[relz] Wrye Bash

Post » Tue Apr 05, 2011 9:58 pm

ps. Haama, could you put up the changelog into the first post?

Sorry to have to do this to you PM, but yes, once you do one more rev and upload it again (you named them "GeneticaViewer3##" instead of "GeneticaViewer##").

Err... looks like Logitech too - "LogitechKeyboard##" instead of "LogitechG11KeybaordProfiler##"

and line 19982 reads "sCustom1o2pt" instead of "sCustom12opt" (OK, that one I can fix without needing to know how to delete through commit...)

...

Yep - gonna' have to leave the commits up to you. The program I have is brain-dead and tries to load the images while moving them (= fail as it's a text editor).

Posting the changelog...
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Dominic Vaughan
 
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Post » Wed Apr 06, 2011 6:54 am

There's still no "export spell stats" button :sad:
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Sun of Sammy
 
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Post » Tue Apr 05, 2011 10:12 pm

I'm sorry for asking such a newbie question, but how exactly do I make a bashed patch? I just installed a bunch of mods (most taken from http://spreadsheets.google.com/pub?key=pb7X4kMdvelbqrwmeFgmsEA&gid=0 and others like Race Balancing, Realistic Leveling, etc added) and am not sure what options I should check in rebuilding the patch.

I've been going off of advice from BOSS and readme's but still don't have a clear understand of what exactly I check. One of the readme's said it needs me to use the "Import Graphics" option. So do I just check that, or do I also have to check all of the esp files on the right? How do I know which ones I need?

As it stands, all I have that's checkmarked when I go to the rebuild patch window is "Alias Mod Names". This makes the patch a whopping 0k when it's done so I know something different needs to be done. How do I know what checkboxes to tick (on both the left and right)?

Thanks in advance.
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zoe
 
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Post » Tue Apr 05, 2011 10:28 pm

Okay, so checking a box on the left tells Bash to do that, and checking boxes on the right tells Bash what to do that with/to... so, for any given option, you generally need to check on the left and have at least one thing checked on the right, or nothing's going to happen with that particular option. Standard advice is check all of the "import" options on the left, and check all of their components on the right (the exception is "Import Names," which is a matter of taste... I don't like Rational Names, so I don't import from its .csv, for example). The tweak settings are completely your call, all matters of preference. If you like something, use it, if you don't, them don't. You don't need to have Alias Mod Names checked, either, unless you do for some reason... but since it creates a patch of 0kb, my guess is that you have no reason to check it off.
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Rob Smith
 
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Post » Wed Apr 06, 2011 9:15 am

I eventually took the file out. It may have been the BAT file that was being uninstalled. It does install the uninstall files that various mods such as OOO and I don't know...Eventually I was just leaving those files in the project as backup, but I think BAIN removed the EXE I put in the data folder manually as well. Something was definitely odd...anyway, I am sure about the DLCShiveringIsles.esp, and whether or not this is the problem I had before, it is quite bothersome. If I do not leave lock times on, I have to put the plugin in the right position every time I have to reinstall it through BAIN because it was forgotten.

Do you have the plugin packed in an archive Psymon?


Probably if you ever annealed with the OOO exe in an archive then BAIN would have removed it - that is very possible, though I'm not sure.

Yes I have all DLC in an archive and if I hit anneal it will read as though the SI esp is installed, but then the next time I open the installers tab and it does the scan it is read as missing even though it is there. I reported several threads back. I just leave it red - I know it is malfunctioning, but only seemingly so.No ral damage.
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Logan Greenwood
 
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Post » Wed Apr 06, 2011 7:06 am

Just downloaded 280 myself.
And I too got an error message on trying to rebuild the Bashed Patch:

Traceback (most recent call last):  File "C:\Games\Bethesda Softworks\Oblivion\Mopy\basher.py", line 4478, in Execute    patchFile.buildPatch(log,SubProgress(progress,0.8,0.9))  File "C:\Games\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 13872, in buildPatch    patcher.buildPatch(log,SubProgress(subProgress,index))  File "C:\Games\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 19178, in buildPatch    defaultEyes[race.fid] = [race.eyes[0]]TypeError: 'set' object does not support indexing

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oliver klosoff
 
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Post » Wed Apr 06, 2011 10:16 am

Looks like I'm getting an error as well. I was getting similar messages from 279 but it didn't halt the bash patch build. 280 does halt the build though...

