Wrye Bash #31

Post » Tue Nov 24, 2009 9:57 am

What's different from 273?

Razielx23 beat me too it but:
the Import ScriptContents tag right now import the contents of object/quest/mgef scripts but NOT quest stage scripts, dialogue result scripts (what I was trying to get primarilly - but not working yet for that so gotta try some more).
Pacific Morrowind
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Dale Johnson
 
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Post » Mon Nov 23, 2009 8:07 pm

This might have been lost at the end of the last thread, so repeating:
badhair has given me some truly awesome code that prints out the contents of an .obse file. Tried it out and it works wonders - very useful! (Helped quite a bit in debugging the next Pluggy). I can pass it on, post it, etc. just let me know what you'd like :)
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Nana Samboy
 
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Post » Mon Nov 23, 2009 9:05 pm

For whatever reason I can't launch WryeBash 2.74. However I can launch WryeBash 2.71. Any thoughts?

EDIT:Reinstalling wxPython 2.8.7.1 fixes it.
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Janeth Valenzuela Castelo
 
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Post » Tue Nov 24, 2009 8:11 am

I can't launch Wrye Bash 274, either. I am running Oblivion on Windows Vista x64 Sp2.

I tried reinstalling WxPython 2.8.7.1, but that didn't work in my case.

EDIT: I installed Wrye Bash 273, and that version loads and functions normally on my PC.
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Unstoppable Judge
 
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Post » Mon Nov 23, 2009 11:43 pm

simple question: does 274 have "Content Checker" working properly?
I know that in some older versions it have been messing with injections from ones mod to another (or to Oblivion.esm), and probably other issues as well
since then I haven't seen that's fixed on the new versions descriptions, but I might overlooked.

please a simple yes/no, and by no way I'm pushing you to anything or whatever, but it would be nice having so sounding feature work AND not raisng new issue on Oblivion
I know the rule "If something doesn't work as you want - just don't use it" - so I don't use content checker as it can mess with FCOM as it's full of injectons

Keep well
majaczek
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Monika Fiolek
 
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Post » Tue Nov 24, 2009 12:20 am

I can't launch Wrye Bash 274, either. I am running Oblivion on Windows Vista x64 Sp2.

I tried reinstalling WxPython 2.8.7.1, but that didn't work in my case.

EDIT: I installed Wrye Bash 273, and that version loads and functions normally on my PC.

My fault... from earlier testing of Python 2.6 (which I'm still using) I left in some imports (which turned out to be not needed) which work with python 2.6 but not with 2.5. I'll put up a new file in a hour or two.
@@Majaczek: Unfortunately that would be a 'No' - Nothing changed much; still taking out injections... I might give it a look but it is in the upper levels of complexity and I'm still not a Python expert (don't know why given that I've been doing at least 1/2 hour a week the 5 months... should be an expert by now but I guess I'm pretty slow LOL)
Pacific Morrowind
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Tarka
 
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Post » Mon Nov 23, 2009 9:00 pm

Version 275 Released
DL: https://sourceforge.net/projects/oblivionworks/files/ and http://tesnexus.com/downloads/file.php?id=22368
changes:
2 more setting tweaks
python 2.6 junk removed (sorry about that)
MAO patcher (moderately tested - got up to over 11000 npcs changed and all looked good with TES4Edit, CS (not that I was opening the file with the CS by after that many entries), BASH. Running this is slightly slow - 2500 records from oblivion.esp (SI version) alone; and even if Bash can do 50 records/second that is 50 seconds for just oblivion.esm (and I can't get it to skip specific esm/s)... about what I was getting for first pass.
Pacific Morrowind
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Tamara Dost
 
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Post » Tue Nov 24, 2009 1:43 am

[b] Version 275 Released[b]
DL: https://sourceforge.net/projects/oblivionworks/files/(as soon as my dialup finished uploading), http://tesnexus.com/downloads/file.php?id=22368
changes:
2 more setting tweaks
python 2.6 junk removed (sorry about that)
MAO patcher (moderately tested - got up to over 11000 npcs changed and all looked good with TES4Edit, CS (not that I was opening the file with the CS by after that many entries), BASH. Running this is slightly slow - 2500 records from oblivion.esp (SI version) alone; and even if Bash can do 50 records/second that is 50 seconds for just oblivion.esm (and I can't get it to skip specific esm/s)... about what I was getting for first pass.
Pacific Morrowind

Cool.

