 
Posts: 3373
Joined: Wed Jun 21, 2006 4:22 pm

Post » Thu May 26, 2011 11:27 pm

Ok
Can I see if I have this right Crafty Bits (I think it is ) makes a wolf pelt worth X and adds a script to make items on the craft board
MMM alter wolf pelts so that they are worth y and can be converted to armor through use of a script with the leather working shears

I tag MMM with Scripts so that I keep its values and scripting for the wolf pelt? and it will then have a higher ranking of importance to be looked at than the crafty bits mod taged the other way crafty bits scripting will overule MMM

Do I have it?
User avatar
Dalley hussain
 
Posts: 3480
Joined: Sun Jun 18, 2006 2:45 am

Post » Fri May 27, 2011 4:15 am

Ok
Can I see if I have this right Crafty Bits (I think it is ) makes a wolf pelt worth X and adds a script to make items on the craft board
MMM alter wolf pelts so that they are worth y and can be converted to armor through use of a script with the leather working shears

I tag MMM with Scripts so that I keep its values and scripting for the wolf pelt? and it will then have a higher ranking of importance to be looked at than the crafty bits mod taged the other way crafty bits scripting will overule MMM

Do I have it?

theory yes - particular example no. (MMM H&Cdoes add scripts to wolf pelt but Craftybits doesn't change that item except by scripts that are NOT attached to the pelt.) also to make sure to keep the MMM H&C value for weight and price you would tag MMM H&C with Stats as well.
(Thanks NiceOne for the explanation, that is all correct and much better descriptively than my explanation)
Pacific Morrowind
User avatar
Ross
 
Posts: 3384
Joined: Thu Aug 10, 2006 7:22 pm

Post » Fri May 27, 2011 12:27 am

Thank you both very much for both the theory and exact mods explanation!
Off to craftbit and MMM with impunity- wolves watch out
User avatar
Erich Lendermon
 
Posts: 3322
Joined: Sat Nov 03, 2007 4:20 pm

Post » Fri May 27, 2011 9:34 am

1. there was a change in python 2.6 versus 2.5 that meant that one line of code was causing instant ctd... just got commented out to avoid that.
2. now looks for Tes4edit.exe rather than Tes4View.exe (in oblivion folder)

1. Wrye Bash requires wxPython 2.8.7.1 to work properly. The last time I checked though, wxPython 2.8.7.1 doesn't support any version of Python above v2.5.2. Has this situation changed without my knowledge?
2. Thanks. I've managed to get it to work now.
User avatar
Nomee
 
Posts: 3382
Joined: Thu May 24, 2007 5:18 pm

Post » Thu May 26, 2011 11:41 pm

I noticed a while ago that the launcher buttons for TES4View/Edit/Trans all just launch TES4Edit. I think I noticed this after the required .exe switched from TES4View to TES4Edit. My .exe is the right one.
User avatar
Roddy
 
Posts: 3564
Joined: Fri Jun 15, 2007 11:50 pm

Post » Fri May 27, 2011 3:35 am

I noticed a while ago that the launcher buttons for TES4View/Edit/Trans all just launch TES4Edit. I think I noticed this after the required .exe switched from TES4View to TES4Edit. My .exe is the right one.



Yes, they will launch tes4edit, but with special parameters.

BashStatusBar.buttons.append(
App_Tes4View(
(bosh.dirs['app'].join('Tes4edit.exe'), '-view'),
Image(r'images/brick_edit.png'),
_("Launch Tes4View")))
BashStatusBar.buttons.append(
App_Tes4View(
bosh.dirs['app'].join('Tes4edit.exe'),
Image(r'images/brick.png'),
_("Launch Tes4Edit")))
BashStatusBar.buttons.append(
App_Tes4View(
(bosh.dirs['app'].join('Tes4edit.exe'),'-translate'),
Image(r'images/brick_error.png'),
_("Launch Tes4Trans")))


I think this is intended by Wrye and PacificMorrowind
User avatar
Far'ed K.G.h.m
 
Posts: 3464
Joined: Sat Jul 14, 2007 11:03 pm

Post » Fri May 27, 2011 11:17 am

No, my point is that they no longer do - I used to get the functionality before, but when I click on TES4View, I can edit files, and the same for TES4Trans. It's not like it was before, when it just launched TES4View with the -edit and -trans parameters (or whatever they were). Something's not working for me anymore.

EDIT: Read the code you posted. So it is still trying to do it's job, but for some reason it's not working for me. :( I can still launch all three from outside WB fine.
User avatar
.X chantelle .x Smith
 
Posts: 3399
Joined: Thu Jun 15, 2006 6:25 pm

Post » Fri May 27, 2011 10:04 am

No, my point is that they no longer do - I used to get the functionality before, but when I click on TES4View, I can edit files, and the same for TES4Trans. It's not like it was before, when it just launched TES4View with the -edit and -trans parameters (or whatever they were). Something's not working for me anymore.

EDIT: Read the code you posted. So it is still trying to do it's job, but for some reason it's not working for me. :( I can still launch all three from outside WB fine.


Yes, you are right. It will start Tes4edit every time.

replacing it in basher.py with
        App_Tes4View(            (bosh.dirs['app'].join('Tes4view.exe'),            Image(r'images/brick_edit.png'),            _("Launch Tes4View")))    BashStatusBar.buttons.append(        App_Tes4View(            bosh.dirs['app'].join('Tes4edit.exe'),            Image(r'images/brick.png'),            _("Launch Tes4Edit")))    BashStatusBar.buttons.append(        App_Tes4View(            (bosh.dirs['app'].join('Tes4trans.exe'),            Image(r'images/brick_error.png'),            _("Launch Tes4Trans")))


will fix it.
User avatar
Tanika O'Connell
 
Posts: 3412
Joined: Fri Jan 26, 2007 1:34 am

Post » Fri May 27, 2011 3:01 am

Urghl - I'll see what's wrong with that.

Thanks. I'm seeing the same thing with R.Relations - the pane is empty.
User avatar
Leilene Nessel
 
Posts: 3428
Joined: Sun Apr 15, 2007 2:11 am

Post » Fri May 27, 2011 12:39 pm

But doesn't that require me to have three .exe's in the Oblivion directory, rather than the one TES4Edit.exe? Or will it work fine with the one?
User avatar
Zach Hunter
 
Posts: 3444
Joined: Wed Aug 08, 2007 3:26 pm

PreviousNext

Return to IV - Oblivion