Traceback (most recent call last):  File "E:\Games\Oblivion\Mopy\basher.py", line 4478, in Execute    patchFile.buildPatch(log,SubProgress(progress,0.8,0.9))  File "E:\Games\Oblivion\Mopy\bosh.py", line 13872, in buildPatch    patcher.buildPatch(log,SubProgress(subProgress,index))  File "E:\Games\Oblivion\Mopy\bosh.py", line 19182, in buildPatch    race.eyes.sort(key=lambda x: eyeNames.get(x))AttributeError: 'set' object has no attribute 'sort'



Here is what 279 reports with the same load of mods that I ran with 280. However, 279 does not halt the build...

Traceback (most recent call last):  File "E:\Games\Oblivion\Mopy\basher.py", line 1350, in OnItemSelected    self.details.SetFile(modName)  File "E:\Games\Oblivion\Mopy\basher.py", line 1462, in SetFile    tagsStr = '\n'.join(sorted(modInfo.getBashTags()))TypeError: sequence item 4: expected string, Path foundTraceback (most recent call last):  File "E:\Games\Oblivion\Mopy\basher.py", line 1350, in OnItemSelected    self.details.SetFile(modName)  File "E:\Games\Oblivion\Mopy\basher.py", line 1462, in SetFile    tagsStr = '\n'.join(sorted(modInfo.getBashTags()))TypeError: sequence item 0: expected string, Path foundTraceback (most recent call last):  File "E:\Games\Oblivion\Mopy\basher.py", line 1350, in OnItemSelected    self.details.SetFile(modName)  File "E:\Games\Oblivion\Mopy\basher.py", line 1462, in SetFile    tagsStr = '\n'.join(sorted(modInfo.getBashTags()))TypeError: sequence item 4: expected string, Path foundTraceback (most recent call last):  File "E:\Games\Oblivion\Mopy\basher.py", line 1350, in OnItemSelected    self.details.SetFile(modName)  File "E:\Games\Oblivion\Mopy\basher.py", line 1462, in SetFile    tagsStr = '\n'.join(sorted(modInfo.getBashTags()))TypeError: sequence item 0: expected string, Path found

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Adam Baumgartner
 
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Post » Wed Apr 06, 2011 12:00 pm

I'll corroborate. Getting this error, just like far327:

Traceback (most recent call last):  File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\basher.py", line 4478, in Execute    patchFile.buildPatch(log,SubProgress(progress,0.8,0.9))  File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 13872, in buildPatch    patcher.buildPatch(log,SubProgress(subProgress,index))  File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 19178, in buildPatch    defaultEyes[race.fid] = [race.eyes[0]]TypeError: 'set' object does not support indexing


[EDIT] If codeboxes can scroll side-to-side, why can't they scroll up-and-down? *scoffs at new software*
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El Khatiri
 
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Post » Wed Apr 06, 2011 1:49 pm

I'll corroborate. Getting this error, just like far327:

Traceback (most recent call last):  File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\basher.py", line 4478, in Execute    patchFile.buildPatch(log,SubProgress(progress,0.8,0.9))  File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 13872, in buildPatch    patcher.buildPatch(log,SubProgress(subProgress,index))  File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 19178, in buildPatch    defaultEyes[race.fid] = [race.eyes[0]]TypeError: 'set' object does not support indexing




Same
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QuinDINGDONGcey
 
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Post » Wed Apr 06, 2011 8:59 am

I'll corroborate. Getting this error, just like far327:

