Wrye Bash #31

Post » Tue Nov 24, 2009 6:03 pm

Does this mean anything to you guys?

Traceback (most recent call last):  File "C:\Oblivion\Mopy\basher.py", line 4017, in Execute	raise  File "C:\Oblivion\Mopy\basher.py", line 3997, in Execute	bolt.WryeText.genHtml(readme,None,docsDir)  File "C:\Oblivion\Mopy\bolt.py", line 1651, in genHtml	raise 'Css file not found: '+cssName.sCss file not found: wtxt_sand_small.css


EDIT: Well, nevermind, I've fixed that problem but now I'm seeing red when I open Wrye Bash. I'm not missing any masters though, so I don't know what the problem is.

Your wtxt_sand_small.css is missing out of your Doc folder in Doc folder in the Data folder try reinstalling bash to replace the missing file

if your seeing red try BOSS that mostly means a few files are sharing the same time space and running BOSS is the fastest way to do so
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Siobhan Wallis-McRobert
 
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Post » Tue Nov 24, 2009 3:35 pm

Any chance to get a "Re-Date" function added to the right-click context menu for the mods tab? This would certainly make my life easier..... if it finds two with the same time, just pick one to load first.....
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Flutterby
 
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Post » Tue Nov 24, 2009 6:01 pm

There is a "redate" option for individual mod files.

There can't be one that works on all the mods at once, because WB doesn't know which of the mods that share a date should go first. That's what BOSS is for.

You can also use ctrl and the up and down arrows to move the mods around to redate them.
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Blaine
 
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Post » Tue Nov 24, 2009 12:21 pm

but ctrl up/down for redate only exchanges the date of two mods - so it don't help with mods with same date as it has no impact other than visually moving through the list

I vote for new functionality of ctrl up/down - when two mods have the same date - incrase date of one of them (those which go down) by 3 seconds
I think it's not hard to do and lower annoyance of users which get LO manually (ie tweak load order to aquire some changes which boss dont do) - now they must redate manualy one of them (not using ctrl-something - that i mean by manually)

anyhow Wrye Bash is GREAT ! even with some things left out :P
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IM NOT EASY
 
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Post » Tue Nov 24, 2009 10:34 am

Ah, I don't remember that behaviour.

I do recall that there was a method to have WB auto-redate all your mods, where you gave it a start date and time and it would use that to create a new date for all the mods following your current load order.

I don't recall where that option was, though. Maybe you had to select all your mods at once to get it.
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Natalie Taylor
 
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Post » Tue Nov 24, 2009 4:16 pm

Ah, I don't remember that behaviour.

I do recall that there was a method to have WB auto-redate all your mods, where you gave it a start date and time and it would use that to create a new date for all the mods following your current load order.

I don't recall where that option was, though. Maybe you had to select all your mods at once to get it.


And we have a WINNER. You are correct. Selecting all mods, right click, Redate, pops up a starting date window, and then redates all mods. However, this still will not solve the two mods with the same timestamp issue. I don't thing.... Might have to play with that later.....
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Robert Jr
 
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Post » Tue Nov 24, 2009 8:10 am

I just have a quick question about Wrye Bash:
Is it possible for me to easily move BAIN archives to another hard drive and then ask Wrye Bash to look for the archives there?

The reason I ask is that I currently have Oblivion installed on an 80GB SATA hard drive. I would like to move the BAIN archives to my 300GB IDE hard drive so that there is more space on the SATA hard drive for games that need a fast hard drive. This was easy to do with OBMM's OMODs.


Can someone please answer my question?
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LADONA
 
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Post » Tue Nov 24, 2009 6:32 am

How much trouble would it be to duplicate the Doc Browser, and automatically associate *.ini files with the BAIN install? Excluding ones in the "INI Tweaks" folder, of course.

Also, how much trouble would it be to exclude certain files from showing CRC errors in the BAIN installer? Specifically, the aforementioned *.ini files, which you generally edit after installing.

And one more thing, a way to tell it about aliases, either by the user or with some built in exceptions. So that it can recognize that "FCOM_Convergence - Mart's Monster Mod.bsa" is the same file as "Mart's Monster Mod.bsa" but renamed to work with an FCOM install?


Would it be too difficult to make the BOSS activation button unghost all the files when pushed, then reghost them after BOSS has run? BOSS doesn't work properly on ghosted files.


Sorry to be repetitive, but I'm not sure if these got missed. I'd just like an opinion on whether any of them are viable ideas.

The question about moving the BAIN archive folder is an interesting point as well.
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matt oneil
 
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Post » Tue Nov 24, 2009 6:42 am

Could you add timescale choice to the WB tweaks?
I just feel safer using a mod for it and it seems like one of those small things that makes sense to include.

