[relz] Wrye Bash

Post » Wed Apr 06, 2011 1:23 pm

Some of my esp files is showned in red when I open wrye bash, what does that mean?

Here's a summary version: http://sites.google.com/site/oblivionpoinfo/utilities/wrye-bash/bashmodstab.
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Camden Unglesbee
 
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Post » Wed Apr 06, 2011 2:11 pm

Currently, I think, the "robes show pants" tweaker only affects clothing items that take up a top and bottom slot, correct?

With the increasing prevalence of armored robes, would it make sense to expand this to include armor, or make another tweaker for armored robes?
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Tracy Byworth
 
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Post » Wed Apr 06, 2011 12:28 am

A couple of quick questions.

Do I need to mark Oblivion.esm as mergable?
Also after I make the bashed patch do I remove the mods that are in the patch?

Also I've got my game stable but everytime I add MMM & OOO i'm getting crashes. I"m sure thing is load order related & have verified both mods are the current versions. Any suggestions?
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bimsy
 
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Post » Wed Apr 06, 2011 3:33 pm

delted double post
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Sarah Kim
 
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Post » Wed Apr 06, 2011 10:56 am

A couple of quick questions.

Do I need to mark Oblivion.esm as mergable?
Also after I make the bashed patch do I remove the mods that are in the patch?

Also I've got my game stable but everytime I add MMM & OOO i'm getting crashes. I"m sure thing is load order related & have verified both mods are the current versions. Any suggestions?
Oblivion.esm is definitely not mergeable, and as it is the base upon which all else is built, requires no tags.

If you are merging mods (not just importing parts of them) you can leave all the mods with green text unchecked when you build the patch, select them in merge patches, after the bashed patch is built, then they will all have a + in the checkbox.

If you built the patch with them checked, clicking the checkbox should switch it from a check mark to a + symbol.

Ask in the MMM and OOO threads. First, check the opening posts of those threads to make sure you have the latest versions.
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Jynx Anthropic
 
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Post » Wed Apr 06, 2011 1:12 pm

A couple of quick questions.

Do I need to mark Oblivion.esm as mergable?
Also after I make the bashed patch do I remove the mods that are in the patch?

Also I've got my game stable but everytime I add MMM & OOO i'm getting crashes. I"m sure thing is load order related & have verified both mods are the current versions. Any suggestions?

I recently walked someone through MMM+OOO. See the link at the bottom of http://sites.google.com/site/oblivionpoinfo/walkthroughs/baininstallguide. Also, make sure to check the http://www.gamesas.com/index.php?/topic/1084290-relzmartsmonstermod37b3-public-release-3-relz/ for the MMM+OOO details. It has been updated recently, and the http://pages.suddenlink.net/corepc/ is quite nice and clear.

Edit: added missing links
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c.o.s.m.o
 
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Post » Wed Apr 06, 2011 7:12 am

Oblivion.esm is definitely not mergeable, and as it is the base upon which all else is built, requires no tags.

If you are merging mods (not just importing parts of them) you can leave all the mods with green text unchecked when you build the patch, select them in merge patches, after the bashed patch is built, then they will all have a + in the checkbox.

If you built the patch with them checked, clicking the checkbox should switch it from a check mark to a + symbol.

So I don't need all the mods checked like I would check them in the Mod manager? Just the ones I"m building the patch with? Wow I never knew that.

I recently walked someone through MMM+OOO. See the link at the bottom of http://sites.google.com/site/oblivionpoinfo/walkthroughs/baininstallguide. Also, make sure to check the http://www.gamesas.com/index.php?/topic/1084290-relzmartsmonstermod37b3-public-release-3-relz/ for the MMM+OOO details. It has been updated recently, and the http://pages.suddenlink.net/corepc/ is quite nice and clear.

Thanks I think I may have found one issue with the MMM bsa..don't think I named it correctly. @ work now so checking that will have to wait.

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Lory Da Costa
 
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Post » Wed Apr 06, 2011 2:54 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.


Can you give us example what mods you are trying to import scripts from and trying to get them work with. In some cases it will just not work because of how import scripts works.

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


All of new features of bash have gotten my attention since all the features can be used to make things work better.

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.


Are drop lit torches working?

that is one sign that import script if function properly has older version of bash if you had OOO and UOP selected and imported script it would import script from UOP only and not OOO.esp.

if drop lit torches are not working, then report back...best way to check and see if import script is working right..
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James Shaw
 
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Post » Wed Apr 06, 2011 1:46 am

Okay. I'm not quite sure why it is that my game is constantly crashing but I have been getting this error report. It comes from Wrye Bash so I thought it would be best to post it here.

