Wrye Bash #31

Post » Tue Nov 24, 2009 4:24 pm

Also make sure that the installers tab really is opening - maybe it crashed on opening due to another application adjusting load order on mods.

Is it checking crcs and scanning all the packages you have in there?
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Jarrett Willis
 
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Post » Tue Nov 24, 2009 1:52 pm

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.

You are a genius Arkngt! I forgot that I had tried maximising Wrye Bash and then resized the columns. Thank you.
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Stu Clarke
 
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Post » Tue Nov 24, 2009 7:26 am

Done. Thanks for letting me know.

great... before I even get around to PMing you, Thanks.
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! )

sorry for linking you to the zip rather than the exe! (eta on the mainly-complete tree: tonight/tomorrow morning)
Pacific Morrowind
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Beast Attire
 
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Post » Tue Nov 24, 2009 9:01 am

No worries! :) I still can't get it to work though - when I run the Pywin installer, it won't let me select python 25, which is, i assume why its not working. Ok, I downloaded and installed pywin for python 25, and it still won't launch. Any ideas? (I can still open it fine with the console commander thing)

And great news on the trees! I've made a couple myself recently, cobbled together from bits of SI roots and things. I'll send you some pics if you like. :)
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Chica Cheve
 
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Post » Tue Nov 24, 2009 10:18 pm

No worries! :) I still can't get it to work though - when I run the Pywin installer, it won't let me select python 25, which is, i assume why its not working. Ok, I downloaded and installed pywin for python 25, and it still won't launch. Any ideas? (I can still open it fine with the console commander thing)

And great news on the trees! I've made a couple myself recently, cobbled together from bits of SI roots and things. I'll send you some pics if you like. :)

download this and install it Wrye Python 01 http://www.tesnexus.com/downloads/download.php?id=37334 this should fix it then then try the self installer for bash which is this link http://www.tesnexus.com/downloads/download.php?id=50925
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Chloe Botham
 
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Post » Tue Nov 24, 2009 9:15 am

I have Wrye Bash 271 installed. Is there any reason for me to get the 275 version? And if i did get the new installer version, can i install it right over my existing version?
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Lawrence Armijo
 
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Post » Tue Nov 24, 2009 11:29 pm

Update is good update is nice. Update is good update is nice. Update.....you get the idea.
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Stephanie Nieves
 
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Post » Tue Nov 24, 2009 10:22 am

I have Wrye Bash 271 installed. Is there any reason for me to get the 275 version? And if i did get the new installer version, can i install it right over my existing version?
There were a couple of oddities in building the bashed patch that were noticed in 273 if I recall correctly. 275 fixes them and adds a new feature for a specific animation mod.

I don't know if those oddities were present before 273, but fixes are fixes.

Besides, 276 will have even more fixes, so why not keep up to date.
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Lizzie
 
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Post » Tue Nov 24, 2009 11:31 pm

and the self installer updates the preexisting build so no worries about upgrading
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Adam Porter
 
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Post » Tue Nov 24, 2009 8:14 am

I'm really sorry to have to post this hear but I need some help.

CODE
Active Mod Files:
00 Oblivion.esm
01 MRP - Loading area.esp
02 DLCShiveringIsles.esp
03 Natural_Weather_with_darker_Nights_by_Max_Tael.esp
04 Natural_Habitat_by_Max_Tael.esp
05 Natural_Water_by_Max_Tael.esp
06 DLCHorseArmor.esp
07 DLCVileLair.esp
08 DLCThievesDen.esp
09 DLCBattlehornCastle.esp
0A DLCFrostcrag.esp
0B Natural_Vegetation_by_Max_Tael.esp
0C MrSiika'sFoxes.esp
0D mrSiikas_BetterPorts_Seagulls.esp
0E mrSiikas_miscellaneousMeshes_01.esp
0F Ranger armour.esp



This is my load order in wrye bash but when I go into the oblivion launcher the mods are completely out of order. I'm sorry it's just really annoying not being able to play properly because my saves depend on them.
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Mandi Norton
 
