[RELZ] Wrye Bash -- Thead 55

Post » Wed Sep 01, 2010 8:24 pm

No problem - glad to help.

Well I have more to report regarding OBSE plugins.

Once I activated that ability off the top context menu then it went through all BAIN packages and asked if I wanted to install the OBSE plugin in them. About 4 that I had even forgot had as part of packages.

I don't see why it is rifling though all my packages and asking if I want to install OBSE plugins. They were in packages where the rest of the mod was not installed such as ROM or Enhanced Music Control. They were just sitting there in my Bash Installers folder. This seems contrary to the whole security measures. And when I first reported this it was possible I did not realize that it was asking me about several of them and I thought it was stuck in a loop asking for the same one over and over.

Then to top it off the BAIN packages I did make strictly for OBSE alone - the new Fast Exit 3 and Menu Que 6 are grayed out in BAIN and even with the ability to toggle their install set they can't be installed. Is it possible that this is the same reason why ini files that were in packages alone would not install? I think so. As it is only OBSE plugins that are part of mods with other resources can be installed.

So when toggled it asks if you want to install each one (even if the rest of the mod, package, sub-package is not set to installed). Wouldn't it be better if there were two warnings? The first when you toggle the ability to install the an OBSE plugin and then that is it - until you then right click and choose install each plugin then you get another warning (or not).

I'm OK with two but even the first big one is enough I think.

Then thinking what about packages that have multiple OBSE plugins? I can see making a pluggy archive with each sub-package another version.

[edit] in fact whoa - I set the toggle to install OBSE plugins on another install about 2 days ago (or whenever I last reported it) and now tonight when updating mods (ahh villages) when I click the installer tab and it does the crc check it again asks me every OBSE plugin in the bash installers folder (even from non installed mods) if I want to install them.

And it asked if I want to install the one that I had already installed.

I clicked no to all and tried again to install the BAIN package I made for AV uncapper and its add on and got this error message:
Traceback (most recent call last):  File "I:\Games\Oblivion\Mopy\basher.py", line 7111, in Execute    self.data.install(self.filterInstallables(),progress,last,override)  File "I:\Games\Oblivion\Mopy\bosh.py", line 11554, in install    installer.install(archive,destFiles,self.data_sizeCrcDate,SubProgress(progress,index,index+1))  File "I:\Games\Oblivion\Mopy\bosh.py", line 10746, in install    srcFull.moveTo(destFull)  File "I:\Games\Oblivion\Mopy\bolt.py", line 513, in moveTo    os.remove(destPath._s)WindowsError: [Error 5] Access is denied: 'I:\\Games\\Oblivion\\Data\\Docs\\AV Uncapper Readme v1_beta1.txt'
I think I already reported that though.

For what it is worth OBMM refused to handle that readme too. Maybe in it is a clue why some readme files are just not acceptable.
User avatar
Kevan Olson
 
Posts: 3402
Joined: Tue Oct 16, 2007 1:09 am

Post » Thu Sep 02, 2010 2:16 am

Sorry for double post but these are unrelated.

First a bug that was long ago reported but not addressed: Moving save game files only copies them. They don't disappear from the profile you are moving from but copies show up in the profile you are attempting to move to.

then next ... interestingly I see a new feature I'd not seen discussed before.

The Leveled Item Max level Difference tweak under settings. That is interesting - even a setting to set to unleveled. That is very overhaul-like and actually even is providing more control than an overhaul does by letting you choose.

Would this be possible for leveled encounters (NPCs & creatures) too?

Then what about mod interaction - I assume that it would overwrite what a mod has in place because it is the bashed patch and loads later. For example if I install TIE which is unleveled then set this tweak to 5 then the tweak would win out and the encounters would still be unleveled but the loot would be of a 5 range.

I'm no expert on FCOM but aren't their things like embedded leveled lists and list deletions - does this interfere with those kinds of things or with those mods specifically?

I'm not seeing this in the readme either - it seems a major edition.
User avatar
Hella Beast
 
Posts: 3434
Joined: Mon Jul 16, 2007 2:50 am

Post » Wed Sep 01, 2010 8:32 pm

First a bug that was long ago reported but not addressed: Moving save game files only copies them. They don't disappear from the profile you are moving from but copies show up in the profile you are attempting to move to.

