Wrye Bash #30

Post » Fri May 27, 2011 2:34 am

Download: http://wrye.ufrealms.net/, http://tesnexus.com/downloads/file.php?id=22368
Readme: http://wrye.ufrealms.net/Wrye%20Bash.html
Wrye Bash Wiki: http://www.uesp.net/wiki/Tes4Mod:Wrye_Bash
Screenshots: http://wrye.ufrealms.net/images/WryeBash_01.png, http://wrye.ufrealms.net/images/WryeBash_02.png, http://wrye.ufrealms.net/images/WryeBash_03.png, http://wrye.ufrealms.net/images/WryeBash_05.png
Previous Topic: [RELZ] http://www.gamesas.com/bgsforums/index.php?showtopic=1029359
Compatibility Note
When installing wxPython be SURE to to install http://downloads.sourceforge.net/wxpython/wxPython2.8-win32-ansi-2.8.7.1-py25.exe. Later versions of wxPython 2.8 are not compatible with Wrye Bash. (If you have a later version installed, Bash will refuse to start. If you do the debug thing, then you'll see a message ending with "ImportError: No module named comtypes". If you already have this error, then uninstall wxPython, then download and reinstall wxPython 2.8.7.1.

Wrye Bash has a lot of features. I mean a LOT. It's like twenty tools rolled into one. It includes as subfeatures the entire feature sets of other tools, and offers plenty of other features that no other mod tool has. Except installation. It's the "everything but installation" tool! Now with installation too!

Bain
* Install/uninstall mods from zip, 7z, archives, etc. No OMODs required!

Bashed Patchers
* Configure and build a custom patch mod to...
* Merge leveled lists
* Merge TNR faces over other changes to npcs
* Merge race eye/hair/body/voice changes over other changes to races
* Tweak clothes: Show amulets with robes, zero weight rings and amulets, etc.
* Tweak misc. GMST settings.

Repair/Edit Stuff
* Repair animation bug (various animations freezing)
* Repair hair bug (game ctds when viewing race menu after removing a hair mod)
* Remove spells from spell list
* Rename created spells, enchanted items
* Remove bloating (one use of this reduced a 158 Mb savegame to 2.5 Mb)
* Import NPC levels into an existing savegame (essential when switching to/from OOO, Frans, etc.)
* Import PC face from other savegame or any mod (e.g., import any of TNR's faces into game)
* Easily generate html readmes using wiki-like syntax.

Mod, Savegame, Screenshot Management
* Auto-Ghost mods to reduce http://www.gamesas.com/bgsforums/index.php?showtopic=941296.
* Launch Oblivion and TESCS (with or without OBSE).
* Mod, save, screenshot file management. (Rename, duplicate, etc.)
* Save Profiles: Have different sets of saves for different npcs with different loadlists, etc.
* Screenshots: View, delete, batch rename, open, etc.
* Readme Browser: Quickly view readme of currently selected mod.
* Quick/Autoswap between SI and pre-SI versions of Oblivion.esm.

Installation: First time installation is still a little difficult, but later updates are easy (just unzip latest version into Oblivion directory). However, for first time installation you have to preinstall two other packages and then (sometimes) tweak a shortcut. You can't just download and press the pretty buttons -- you have to follow the http://wrye.ufrealms.net/Wrye%20Bash.html#Installation. If you have followed the instructions and still have problems, post the bugdump. If you've havent followed the instructions and whine that it won't work without posting the bugdump, Wrye will bite your fingers off (it's a http://www.uesp.net/wiki/User:Wrye). Otherwise he's quite helpful.

Linking: If you'd like to link to Bash from somewhere else, please do! But be sure to link to either http://wrye.ufrealms.net/ or the http://wrye.ufrealms.net/Wrye%20Bash.html. Don't link to the actual Bash zip file, since that changes fairly frequently.