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Post » Tue Nov 24, 2009 6:11 pm

In that case, something I've been thinking of lately: an extension to the Import/Export Stats function that would allow things like spells and enchantments. I'm not sure if it would be possible to import new effects (adding effects to spells) but with my very limited understanding it should be possible to redefine and balance existing effects on the spells and enchantments.
Small bump for my question. Or did I miss the anwser? :)
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Nana Samboy
 
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Post » Tue Nov 24, 2009 3:21 pm

I'm really sorry to have to post this hear but I need some help.

CODE
Active Mod Files:
00 Oblivion.esm
01 MRP - Loading area.esp
02 DLCShiveringIsles.esp
03 Natural_Weather_with_darker_Nights_by_Max_Tael.esp
04 Natural_Habitat_by_Max_Tael.esp
05 Natural_Water_by_Max_Tael.esp
06 DLCHorseArmor.esp
07 DLCVileLair.esp
08 DLCThievesDen.esp
09 DLCBattlehornCastle.esp
0A DLCFrostcrag.esp
0B Natural_Vegetation_by_Max_Tael.esp
0C MrSiika'sFoxes.esp
0D mrSiikas_BetterPorts_Seagulls.esp
0E mrSiikas_miscellaneousMeshes_01.esp
0F Ranger armour.esp



This is my load order in wrye bash but when I go into the oblivion launcher the mods are completely out of order. I'm sorry it's just really annoying not being able to play properly because my saves depend on them.



Oblivion launcher does not list the mods in load order...it lists them alphabetically. Ignore the launcher completely. Wrye bash is correct in load order (assuming you have it Sorted by load order).
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Ymani Hood
 
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Post » Tue Nov 24, 2009 8:03 pm

Oblivion launcher does not list the mods in load order...it lists them alphabetically. Ignore the launcher completely. Wrye bash is correct in load order (assuming you have it Sorted by load order).


Ok, great thanks, That is indeed very good news. I'll try it and see if it works. :)
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chloe hampson
 
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Post » Tue Nov 24, 2009 10:53 am

Is there a way to reset the time stamps so my mods don't turn up in red any more?
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NeverStopThe
 
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Post » Wed Nov 25, 2009 12:53 am

Is there a way to reset the time stamps so my mods don't turn up in red any more?
Select all your mods in the left window, right-click, choose File/redate (I think...redate is in there somewhere anyway). It will ask for a starting date. It should then redate all the mods in the order they are currently listed.

Or just run BOSS and make life easier for yourself.
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FLYBOYLEAK
 
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Post » Wed Nov 25, 2009 12:00 am

Last week I created some packages containing a lot of world texture replacers, everything seems to be in its place but for some reason every time I want to install those packages, they install in a matter of seconds even though the biggest are over 1G, without actually installing what's inside, turning its square in the installer tab red and turning some of the other packages backgrounds grey. I went through the docs but so far I haven't found anything to help me. I really don't know what's causing this because they're built up the same way all my other packages are...
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LuBiE LoU
 
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Post » Tue Nov 24, 2009 11:53 am

Does the "skipped" tab show a whole lot of files when that happens?
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Sasha Brown
 
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Post » Tue Nov 24, 2009 5:11 pm

Not in the skipped tab no, but they're all in the missing tab...

An example of one of the packages, how I organised things:

021 World Texture Replacers - 01 - Architecture.7z

00 Architecture – Bomrets Normal Maps for CorePC
00 Architecture – CorePC Vibrant
00 Architecture – QTP III Redimized
01 Architecture – QTP III R&R Lite
02 Architecture – QTP III R&R Regular
03 Architecture – QTP III R&R Max
04 Architecture – QTP III Redimized UOP Patch
05 Architecture – QTP III Redimized Optimized Meshes

with each subpackage containing a Meshes and Textures folder with the files I want to install