This bug has been submitted. We know what the problem is, but we have not found the cause yet.
User avatar
Conor Byrne
 
Posts: 3411
Joined: Wed Jul 11, 2007 3:37 pm

Post » Thu Sep 02, 2010 1:34 am

It always irks me when reading the WB modlist that some mods will show a version number and some don't.

I find the display of version numbers can be very helpful at times. Obviously some modders make an input somewhere that WB picks up. Do you happen to know where to insert the version number? I presume somewhere in the plugin files? If possible I want to add version info to the "version-less" plugins I'm using.

Or can one add such version info directly through WB?

Thanks very much for your help.
User avatar
Danel
 
Posts: 3417
Joined: Tue Feb 27, 2007 8:35 pm

Post » Wed Sep 01, 2010 10:07 pm

It always irks me when reading the WB modlist that some mods will show a version number and some don't.

I find the display of version numbers can be very helpful at times. Obviously some modders make an input somewhere that WB picks up. Do you happen to know where to insert the version number? I presume somewhere in the plugin files? If possible I want to add version info to the "version-less" plugins I'm using.

Or can one add such version info directly through WB?

Thanks very much for your help.

(not much time today so responding to all the other posts later but this is a quick response that I don't have to research, test or even really think)
WB (like BOSS does now as well) gets any version info from the description field of the esp/m (for esps editable from the cs, Tes4Edit, Bash, for esms editable from Tes4Edit and Bash); pretty much any version specifier will work (version 1.2.3, ver 1.4 etc. etc.) - in Bash just select an esp/m, edit the description field to include that and hit save.
Pacific Morrowind
User avatar
Tiff Clark
 
Posts: 3297
Joined: Wed Aug 09, 2006 2:23 am

Post » Wed Sep 01, 2010 3:53 pm

(not much time today so responding to all the other posts later but this is a quick response that I don't have to research, test or even really think)
WB (like BOSS does now as well) gets any version info from the description field of the esp/m (for esps editable from the cs, Tes4Edit, Bash, for esms editable from Tes4Edit and Bash); pretty much any version specifier will work (version 1.2.3, ver 1.4 etc. etc.) - in Bash just select an esp/m, edit the description field to include that and hit save.
Pacific Morrowind

A nice addition to the readme this would be

offtopic : I am at the same shoes with PM - brand new shiny i7-950 :D - but my previous rig was not as strong in graphics as his - I am probably the only person in the forums having beaten oblivion + mods on a 64mb graphics card (using the touchpad of my ancient t42) -lol -/offtopic
User avatar
djimi
 
Posts: 3519
Joined: Mon Oct 23, 2006 6:44 am

Post » Wed Sep 01, 2010 8:57 pm

A nice addition to the readme this would be

offtopic : I am at the same shoes with PM - brand new shiny i7-950 :D - but my previous rig was not as strong in graphics as his - I am probably the only person in the forums having beaten oblivion + mods on a 64mb graphics card (using the touchpad of my ancient t42) -lol -/offtopic


Yeah, I'm afraid my first was an Nvidia 6800 with 256 mb :) You got me beat!
User avatar
Gracie Dugdale
 
Posts: 3397
Joined: Wed Jun 14, 2006 11:02 pm

Post » Wed Sep 01, 2010 9:43 am

A nice addition to the readme this would be

offtopic : I am at the same shoes with PM - brand new shiny i7-950 :D - but my previous rig was not as strong in graphics as his - I am probably the only person in the forums having beaten oblivion + mods on a 64mb graphics card (using the touchpad of my ancient t42) -lol -/offtopic

huh I guess you're right... the curse of knowledge - the presumption that since you know it everyone does - can definitely impact my readme writing negatively... putting it in.
well I went through about half of oblivion with a 64mb (and an Intel crud card)... then I realized that it should be performing a bit better than it was since it as advertised as 128mb -- found that it had not mentioned that you had to edit bios settings to get the 128mb :rofl:... but all the way through.
Pacific
User avatar
Quick Draw III
 
Posts: 3372
Joined: Sat Oct 20, 2007 6:27 am

Post » Wed Sep 01, 2010 12:53 pm

in Bash just select an esp/m, edit the description field to include that and hit save.

