Wrye Bash #31

Post » Tue Nov 24, 2009 10:00 am

Raziel23x-

Thanks, but I really don't feel the question was answered as to why it would be that even though I chose to not import info from either the LAME shader mod or the COBL Exhaustion csv files -and made no other changes- that suddenly the game would not load as if it were missing a master.

Could even these imported bits of data (signified by a dot at most in Wrye bash) that once missing be read as a missing master.

Then even stranger - after a clean save from the cobl exhaustion (csv files at that) and attempting to reactivate that in the next round of bashing - the game won't start - again as if it were missing a master.

Maybe I'm not wording this right - and maybe this has more to do with how the save game file is affected. I just don't know where else to ask that.

what is 'IE'?
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brandon frier
 
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Post » Tue Nov 24, 2009 10:12 am

I noticed that I now have 45 files in my Docs folder since I started using BAIN.

Assuming I'm not making my BAIN folder wrong (which is possible) I'm wondering if Wrye Bash could be tweaked to move all the various readme files into the Oblivion Mods folder that it creates outside the Oblivion folder? Might help to cut down on excessive files in the Oblivion/Data folder.

Could probably do it for INI Tweaks and the Bash Patches folders too, if it is of any benefit?

edit: Is there a way to read the readme files in Wrye Bash? I mean, just list them for each mod and launch the appropriate viewer?
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Zoe Ratcliffe
 
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Post » Tue Nov 24, 2009 8:00 am

Gonna double post because this is a completely separate issue.

I have Wrye Bash installed and working, and I want to install PyFFi and Blender.

My Python 2.5 is installed here: C:\Games\Bethesda Softworks\Modding\Python25

And my Wrye Bash is installed here: C:\Games\Bethesda Softworks\Oblivion\Mopy

So, if I want to install the current Python (2.6.4) to "C:\Program Files(x86)\Python26" for PyFFi and Blender, what do I need to do to make Wrye Bash keep using Python 2.5?

I know there's a batch script involved, but for some reason this always confuses me.
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Jason Wolf
 
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Post » Tue Nov 24, 2009 7:05 am

Raziel23x-

Thanks, but I really don't feel the question was answered as to why it would be that even though I chose to not import info from either the LAME shader mod or the COBL Exhaustion csv files -and made no other changes- that suddenly the game would not load as if it were missing a master.

Could even these imported bits of data (signified by a dot at most in Wrye bash) that once missing be read as a missing master.

Then even stranger - after a clean save from the cobl exhaustion (csv files at that) and attempting to reactivate that in the next round of bashing - the game won't start - again as if it were missing a master.

Maybe I'm not wording this right - and maybe this has more to do with how the save game file is affected. I just don't know where else to ask that.

what is 'IE'?


Someone quoted this in COBL post as to why
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James Wilson
 
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Post » Tue Nov 24, 2009 2:45 am

what is 'IE'?
I think he meant that as "i.e." as in "i.e., abbreviation for Latin id est, meaning "that is; in other words"
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Gemma Archer
 
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Post » Mon Nov 23, 2009 10:38 pm

what is 'IE'?

Or Internet Explorer?

Sorry, that really isn't very helpful
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HARDHEAD
 
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Post » Tue Nov 24, 2009 6:45 am

Raziel23x-

I must be really dense because I don't see the answer in the COBL post - if it is this one you mean: http://www.gamesas.com/bgsforums/index.php?showtopic=1037455&view=findpost&p=15302637

IE = i.e.? Then the wording doesn't sound right. Hard to follow.

sorry for being a nuisance. Just feeling thick about that.
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Joe Alvarado
 
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Post » Tue Nov 24, 2009 2:02 pm

Should be able to use "Open With" and dig up the 2.5 pythonw after installing 2.6. Worked for me
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CORY
 
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Post » Mon Nov 23, 2009 11:09 pm

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

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

good, glad it is working - although it has never stopped working for that part anyways (I have broken other stuff at times between rels) for me
re:EquipCorpse: I just looked at the existing equip corpse mod and Bash can't (without a lot of difficulty) replicate that functionality, and that mod will work for any npcs... any reason that a bash base approach would be better/prefered?

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.


Raziel23x-

Thanks, but I really don't feel the question was answered as to why it would be that even though I chose to not import info from either the LAME shader mod or the COBL Exhaustion csv files -and made no other changes- that suddenly the game would not load as if it were missing a master.