Cheers for providing a superb tool, keep up the good work.

adding to the feature requests list, Looking into it, but it is a global value and haven't been editing them yet... I think I know how to do it though ;)
I have no problems with rtf and bash all my person readme files i use bash and it has no issue reading them I only have issues with docx and doc files

I don't have any docx (that I've noticed anyways)... but I've added them to the list, could you check if they work now?
I just have a quick question about Wrye Bash:
Is it possible for me to easily move BAIN archives to another hard drive and then ask Wrye Bash to look for the archives there?

The reason I ask is that I currently have Oblivion installed on an 80GB SATA hard drive. I would like to move the BAIN archives to my 300GB IDE hard drive so that there is more space on the SATA hard drive for games that need a fast hard drive. This was easy to do with OBMM's OMODs.

Yes, easily; just go to Oblivion/Mopy, rename the bash-default.ini to bash.ini, go into it and edit it... actually it appears to have lost it's lines so won't work properly; just replace the contents with this (fixed in next version as well):
;--This is the generic version of Bash.ini. If you want to set values here,;  then copy this to "bash.ini" and edit as desired.[General];--sOblivionMods is the Alternate root directory for installers, etc. You can;  use absolute path (c:\Games\Oblivion Mods) or relative path, where path;  is relative to Oblivion install directory. It is strongly recommended that ;  you do NOT put it anywhere under the Oblivion install directory itself, ;  since (due to a bug), Oblivion.exe will at times search through every directory;  under the install directory. This "directory thrashing" can then cause performance;  problems during gameplay. sOblivionMods is defined specifically to circumvent ;  this bug by storing files elsewhere.sOblivionMods=..\Oblivion Mods;--sTes4GeckoJavaArg is the memory size argument used for launching Tes4Gecko if it's ;  present. (Note the Tes4Gecko.jar file must be in the Oblivion install directory.sTes4GeckoJavaArg=-Xmx1024m

and replace the text after the equals sign on the line starting with sOblivionMods as per the directions in there... really nicely set up!
(and sorry for the delay in responding... been largely offline for most of the last two days - power outage = conserving my laptop batteries (and bad internet connections).
How much trouble would it be to duplicate the Doc Browser, and automatically associate *.ini files with the BAIN install? Excluding ones in the "INI Tweaks" folder, of course.

Also, how much trouble would it be to exclude certain files from showing CRC errors in the BAIN installer? Specifically, the aforementioned *.ini files, which you generally edit after installing.

And one more thing, a way to tell it about aliases, either by the user or with some built in exceptions. So that it can recognize that "FCOM_Convergence - Mart's Monster Mod.bsa" is the same file as "Mart's Monster Mod.bsa" but renamed to work with an FCOM install?

Doc browser could be duplicated easily but I'm not good enough with the gui part (even worse than the rest of my python knowledge) to have it list inis rather than espms and auto associate with em... but I'll look into it - but not a soon feature I would think.
BAIN is the code I'm least familiar with... really no idea on either of those other two; I'm adding all three of these to the feature tracker tommorow - too late already, (feel free to add things there to any with sf accounts... less likely to get lost than here).
Sorry to be repetitive, but I'm not sure if these got missed. I'd just like an opinion on whether any of them are viable ideas.

The question about moving the BAIN archive folder is an interesting point as well.

not at all repetive... didn't respond sooner.
Did anyone ever figure out why BAIN won't install: Put it in it's Place - Enhanced Grabbing_readme.rtf

looking into it... not been getting enough modding time last while.
Would it be too difficult to make the BOSS activation button unghost all the files when pushed, then reghost them after BOSS has run? BOSS doesn't work properly on ghosted files.

Were any of my other questions within the realm of possibility: http://www.gamesas.com/bgsforums/index.php?s=&showtopic=1053068&view=findpost&p=15308900

looking into it (I know a somewhat annoying answer, I'll try to answer better later this week).
Pacific Morrowind
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electro_fantics
 
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Post » Tue Nov 24, 2009 12:18 pm

Also in the upcoming release I did some changes too as well

Added Support to tes4filesMoved the Default Locations of TES4Gecko to the TES4 Gecko folder in the Bethesda Softworks folder to help keep the oblivion Folder clean and so that it will not be scanned by the oblivion,exe during game play.Moved the TES4Edit as ell to the TES4Edit folder which will be located again in the Bethesda Softworks folder to help keep the oblivion Folder clean and so that it will not be scanned by the oblivion,exe during game play.updated the help html file to reflect the changes as well as another minor change to the ini file to explain the change.


expect other changes as well through out this next release which is still TBA at the moment until we can fix some new and old bugs to the code.