Lovely, thank you PM for taking the time! :celebrate:
User avatar
louise hamilton
 
Posts: 3412
Joined: Wed Jun 07, 2006 9:16 am

Post » Wed Sep 01, 2010 7:33 pm

I have no idea where, but I'm pretty certain that the plugin version detection is already documented. At least, I read it somewhere before.
User avatar
LADONA
 
Posts: 3290
Joined: Wed Aug 15, 2007 3:52 am

Post » Wed Sep 01, 2010 10:26 am

I have no idea where, but I'm pretty certain that the plugin version detection is already documented. At least, I read it somewhere before.

took me a bit of searching but it is... in one spot in the readme; not really where I would have expected it - under Saves tab info, specifically in the info on List Masters.
Pacific Morrowind
User avatar
Justin Hankins
 
Posts: 3348
Joined: Fri Oct 26, 2007 12:36 pm

Post » Thu Sep 02, 2010 12:35 am

I just upgraded my Python install to 2.6.6 and busted my Bash install :(

Here's the error I'm getting when I try to run WB:
Traceback (most recent call last):  File "bash.py", line 74, in     import bosh  File "C:\Mopy\bosh.py", line 78, in     startupinfo.dwFlags |= subprocess.STARTF_USESHOWWINDOWAttributeError: 'module' object has no attribute 'STARTF_USESHOWWINDOW'


I've got Bash 287. Never seen this one before - anybody know what's going on?
User avatar
Roanne Bardsley
 
Posts: 3414
Joined: Wed Nov 08, 2006 9:57 am

Post » Thu Sep 02, 2010 2:04 am

I'm not sure if you need these or not, but here's my traceback:

Traceback (most recent call last):  File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\basher.py", line 5079, in Execute    patchFile.buildPatch(SubProgress(progress,0.1,0.9)) #try to speed this up!  File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 15708, in buildPatch    patcher(modFile, record, bashTags)  File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 26390, in apply    if record.resposibility == 0: returnAttributeError: 'CREARecord' object has no attribute 'resposibility'


It looks like setting creature responsibility to 0 isn't working...

BTW - Thank you for a GREAT new version. CBash works wonderfully!

:tops:

fixed, thanks (typo of resposibility instead of responsibility


PM, I've worked out an alternative to the new bash tag(s) with andalaybay. Personally, I'd rather the new tag(s) not be implemented until they're absolutely needed by someone, but please get in touch with me if you still plan on adding them. Unless you're thinking of a radically different approach than merging new records into the bashed patch they're going to need some severe restrictions to be remotely safe, and we'll need to figure out the best approach.

okay that's great; I didn't like the risk of users doing deadly things with that importing so much better if you got an alternate worked out :)
In other news, the refactoring of CBash is going quite nicely. I've fixed most of the known bugs, reduced the dll file size by ~300kb, reduced the cint.py filesize by ~800kb, and improved performance quite a bit. I need to do some profiling to get some hard numbers, but I'm expecting at least a 10% faster bashed patch build time (and potentially quite a bit faster than that).

Great (and I'll wait to do a couple things in the bosh.py side until you're done the main body of that at least)

I get some messages with wrye and bosm about "tags" , do i have to do this myself or is it an auto function of wrye

I presume you mean BOSS? Bash auto gets the tags from the BOSS Masterlist, however you have to select the sections and mods in the bashed patch build dialogue.

Yeah, Waruddar helped me come up with an alternative that will still give me the performance I need, so I don't need these tags anymore, unless you want to add them for other purposes. Just making sure you saw War's post :)

yep, thanks

I just upgraded my Python install to 2.6.6 and busted my Bash install :(

Here's the error I'm getting when I try to run WB:
Traceback (most recent call last):  File "bash.py", line 74, in     import bosh  File "C:\Mopy\bosh.py", line 78, in     startupinfo.dwFlags |= subprocess.STARTF_USESHOWWINDOWAttributeError: 'module' object has no attribute 'STARTF_USESHOWWINDOW'


I've got Bash 287. Never seen this one before - anybody know what's going on?