'dialup'?
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Adriana Lenzo
 
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Post » Tue Nov 24, 2009 1:28 am

When using BAIN to install a mod, it would be very convenient if it would associate the readme to the mod in the doc veiwer.
the main problem there is that there is no standard for naming a readme file.

Cobl's Package.txt contains the line:
=== Readme: 00 Cobl Core\Docs\Cobl.html

I'm not aware of Bash actually using the contents of Package.txt for anything currently, but I think this would be a good place to start.
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Danielle Brown
 
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Post » Tue Nov 24, 2009 8:11 am

I'm using a batch file to swap between a playing version of Oblivion and a clean install for modding, and I need to swap out the Wrye Bash data as well.

I use Bash's save profiles for this. Make a separate profile for each mod you're working on, with test saves and no mods enabled except the ones you depend on.
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mimi_lys
 
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Post » Tue Nov 24, 2009 8:54 am

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...
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Darlene Delk
 
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Post » Mon Nov 23, 2009 10:57 pm

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?
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OnlyDumazzapplyhere
 
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Post » Mon Nov 23, 2009 10:37 pm

I don't know how but I got it working again. I recreated the RBP main esp file again and started playing with the load orders in the installers tab and it worked:)
Thanks anyway
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DarkGypsy
 
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Post » Tue Nov 24, 2009 3:11 am

Hmm, I've had two esps from two zips, one from each, that I used for a little while but then removed in favour of sister esps. Now Wrye claims those removed ones dirty. Seems rather odd to me, thought you might want to have a thinker on it.
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Tiffany Castillo
 
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Post » Mon Nov 23, 2009 11:40 pm

Wrye bash being very uncooperative right now.

I've had for the past several weeks an issue where if an Orc casts their berserk power multiple times then the game would crash. Consistently.

I didn't start seeing it till after really testing out Kuertee's battle fatigues mod and wrongfully blamed that mod. I've narrowed much closer now.
Kuertee Identified MMM as the culprit mod that leads NPCs to spawn with less health than full and if so the oblivion engine then has the NPCs do what they can to raise that health. For some it means casting heal spells. In my game it means orcs cast their berserk power. I'm guess they can do that repeatedly because of COBL Exhaustion and the RBP cobl exhaustion patch. But there is also the factor of LAME's shaders.

Right now my character is with Mazoga and I saved right before Telepe (or whatever ruin that is).

She was definitely casting berserk to heal herself after a fight and the 3-4th time a ctd several times. So I found a good testing place. Now Oblivion/Wrye bash wants to give me personal problems.

My first round of issues had to do with disabling the LAME shaders. They were only imported graphics into bash, so unchecking the esp in the graphics section seemed like it would be enough. no. Even though it showed as completely deactivated (no dot) the game crashed on load. Even a fresh bashed patch did not change this - I had to completely remove the shader mod from the data files then rebash the patch again for it to load.

I know your first thought is that it must have been referenced in some other way - I've made this mistake before, so I can see why you would. I, however, checked if over multiple times. It was as though it was missing a master just because the shader mod was still in the data folder yet not imported into bash. Weird but I checked every bash category - no referencing.

I also disabled COBL exhaustion and the patch for RBP and that.

I saw no crashing after removing those, but I also did not see the repeated casting of berserk, so thought it must be the RBP exhaustion module that was doing that. I cannot find on my hard drive who made those patches or a readme for them.

However now that I want to reinstall Cobl Exhaustion - it is giving me grief and will not let me restart the game - could be that I need both the Assorted Exhaust and RBP exhaust activated. Testing that now ... and no I still cannot load the game after reactivating them. So main question here - can anyone expalain more about why that would be happening. Is there something in the save game that does not like the missing exhaustion info? I tired several save game files as the one up for loading and now cannot get back in the game with bash patch and COBL Exhaustion activated.

