Wrye Bash #31

Post » Wed Nov 25, 2009 12:39 am

I still wonder about something though..
OBMM has a feature to view BSA files or something like that which Wrye Bash doesn't have.
What does this feature do exactly?

A bsa file is simply a compressed archive of resources (meshes, textures, sound, etc.). The BSA browser lets you see the content of a BSA file, lets you unpack certain files from the bsa file, or unpack a complete bsa file. Unpacking single files was useful for me when I needed a modified version of two menu files for one of my mods. Unpacking a complete bsa files was useful when I piffy'ed my meshes. But the BSA functionality is not average mod-users will need, except for unpacking and repacking your meshes bsa in order to piffy'ing them.
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Talitha Kukk
 
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Post » Tue Nov 24, 2009 4:24 pm

A bsa file is simply a compressed archive of resources (meshes, textures, sound, etc.). The BSA browser lets you see the content of a BSA file, lets you unpack certain files from the bsa file, or unpack a complete bsa file. Unpacking single files was useful for me when I needed a modified version of two menu files for one of my mods. Unpacking a complete bsa files was useful when I piffy'ed my meshes. But the BSA functionality is not average mod-users will need, except for unpacking and repacking your meshes bsa in order to piffy'ing them.


What's piffy'ing?
Turning meshes into .piff files?

Also what does it mean if Wrye Bash says: "the following files have corrupted headers"?
I even downloaded those from the Oblivion official site!
http://www.elderscrolls.com/downloads/updates_plugins.htm
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DAVId MArtInez
 
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Post » Wed Nov 25, 2009 4:09 am

What's piffy'ing?
Sorry, it's http://www.gamesas.com/bgsforums/index.php?showtopic=1014947

...which is a tool to optimize your meshes, to speed up the game.
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Miss K
 
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Post » Tue Nov 24, 2009 9:55 pm

PIFFY'ing is using the tool PYFFI to optimize meshes. It gets rid of extra unneeded data, thus reducing filesize and giving Oblivion less data to load, which increases performance.

EDIT: Heh, ninja'd
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Bitter End
 
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Post » Tue Nov 24, 2009 6:01 pm

Sorry, it's http://www.gamesas.com/bgsforums/index.php?showtopic=1014947

...which is a tool to optimize your meshes, to speed up the game.


Sounds like an awfull lot of work with the exceptions and all

Also any thoughts on my problem?

What does it mean if Wrye Bash says: "the following files have corrupted headers"?
I even downloaded those from the Oblivion official site!
http://www.elderscrolls.com/downloads/updates_plugins.htm


EDIT: owww, apparently those are Morrowind mods..
That header was so small :(
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Project
 
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Post » Wed Nov 25, 2009 4:23 am

well this happend again to a few more mods when i went to activate them though i can still not find any information on why it is occuring.

i get a message box pop up with the following information in it

Traceback (most recent call last):
File "C:\Oblivion\Mopy\basher.py", line 1210, in OnItemSelected
self.details.SetFile(modName)
File "C:\Oblivion\Mopy\basher.py", line 1323, in SetFile
tagsStr = '\n'.join(sorted(modInfo.getBashTags()))
File "C:\Oblivion\Mopy\bosh.py", line 6884, in getBashTags
tags = self.getRow().get('bashTags')
File "C:\Oblivion\Mopy\bosh.py", line 6617, in getRow
return self.getFileInfos().table[self.name]
File "C:\Oblivion\Mopy\bolt.py", line 676, in __getitem__
return self.data[key]
KeyError: bolt.Path('Katana Store.esp'

the katana store just happened to be the one i used as an example though its happed to a few more
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lucile
 
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Post » Tue Nov 24, 2009 11:21 pm

Are there any tags showing for Katana Store.esp in Wrye Bash?