yep... that's an easy one. Python 2.6.6 was listed as a *bugfix ONLY* release... however it broke a bit of backward compatibility (though if it borked for 1% of 2.6.5 Python programs I'd be suprised). However easy fix:
just search your bosh.py for something like
if os.name == 'nt':    startupinfo = subprocess.STARTUPINFO()    startupinfo.dwFlags |= subprocess.STARTF_USESHOWWINDOW

(near line 83 IIRC - been moved to bolt.py in 291)
and replace that code block with this:
if os.name == 'nt':    startupinfo = subprocess.STARTUPINFO()    try: startupinfo.dwFlags |= subprocess.STARTF_USESHOWWINDOW    except:        import _subprocess        startupinfo.dwFlags |= _subprocess.STARTF_USESHOWWINDOW

Pacific Morrowind
User avatar
~Sylvia~
 
Posts: 3474
Joined: Thu Dec 28, 2006 5:19 am

Post » Wed Sep 01, 2010 8:37 pm

I'm running 290. Haven't had any problems since I got all the right installation components in place, then today, when I went to rebuild my Bashed Patch after adding a new version of one mod (Vilja 3.0), I noticed that several previously checked mods under Merged Patches, Import Graphics, Race Records, etc, had become unchecked. This hadn't happened before, as I always make sure everything is checked before rebuilding.

Then this occurred while rebuilding the Bashed Patch:

Traceback (most recent call last):  File "E:\Program Files\Bethesda Softworks\Oblivion\Mopy\basher.py", line 4958, in Execute    raise  File "E:\Program Files\Bethesda Softworks\Oblivion\Mopy\basher.py", line 4914, in Execute    patchFile.initData(SubProgress(progress,0,0.1)) #try to speed this up!  File "E:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 15182, in initData    patcher.initData(SubProgress(progress,index))  File "E:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 16697, in initData    srcFile.load(True)  File "E:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 5016, in load    (type,size,label,groupType,stamp) = header = insRecHeader()  File "E:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 512, in unpackRecHeader    raise ModError(self.inName,_('Bad header type: ')+type)bosh.ModError: Advanced_Water_Modification-2734.esp: Bad header type: 

The Bashed Patch rebuild failed. Note, nothing has been changed, no new ESPs added (and I've no idea why it's taking on now about Advanced Water Modification; it's just flagged that for over a year while rebuilding, anyway). The entire error message was generated while or directly after Import Cells was visible in the rebuilding dialog box was visible. Any idea what's going on, and what I can do to stop it?

I suppose I could try going back to 287, hopefully with success, but for now, I'd like to to get 290 working correctly. Thanks.

EDIT: 287 compiled the Bashed Patch without issues. Still, I'd like to go back to 290, if I can get it working.
User avatar
Andrew Perry
 
Posts: 3505
Joined: Sat Jul 07, 2007 5:40 am

Post » Wed Sep 01, 2010 10:18 pm

yep... that's an easy one. Python 2.6.6 was listed as a *bugfix ONLY* release... however it broke a bit of backward compatibility (though if it borked for 1% of 2.6.5 Python programs I'd be suprised). However easy fix:
just search your bosh.py for something like
if os.name == 'nt':    startupinfo = subprocess.STARTUPINFO()    startupinfo.dwFlags |= subprocess.STARTF_USESHOWWINDOW

(near line 83 IIRC - been moved to bolt.py in 291)
and replace that code block with this:
if os.name == 'nt':    startupinfo = subprocess.STARTUPINFO()    try: startupinfo.dwFlags |= subprocess.STARTF_USESHOWWINDOW    except:        import _subprocess        startupinfo.dwFlags |= _subprocess.STARTF_USESHOWWINDOW

Pacific Morrowind


Nice bugfix - gotta love those! I think I read about that before actually, but didn't know what it meant at the time and forgot about it now :blush: I only loaded 2.6.6 because PyFFI 2.1.6 seemed to want it... Anyway, have you incorporated this fix in 291 or do I need to keep it around when I upgrade?