Traceback (most recent call last):  File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\basher.py", line 4478, in Execute    patchFile.buildPatch(log,SubProgress(progress,0.8,0.9))  File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 13872, in buildPatch    patcher.buildPatch(log,SubProgress(subProgress,index))  File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 19178, in buildPatch    defaultEyes[race.fid] = [race.eyes[0]]TypeError: 'set' object does not support indexing


[EDIT] If codeboxes can scroll side-to-side, why can't they scroll up-and-down? *scoffs at new software*



Yeah, same error here :(
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Sherry Speakman
 
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Post » Tue Apr 05, 2011 11:01 pm

ver. 180 rev. 209

Rebuilding the bashed patch I got this error:
Traceback (most recent call last):  File "P:\Bethesda Softworks\Oblivion\Mopy\basher.py", line 4478, in Execute    patchFile.buildPatch(log,SubProgress(progress,0.8,0.9))  File "P:\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 13872, in buildPatch    patcher.buildPatch(log,SubProgress(subProgress,index))  File "P:\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 19178, in buildPatch    defaultEyes[race.fid] = [race.eyes[0]]TypeError: 'set' object does not support indexing


Without importing the mod bgBalancingEVCore.esp [Race Records] (tags: Hair, Eyes) it's possible to rebuild the bashed patch. I think the handling of the eye information is "not perfect".
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Jose ordaz
 
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Post » Wed Apr 06, 2011 10:29 am

Yeah, same error here :(



Same error here too...
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carrie roche
 
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Post » Wed Apr 06, 2011 11:39 am

When I was installing FCOM I was told a few times to set respawn rates with Wrye Bash itself, how do I go about doing that?
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Victoria Bartel
 
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Post » Wed Apr 06, 2011 12:23 pm

When I was installing FCOM I was told a few times to set respawn rates with Wrye Bash itself, how do I go about doing that?



When you go to Rebuild Bash Patch.....on Left is ...Tweak settings....on right is Cell Respawn time...right click and pick what you want...

Also a ton of other usefull settings...Horse turning speed ect..ect.

Make sure the Boxes are selected also....
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Sarah Knight
 
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Post » Wed Apr 06, 2011 2:15 pm

Oh wow, that's really helpful, thank you.

As long as all the FCOM mods are checked in Merged Patches, I don't need to go through and check every FCOM mod for each category (Import Factions, Import Cells, Import Inventory, etc) right?
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Benito Martinez
 
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Post » Wed Apr 06, 2011 10:30 am

Oh wow, that's really helpful, thank you.

As long as all the FCOM mods are checked in Merged Patches, I don't need to go through and check every FCOM mod for each category (Import Factions, Import Cells, Import Inventory, etc) right?



I may be wrong here but ...

IF it shows on the right its IN my bash patch....With One exception for me...Everywhere i have read says that you should "import Graphics on the file for Book Jackets. BUT Some how I have a file for it that Includes Book Placement . Bash tells me that I cant Merge that because of CELL edits or some such So thats the only thing that shows up for me on the Right that i don't select.

I know long winded. I go thru each choice on the Left...IF something shows on the Right its selected and then included in the Patch.

I look at it this way...THEY the people that somehow got that selection in there in the first place know WAY more then I do on this matter so I trust them and just GO with it....lol

Wait ..your not talking about TAGS are you?? I was under the impression you were still in the Bash Patch part.
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Angus Poole
 
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Post » Wed Apr 06, 2011 2:40 am

I look at it this way...THEY the people that somehow got that selection in there in the first place know WAY more then I do on this matter so I trust them and just GO with it....lol

That's a great philosophy for this sort of thing, and I'll be sure to keep to that.
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BlackaneseB
 
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Post » Wed Apr 06, 2011 12:39 am

That's a great philosophy for this sort of thing, and I'll be sure to keep to that.



I have 187 mods loaded thru Wrye and i can Jump in game and play for hours on end and everything works as intended. I know for a fact that is Because of this Program!

And looking at the last bunch of reports i think im Staying with the version i have now...179 (after editing that line in the boshy file its Perfect!!)
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Gen Daley
 
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Post » Wed Apr 06, 2011 6:02 am

That's a great philosophy for this sort of thing, and I'll be sure to keep to that.