Could even these imported bits of data (signified by a dot at most in Wrye bash) that once missing be read as a missing master.

Then even stranger - after a clean save from the cobl exhaustion (csv files at that) and attempting to reactivate that in the next round of bashing - the game won't start - again as if it were missing a master.

Maybe I'm not wording this right - and maybe this has more to do with how the save game file is affected. I just don't know where else to ask that.

what is 'IE'?

If it is importing something it can (not for stats, or graphics, o r npc faces, but definitely possible for scripts, inventory) require the mod it is importing from to stay available or it is missing info so the game may treat it as a missing master. I'm not really familiar with exahustion; sounds like bash and or COBL are getting confused though; I will try to look properly into it but a question: does list mods show anything when it is doing that crashing, what colour is the bashed patch? Also if I can't duplicate it, I might want a copy of your patch with that happening so if you have it and it isn't 100% repeateble.
(oldquote:)"""Is it that when you rebash your patch that the contents of the bashed patch.esp aren't fully deleted and there may be random clutter left over from previous bashing?
-or- is it that the esp is supposed to be completely wiped of all info?"""
It is supposed to be but I have noticed once before that it didn't seem to be... I suspect maybe with repeate bashings it could get corrupted... writing many times on any file can accidentally corrupt it - maybe it is - but to be safe I suppose refreshing the esp every few dozen times you rebuild might be better.
Pacific Morrowind
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Jay Baby
 
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Post » Mon Nov 23, 2009 11:05 pm

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.
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.
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Pumpkin
 
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Post » Tue Nov 24, 2009 9:08 am

PacificMorrowind-

That seems to be my experience - that something is being left imported or retained in the bashed patch. The things that have been causing issues like this are imported graphics. So I've had issues in removing and adding LAME shaders back in, in adding this fix for Fine weapons for OOO in: http://www.tesnexus.com/downloads/file.php?id=26736 with Classic Sword Replacer.

Also with Kuertee's LAME shader modifier mod.

And with the Exhaustion csv info.

Each time if I were bashing the patch without the info from these mods (imported graphics) yet the mods were in the data folder then there would be a ctd at game load like a missing master.
That means the mod (esp) is still in data folder but not imported into bash.
That is until I completely removed the esp in question and then got a new bashed patch from the MOPY folder.

But then that does not explain the crashing when trying to add the info back in.

I probably rebash my patch (on days that I fool with this stuff) around 10-20 each day. So I know what the various colors of Wrye Bash mean and no there were no dots or red or orange colors. I'd never start the game with a bashed patch in any color other than green.

thanks though - maybe this is an issue little known.
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Anthony Rand
 
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Post » Mon Nov 23, 2009 11:37 pm

I noticed that I now have 45 files in my Docs folder since I started using BAIN.

Assuming I'm not making my BAIN folder wrong (which is possible) I'm wondering if Wrye Bash could be tweaked to move all the various readme files into the Oblivion Mods folder that it creates outside the Oblivion folder? Might help to cut down on excessive files in the Oblivion/Data folder.

Could probably do it for INI Tweaks and the Bash Patches folders too, if it is of any benefit?

edit: Is there a way to read the readme files in Wrye Bash? I mean, just list them for each mod and launch the appropriate viewer?

95% certain I could move INI Tweaks with no pain; however moving the Docs folder I think would be painful - but I'll give it a look.
autoassociating docs on install is on the list of things to look into; would that be good enough or do you want more than that? right now you can associate the doc by hand; if you go into the mods tab, doube click a mod, and it will pop up the Doc viewer, hit 'Set Doc' and it'll put you there to look at them.
Gonna double post because this is a completely separate issue.

I have Wrye Bash installed and working, and I want to install PyFFi and Blender.

My Python 2.5 is installed here: C:\Games\Bethesda Softworks\Modding\Python25

And my Wrye Bash is installed here: C:\Games\Bethesda Softworks\Oblivion\Mopy

So, if I want to install the current Python (2.6.4) to "C:\Program Files(x86)\Python26" for PyFFi and Blender, what do I need to do to make Wrye Bash keep using Python 2.5?

I know there's a batch script involved, but for some reason this always confuses me.

