Wrye Bash #31

Post » Tue Nov 24, 2009 3:58 am

No it is an issue with the file itself - there are a few other readmes that BAIN has an issue with.

With that readme I actually found it installed - it is just that BAIN states that it is not installed and missing.

Similar instance with Duke Patrick readme files - and I could find nothing about the title or file format (they are txt files) that gave an indication as to why.

Maybe copy and paste the readme into a new document and resave - all more hassle than I care to deal with.
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GPMG
 
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Post » Tue Nov 24, 2009 5:10 am

I changed the name of the file to "Enhanced Grabbing readme.rtf" instead of ""Put it in it's Place - Enhanced Grabbing_readme.rtf" and it installed correctly. So, either it was the spacing, the ' in "it's" or the length of the name.

Or, it had to do with the mod itself being named "Enhanced Grabbing.esp" instead of "Put it in it's Place - Enhanced Grabbing.esp". Don't know if BAIN cares about that.
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Horse gal smithe
 
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Post » Tue Nov 24, 2009 11:48 am

well i got bash installed. and have serched all over for decent documentation so that i can read and learn how to use it. is there any still available ?
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Mark
 
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Post » Tue Nov 24, 2009 2:35 am

well i got bash installed. and have serched all over for decent documentation so that i can read and learn how to use it. is there any still available ?


Wrye Bash.html in the Mopy folder. Also accessible via the question mark icon in Wrye Bash.
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Shelby McDonald
 
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Post » Tue Nov 24, 2009 2:24 pm

the question mark was just what i was looking for thank you that helps alot thanks
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Matthew Warren
 
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Post » Tue Nov 24, 2009 9:16 am

had a question reguarding red color icon when installing a mod but figured it out.
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Natalie J Webster
 
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Post » Tue Nov 24, 2009 7:31 am

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

Woot woot. :goodjob: :trophy:
Now the guards don't use DMC Stylish animations, not even with Better Cities :D
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Taylah Haines
 
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Post » Tue Nov 24, 2009 4:23 am

Should I be seeing ghosted mods in the left pane of the Update Bashed Patch dialog? I am seeing them.
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Meghan Terry
 
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Post » Tue Nov 24, 2009 3:35 am

Detected a rather odd bug. If I install a package by BAIN but then decide I shouldnt have one esp, remove it, then untick it in the BAIN options (rather than uninstalling the whole package and then install) WB claims that esp is dirty. Reloading WB clears this illusion.
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Stace
 
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Post » Tue Nov 24, 2009 5:05 pm

Should I be seeing ghosted mods in the left pane of the Update Bashed Patch dialog? I am seeing them.

I presume you mean the right hand pane, but yes; you may want to import X from a ghosted mod - also all merged mods are ghosted, and it would be a horrific thing to do to have do deghost all everytime you wanted to rebuild your patch.
@@Rickie26k: recorded but for now you'll have to live with it... not going high on my priorities (since non-disabling, just bad looking) also not sure how to fix it - not too familiar with the BAIN code yet.
Pacific Morrowind
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Antony Holdsworth
 
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Post » Tue Nov 24, 2009 3:10 pm

I presume you mean the right hand pane, but yes; you may want to import X from a ghosted mod - also all merged mods are ghosted, and it would be a horrific thing to do to have do deghost all everytime you wanted to rebuild your patch.

Pacific Morrowind

You presume correctly.

Indeed, though having to deselect a whole bunch of ghosted mods I don't want in the patch is no fun either.
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djimi
 
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Post » Tue Nov 24, 2009 9:51 am

Hi, all!
Could somebody tell me, what means that "unused" fields here:
http://tesnexus.com/imageshare/images/207930-1258218895.JPG
There is no such fields in original "ArmamentariumLL4OOO.esp".
How comes it appears in "bashed patch"?
Any advices will be very much appreciated.
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Marnesia Steele
 
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Post » Tue Nov 24, 2009 4:45 am

Ok so I followed the instructions. I already had Python and wxPython installed, Im a Python developer. Anyway, when I ran Wrye-Bash, It just gave me an ImportError saying there's no module named wx. I know I have wx installed.
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Emma Louise Adams
 
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Post » Tue Nov 24, 2009 11:52 am

- also all merged mods are ghosted, and it would be a horrific thing to do to have do deghost all everytime you wanted to rebuild your patch.