With the exception of Import Scripts; it invariably breaks scripts on every mod I've ever tried it on, though I'm sure there are some with which it does work.
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Danny Warner
 
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Post » Wed Apr 06, 2011 12:02 pm

With the exception of Import Scripts; it invariably breaks scripts on every mod I've ever tried it on, though I'm sure there are some with which it does work.

Yeah, the Import Scripts is still a new function and getting attention from people like Corepc, who has good input on how to handle it regarding FCOM, MOBS, the UOP and the like.

gothemasticator
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Phillip Brunyee
 
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Post » Wed Apr 06, 2011 3:33 am

With the exception of Import Scripts; it invariably breaks scripts on every mod I've ever tried it on, though I'm sure there are some with which it does work.



hmmm...Ok...Im Pretty sure Corepc was the one to sugest all the ones I am Importing Scripts on..


OOO both esm and esp
mmm
uop
usip
convergence
mmm hunting and Crafting

Should we not be doing this? I wonder, but as it is my game hasen't played this nice for a long time. Everything Just seams to work great ..is there some way to know if importing the Scrpts is causing problems. I mean everything works as far as i can tell. Crafting Works , Im Working my way thru the Main Quest and doing Side Quests on the Way...Tommorow will tell.I plan to Play till it crashes.!!! Longest Screenshot of Oblivions process I have now is 2 hours 30 mins, But it dident crash i Quit...lol..I so want a 10 hour Screenshot!
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TIhIsmc L Griot
 
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Post » Wed Apr 06, 2011 7:09 am

Can you make BAIN read further into an archive directory? It does a good job of getting the meshes and textures folder at the root of the archive, but if they are deeper on notch inside another holding folder, BAIN won't dig further. Is there something to do about that?

If this were a language I knew, I'd write something to allow BAIN to research deeper into archive folders to find what's there.
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Mizz.Jayy
 
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Post » Wed Apr 06, 2011 7:43 am

Can you make BAIN read further into an archive directory? It does a good job of getting the meshes and textures folder at the root of the archive, but if they are deeper on notch inside another holding folder, BAIN won't dig further. Is there something to do about that?

If this were a language I knew, I'd write something to allow BAIN to research deeper into archive folders to find what's there.

You can right-click on a mod in the installers tab and choose "has extra diretories."

gothemasticator
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Manuela Ribeiro Pereira
 
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Post » Tue Apr 05, 2011 10:28 pm

Can you make BAIN read further into an archive directory? It does a good job of getting the meshes and textures folder at the root of the archive, but if they are deeper on notch inside another holding folder, BAIN won't dig further. Is there something to do about that?

If this were a language I knew, I'd write something to allow BAIN to research deeper into archive folders to find what's there.

Packages need to be BAIN-ready. It would be inefficient to figure out every possible archive structure. It already looks a folder deep for just the "data" folder, as opposed to expecting the first level of folders to contain only standard folders (i.e., "meshes," "textures.") All you have to do is take out the folder. BAIN will also ignore files if the packaging is not uniform (i.e., plugins outside of the "data" folder and so on.) Depending on how "bad" an archive is packaged, you may be able to see what the problem is by looking at the "skipped" files.
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ZzZz
 
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Post » Wed Apr 06, 2011 2:20 pm

Can you make BAIN read further into an archive directory? It does a good job of getting the meshes and textures folder at the root of the archive, but if they are deeper on notch inside another holding folder, BAIN won't dig further. Is there something to do about that?

If this were a language I knew, I'd write something to allow BAIN to research deeper into archive folders to find what's there.


I use this .....AWLS has 68 Differant folders!

00 Core
-- Textures
-- Meshes
10 QTP3 Priory
-- Textures
20 Some other Folder
-- Textures
-- Sound
-- Meshes

Does that help. You can Pick and Chose what you want to install .The main folder for each group could have the ESP for that section. That is a Great BAIN ready download to get to See How its done! Most elaborate one i have seen yet!
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Emily Graham
 
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