changes to the bash_default.ini
;--This is the generic version of Bash.ini. If you want to set values here,;  then copy this to "bash.ini" and edit as desired.[General];--sOblivionMods is the Alternate root directory for installers, etc. You can;  use absolute path (c:\Games\Oblivion Mods) or relative path, where path;  is relative to Oblivion install directory. It is strongly recommended that ;  you do NOT put it anywhere under the Oblivion install directory itself, ;  since (due to a bug), Oblivion.exe will at times search through every directory;  under the install directory. This "directory thrashing" can then cause performance;  problems during gameplay. sOblivionMods is defined specifically to circumvent ;  this bug by storing files elsewhere.sOblivionMods=..\Oblivion Mods;--sTes4GeckoJavaArg is the memory size argument used for launching Tes4Gecko if it's ;  present. (Note the ..\TES4 Gecko\Tes4Gecko.jar file must be in the Bethesda Softworks directory.sTes4GeckoJavaArg=-Xmx1024m

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clelia vega
 
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Post » Tue Nov 24, 2009 6:39 pm

Yes, easily; just go to Oblivion/Mopy, rename the bash-default.ini to bash.ini, go into it and edit it... actually it appears to have lost it's lines so won't work properly; just replace the contents with this (fixed in next version as well):
;--This is the generic version of Bash.ini. If you want to set values here,;  then copy this to "bash.ini" and edit as desired.[General];--sOblivionMods is the Alternate root directory for installers, etc. You can;  use absolute path (c:\Games\Oblivion Mods) or relative path, where path;  is relative to Oblivion install directory. It is strongly recommended that ;  you do NOT put it anywhere under the Oblivion install directory itself, ;  since (due to a bug), Oblivion.exe will at times search through every directory;  under the install directory. This "directory thrashing" can then cause performance;  problems during gameplay. sOblivionMods is defined specifically to circumvent ;  this bug by storing files elsewhere.sOblivionMods=..\Oblivion Mods;--sTes4GeckoJavaArg is the memory size argument used for launching Tes4Gecko if it's ;  present. (Note the Tes4Gecko.jar file must be in the Oblivion install directory.sTes4GeckoJavaArg=-Xmx1024m

and replace the text after the equals sign on the line starting with sOblivionMods as per the directions in there... really nicely set up!
(and sorry for the delay in responding... been largely offline for most of the last two days - power outage = conserving my laptop batteries (and bad internet connections).

Thank you for your help. Your solution worked perfectly. Don't worry about the delay, it wasn't your fault. In fact, I should probably apologise for seeming impatient.
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Mark Churchman
 
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Post » Tue Nov 24, 2009 12:42 pm

(I know a somewhat annoying answer, I'll try to answer better later this week).
Pacific Morrowind
Pretty much the best answer I can expect really. Way better than "That's completely impossible" or "What a stupid idea". :)

I don't think it even registered with me that WB is a SourceForge project with a tracker, and all.
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Antonio Gigliotta
 
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Post » Tue Nov 24, 2009 6:29 am

Pretty much the best answer I can expect really. Way better than "That's completely impossible" or "What a stupid idea". :)

I don't think it even registered with me that WB is a SourceForge project with a tracker, and all.


yea when Wrye vanished I took it over semi and it is now apart of Oblivion Works Which is a SF project for my own endeavors for oblivion and other projects out side there of.
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Sammi Jones
 
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Post » Tue Nov 24, 2009 8:17 pm

I just set up a website with the SVN Copy of the read me and uploaded it to its own site
http://wryebash.netai.net is the address until Wrye comes back in and takes over with his own domain

I even updated the OP with this information
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sally coker
 
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Post » Tue Nov 24, 2009 4:04 pm

Just a note to say thankyou to both raziel23x and PacificMorrowind for taking over development of Wrye bash. It is greatly appreciated.

Thanks!

Vac
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Amy Masters
 
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Post » Tue Nov 24, 2009 2:11 pm

yeah, no Wrye Bash, no Party ;)
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Elea Rossi
 
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Post » Tue Nov 24, 2009 9:56 am

Sorry to be a bother, and I hope I retain my fingers after asking this: I cannot get Wrye Bash to start.

As detailed in the readme, I used the command prompt to open it:

* Open a command shell (Start: Programs: Accessories: Command Prompt).
* __chdir__ to the Mopy directory. "chdir" means "change directory". E.g.: chdir C:\Program Files\Bethesda Softworks\Oblivion\Mopy
* __Type:__ c:\python25\python.exe bash.py -d
* If you have a different version/location of python, adapt the first
argument accordingly.


This however did not turn up any problems! Wrye Bash opened fine, and no "bugdump" (ie
__bash.log__
) appeared. So there is something awry with the wyre bash launcher.
At this point i would usually just reinstall something, but it seems that you can't uninstall wyre python.

