Wrye Bash #30

Post » Fri May 27, 2011 1:39 am

It's gone very quiet around here.
User avatar
cheryl wright
 
Posts: 3382
Joined: Sat Nov 25, 2006 4:43 am

Post » Thu May 26, 2011 10:20 pm

If a mod has the bash tag {{no merge}} then even if it shows up as green (can be merged) it will not be merged during the Rebuild Bash patch stage and still needs to be checked (activated) in the mod list correct?

Not necessarily. Many mods of this type have should have one or more subrecords imported and then be deactivated. Examples of mods like this include Agar's more varied spell sounds (import sound and disable), Fine Weapons (import graphics and disable), and all the NPC faces mods (import NPCFaces and disable). Some others (like Atmospheric Loading Screens) should remain active in your load order.

Vac (wonders what the point of that last post is...)
User avatar
Nina Mccormick
 
Posts: 3507
Joined: Mon Sep 18, 2006 5:38 pm

Post » Fri May 27, 2011 9:04 am

Wrye, I always meant to tell you how enjoyable my game is to play because of your genius utility. Just recently I made a few eye mod .esp's into .esm's so that I could use them on all characters. I wouldn't have been able to do that without Wrye Bash utility and your carefully worded instructions I was nervous as h*ll but I read every word twice, three times in your instructions before proceeding. :lol:
User avatar
Terry
 
Posts: 3368
Joined: Mon Jul 09, 2007 1:21 am

Post » Fri May 27, 2011 4:05 am

I just downloaded and installed this, and have to say it's a very handy tool :goodjob: It takes a bit time to learn it's features, i'm sure. Speaking of which..

I tried to build a bashed patch, and now when i have it activated the game crashes before even making to the Bethesda logo, something tells me i did something wrong :bigsmile: Any tips for a newbie?
User avatar
Rachie Stout
 
Posts: 3480
Joined: Sun Jun 25, 2006 2:19 pm

Post » Fri May 27, 2011 5:00 am

I just downloaded and installed this, and have to say it's a very handy tool :goodjob: It takes a bit time to learn it's features, i'm sure. Speaking of which..

I tried to build a bashed patch, and now when i have it activated the game crashes before even making to the Bethesda logo, something tells me i did something wrong :bigsmile: Any tips for a newbie?


I realize this is a little like the blind leading the blind but check out http://www.gamesas.com/bgsforums/index.php?showtopic=966640&st=0 which helped me out a lot, good luck! :)


Edit: Tags and load order are everything.
User avatar
Prisca Lacour
 
Posts: 3375
Joined: Thu Mar 15, 2007 9:25 am

Post » Fri May 27, 2011 3:29 am

Vac (wonders what the point of that last post is...)

Which 'last post'?
User avatar
Krista Belle Davis
 
Posts: 3405
Joined: Tue Aug 22, 2006 3:00 am

Post » Thu May 26, 2011 10:05 pm

Hey Wrye,

First of all, thank you very much for this wonderful tool. I've been using Wrye Bash for quite some time under WINE (In Linux), but one thing has always bugged me. In balt.py in the showWryeLog function, you import wx.lib.iewin and use it to display HTML logs in IE. The call to textCtrl.Navigate always fails on my system because there's no IE installation on Linux. I was wondering if you could implement a fallback behavior to displaying a text version if the call to Navigate fails, like with the showLog function. In fact, I'd be happy to just see the raw HTML : ) It would be nice to finally be able to know whether the Content Checker actually found anything to fix : )

thx,
Myk
User avatar
Yvonne
 
Posts: 3577
Joined: Sat Sep 23, 2006 3:05 am

Post » Fri May 27, 2011 1:50 pm

Fail on start: Usually due to a reference to dependency on a mod that is not loaded.

Linux: I won't be doing and doubt that PM will be doing it either. It is doable, but most likely someone who is running linux will have to write the code and submit it.
User avatar
Gemma Flanagan
 
Posts: 3432
Joined: Sun Aug 13, 2006 6:34 pm

Post » Fri May 27, 2011 11:03 am

'Update NPC Levels' only updates the level, not the stats derived from it when Auto calc is set?

BUMP.
User avatar
Julia Schwalbe
 
Posts: 3557
Joined: Wed Apr 11, 2007 3:02 pm

Post » Fri May 27, 2011 2:21 pm

Hi, I have a problem. I've been using wrye bash for months without any trouble, but today, when I went to rebuild my bashed patch, I couldn't get it to recognize that a plug-in I had deleted was no longer in my list of masters. I rebuilt the bashed patch twice, and each time it turned out red, the plug in was still in the list (though not checked). I then swapped the bashed patch with a fresh one from the MOPY extras folder and tried again. Same result. I doublechecked my list of plug-ins, the one that is stored in AppData, and the plug-in was not on that list, nor was it listed in OBMM when I opened it. Wrye Bash is the only thing (far as I know) that still thinks it exists in my data folder. Can anyone suggest what I might do? Or what I might be doing wrong? Thanks!!
User avatar
Claire Vaux
 
Posts: 3485
Joined: Sun Aug 06, 2006 6:56 am

Post » Fri May 27, 2011 1:31 am

Hey just dropping by to thank you for the fix you made for the Fast4MM heap included in the OSR! Works great now.
User avatar
John Moore
 
Posts: 3294
Joined: Sun Jun 10, 2007 8:18 am

Post » Fri May 27, 2011 12:23 am

Hi, I have a problem.