You should add a few more things to that list, Wrye. Almost none of the items from my list of the most compelling features in Wrye Bash are on your list:

For everyone:
* Accurately and quickly managing your load order (correctly sorts ESMs)
* Locking your load order (so updated mods automatically load in the exact same spot as the old version)
* Checking your load list for problems (missing mod dependencies)
* Checking savegames against load list and syncing load list to savegame
* Cleaning bloated savegames
* Archive Invalidation (now supports BSA-alteration BSA-redirection method)
* Replacers (install/remove texture replacement mods -- really any mod, too)
* Change master entry in savegame (to avoid losing items, quest progress, etc. when the name of a mod has changed)

For mod-makers:
* Add a master to a plugin (for mod de-isolation)
* Change master entry in plugin (for mod de-isolation)
* Locking your load order (so changes you make don't move the plugin to the end of your load list)
* Savegame profiles (so you can easily test with only your mod active, then easily switch back to playing with all your mods active)

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James Hate
 
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Post » Fri May 27, 2011 6:38 am

Memory Problems: Python should not have memory leaks. As for Bash, I've generally been pretty careful, but at this point, some important parts of the code have not been written by myself. I can tell you that the Installers tab tends to be memory consumptive (though you can avoid that consumption by just not visiting it). It's possible that the extensions added by Waruddar consumed more memory than my original code did. But without going over the code in detail (which I probably wont' have time to do anytime soon), I can't tell.
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Sakura Haruno
 
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Post » Fri May 27, 2011 3:36 am

Quickie question. Say I upgrade python to the latest whether its 2.8 or whatever. in order to use the latest Blender fully. What do I need to update Wyre Bash to work on the latest version? I haven't found any links for an updated version. And I have to say thank you for making such a powerful tool. I can only hope to someday make something even half as useful as what you did.
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Marquis T
 
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Post » Fri May 27, 2011 1:11 am

Just a quick report on Python 2.6:

Installed Python 2.6
Installed wxPython2.8-win32-ansi-2.8.10.1-py26.exe
Installed comtypes-0.6.0.win32.exe

Didn't have to do anything else, not even edit the code to comment out or enable weird stuff. Bash loads good and seems working fine, including building bashed patches.


Or you can install Wrye Python to a different folder than python26. Then make a batch file like below. This will run Bash in python25 and Blender in python26.
E:cd E:\Games\Bethesda Softworks\Oblivion\Mopyc:\python26\python.exe bash.py


Edit: fixed
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Tyrel
 
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Post » Fri May 27, 2011 2:37 am

Again, the -d option turns off pscyo (the JIT thing). You'll suffer a substantial performance hit, which would be evident during bashed patch builds and some other operations (e.g. installer tab stuff).
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Terry
 
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Post » Fri May 27, 2011 3:57 am

Raises an interesting question then. Suppose after installing pscyo you don't end up with the expected performance increase it should give you. How would you go about figuring out why?

For example, it takes me 62 seconds to build a bashed patch and it doesn't matter if pscyo is installed or not, it's still 62 seconds. With 174 mods involved. Is it supposed to be faster?
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Marguerite Dabrin
 
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Post » Thu May 26, 2011 11:08 pm

I don't have hard and fast numbers, but I would expect roughly 50% improvement during bashed patch build. But it depends in part on what you're doing. should be more evident the longer the operation takes.

My main suspicion is that you don't have psyco installed in the correct place, and so it's not actually active either way. However...

in bash.py, you can edit to this:
	try:		args = sys.argv[1:]		if '-d' not in args and '0' not in args:			import psyco			psyco.full()			print "psyco is active." #--NEW LINE	except:		pass	main()

Should work. Start from command line WITHOUT the -d option.
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Elisabete Gaspar
 
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Post » Thu May 26, 2011 11:08 pm

Well I feel pretty stupid even needing to ask this, but where would the output from that added line get sent? Adding it generates no message that I can find.
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Kelly Upshall
 
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Post » Fri May 27, 2011 1:02 pm

It'll output to the command line.

I just tried it and it works for me. I did it in the same way as the batch file:
>cd E:\Games\Bethesda Softworks\Oblivion\Mopy
>E:
E:\Games\Bethesda Softworks\Oblivion\Mopy>"c:\python25\python.exe" bash.py
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OTTO
 
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Post » Fri May 27, 2011 2:08 pm

Ah, ok. See, I knew it'd be something silly :)

Psyco works for me. 62 seconds to rebuild the patch with 174 mods. 74 seconds if I send -d in to cause psyco to bypass. Probably why I'm not noticing that big of a difference. Though it's odd that there even is one now because I swore it was 62 seconds either way when I completely uninstalled it. But I'll take the 12 seconds :)
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Kate Murrell
 
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Post » Fri May 27, 2011 5:19 am

Psyco:
I think there was a problem with PyFFI. Optimizing a single file was no problem, but with many files. The optimizer uses more and more memory till it stops working, because no more memory is available.
I removed Psyco, but with the Pyffi Automation utility from kandiedan the memory leak is no problem. PyFFI gets only one file for one instance and not many files for one instance, the memory usage for one PYFFI instance is smaller and after the file is optimized the instance is closed.