Pacific Morrowind



Really? Its just a single click on the header menu, isnt it? Takes a half-second to ghost and unghost all. I unghost to BOSS and rebuild Bash, and then just ghost em when Im done. Or have I been doing something wrong?
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Karl harris
 
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Post » Tue Nov 24, 2009 6:10 pm

The purpose of ghosting is to hide the mods from Oblivion, not to hide them from Bash. It's a workaround for an engine bug that occurs when there are too many .esp files, IIRC. To Bash, a ghosted disabled mod is no different from a non-ghosted disabled mod.
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ShOrty
 
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Post » Tue Nov 24, 2009 6:58 pm

Seems that Cost Multiplier: Repair duplicate self in Bashed Patch builder (Wrye Bash 275)
http://dl.dropbox.com/u/440947/bash.png
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Nikki Hype
 
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Post » Tue Nov 24, 2009 5:54 pm

I also notice that the status of the potion minimum weight option (tweak settings) still hasn't been fixed in the latest version. This was mentioned a while ago. While the tweak itself still works perfectly, it was reported a while back that the option's selection status always defaults to *off* regardless of whether it was selected in previous patch rebuilds.

Vac
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x_JeNnY_x
 
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Post » Tue Nov 24, 2009 10:19 am

Seems that Cost Multiplier: Repair duplicate self in Bashed Patch builder (Wrye Bash 275)


got it and squished it will be in the next release. someone changed the name of Spell making Modifier to repair for some odd reason so that it shown up twice as repair.
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ashleigh bryden
 
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Post » Tue Nov 24, 2009 4:28 pm

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
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Brandon Bernardi
 
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Post » Tue Nov 24, 2009 3:03 pm

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
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Sammi Jones
 
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Post » Tue Nov 24, 2009 9:42 am

*snip*
MAO patcher *snip* 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.
*snip*

When I rebuild the Bashed Patch it only takes around 2 mins to rebuild it even if I have MAO patcher (around 4000 records patched in total with MAO patcher) with other stuff on and it surely doesn't take 50 secs for oblivion.esm.
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helliehexx
 
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Post » Tue Nov 24, 2009 12:23 pm

I also notice that the status of the potion minimum weight option (tweak settings) still hasn't been fixed in the latest version. This was mentioned a while ago. While the tweak itself still works perfectly, it was reported a while back that the option's selection status always defaults to *off* regardless of whether it was selected in previous patch rebuilds.

Vac

finally figured it out... (about 30s ago) fixed! (on the svn, releasing new version in a day or two I think).
@@Flaicher: that is with my computer also simultaneously running firefox with around 70 tabs open, IE with around 40, Photoshop with around a dozen images open (and actively doing stuff to them), Blender, Nifskope, a dozen other smaller programs... not leaving that much cpu time for WB). and you have a patch with ONLY 4000 records... My playing one is around 19000, testing one(s) varies rapidly depending on what stage of testing of what feature I'm testing.
Pacific Morrwoind
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Wanda Maximoff
 
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Post » Tue Nov 24, 2009 10:05 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.
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Anna Kyselova
 
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Post » Tue Nov 24, 2009 2:47 pm

finally figured it out... (about 30s ago) fixed!

Great! Thanks a lot! It's not the most urgent of fixes, I know. It's not like the option doesn't work or anything, it's just it seemed like it had been forgotten. At this stage I've actually got quite used to automatically re-selecting the option every time I rebuild the patch.

Vac
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Chris Ellis
 
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Post » Tue Nov 24, 2009 1:29 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.
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Rachyroo
 
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