When you rebuild your bashed patch, check through all the options, particularly things like the import options and check that the (now missing) plugin is not selected there. Also, make sure that your load order doesn't include any plugins that are dependant on said plugin, again, paying particular attention to those merged and imported plugins which aren't active and therefore may not appear to be the obvious problem.
BUMP.

Why? All you're doing is putting extra posts between your legitimate query and the end of the thread. There's really no need to bump.

Vac
User avatar
sally coker
 
Posts: 3349
Joined: Wed Jul 26, 2006 7:51 pm

Post » Thu May 26, 2011 11:30 pm

When you rebuild your bashed patch, check through all the options, particularly things like the import options and check that the (now missing) plugin is not selected there. Also, make sure that your load order doesn't include any plugins that are dependant on said plugin, again, paying particular attention to those merged and imported plugins which aren't active and therefore may not appear to be the obvious problem.

Vac

Thanks! That did it. I should know better than to scour my very long list of plug-ins when I'm too tired to give it my full attention. Enjoy the weekend!
User avatar
Penny Courture
 
Posts: 3438
Joined: Sat Dec 23, 2006 11:59 pm

Post » Fri May 27, 2011 4:20 am

Not necessarily. Many mods of this type have should have one or more subrecords imported and then be deactivated. Examples of mods like this include Agar's more varied spell sounds (import sound and disable), Fine Weapons (import graphics and disable), and all the NPC faces mods (import NPCFaces and disable). Some others (like Atmospheric Loading Screens) should remain active in your load order.


But how can you be sure? Bash thinks the mod can be fully merged, else it wouldn't list it as mergeable, but the author for some reason felt that it shouldn't be merged and thus added the NoMerge Bash tag.

An example of this would be Race Balancing Project. Most of the bgBalancingEV...esp files are fully mergeable, but a couple such as "bgBalancingEVOptionalNPCDiversity, TNR Merge Better Redguards.esp" is both green, marked as mergeable by Bash, but has the NoMerge Bash tag. As far as I can tell, no errors either way - merging and deactivate or not merging and activate (or even merging and activate), but I can't tell if it's not working one way or the other. Which leads me to wonder why I'm using the mod in the first place if I can't tell any difference, but that's another story.

I guess I'm wondering that if the NoMerge Bash tag is so important, why Bash doesn't automatically take that and leave the mod black and mark it as non-mergeable.

Thanks,

-RMWChaos
User avatar
Laura Simmonds
 
Posts: 3435
Joined: Wed Aug 16, 2006 10:27 pm

Post » Fri May 27, 2011 11:34 am

I just got this message when going to the Installers Tab.

Traceback (most recent call last):  File "D:\Oblivion\Mopy\basher.py", line 3002, in OnShowPage    self.GetPage(event.GetSelection()).OnShow()  File "D:\Oblivion\Mopy\basher.py", line 2037, in OnShow    if data.refresh(progress,what,self.fullRefresh):  File "D:\Oblivion\Mopy\bosh.py", line 10047, in refresh    self.dictFile.load()  File "D:\Oblivion\Mopy\bosh.py", line 187, in load    result = bolt.PickleDict.load(self)  File "D:\Oblivion\Mopy\bolt.py", line 808, in load    self.data.update(cPickle.load(ins))  File "D:\Oblivion\Mopy\bosh.py", line 9039, in __setstate__    self.refreshDataSizeCrc()  File "D:\Oblivion\Mopy\bosh.py", line 9077, in refreshDataSizeCrc    skipDocs = settings['bash.installers.skipDocs']  File "D:\Oblivion\Mopy\bolt.py", line 676, in __getitem__    return self.data[key]KeyError: 'bash.installers.skipDocs'


I can't acces the installers tab properly anymore now. Any help?
User avatar
Iain Lamb
 
Posts: 3453
Joined: Sat May 19, 2007 4:47 am

Post » Thu May 26, 2011 11:40 pm

But how can you be sure?