The batch- file with

p:
cd Bethesda Softworks\Oblivion\Mopy
c:\python26\python.exe bash.py -d

is not necessary, especially the "-d" option, it was a solution for the psyco- problem.

---> for ver. 271 !
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David Chambers
 
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Post » Fri May 27, 2011 7:05 am

Hello all!

Sorry to side-track your discussion, but I am having a problem with a specific function of Bashed Patch. I am using Wrye Bash 269, and the Max Weight Potions feature under Tweak Assorted has never (since I started using Bash) remembered to keep my preference, requiring the checking of its box every time I have rebuilt my Bashed Patch.

Recently I tried the Rational Names feature under Import Names, and may also have checked Potions under Tweak Names at the same time. After logging into OB, the reweighs were still fine, but I decided i didn't care for the renamed potions, exited out and rebuilt the BP without the name changes (making sure Max weight potions was still re-checked). I then restored my same savegame and discovered only 4 or 5 of the non-player potions had been kept at 0.1 (my setting) and all the rest had reverted to prior weights.

I've tried every combination of rebuilding Bashed Patch I can think of, new weights on the max weight, using min weight instead to try and reset, enabling and disabling rational names and potion names in the two different categories, nothing seems to be working. The only other reweighs I do are on staves, to 5 weight max.

Is this a known bug, and is there a fix for it? I apologize if it's been asked and answered before.

Thank you in advance for any help you all may offer.
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Daddy Cool!
 
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Post » Thu May 26, 2011 10:57 pm

I think that's a recent bug. Probably overlapping keywords or something like that.

BTW, I'll be at the Game Developers Conference in Austin for the rest of the week. (No I'm not in the business, but I'm thinking strongly about it.) If anyone will be in Austin for the conference, please drop me a PM. (I should be able to check PMs once in a while.)
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Rachael
 
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Post » Fri May 27, 2011 4:21 am

Best of luck breaking into that business. Although doubtful you'd need luck.
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Matt Terry
 
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Post » Thu May 26, 2011 11:45 pm

Hello all!

Sorry to side-track your discussion, but I am having a problem with a specific function of Bashed Patch. I am using Wrye Bash 269, and the Max Weight Potions feature under Tweak Assorted has never (since I started using Bash) remembered to keep my preference, requiring the checking of its box every time I have rebuilt my Bashed Patch.

Recently I tried the Rational Names feature under Import Names, and may also have checked Potions under Tweak Names at the same time. After logging into OB, the reweighs were still fine, but I decided i didn't care for the renamed potions, exited out and rebuilt the BP without the name changes (making sure Max weight potions was still re-checked). I then restored my same savegame and discovered only 4 or 5 of the non-player potions had been kept at 0.1 (my setting) and all the rest had reverted to prior weights.

I've tried every combination of rebuilding Bashed Patch I can think of, new weights on the max weight, using min weight instead to try and reset, enabling and disabling rational names and potion names in the two different categories, nothing seems to be working. The only other reweighs I do are on staves, to 5 weight max.

Is this a known bug, and is there a fix for it? I apologize if it's been asked and answered before.

Thank you in advance for any help you all may offer.


In one word, yes... but I don't think it has anything to do with Rational names. I have always used that without any problems. But you must remember in rebuilding your bashed patch that Wryebash defaults to having Min Weight Potions (1) selected, make sure that it is not checked at the same time that Max Weight Potions (.1) is, or it will overwrite Max Weight. It will stay deselected on subsequent rebuilds. But Max Weight potions (.1) must be reselected every time you rebuild, because Wryebash doesn't remember that setting for some reason.
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Roanne Bardsley
 
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Post » Fri May 27, 2011 4:42 am

A better solution is probably:
	def dumpData(self,record,out):		"""Dumps data from record to outstream."""		strings = record.__getattribute__(self.attr)		if strings:			out.packSub0(self.subType,null1.join(strings)+null1)

See if that works. Should prevent unnecessary writing of the sub-record.
Yes, that works better. No more blank subrecords in the patch now and everything loads properly using heap 1.