In the little window bottom right.
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Jordyn Youngman
 
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Post » Tue Nov 24, 2009 2:54 pm

no none very few mods which i have installed have tags . and i am not getting the message on all mods that do not contain tags. just a select few id say probably out of all the mods i have only 5 have given me such a message
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naome duncan
 
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Post » Tue Nov 24, 2009 11:21 pm

well this happend again to a few more mods when i went to activate them though i can still not find any information on why it is occuring.

i get a message box pop up with the following information in it

Traceback (most recent call last):
File "C:\Oblivion\Mopy\basher.py", line 1210, in OnItemSelected
self.details.SetFile(modName)
File "C:\Oblivion\Mopy\basher.py", line 1323, in SetFile
tagsStr = '\n'.join(sorted(modInfo.getBashTags()))
File "C:\Oblivion\Mopy\bosh.py", line 6884, in getBashTags
tags = self.getRow().get('bashTags')
File "C:\Oblivion\Mopy\bosh.py", line 6617, in getRow
return self.getFileInfos().table[self.name]
File "C:\Oblivion\Mopy\bolt.py", line 676, in __getitem__
return self.data[key]
KeyError: bolt.Path('Katana Store.esp'

the katana store just happened to be the one i used as an example though its happed to a few more


I have that happening once in a while. When it does, it seems to pop up with any mod I'm activating. No idea what's causing it but it doesn't seem to have any adverse effects or anything.
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He got the
 
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Post » Wed Nov 25, 2009 3:19 am

What is the proper directory format for BAIN (ie:Oblivion\Data)? Because I set it up so it's Oblivion\Data\ and it skipped over the directory.
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Marcin Tomkow
 
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Post » Wed Nov 25, 2009 6:29 am

Do you mean for the BAIN archives?

A simple archive should contain the folders that would be in the DATA directory...ie Meshes, Textures and Menus

A complex archive should have numbered folders, wherein each individual folder contains the folders that would be in the DATA directory.
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koumba
 
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Post » Wed Nov 25, 2009 4:11 am

Do you mean for the BAIN archives?

A simple archive should contain the folders that would be in the DATA directory...ie Meshes, Textures and Menus

A complex archive should have numbered folders, wherein each individual folder contains the folders that would be in the DATA directory.

Okay I made it so it's a simple archive, but this time it says the files are missing. I'm not sure what this is supposed to mean since they're in the right directory.

Also for complex archives do I just delete the folders I don't want to install from the archive.
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Natalie Harvey
 
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Post » Wed Nov 25, 2009 12:00 am

Files are listed as missing until the mod is installed. Then they should show up under "matched."

gothemasticator
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~Amy~
 
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Post » Wed Nov 25, 2009 5:56 am

Okay I made it so it's a simple archive, but this time it says the files are missing. I'm not sure what this is supposed to mean since they're in the right directory.

Also for complex archives do I just delete the folders I don't want to install from the archive.
If you never want to install them you can do that.

Otherwise, in BAIN you'll have checkboxes to choose which directories you want installed.
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ILy- Forver
 
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Post » Tue Nov 24, 2009 4:16 pm

well this happend again to a few more mods when i went to activate them though i can still not find any information on why it is occuring.

i get a message box pop up with the following information in it

Traceback (most recent call last):
File "C:\Oblivion\Mopy\basher.py", line 1210, in OnItemSelected
self.details.SetFile(modName)
File "C:\Oblivion\Mopy\basher.py", line 1323, in SetFile
tagsStr = '\n'.join(sorted(modInfo.getBashTags()))
File "C:\Oblivion\Mopy\bosh.py", line 6884, in getBashTags
tags = self.getRow().get('bashTags')
File "C:\Oblivion\Mopy\bosh.py", line 6617, in getRow
return self.getFileInfos().table[self.name]
File "C:\Oblivion\Mopy\bolt.py", line 676, in __getitem__
return self.data[key]
KeyError: bolt.Path('Katana Store.esp'

the katana store just happened to be the one i used as an example though its happed to a few more

well I've finally looked into it and; I've been able to get it to do that by installing mods with BAIN and then switching to the mods tab and activating mods without restarting... with restarting (of Bash) it works fine... could one of you have been experiencing this confirm that... if it is that it is that bolt.Path is not being refreshed on switching to the mods tab... which I may be able to fix even with my rather limited python skills.
Pacific Morrowind
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Fanny Rouyé
 
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Post » Wed Nov 25, 2009 4:19 am

I'm not sure if it is the exact error but what I've had happen is that I will install an esp via BAIN then when switching to the mods tab and clicking on the esp get either that error or one similar. this happens pretty much every time for mergeable (into bash) mods. As if it is looking for the mod to be something other than what it is.

But then everything bashes and plays fine.
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Guinevere Wood
 
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Post » Tue Nov 24, 2009 7:47 pm

well I've finally looked into it and; I've been able to get it to do that by installing mods with BAIN and then switching to the mods tab and activating mods without restarting... with restarting (of Bash) it works fine... could one of you have been experiencing this confirm that... if it is that it is that bolt.Path is not being refreshed on switching to the mods tab... which I may be able to fix even with my rather limited python skills.
Pacific Morrowind

I get this error sometimes, but I've been assuming it's due to cleaning .esps or due to installing a mod with several .esps (say, main and compatibility) but then un-ticking the compatibility .esp when removing the other dependant mod.

