Wrye Bash #32

Post » Fri May 27, 2011 4:18 am

I fear my latest post got lost.

that it did - sorry. two that are tagged: no merging, just the later one in the LO. and in the case of different version, it'll still go by LO (won't even know about the different version... that part of Bash has never heard of versions... and to make it smart if it did (ie what version of what mod means that what tag on what version of what mod about it would probably be impossible... probably even harder than saying that in a non confusing way).
@Blade of Mercy
It would probably be safer to uninstall the old stuff first but installing the new version of Python should install and register itself properly if you install it with the older version.

safety no problem... the last installed (with default options and if you're asking this question you are no doubt not setting environment variables yourself) python will be used as default... but why waste the space with the older version? I don't know of anything current anymore that requires python 2.5x rather than python 2.6x (but not much stuff has migrated to 3x yet... and Bash definitely won't for a while - especially since wxpython doesn't have 3x support so that would disable the gui which doesn't strike me as a good thing).
Pacific Morrowind
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Brentleah Jeffs
 
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Post » Fri May 27, 2011 4:41 am

From the last thread:

I've started getting an error trying to rebuild my Bashed Patch after attempting to upgrade to the latest MMM and UFCOM:

Traceback (most recent call last):  File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\basher.py", line 4015, in Execute	raise  File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\basher.py", line 3977, in Execute	patchFile.buildPatch(log,SubProgress(progress,0.8,0.9))  File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 12675, in buildPatch	patcher.buildPatch(log,SubProgress(subProgress,index))  File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 16877, in buildPatch	raise StateError(_('Mesh undefined for eye %s in race %s') % (strFid(eye),race.eid,))bolt.StateError: Mesh undefined for eye (bgBalancingEVCore.esp,0x000CED) in race Mazken



I tried reinstalling RBP, but that didn't work, but I've never experienced this problem before (though it has been a while since I last played Oblivion). Any ideas?

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Alexandra Louise Taylor
 
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Post » Fri May 27, 2011 2:32 pm

From the last thread:

missed that sorry.
do you have the rbp resource files installed... what version of RBP... RBP working fine for me so can't think of really anything else that would cause that.
Pacific Morrowind
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Jeff Turner
 
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Post » Fri May 27, 2011 5:08 pm

Hello, PacificMorrowind.

You answered my questions here.
you answered my question in PYFFI tread.
I ununstalled Py 2.5 and all its elements.
Installed Py 2.6 and all its dependables which allow Wrye bash and PYFFI to work.
Job done, everything works smoothly.

Thank you very much.

I updated the latest BOSS master list.
Couldn't help noticing you are running that show as well.

Seems to me you're our latest Safety & Compatibility & Smoothness Guru, am I correct? :foodndrink: :D
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Jack Bryan
 
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Post » Fri May 27, 2011 7:32 am

For using BOSS of course one would want to NOT have Lock Times checked.


So, any thoughts about the BOSS button temporarily disabling both Auto-ghosting and Lock Times?
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Quick Draw III
 
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Post » Fri May 27, 2011 7:36 pm

So, any thoughts about the BOSS button temporarily disabling both Auto-ghosting and Lock Times?


Just speaking as a user, I would rather you didn't (or probably better, make it optional). I run BOSS occasionally, but do not necessarily want it to change my load order... Admittedly, mine is not a common circumstance, but many of the mods in my extensive LO are multiple merges, and thus are not recognized by BOSS. For this reason I prefer to just review BOSS's recommendations and make changes manually, instead of rediscovering the reason why I put a certain mod in a certain location. :facepalm: The way it is now (with lock times enabled), I can always count on Wryebash putting everything back where it was, so my very old savegame profiles will always load.
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Emma Pennington
 
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Post » Fri May 27, 2011 4:28 am

Well, a switch like the "auto-quit" one would suffice for that.

The save files all have a list of masters included as well. Does the "load masters" option also sync the load order with the save? If not, that would be a useful function.
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darnell waddington
 
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Post » Fri May 27, 2011 8:32 am

Does anyone remember what formatting is needed to trigger the DarNified Books option.

The book in Hidden Skulls does not seem to be picked up in the Bashed Patch.
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Taylah Illies
 
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Post » Fri May 27, 2011 7:13 am

For some reason on Windows 7 x64 I installed Python 64bit version to the Program Files folder (UAC is off so no issue with that) and nothing happens when I run the Launcher. Does that mean I need the 32bit version of Python installed to just C:?
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suniti
 
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Post » Fri May 27, 2011 8:58 am

Python's 64-bit version is still missing some functions. I don't know if they affect WB, but they definitely screw up Nifscripts.
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Your Mum
 
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Post » Fri May 27, 2011 7:14 pm

With the 64bit of Python it does not work. So I installed the 32bit version. It gets to Initializing Windows then python crashes. I did install wxPython from the link in this post. I am using Python version 2.6.4.
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Scared humanity
 
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Post » Fri May 27, 2011 12:08 pm

What version of Wrye Bash are you using? There was a bug a few versions back.
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D LOpez
 
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Post » Fri May 27, 2011 4:22 pm

275 also downloaded from Nexus from the link in this thread.
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April D. F
 
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Post » Fri May 27, 2011 12:53 pm

that it did - sorry. two that are tagged: no merging, just the later one in the LO. and in the case of different version, it'll still go by LO (won't even know about the different version... that part of Bash has never heard of versions... and to make it smart if it did (ie what version of what mod means that what tag on what version of what mod about it would probably be impossible... probably even harder than saying that in a non confusing way).