Lots of similar results in the OSR thread. Not one person has said that this change caused any problems.

___


Also this post should be of interest regarding the weight of potions.

Okay, one last thing (sorry for all the questions): I'm not sure I understand yet how your Lightweight Potions is different from the Wrye Bash feature.
Is there an advantage to using this with or instead of our Bash tweak?

There are two different features at work.
1. is to reweigh the potions added by mods (potions that are bought or found).
2. is to reweigh potions made by the player using Alchemy.

1. is done with "Tweak Assorted/Max Weight Potions" options in Wrye Bash, and works fine as long as you rebuild the patch after installing new mods.
2. however is not easily done with Wrye Bash. To reweigh player-made potions in Wrye Bash, you have to use "Reweigh Potions" on a current savegame, and this will work for all current potions in your savegame, but as soon as your Alchemy skill improves, your potions will be slightly different, and therefore not be affected by Bash's function - unless you reapply "Reweigh Potions" to the new savegame.

My mod always do this in-game, at most 5 seconds after a new potion is created. So with my mod, you can forget about it after installation, while with Wrye Bash you have to reweigh your potions every time your Alchemy skill has increased.

Having said that, I use Wrye Bash for case 1, and my mod for case 2, which is what I suggest if you have a Bashed Patch.

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Laura Cartwright
 
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Post » Fri May 27, 2011 12:28 am

Hello again everyone.

I managed to track down my goof and fix my problem. I'm sure it's a no-brainer but I thought I should share it anyway.

I had everything set correctly for the potion max weight in Tweak Assorted, but what was tripping me up was that I also set Import Stats as active, which included the usual suspects like OOO and UOP, Knights and other patches. The Import Stats was running after (or over) the Tweak Assorted, and reset all the lootable potions back to default! It took a few minutes of non-sleep deprived reading to notice the alchemy change under Import Stats in my Bashed Patch notes and realize that was probably the culprit. I deactivated Import Stats and all my loot potions were now a happy 0.1.

Long story short, my bad! I'm sorry for wasting the time and post space.

Thank you Wrye, -pk-, daemondarque, and all of you willing to take your time to make Oblivion a much more interesting game!

P.S. good luck Wrye! although with your track record, how could anyone NOT hire you?
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Kathryn Medows
 
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Post » Fri May 27, 2011 12:08 am

I'm having a problem with one of the Bashed Patch options staying set. Specifically the 'tweaks assorted' - 'max weight potions'. I'll select .2 for the weight, check it, rebuild the patch, activate it, close wryebash. Open wryebash, deactivate the Bashed Patch, select to rebuild it, go to the 'tweaks assorted' - 'max weight potions' and the setting will be unchecked and back to .1. The 'reweigh staffs' will be as I set it. The clothes tweaks will stay set.
This tweak stays set in version 267 and before but not in any of the newer ones including 271.

From Shadrach's post I see there can be influencing factors, but I don't import stats. And the tweak worked before.
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Tammie Flint
 
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Post » Fri May 27, 2011 1:42 am

I'm having a problem with one of the Bashed Patch options staying set. Specifically the 'tweaks assorted' - 'max weight potions'. I'll select .2 for the weight, check it, rebuild the patch, activate it, close wryebash. Open wryebash, deactivate the Bashed Patch, select to rebuild it, go to the 'tweaks assorted' - 'max weight potions' and the setting will be unchecked and back to .1. The 'reweigh staffs' will be as I set it. The clothes tweaks will stay set.
This tweak stays set in version 267 and before but not in any of the newer ones including 271.

From Shadrach's post I see there can be influencing factors, but I don't import stats. And the tweak worked before.

I also have the same exact problem but use weight 0.3
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Arnold Wet
 
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Post » Fri May 27, 2011 1:22 pm

Gday I seem to be having a Python issue of late, And I am needing some help Please

When Launching Oblivion using the Oblivion+OBSE Tab in Wrye Bash ,I get a brief flash in the background of Pyhton encountered a problem and must close. (Note I have the Bash auto quit enabled) It only gives that message box maybe %70 of the time

I have looked for the Bug dump (Bash.log) but no such file found in the Mopy directory. I then used the cmd chdir C:\Program Files\Bethesda Softworks\Oblivion\Mopy Then cmd c:\python25\python.exe bash.py -d, But no bash log is created.