Traceback (most recent call last):
File "F:\Program Files\Bethesda Softworks\Oblivion\Mopy\basher.py", line 3133, in RefreshData
if bosh.saveInfos.refresh():
File "F:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 8052, in refresh
return FileInfos.refresh(self)
File "F:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 7089, in refresh
for name in deleted: data.pop(name)
KeyError: bolt.Path('autosave.ess')

I keep getting this error. I really really want to play FCOM, but if it keeps crashing like this I might have to just stick with vanilla. Save me, oh geniuses! You're my only hope!
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quinnnn
 
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Post » Wed Apr 06, 2011 1:48 pm

Okay. I'm not quite sure why it is that my game is constantly crashing but I have been getting this error report. It comes from Wrye Bash so I thought it would be best to post it here.

Traceback (most recent call last):
File "F:\Program Files\Bethesda Softworks\Oblivion\Mopy\basher.py", line 3133, in RefreshData
if bosh.saveInfos.refresh():
File "F:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 8052, in refresh
return FileInfos.refresh(self)
File "F:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 7089, in refresh
for name in deleted: data.pop(name)
KeyError: bolt.Path('autosave.ess')

I keep getting this error. I really really want to play FCOM, but if it keeps crashing like this I might have to just stick with vanilla. Save me, oh geniuses! You're my only hope!

Try removing the autosave.ess file, and turn off autosaves in the http://sites.google.com/site/oblivionpoinfo/ini/oblivion.

Since you are deleting the "autosave" save file, remove all .baks and what not for it as well.
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Daniel Brown
 
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Post » Wed Apr 06, 2011 7:08 am

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

Version 280, by the way, 279 didn't seem to suffer from this issue.
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Lizzie
 
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Post » Wed Apr 06, 2011 8:26 am

Well I removed the autosave but the game still crashes randomly whenever I'm outside. I don't understand what the cause of it is either. It isn't the graphics because I had those on the lowest settings. I just wish I knew.
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Cccurly
 
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Post » Wed Apr 06, 2011 2:29 am

Well I removed the autosave but the game still crashes randomly whenever I'm outside. I don't understand what the cause of it is either. It isn't the graphics because I had those on the lowest settings. I just wish I knew.

Make a thread with a description of your problem and http://sites.google.com/site/oblivionpoinfo/walkthroughs/postlo beneath it.
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Lloyd Muldowney
 
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Post » Wed Apr 06, 2011 3:54 pm

For the next release of Bash, please consider including http://www.gamesas.com/index.php?/topic/1083993-in-depth-guide-for-installing-fcom-and-non-fcom-setups-with-bain/page__st__20__p__15802947&#entry15802947.

The code adds a context menu link named "List Structure..." to packages. It then generates a tree-style report of the files / folders in the package which can be useful when comparing how packages are structured.

Example, a BAIN'ed version of Keychain 5.00:
Package Structure:00 Documentation\  Docs\    Keychain\      Keychain Readme.html      Keychain Readme.txt01 Resources\  meshes\    Clothes\      ring\        P1DkeyRing.nif  textures\    Clothes\      ring\        P1DkeyRing.dds        P1DkeyRing_n.dds    menus\    menus50\      icons\        clutter\          key\            P1DkeyIcon.dds    menus80\      icons\        clutter\          key\            P1DkeyIcon.dds      icons\        clutter\          key\            P1DkeyIcon.dds02 Main\  P1DkeyChain.espomod conversion data\  config  script.txt

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Natasha Callaghan
 
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Post » Wed Apr 06, 2011 4:57 pm

For the next release of Bash, please consider including http://www.gamesas.com/index.php?/topic/1083993-in-depth-guide-for-installing-fcom-and-non-fcom-setups-with-bain/page__st__20__p__15802947&#entry15802947.

The code adds a context menu link named "List Structure..." to packages. It then generates a tree-style report of the files / folders in the package which can be useful when comparing how packages are structured.




Done, upped to the SVN for you. Should get included in the next release.
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Erin S
 
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Post » Wed Apr 06, 2011 3:28 pm

BAIN skips EE's EE folder? Suggestions?
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Mark Churchman
 
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Post » Wed Apr 06, 2011 1:03 pm

Error in SVN #213
-------------------
Traceback (most recent call last):
File "D:\Games\Oblivion Gold\Mopy\basher.py", line 3712, in RefreshData
bosh.modInfos.rescanMergeable(scanList,progress)
File "D:\Games\Oblivion Gold\Mopy\bosh.py", line 8055, in rescanMergeable
canMerge = PatchFile.modIsMergeable(modInfo) == True
File "D:\Games\Oblivion Gold\Mopy\bosh.py", line 13704, in modIsMergeable
if 'NoMerge' in modInfos[GPath(modInfo.name.s)].getBashTags(): reasons += "\n. Has 'NoMerge' tag."
File "D:\Games\Oblivion Gold\Mopy\bosh.py", line 7288, in getBashTags
tags = self.getRow().get('bashTags')
File "D:\Games\Oblivion Gold\Mopy\bosh.py", line 7021, in getRow
return self.getFileInfos().table[self.name]
File "D:\Games\Oblivion Gold\Mopy\bolt.py", line 676, in __getitem__
return self.data[key]
KeyError: bolt.Path('DMC Anims.esp')
-------------------


------
My actions
Run Wrye Bash
Run TES4Edit from icon
Select "DMC Stylish - Specialanims.esp" | +
Select "Non-Player Character" option | +
Select "Player" | right click
Select "Copy as override into..." | left click
Select "" | ok
Set name as "DMC Anims" | OK | Yes
Ctrl+S | OK
Close "TES4Edit"
Return to "Wrye Bash"
Error
Error in "DMC Anims.esp"

.......