Traceback (most recent call last):
File "G:\Oblivion\Mopy\basher.py", line 4017, in Execute
raise
File "G:\Oblivion\Mopy\basher.py", line 3979, in Execute
patchFile.buildPatch(log,SubProgress(progress,0.8,0.9))
File "G:\Oblivion\Mopy\bosh.py", line 12779, in buildPatch
patcher.buildPatch(log,SubProgress(subProgress,index))
File "G:\Oblivion\Mopy\bosh.py", line 17153, 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 HighElf

Have been getting this report after an edit of the RBP base esp, have uninstalled id and tried to recreated the edit but it still gives this error at the bash. Anyone knows what to do now? The files work without the bash though but I would like it if I could bash them anyway...

could you possibly give a link to the ESP so we can investigate what is going on?


I've got this problem again, now even with the original RBP, don't know what's causing it, I've reinstalled Oblivion and tried installing only RBP but it still won't let me bash it, also on my other problem, those too won't install with a clean install.
Help would be appreciated
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Bethany Short
 
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Post » Tue Nov 24, 2009 10:12 am

Is it possible to make wrye bash to import inventory from one save to another?
Let's say I start new char.
I come out of the sewers... Is it possible, if load order is similar, to make wrye bash feature to transfer items from older save?
This could save ages.
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Zoe Ratcliffe
 
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Post » Tue Nov 24, 2009 7:37 pm

Can anyone help me with this error Wrye Bash spat out when I tried to install NPCs with Jobs:
Traceback (most recent call last):  File "D:\Bethesda Softworks\Oblivion\Mopy\basher.py", line 5355, in Execute	self.data.install(self.selected,progress,last,override)  File "D:\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 10509, in install	installer.install(archive,destFiles,self.data_sizeCrcDate,SubProgress(progress,index,index+1))  File "D:\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 9787, in install	self.unpackToTemp(archive,dest_src.values(),SubProgress(progress,0,0.9))  File "D:\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 9767, in unpackToTemp	progress(index,_("%s\nExtracting files...\n%s") % (archive.s, maExtracting.group(1).strip()))  File "D:\Bethesda Softworks\Oblivion\Mopy\bolt.py", line 1402, in __call__	self.parent(self.baseFrom+self.scale*state/self.full,message)  File "D:\Bethesda Softworks\Oblivion\Mopy\bolt.py", line 1402, in __call__	self.parent(self.baseFrom+self.scale*state/self.full,message)  File "D:\Bethesda Softworks\Oblivion\Mopy\bolt.py", line 1373, in __call__	self.doProgress(1.0*state/self.full, self.message)  File "D:\Bethesda Softworks\Oblivion\Mopy\balt.py", line 897, in doProgress	self.dialog.Update(int(state*100),message)  File "C:\Python26\lib\site-packages\wx-2.8-msw-unicode\wx\_windows.py", line 2966, in Update	return _windows_.ProgressDialog_Update(*args, **kwargs)  File "C:\Python26\lib\encodings\cp1252.py", line 15, in decode	return codecs.charmap_decode(input,errors,decoding_table)UnicodeDecodeError: 'charmap' codec can't decode byte 0x81 in position 53: character maps to <undefined>


After this error appeared, NPCs with Jobs wasn't marked as installed and these files were installed:
meshes\clutter\ingredients\ChickenEgg.niftextures\clutter\brownglass.ddstextures\clutter\brownglass_n.ddstextures\clutter\label00.ddstextures\clutter\label00_n.ddstextures\clutter\ingredients\egg.ddstextures\clutter\ingredients\egg_n.ddstextures\menus\icons\clutter\iconfish.ddstextures\menus\icons\clutter\food\Egg.ddstextures\menus\icons\clutter\food\Milk.dds