Even if that wasn't so clear, I have just figured that the error is due to me making changes to my BAINed install without uninstalling, making changes and reinstalling.

Even though I get the error, I get no actual problems.

gothemasticator
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Sheila Reyes
 
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Post » Tue Nov 24, 2009 7:18 pm

OH yeah that may indeed be a component to what is happening.

Usually I will repackage a bain package with updates then replace the bain package (making sure to name it the same) then open the BAIN tab and anneal the update into the data folder.

That could be the times that it throws that error and whether it is mergeable or not may not matter at all.

Since the error does not seem to cause real issues (that I've seen - but I could be wrong) I've not tracked it enough ot tried to repeat it). I will pay closer attention though.
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Mark
 
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Post » Wed Nov 25, 2009 6:30 am

Here is another error that may not be a fault of Wrye Bash per se.

In trying to use the mod http://www.tesnexus.com/downloads/file.php?id=9509 - or more properly it's patch for KotN I encountered a bash patching error that stated that the the esp was ignored due to bad formatting which I detail some http://www.gamesas.com/bgsforums/index.php?showtopic=1057795&view=findpost&p=15361681.

So following bg's advice I tried to remove world orphans using Wrye Bash and got this error:
Traceback (most recent call last):
File "I:\Games\Oblivion\Mopy\basher.py", line 7736, in Execute
modFile.load(True,SubProgress(progress,0,0.7))
File "I:\Games\Oblivion\Mopy\bosh.py", line 5070, in load
raise ModError(self.fileInfo.name,_('Improperly grouped file.'))
bosh.ModError: Consequences_Knights.esp: Improperly grouped file.
The mod looked interesting but this does not bode well.
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MatthewJontully
 
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Post » Wed Nov 25, 2009 8:01 am

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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Stace
 
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Post » Wed Nov 25, 2009 3:31 am

Here is another error that may not be a fault of Wrye Bash per se.

In trying to use the mod http://www.tesnexus.com/downloads/file.php?id=9509 - or more properly it's patch for KotN I encountered a bash patching error that stated that the the esp was ignored due to bad formatting which I detail some http://www.gamesas.com/bgsforums/index.php?showtopic=1057795&view=findpost&p=15361681.

So following bg's advice I tried to remove world orphans using Wrye Bash and got this error: The mod looked interesting but this does not bode well.


The patch file for that mod and KOTN has corrupted cell data above the file headers in it that have nothing to do with world orphans. I can't even begin to understand how something like that happened unless someone was doing weird hex editing on the file at some point. Apparently the game and the CS both ignore the problem, but Bash isn't going to play along.
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Jamie Moysey
 
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Post » Wed Nov 25, 2009 4:59 am

well I've finally looked into it and; I've been able to get it to do that by installing mods with BAIN and then switching to the mods tab and activating mods without restarting... with restarting (of Bash) it works fine... could one of you have been experiencing this confirm that... if it is that it is that bolt.Path is not being refreshed on switching to the mods tab... which I may be able to fix even with my rather limited python skills.
Pacific Morrowind


That doesn't seem to be it for me. I've installed most mods via BAIN and then I always open it, install, switch to the mods tab, activate (without restarting) - and I've only had the issue once in a while.
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kirsty williams
 
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Post » Tue Nov 24, 2009 11:23 pm

yes thats exactly the process i used. i installed then switched to the mods tab and activated the mod without restarting. i was just worried that due to the error if any of the mods were suppose to have tags were being taged properly so they would bash properly also. as Arkngt said it doesnt happen often
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Catherine N
 
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Post » Tue Nov 24, 2009 10:42 pm

Arthmoor0

What do you think would happen if I just deleted those records?

... maybe even merge the other entries into the main Consequences.esp ...
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Erin S
 
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Post » Wed Nov 25, 2009 6:33 am

Deleting those records would repair the file. There's also one of the greeting options that removed the addtopic script and replaced it with a normal addtopic menu option in the dialogue, but that will trigger the http://cs.elderscrolls.com/constwiki/index.php/Fixing_the_AddTopic_Bug in the mod.
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Jesus Lopez
 
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