Thanks for the fix!
User avatar
Taylrea Teodor
 
Posts: 3378
Joined: Sat Nov 18, 2006 12:20 am

Post » Wed Sep 01, 2010 8:11 pm

Feature Request: Please make WB individually override the "Skip XXX" settings. I check all of them globally (I want readmes to be inside the packages) but some mods like Enhanced Economy require .txt files to work properly (or make "Has Extra Directories" override the "Skip XXX" settings)

good idea, thanks... done - a package specific Override Skips option (though it does override *all* skips for the package).

Feature request: have bash write data to disk after operations, instead of on exit. I've had a few system crashes thanks to Oblivion, invariably they've wiped out whatever I'd done in bash since I last quit and restarted - this includes tracking what is merged into each bashed patch as well as saved mod groups, among other things.

edit: let me tell you, if you're debugging a badly behaved load order and you're doing a binary isolation to find the culprit having bash crash after rebuilding the patch n times is really, really frustrating.

okay saving data after patch build now :) - any other locations you want think that should happen?

errr - I don't remember but I've yet to update 2 of my clones so can go again, but to be sure let me ask:
1. If when using the installer should I even be losing my settings at all?
2. When asked to restore I should click restore - let it finish then close bash and re-open and all should be fine? I can't recall if I did the restart part.

1. Nope - it SHOULD be no different than manually extracting from the archive.
2. As Gaticus said it should automagically restart


No, error is not fixed. Empty the temporary folder is not deleted. WB191R713

Should REALLY be fixed - installed 130 or so packages and no errors now... thanks :)

OK here is what I did.

I used mTES4 manager to switch from my main FCOM oriented install (that I've been playing the most right now trying to get the main quest done) to my alternate install with TIE-WAC.
The main install already has 291 as it was what I ran the installer on last time.
The alternate has 290 and has for weeks now.

I run the installer and skip the part about adding a start menu option as that was added when I upgraded the main install. It did not ask me if I wanted to make a back up but one appeared in the Bash Mod Data for that install.

I click restore settings and even though bash does restart it is all still blank saves folders and deactivated mods. But after I then close bash and reopen it myself then it was all there.

Hmmm I wonder if since with each of these game installs and since I altered the Bash.ini to have BAIN folders point to different locations from each other and away from the normal location if that has anything to do with this? ... but I'm not seeing the creation of the normal default location for BAIN folder - most likely because I have not activated the BAIN tab and therefore it is not yet created. Yeah that is probably it because the back up would then have the bash.ini ... right? I didn't check if that was missing - two more installs to go I can check then.

So it works but not automated wise and not as bad as my first report.

the Startmenu shortcut*s* is for each location's install and the uninstaller (and doesn't work on the installer you have)
makes no sense whatsoever to me but :shrug: at least it is working after manually reopening it.

I just noticed that when using the rename potions option of for example R - Potion of healing ... it sometimes comes out as R - Cheak Potion of Healing. Should be Cheap not Cheak.

the edit created function on save games? or?
Pacific Morrowind
User avatar
Eric Hayes
 
Posts: 3392
Joined: Mon Oct 29, 2007 1:57 am

Post » Wed Sep 01, 2010 11:38 am

Just a quick notice to anyone that likes to download the latest code off the svn. If you do, don't enable CBash or a wide variety of errors will pop up. I'm in the middle of updating it for the new version of CBash and haven't gotten everything converted over yet.

Should have everything in working order by Monday (if not sooner).
User avatar
amhain
 
Posts: 3506
Joined: Sun Jan 07, 2007 12:31 pm

Post » Wed Sep 01, 2010 7:05 pm

the Startmenu shortcut*s* is for each location's install and the uninstaller (and doesn't work on the installer you have)
makes no sense whatsoever to me but :shrug: at least it is working after manually reopening it.
UH ... PM you are not understanding how mTES4 Manager works. It works by swapping the contents of the installed game's contents. So everything in the Oblivion Directory (all three ... the game, user profiles, and app data) get swapped out. You could run the game or tools from the clone positions but that would mess up things and be counter to the whole point of mTES4 Manager. SO even if I made 10 clones of the game - when each is active it will only have the install path of the original clone.

So in this case the uninstaller for one would work for all because as you swap clones out they will still only have the installed game's path to deal with.

the edit created function on save games? or?
Pacific Morrowind

The bash patch tweak and seen in game.