Now This maybe relevant or of some help, I did a while ago Uninstall oblivion and Python using a program called Smarty Unistaller.

I then re installed Oblivion GOTY and a Manual install of most of the Python components and Wyre bash.
Is it possible I have I have a leftover component from the initial Python install conflicting with the new install ?

Should I just unistall Python and reinstall it?

If you recommend uninstall of python again, I should try a see if any Pyhton registry entries are left over
Does anyone know what would be the registry keys for Python please ?

One thing I have just noticed now, Is that with Wyre bash open and nothing else, Task manager is saying Python is using 53 000 K of memory

Cheers for any advice you can give me please
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Laura Ellaby
 
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Post » Thu May 26, 2011 11:20 pm

I'm having a problem with one of the Bashed Patch options staying set. Specifically the 'tweaks assorted' - 'max weight potions'. I'll select .2 for the weight, check it, rebuild the patch, activate it, close wryebash. Open wryebash, deactivate the Bashed Patch, select to rebuild it, go to the 'tweaks assorted' - 'max weight potions' and the setting will be unchecked and back to .1. The 'reweigh staffs' will be as I set it. The clothes tweaks will stay set.
Not that it answers your question, but you may want to check out my http://www.gamesas.com/bgsforums/index.php?showtopic=1013259 mod, that reweighs potions, but the added benefit that when you create new player-made potions, they automatically gets reweighted - no need to rebuild your bashed patch to get correct weight of the new potion types.
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Matt Bee
 
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Post » Fri May 27, 2011 2:01 am

A better solution is probably:
	def dumpData(self,record,out):		"""Dumps data from record to outstream."""		strings = record.__getattribute__(self.attr)		if strings:			out.packSub0(self.subType,null1.join(strings)+null1)

See if that works. Should prevent unnecessary writing of the sub-record.


As posted in the OSR thread, just to let you now that this allowed OSR heap mode 1 to work!

Perhaps we can expect an official release with this (and other) pending changes? IMHO this thread is becoming more & more a "do it yourself" guide to Wrye Bash changes <_< ... either that or at least I'm becoming a beta tester? :lol:
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Joanne Crump
 
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Post » Fri May 27, 2011 5:26 am

Silly me, silly question...

I'm a bit confused when it comes to Cobl Exhaustion (Assorted_Exhaust, Kmacg94_Exhaust) and Power Exhaustion. Are these an either/or decision as to which power exhaustion to use or can / should they be run together? Do they accomplish the same thing or different functions?

I've read their descriptions, but for some reason just can't quite grasp the concept.

I blame the Vicodin. :twirl:
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Makenna Nomad
 
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Post » Fri May 27, 2011 12:45 pm

Silly me, silly question...

I'm a bit confused when it comes to Cobl Exhaustion (Assorted_Exhaust, Kmacg94_Exhaust) and Power Exhaustion. Are these an either/or decision as to which power exhaustion to use or can / should they be run together? Do they accomplish the same thing or different functions?

I've read their descriptions, but for some reason just can't quite grasp the concept.

I blame the Vicodin. :twirl:

Power Exhaustion is older (2007ish). Cobl Exhaustion is newer, they do basically the same thing but sort of approach it differently... I would suggest COBL Exhaustion seeing as it's with COBL. they are a use ONE only thing.
Pacific Morrowind
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Sanctum
 
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Post » Fri May 27, 2011 2:20 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

As for working inside EE or making it Bash mergeable - that is unfortunately not possible. What the patch do, is to change the dialog topic result records, and that is only possible to do at load time, which makes the patch dependant on the mods it patches. It would of course be possible to merge the patch into EE, or into TA (or any other such mod), but that would make TA a master of EE or vice versa. As for merging it ino the bashed patch. For some reason, Wrye Bash doesn't consider DIAL records as mergeable and I have idea why. It may be so simple that it hasn't been any demand for that before, and that it is easy to add it to Wrye Bash. If this is done, the patch will automatically be mergeable.


Would this be a feasible feature?
Thanks!

*runs away*
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^_^
 
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