I use 2.6 for everything (ever since I upgraded to blender 2.49a a couple days after release)
to use with Wrye Bash you just need (in addition to python 2.6) (specific versions dependent on OS - but do note that PYFFI requires the 32 bit python - the 64bit doesn't yet have a critical feature):
http://sourceforge.net/projects/comtypes/, wxpython latest, and http://sourceforge.net/projects/pywin32/

However if you want to have both and use 2.5 for bash; copy and paste this:
cd "C:\Games\Bethesda Softworks\Oblivion\Mopy""C:\Games\Bethesda Softworks\Modding\Python25\pythonw.exe" "Wrye Bash Launcher.pyw"

into a blank txt document and save as *whatever*.bat whereever you want; launch that to open Bash each time.
Pacific Morrowind
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Andrew Tarango
 
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Post » Mon Nov 23, 2009 11:12 pm

As I think about it - these issues with the crashing on loading as detailed above - really only started after using OBSE 18b3 or above. Which I think does have save game file hooks or something.

Just throwing that out there for a sharper mind than mine to either take apart or put to use.
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Richus Dude
 
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Post » Tue Nov 24, 2009 11:30 am

Hello I got this error when I try to rebash my bashed patch.

Traceback (most recent call last):  File "D:\Bethesda Softworks\Oblivion\Mopy\basher.py", line 4017, in Execute    raise  File "D:\Bethesda Softworks\Oblivion\Mopy\basher.py", line 3979, in Execute    patchFile.buildPatch(log,SubProgress(progress,0.8,0.9))  File "D:\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 12779, in buildPatch    patcher.buildPatch(log,SubProgress(subProgress,index))  File "D:\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 15858, in buildPatch    tweak.buildPatch(self.patchFile,keep,log)  File "D:\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 15483, in buildPatch    fid = gmst.fid = keep(gmst.getOblivionFid())  File "D:\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 2758, in getOblivionFid    myClass.oblivionIds = cPickle.load(GPath(r'Data\Oblivion_ids.pkl').open())['GMST']  File "D:\Bethesda Softworks\Oblivion\Mopy\bolt.py", line 461, in open    return open(self._s,*args)IOError: [Errno 2] No such file or directory: 'Data\\Oblivion_ids.pkl'


The last thing bash do before the error occurred was tweaking assorted options. Any thoughts?
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Dalia
 
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Post » Tue Nov 24, 2009 3:11 pm

95% certain I could move INI Tweaks with no pain; however moving the Docs folder I think would be painful - but I'll give it a look.
autoassociating docs on install is on the list of things to look into; would that be good enough or do you want more than that? right now you can associate the doc by hand; if you go into the mods tab, doube click a mod, and it will pop up the Doc viewer, hit 'Set Doc' and it'll put you there to look at them.
There it is, thank you. I thought a doc viewer would be the kind of thing Wrye would include, but I couldn't find it off-hand (because I was looking in the BAIN tab). It even works as an editor, so I can associate a mods ini file with the doc viewer and edit it in WB itself.

However if you want to have both and use 2.5 for bash; copy and paste this:
cd "C:\Games\Bethesda Softworks\Oblivion\Mopy""C:\Games\Bethesda Softworks\Modding\Python25\pythonw.exe" "Wrye Bash Launcher.pyw"

into a blank txt document and save as *whatever*.bat whereever you want; launch that to open Bash each time.
Pacific Morrowind
Thank you again. I had looked at the given batch files before, but for some reason I wasn't getting what they were doing. Now I see the point of the batch file and it works correctly.
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Charles Weber
 
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Post » Tue Nov 24, 2009 1:53 pm

Hello I got this error when I try to rebash my bashed patch.

Traceback (most recent call last):  File "D:\Bethesda Softworks\Oblivion\Mopy\basher.py", line 4017, in Execute    raise  File "D:\Bethesda Softworks\Oblivion\Mopy\basher.py", line 3979, in Execute    patchFile.buildPatch(log,SubProgress(progress,0.8,0.9))  File "D:\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 12779, in buildPatch    patcher.buildPatch(log,SubProgress(subProgress,index))  File "D:\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 15858, in buildPatch    tweak.buildPatch(self.patchFile,keep,log)  File "D:\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 15483, in buildPatch    fid = gmst.fid = keep(gmst.getOblivionFid())  File "D:\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 2758, in getOblivionFid    myClass.oblivionIds = cPickle.load(GPath(r'Data\Oblivion_ids.pkl').open())['GMST']  File "D:\Bethesda Softworks\Oblivion\Mopy\bolt.py", line 461, in open    return open(self._s,*args)IOError: [Errno 2] No such file or directory: 'Data\\Oblivion_ids.pkl'


The last thing bash do before the error occurred was tweaking assorted options. Any thoughts?