This error on any animation mod, if set to him animation.
Not really a "Vwalk" modes.
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Tha King o Geekz
 
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Post » Wed Apr 06, 2011 2:54 am

BAIN skips EE's EE folder? Suggestions?

By "EE," I mean Enhanced Economy...
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gandalf
 
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Post » Wed Apr 06, 2011 3:17 am

SVN #213
------------------------
Traceback (most recent call last):
File "D:\Games\Oblivion Gold\Mopy\basher.py", line 1355, in OnItemSelected
self.details.SetFile(modName)
File "D:\Games\Oblivion Gold\Mopy\basher.py", line 1467, in SetFile
tagsStr = '\n'.join(sorted(modInfo.getBashTags()))
File "D:\Games\Oblivion Gold\Mopy\bosh.py", line 7288, in getBashTags
tags = self.getRow().get('bashTags')
File "D:\Games\Oblivion Gold\Mopy\bosh.py", line 7021, in getRow
return self.getFileInfos().table[self.name]
File "D:\Games\Oblivion Gold\Mopy\bolt.py", line 676, in __getitem__
return self.data[key]
KeyError: bolt.Path('COBL-FransNewCre.esp')
------------------------
Traceback (most recent call last):
File "D:\Games\Oblivion Gold\Mopy\basher.py", line 1355, in OnItemSelected
self.details.SetFile(modName)
File "D:\Games\Oblivion Gold\Mopy\basher.py", line 1467, in SetFile
tagsStr = '\n'.join(sorted(modInfo.getBashTags()))
File "D:\Games\Oblivion Gold\Mopy\bosh.py", line 7288, in getBashTags
tags = self.getRow().get('bashTags')
File "D:\Games\Oblivion Gold\Mopy\bosh.py", line 7021, in getRow
return self.getFileInfos().table[self.name]
File "D:\Games\Oblivion Gold\Mopy\bolt.py", line 676, in __getitem__
return self.data[key]
KeyError: bolt.Path('COBL-FransCre.esp')
------------------------
Error on this esps
http://www.tesnexus.com/downloads/file.php?id=17603
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ezra
 
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Post » Wed Apr 06, 2011 7:24 am

Does someone have an idea about what could cause BAIN not to see the packages in the Bash Installers folder?
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Claudia Cook
 
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Post » Wed Apr 06, 2011 4:49 pm

1. Bash.ini with wrong path at setting: sOblivionMods
2. you accidentally deleted all your "BAINed" mods
...
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Juanita Hernandez
 
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Post » Wed Apr 06, 2011 8:05 am

1. Bash.ini with wrong path at setting: sOblivionMods
2. you accidentally deleted all your "BAINed" mods
...

Thanks. I thought of those, but I will have the person triple-check I guess. Could anything else result in BAIN not finding them, not installing one of the requirements perhaps? I would expect Wrye Bash not to run in that latter case, but this is really picking my brain at the moment...
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IM NOT EASY
 
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Post » Wed Apr 06, 2011 4:09 pm

I am still running the "fixed" 279 and it is working well. I noticed that some problems were reported with 280. Any guidance on whether I should upgrade to 280 now or are there some glitches that still need to be resolved?

Thanks for any help and even more thanks for all the hard work on this fantastic utility.
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Danger Mouse
 
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Post » Wed Apr 06, 2011 12:51 am

I am still running the "fixed" 279 and it is working well. I noticed that some problems were reported with 280. Any guidance on whether I should upgrade to 280 now or are there some glitches that still need to be resolved?

Thanks for any help and even more thanks for all the hard work on this fantastic utility.


Seems that there's something wonky with the import of eyes into the Bashed Patch... I reverted to 279, and I've not heard anything about it being fixed yet, so if you use mods like RBP, then I'd stick with 279.
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carla
 
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Post » Wed Apr 06, 2011 1:46 pm

I am still running the "fixed" 279 and it is working well. I noticed that some problems were reported with 280. Any guidance on whether I should upgrade to 280 now or are there some glitches that still need to be resolved?

Thanks for any help and even more thanks for all the hard work on this fantastic utility.

PacificMorrowind has already made the fixes, will release v281 fairly soon. If you know how to use Subversion, you can download the latest build from the Sourceforge page (link in the OP).
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Emma Copeland
 
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