I'm still a bit confused. You say that the later loading mod is the one that keeps the changes and the earlier mods don't contribute their conflicting script changes. Isn't this what was happening in Oblivion without Wrye Bash? So what benefits are given to a mod with the ScriptContents tag attached compared to the same mod without it?
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MatthewJontully
 
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Post » Fri May 27, 2011 5:41 pm

I'm still a bit confused. You say that the later loading mod is the one that keeps the changes and the earlier mods don't contribute their conflicting script changes. Isn't this what was happening in Oblivion without Wrye Bash? So what benefits are given to a mod with the ScriptContents tag attached compared to the same mod without it?


I think I get what he was trying to say, so allow me to give it a shot:

Mod A and Mod B alter the same script. Mod B loads later, so its changes win.

Add the "ScriptContents" tag to Mod A, and now it wins over Mod B as long as you're importing the right stuff.

Enter Mod C, which also needs to modify the same script. If Mod C is also tagged with ScriptContents, then it will win out if it loads later than Mod A. If Mod A is switched with C, then A wins. Poor Mod B may as well not have bothered.
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Tarka
 
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Post » Fri May 27, 2011 1:53 pm

I recall there was a version of WB that attempted to correct foreign (to English) language install error. I could then finally install german mods.

I think I found a mod where this still happens, either that or, the mod resources are just badly formatted.

http://www.tesnexus.com/downloads/file.php?id=21863

under textures there is a fire folder - I think it is optional ... not sure the readme and comments are vague, but I cannot install it with BAIN.
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мistrєss
 
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Post » Fri May 27, 2011 6:20 am

I think I get what he was trying to say, so allow me to give it a shot:

Mod A and Mod B alter the same script. Mod B loads later, so its changes win.

Add the "ScriptContents" tag to Mod A, and now it wins over Mod B as long as you're importing the right stuff.

Enter Mod C, which also needs to modify the same script. If Mod C is also tagged with ScriptContents, then it will win out if it loads later than Mod A. If Mod A is switched with C, then A wins. Poor Mod B may as well not have bothered.

Correct. The reason it seems slightly less useful than the other import X functions is that it was designed for Importing the result scripts of dialogue but I couldn't get it to work on that (yet) so left it in in the working state for regular scripts.
@@Psymon: I'll look into what is up with that mod and BAIN... probably tonight.
Pacific Morrowind
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carly mcdonough
 
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Post » Fri May 27, 2011 1:07 pm

@PacificMorrowind and Arthmoor
I see. Thank you for the explanations. If this tag worked on quest and dialog result scripts, having it attached to a mod would make sense. There are a number of changes one can make to a quest or dialog topic and changing just one is enough to override result script changes in an earlier mod.

So for dialog and quest result scripts, this command would make a lot of sense. For object, magic and quest scripts though, not so much.
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lauren cleaves
 
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Post » Fri May 27, 2011 5:01 pm

Exactly. But there may still be situations where you want an earlier loading mod to force its script contents to carry forward. I can't really think of one right now, but I'm sure it'll come up sooner or later. Definitely not an appropriate tag for the UOP or Hrms though - you'd wipe out quite a few intentional overrides later on.
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Jeneene Hunte
 
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Post » Fri May 27, 2011 8:03 am

Greetings bashers. I'm having troulbe installing mods. I get this error message whenever I try to install a package via BAIN. I've tried re-installing both Wrye Bash and Wrye Python.

http://i47.tinypic.com/ju76mu.jpg
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Undisclosed Desires
 
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Post » Fri May 27, 2011 6:50 am

Bump for misery
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Amy Siebenhaar
 
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Post » Fri May 27, 2011 4:27 pm

Hi everyone.
Longtime user of Wrye Bash (Mash as well}.
Just upgraded to ultimate 64 Windows 7 and cannot get the bash patch rebuilt without error due to access denied.( I got boss to run from its launcher by using admin priveledges)
Boss says it cant find the list due to the same permissions stuff I'm guessing.
Anyway how in the hell do I set the admin privileges permanently for rebuild patch and Boss and OBMM to launch?
I've tried setting it with the windows 7 gui.
WTF gives?!
Any other brave Windows 7 souls trying to run FCOM? :banghead:

I'm running the latest Wrye bash/ Wrye python dload from Tes nexus & all the functionality other than these things seems to be working great!
:brokencomputer:
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Ana
 
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Post » Fri May 27, 2011 9:25 am

Any other brave Windows 7 souls trying to run FCOM? :banghead:

Just install to a non-default location to avoid the UAC altogether: it's so much easier that way.

Vac
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Katie Samuel
 
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Post » Fri May 27, 2011 1:54 pm

Just install to a non-default location to avoid the UAC altogether: it's so much easier that way.

Vac



Yea...I dont run fcom...but for my Win7-64 (RC) I installed into a different directory. Better to avoid the hassles.
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Elizabeth Falvey
 
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Post » Fri May 27, 2011 5:51 am

quick question, does the content checker work fine with FCOM in the latest verson of Wrye? I remember it used to get rid of some stuff from frans, has that been fixed?
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Gill Mackin
 
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