I think I fixed the problem. I just installed Journal Mod before rebashing and the error occurred. The thing is that when I uncheck DarNified books option I can rebash fine. Maybe DarNified books option isn't compatible with Journal Mod?
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Chad Holloway
 
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Post » Tue Nov 24, 2009 2:54 am

Appart from game crashing if Oscuro's_Oblivion_Overhaul.esp is added to import factions function, Wrye |Bash works fine.


Try Tagging OOO.esm has faction has well, since the OOO.esp is also looking for faction settings from the esm has well. Most likely.
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Hilm Music
 
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Post » Tue Nov 24, 2009 2:35 am

I think I fixed the problem. I just installed Journal Mod before rebashing and the error occurred. The thing is that when I uncheck DarNified books option I can rebash fine. Maybe DarNified books option isn't compatible with Journal Mod?
Doubtful it is anything specific with my mod, maybe the DarNified books option doesn't like empty books? :unsure:
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Jordyn Youngman
 
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Post » Tue Nov 24, 2009 8:12 am

Doubtful it is anything specific with my mod, maybe the DarNified books option doesn't like empty books? :unsure:

I don't know. But before I install Journal Mod, DarNified books options worked fine. After I installed your mod. I can't bash my patch anymore, unless I uncheck DarNified books.
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priscillaaa
 
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Post » Tue Nov 24, 2009 6:45 am

Did anyone ever figure out why BAIN won't install: Put it in it's Place - Enhanced Grabbing_readme.rtf
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Rob Smith
 
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Post » Tue Nov 24, 2009 10:14 am

I don't know. But before I install Journal Mod, DarNified books options worked fine. After I installed your mod. I can't bash my patch anymore, unless I uncheck DarNified books.

I use Journal and have not experienced this problem. The bashed patch rebuilds fine for me with DarNified books checked.

I don't know what the problem could be, but I doubt it's Journal.

gothemasticator
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Kevin S
 
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Post » Tue Nov 24, 2009 5:37 am

I use Journal and have not experienced this problem. The bashed patch rebuilds fine for me with DarNified books checked.

I don't know what the problem could be, but I doubt it's Journal.

gothemasticator

If it isn't, then may someone explain to me what does these errors mean?

raceback (most recent call last):File "D:\Bethesda Softworks\Oblivion\Mopy\basher.py", line 4017, in ExecuteraiseFile "D:\Bethesda Softworks\Oblivion\Mopy\basher.py", line 3979, in ExecutepatchFile.buildPatch(log,SubProgress(progress,0.8,0.9))File "D:\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 12779, in buildPatchpatcher.buildPatch(log,SubProgress(subProgress,index))File "D:\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 15858, in buildPatchtweak.buildPatch(self.patchFile,keep,log)File "D:\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 15483, in buildPatchfid = gmst.fid = keep(gmst.getOblivionFid())File "D:\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 2758, in getOblivionFidmyClass.oblivionIds = cPickle.load(GPath(r'Data\Oblivion_ids.pkl').open())['GMST']File "D:\Bethesda Softworks\Oblivion\Mopy\bolt.py", line 461, in openreturn open(self._s,*args)IOError: [Errno 2] No such file or directory: 'Data\\Oblivion_ids.pkl'

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WYatt REed
 
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Post » Tue Nov 24, 2009 4:52 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?
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Rach B
 
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Post » Tue Nov 24, 2009 11:37 am

Did anyone ever figure out why BAIN won't install: Put it in it's Place - Enhanced Grabbing_readme.rtf
If I remember correctly BAIN doesn't support .rtf readme files.
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Czar Kahchi
 
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Post » Tue Nov 24, 2009 4:33 am

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



Are you sure its not putting that file in /data/docs folder? Bain automatically dumps some types of files into docs folder even if they are needed in the data folder. you can take it out by hand
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Samantha Jane Adams
 
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