This is the list of conflicting mods:
= Lower ==========================================5== Oblivion_PolyGone_Overhaul-6981.7zmeshes\architecture\farmhouse\farmhouse01_far.nifmeshes\architecture\farmhouse\farmhouse02_far.nifmeshes\architecture\farmhouse\farmhouse03_far.nifmeshes\architecture\lowerclass\houselower01_far.nifmeshes\architecture\lowerclass\houselower02_far.nifmeshes\architecture\lowerclass\houselower03_far.nifmeshes\architecture\lowerclass\lowerclasstavern01_far.nifmeshes\architecture\priory\priorychapel01_far.nif==15== QTP3Redimized.7ztextures\landscape\terraintilledsoil.ddstextures\landscape\terraintilledsoil_n.dds= Higher ==========================================30== Koldorns LOD Noise Replacer.7ztextures\Effects\TerrainNoise.dds


And lastly, the list of mismatched files:
meshes\architecture\farmhouse\farmhouse01_far.nifmeshes\architecture\farmhouse\farmhouse02_far.nifmeshes\architecture\farmhouse\farmhouse03_far.nifmeshes\architecture\lowerclass\houselower01_far.nifmeshes\architecture\lowerclass\houselower02_far.nifmeshes\architecture\lowerclass\houselower03_far.nifmeshes\architecture\lowerclass\lowerclasstavern01_far.nifmeshes\architecture\priory\priorychapel01_far.niftextures\Effects\TerrainNoise.ddstextures\landscape\terraintilledsoil.ddstextures\landscape\terraintilledsoil_n.dds

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Steeeph
 
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Post » Tue Nov 24, 2009 3:42 pm

@JdeRau
it looks like unicode decoding fault
it may be one of them:
1) you instaled wrong version of python and/or wxpython so they are in unicode version and WB needs ansi version
2) new WB routine to make bain work with strange chars encountered a bug
3) new WB routine to make bain work with strange chars encountered a problem because the path of file contained a char which it couldn't convert to ANSI
4) you have weird locale on your system which prevents WB to work with some chars on your sys in the paths
if it's none of above I can't help now


so the most possible guilty is wrong character in path in package (the one in folder or one in file)

PS: ah so - if you can't make any bain and many of rest in WB to work it may be because your oblivion install folder have some weird chars
if this is the case reinstall oblivion so any folder in path would contain only latin letters (of course don't do it if you have just only latin leters in the path OR most of WB seems to work on your install)
it's least possible reason but may happen when you have ie. system localized to russian, and most folders are in cyrylica
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Camden Unglesbee
 
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Post » Tue Nov 24, 2009 10:28 am

JdeRau, were you the one that wanted to move your WB BAIN folder to another drive?

If so, did you?

Also, off-topic, did you happen to see my post in the CS forum regarding your blood decal mod?
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sally coker
 
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Post » Wed Nov 25, 2009 12:12 am

@Majaczek
Thank you for your help. After reading your suggestion, I decided to search through the archive for any files with unusual characters. After about 5 minutes, I found, in the meshes folder, a shortcut called Verkn?pfung mit lutur. After removing the shortcut, Wrye Bash installed the mod without any problems. Again, thank you for your help.

@Showler
Yes, I was the person who wanted to move my BAIN folder to another HD. Thanks to http://www.gamesas.com/bgsforums/index.php?showtopic=1053068&view=findpost&p=15332447, I did manage to do that.

I did see your post for my blood decal mod. I haven't had any time to do modding for the last few days. Now that I have some free time, I can see about implementing your suggestions.
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Josephine Gowing
 
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Post » Tue Nov 24, 2009 6:53 pm

Wow, so a single file was verknupfung up your Wrye Bash installations. That's weird.
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Victoria Bartel
 
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Post » Tue Nov 24, 2009 2:51 pm

This shortcut pointed to C:/Program Files/Bethesda Softworks/Oblivion/Data/Textures. Since this shortcut was found in the meshes/lutur directory, I assume this was made during the mod's creation to quickly compare the meshes and equivalent textures of that folder.

Wrye Bash is pretty good at fixing most of the common problems modders cause while packing their archives for release. But then you get the more exotic problems such as this.
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Olga Xx
 
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