Does anyone know if this COBL Exhaust works on NPCs too?

[edit]I may move this post to COBL thread
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Misty lt
 
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Post » Tue Nov 24, 2009 12:00 am

Wrye bash being very uncooperative right now.

I've had for the past several weeks an issue where if an Orc casts their berserk power multiple times then the game would crash. Consistently.

I didn't start seeing it till after really testing out Kuertee's battle fatigues mod and wrongfully blamed that mod. I've narrowed much closer now.
Kuertee Identified MMM as the culprit mod that leads NPCs to spawn with less health than full and if so the oblivion engine then has the NPCs do what they can to raise that health. For some it means casting heal spells. In my game it means orcs cast their berserk power. I'm guess they can do that repeatedly because of COBL Exhaustion and the RBP cobl exhaustion patch. But there is also the factor of LAME's shaders.

Right now my character is with Mazoga and I saved right before Telepe (or whatever ruin that is).

She was definitely casting berserk to heal herself after a fight and the 3-4th time a ctd several times. So I found a good testing place. Now Oblivion/Wrye bash wants to give me personal problems.

My first round of issues had to do with disabling the LAME shaders. They were only imported graphics into bash, so unchecking the esp in the graphics section seemed like it would be enough. no. Even though it showed as completely deactivated (no dot) the game crashed on load. Even a fresh bashed patch did not change this - I had to completely remove the shader mod from the data files then rebash the patch again for it to load.

I know your first thought is that it must have been referenced in some other way - I've made this mistake before, so I can see why you would. I, however, checked if over multiple times. It was as though it was missing a master just because the shader mod was still in the data folder yet not imported into bash. Weird but I checked every bash category - no referencing.

I also disabled COBL exhaustion and the patch for RBP and that.

I saw no crashing after removing those, but I also did not see the repeated casting of berserk, so thought it must be the RBP exhaustion module that was doing that. I cannot find on my hard drive who made those patches or a readme for them.

However now that I want to reinstall Cobl Exhaustion - it is giving me grief and will not let me restart the game - could be that I need both the Assorted Exhaust and RBP exhaust activated. Testing that now ... and no I still cannot load the game after reactivating them. So main question here - can anyone expalain more about why that would be happening. Is there something in the save game that does not like the missing exhaustion info? I tired several save game files as the one up for loading and now cannot get back in the game with bash patch and COBL Exhaustion activated.

Does anyone know if this COBL Exhaust works on NPCs too?

[edit]I may move this post to COBL thread

yes this belongs in the COBL thread since bash is just for managing ESP it does not affect the actual game what so ever other then inadvertently through the bash patch which is just a ESP file that can be activated or not or even used for that manner
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Steve Bates
 
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Post » Tue Nov 24, 2009 7:51 am

Well yeah but ... no there are wrye bash questions here.

As I recall Wrye implemented the merger of Power Exhaustion into COBL and also into Bashed patch at the same time (hand and glove). So why the game won't load after either removing COBL Exhaustion or re-enabling it seems a bash question to me.

Also then the same thing with the shader mod from LAME - why would the game crash on load after not checking it in bashing operation yet still in data folder?

And that leads back to a question I've asked in this thread twice and received no answer:
http://www.gamesas.com/bgsforums/index.php?showtopic=1039107&st=140&p=15249095&#entry15249095
http://www.gamesas.com/bgsforums/index.php?showtopic=1039107&view=findpost&p=15264374

so the bashed patch seems to certainly affect the save game - as much as any esp that sets things in the game that is recorded in the save game.

Is that thinking totally off base or what?
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Ridhwan Hemsome
 
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Post » Tue Nov 24, 2009 1:53 am

All Wrye Bash does is manage plugins

IE used to easily access plugins make changes to plugins IE deleting them or merging them into the bash patch esp file which is just used to merge esp records.

What bash does not do is affect any vanilla functions or the ESP files themselves at all.