I have recently installed python 2.6.4 to allow me to install blender 2.49, and the version of bash that i have is 267, and I haven't opened or used it recently (not that I ever used it much - i don't play many mods at once, or at all)

Since this problem looks like it came from installing and reinstalling things, I decided to not try and reinstall bash until I know what I am meant to do. Do I install the newer version (275)?

Thank you for your help, and sorry for the bother.
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Harry-James Payne
 
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Post » Tue Nov 24, 2009 6:56 am

Did anyone ever figure out why BAIN won't install: Put it in it's Place - Enhanced Grabbing_readme.rtf

looking into it... not been getting enough modding time last while.

Looked into it and it is the apostrophe (') in the "it's"; Can't figure out how to have that not break the file up... PMing ShadeMe to see if he is willing to rename it for the next version.

@@The Filthy Spaniard: No finger chomping from here... but an easy answer: just upgrade to version 275 (or any version 270+)... before that it wouldn't work with python 2.6.X only 2.5.X.
You will also need [quote]Python 2.6 and wxpython 2.8.10.1 http://softlayer.dl.sourceforge.net/project/comtypes/comtypes/0.6.1/comtypes-0.6.1.win32.exeand http://softlayer.dl.sourceforge.net/project/pywin32/pywin32/Build%20214/pywin32-214.zip

Pacific Morrowind
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Matthew Barrows
 
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Post » Tue Nov 24, 2009 5:11 pm

Looked into it and it is the apostrophe (') in the "it's"; Can't figure out how to have that not break the file up... PMing ShadeMe to see if he is willing to rename it for the next version.
Done. Thanks for letting me know.
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Jesus Lopez
 
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Post » Tue Nov 24, 2009 10:59 am

Ok, thanks Pacific! :) I've installed comtypes now, and downloaded the bash275 and pywin. How do I install pywin though? The readme is very short, and not particularly clear to me :blink: could you explain what to do please? :icecream:

Thank you!

(And any news on the trees? XD Sorry! )
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Hayley O'Gara
 
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Post » Tue Nov 24, 2009 5:03 pm

I think PyWin just auto installs into whatever directory Python is installed in.
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Schel[Anne]FTL
 
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Post » Tue Nov 24, 2009 10:19 pm

ok, just by clicking on it? On the setup script?

I'm a bit of a newb at python. XD

Thanks
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Nana Samboy
 
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Post » Tue Nov 24, 2009 10:04 pm

Sorry, thought it would be the executable version.

That's what I used last time. I think this would be the right one: http://sourceforge.net/projects/pywin32/files/pywin32/Build%20214/pywin32-214.win32-py2.6.exe/download
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Amiee Kent
 
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Post » Tue Nov 24, 2009 7:58 pm

Hello again.

An interesting (read as THE most irritating thing that has happened to me today) problem just happened to me concerning Wrye Bash. My problem is best explained by a picture:
http://img697.imageshack.us/i/wryebasherror.jpg/

This problem only affects the installers window of Wrye Bash and I can't seem to fix it. I tried reinstalling Oblivion and everything associated with it (cleaning the registry with CCleaner after the uninstalls). Undoing the changes PacificMorrowind suggested I do above (to move the Installers directory). Refreshing the mod list. Can anyone help me with this problem? Your help will be greatly appreciated.

I am using the installer version of Wrye Bash. I am using it with Python 2.5, wxPython 2.8.7.1 and the latest version of every other component. I only just noticed that Wrye Bash can be used with later versions of wxPython. When did the rule about not using any version of wxPython above 2.8.7.1 change? I can try the later versions of these two utilities tomorrow. I'm willing to try almost anything to fix this problem. I can't play Oblivion without BAIN.
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carrie roche
 
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Post » Tue Nov 24, 2009 11:19 am

Hello again.

An interesting (read as THE most irritating thing that has happened to me today) problem just happened to me concerning Wrye Bash. My problem is best explained by a picture:
http://img697.imageshack.us/i/wryebasherror.jpg/

This problem only affects the installers window of Wrye Bash and I can't seem to fix it. I tried reinstalling Oblivion and everything associated with it (cleaning the registry with CCleaner after the uninstalls). Undoing the changes PacificMorrowind suggested I do above (to move the Installers directory). Refreshing the mod list. Can anyone help me with this problem? Your help will be greatly appreciated.

I am using the installer version of Wrye Bash. I am using it with Python 2.5, wxPython 2.8.7.1 and the latest version of every other component. I only just noticed that Wrye Bash can be used with later versions of wxPython. When did the rule about not using any version of wxPython above 2.8.7.1 change? I can try the later versions of these two utilities tomorrow. I'm willing to try almost anything to fix this problem. I can't play Oblivion without BAIN.


Try enlarging the window. I have much the same issue sometimes when the window is "too small" and it is fixed by making it larger for me.
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clelia vega
 
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