That's exceedingly easy to answer. Learn what the mods do and how Bash works. If you understand what the plugin does in terms of records and subrecords and you understand how bash merges plugins and imports subrecords then you will understand exactly why one plugin is mergable and why another plugin is not. If you don't understand how these things work then you pretty much have to assume that bg2408 and other modders know what they're doing and have tagged their mods correctly. bg2408 isn't going to mistag one of his plugins except as a genuine mistake, which I am sure he'd fix very quickly, other modders, well, as a general rule I'd hope they wouldn't mistag, but there have been a few instances.

If you wish to understand this stuff get TES4View and start looking at how things work, it's not rocket science.

Vac
User avatar
Neil
 
Posts: 3357
Joined: Sat Jul 14, 2007 5:08 am

Post » Fri May 27, 2011 8:21 am

Would it be a pain in the butt to make Wrye Bash multithreaded?
User avatar
lacy lake
 
Posts: 3450
Joined: Sun Dec 31, 2006 12:13 am

Post » Fri May 27, 2011 5:13 am

A question about BAIN.

If you have a mod with several subpackage folders, what's the priority on the order those get installed if you have two versions of files with the same name?

Reason I ask is because I want to include higher detail versions of some meshes in RAEVWD as an option and they'll obviously need to be the same filenames as the lower detail versions in the 00 Core folder. Will the ones in the higher numbered folder overwrite these or is this determined at random?
User avatar
AnDres MeZa
 
Posts: 3349
Joined: Thu Aug 16, 2007 1:39 pm

Post » Fri May 27, 2011 12:04 pm

But how can you be sure? Bash thinks the mod can be fully merged, else it wouldn't list it as mergeable, but the author for some reason felt that it shouldn't be merged and thus added the NoMerge Bash tag.

An example of this would be Race Balancing Project. Most of the bgBalancingEV...esp files are fully mergeable, but a couple such as "bgBalancingEVOptionalNPCDiversity, TNR Merge Better Redguards.esp" is both green, marked as mergeable by Bash, but has the NoMerge Bash tag. As far as I can tell, no errors either way - merging and deactivate or not merging and activate (or even merging and activate), but I can't tell if it's not working one way or the other. Which leads me to wonder why I'm using the mod in the first place if I can't tell any difference, but that's another story.


In this case you can tell by looking at the other bash tags (and also bg's readme I believe).

bgBalancingEVOptionalNPCDiversity, TNR Merge Better Redguards.esp is tagged as NoMerge, Invent, NPCFaces.

When you see a mod tagged like this typically you should import Inventory and NPCFaces in bash and leave the mod deactivated.
User avatar
Jessica Colville
 
Posts: 3349
Joined: Wed Oct 18, 2006 6:53 pm

Post » Fri May 27, 2011 5:56 am

Would it be a pain in the butt to make Wrye Bash multithreaded?

Making any program thread-safe is generally pretty challenging, and is often a source of bugs. For some programs it's worth the trouble, but what would be the point in this case? Bash isn't exactly CPU-bound.
User avatar
Jeneene Hunte
 
Posts: 3478
Joined: Mon Sep 11, 2006 3:18 pm

Post » Fri May 27, 2011 12:39 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.
User avatar
Tina Tupou
 
Posts: 3487
Joined: Fri Mar 09, 2007 4:37 pm

Post » Fri May 27, 2011 7:07 am

Making any program thread-safe is generally pretty challenging, and is often a source of bugs. For some programs it's worth the trouble, but what would be the point in this case? Bash isn't exactly CPU-bound.


I was more wondering if it would speed up the loading of Bain and bashed patch creation.
User avatar
My blood
 
Posts: 3455
Joined: Fri Jun 16, 2006 8:09 am

Post » Fri May 27, 2011 11:54 am

A question about BAIN.

If you have a mod with several subpackage folders, what's the priority on the order those get installed if you have two versions of files with the same name?

Reason I ask is because I want to include higher detail versions of some meshes in RAEVWD as an option and they'll obviously need to be the same filenames as the lower detail versions in the 00 Core folder. Will the ones in the higher numbered folder overwrite these or is this determined at random?

I'll double check later this evening but IIRC the last items will override the first items - ie contents of folder '20 high detail meshes will overrided both those from '10 something else meshes' and '00 base'.
Pacific Morrowin
User avatar
sexy zara
 
Posts: 3268
Joined: Wed Nov 01, 2006 7:53 am

Post » Fri May 27, 2011 5:09 am

Yes that is how it works for the ones I make.

also optional textures can be put in higher ordered sub-packages and the original in the core. So you could have several alternates that overwrite what is lower.
User avatar
Haley Merkley
 
Posts: 3356
Joined: Sat Jan 13, 2007 12:53 pm

Post » Fri May 27, 2011 2:23 pm

Good to know, thanks guys. One less thing to worry about :)
User avatar
lydia nekongo
 
Posts: 3403
Joined: Wed Jul 19, 2006 1:04 pm

PreviousNext

Return to IV - Oblivion