COBL is where this should go because all bash does is looks for the COBL file and them adds what ever reference data is in any esp files that makes use of COBL and merges the data into the bash patch which COBL checks for the merged data and then interprets that information and adds the Data into the game.

Bash is basically a short cut to the Data folder where all mods are stored an or if use of bain just installs and uninstalls plugins. basically Wrye base does basically the same thing that OBMM does but with a few extra tools built in to help manage the mods as well as help fix any conflicts that esp files may have with each other by merging the records together so that each mod can run like the Arther's intended them to run just like OBMM has a few options that Wrye Bash has as well but that is another story and program all together.

also perhaps BOSS may be a issue as well since it generates bash list which bash uses to merge mods correctly into bash patch. Also make sure to rebuild the bash patch after removal and or adding a mod and make sure to go through all the options and deselect the ESP Data in each and every section. Remember a esp can be affected by more then one Bash Patch Modular.
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Joey Avelar
 
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Post » Tue Nov 24, 2009 2:23 am

funny thing...

At the moment am doing full rebuild as per Shikishima's recommended approach.

And found out that if I rebuild bashed patch adding Oscuro's_Oblivion_Overhaul.esp [Version 1.34] {{C.Water, Delev, Factions, Names, Relations, Relev, Stats}}, the gale gives immediate CTD if Factions are activated

I have Import factions tags on francesco Leveled Creatures-Items Mod.esp, Mat's Monster Mod.esm and Tamriel travellers4OOO.esp, they import fine.

Whaen I try Import factions with Oscuro's_Oblivion_Overhaul.esp - bang!

I think it is very important to have this active, why the game does not accept it?
Till yesterday (game built my approach) I had no problems with the import factions function...

Bug? My mistake somewhere?

I asked this in Bashed Tags for everyone tread but as it well might be a bug with the new 273 version, I thought it a good idea to ask same question here as well.
Appart from game crashing if Oscuro's_Oblivion_Overhaul.esp is added to import factions function, Wrye |Bash works fine.
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Steve Fallon
 
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Post » Tue Nov 24, 2009 4:41 am

I asked this in Bashed Tags for everyone tread but as it well might be a bug with the new 273 version, I thought it a good idea to ask same question here as well.
Appart from game crashing if Oscuro's_Oblivion_Overhaul.esp is added to import factions function, Wrye |Bash works fine.

Dumb question, but did you try it with the current version of Bash? It seems sensible to test with the current version, even if there's been nothing listed as changed for that function between the two versions.

Vac
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Blackdrak
 
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Post » Tue Nov 24, 2009 12:25 pm

Dumb question, but did you try it with the current version of Bash? It seems sensible to test with the current version, even if there's been nothing listed as changed for that function between the two versions.

Vac

Hi, Vac, thanks for your time and, yes, I copied Bashed Patch from Mopy/Extras folder after I installed self-installer Wrye Bash 273, latest version I was able to find.
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Joe Bonney
 
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Post » Tue Nov 24, 2009 4:14 am

275 is out on the main TESNexus page: http://www.tesnexus.com/downloads/file.php?id=22368
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sarah
 
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Post » Tue Nov 24, 2009 12:23 am

275 is out on the main TESNexus page: http://www.tesnexus.com/downloads/file.php?id=22368

Thanks, 275 runs smooth & nice, no problem tagging OOO.esp :D

Still no EqupCorpse function though... nevermind, I am a patient blade... :D
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vicki kitterman
 
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Post » Tue Nov 24, 2009 12:54 pm

Thanks, 275 runs smooth & nice, no problem tagging OOO.esp :D

Still no EqupCorpse function though... nevermind, I am a patient blade... :D



yea me and Pacific Morrowind are working on adding new feature and fixing bugs you can always try the SVN files on the SF site http://sourceforge.net/projects/oblivionworks

we are always adding new feature and testing bug fixes but mind you with SVN they are unstable and have minor fixes that we add and test ourselves so some times the SVN it is broken or fixes things the current stable release does not have.
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Dylan Markese
 
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Post » Tue Nov 24, 2009 12:07 pm

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.
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Captian Caveman
 
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