Otherwise I think Gaticus was able to understand my posts and how I narrowed the issue down to the last window of the installer and the options chosen there.
User avatar
herrade
 
Posts: 3469
Joined: Thu Apr 05, 2007 1:09 pm

Post » Wed Sep 01, 2010 11:14 pm

This seems to have been accidentally overlooked, so I'm posting it again:

I'm running 290. Haven't had any problems since I got all the right installation components in place, then today, when I went to rebuild my Bashed Patch after adding a new version of one mod (Vilja 3.0), I noticed that several previously checked mods under Merged Patches, Import Graphics, Race Records, etc, had become unchecked. This hadn't happened before, as I always make sure everything is checked before rebuilding. I rechecked everything.

Then I got the following error message while rebuilding the Bashed Patch:

Traceback (most recent call last):  File "E:\Program Files\Bethesda Softworks\Oblivion\Mopy\basher.py", line 4958, in Execute    raise  File "E:\Program Files\Bethesda Softworks\Oblivion\Mopy\basher.py", line 4914, in Execute    patchFile.initData(SubProgress(progress,0,0.1)) #try to speed this up!  File "E:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 15182, in initData    patcher.initData(SubProgress(progress,index))  File "E:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 16697, in initData    srcFile.load(True)  File "E:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 5016, in load    (type,size,label,groupType,stamp) = header = insRecHeader()  File "E:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 512, in unpackRecHeader    raise ModError(self.inName,_('Bad header type: ')+type)bosh.ModError: Advanced_Water_Modification-2734.esp: Bad header type: 

The Bashed Patch rebuild failed. Note, nothing has been changed, no new ESPs added (and I've no idea why it's taking on now about Advanced Water Modification; it's just flagged that for over a year while rebuilding, anyway). The entire error message was generated while or directly after Import Cells was visible in the rebuilding dialog box was visible. Any idea what's going on, and what I can do to stop it?

I suppose I could try going back to 287, hopefully with success, but for now, I'd like to to get 290 working correctly. Thanks.

EDIT: 287 compiled the Bashed Patch without issues. Still, I'd like to go back to 290, if I can get it working. 290 appeared faster, and was completely stable--up until this happened.
User avatar
Krystina Proietti
 
Posts: 3388
Joined: Sat Dec 23, 2006 9:02 pm

Post » Wed Sep 01, 2010 1:10 pm

For some reason Wrye bash does not want to install the Guards of Cyrodiil patch for Shezries Towns - found http://www.tesnexus.com/downloads/file.php?id=35979
The precise spelling is GoC_ShezriesTowns_Patch.esp.

No it does not install it anyway and no it does not see it as installed if manually placed in Data folder.

=============================================

Even stranger the BAIN archive I had that contained OBSE-Storms & Sound SI.esp now found http://www.tesnexus.com/downloads/file.php?id=8711 - now no longer sees that esp. I even reinstalled the the BAIN package and still it just does not see that esp and so will not even handle it. Apparently this was not an issue until I hit anneal on that package and it took it out but now since it cannot see it will not put it back in.

Something is really wrong here.
User avatar
Sara Johanna Scenariste
 
Posts: 3381
Joined: Tue Mar 13, 2007 8:24 pm

Post » Wed Sep 01, 2010 7:36 pm

Help. I can't get Wrye Bash to run now.

Problem solved. See my reply to Psymon right below here.

I had Wrye Bash vers 275 running (on WinXP, home edition). Attempted to upgrade to 290. At the same time, installed Python 03a.

Installed Python 03a

Installed 287 by copying over the top.
Installed 290 by copying over the top.

When I try and start WB, I get nothing. No message, no flash, no error, etc.

The bash.log file is empty.

When I try and generate a bug dump, I get the following in the dos prompt box:
"F:\Games\Bethesda Softworks\Oblivion\Mopy>c:\python26\python.exe bash.py -d
Traceback (most recent call last):
File "bash.py", line 74, in
import bosh
File "F:\Games\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 84, in
import balt
File "F:\Games\Bethesda Softworks\Oblivion\Mopy\balt.py", line 37, in
import wx
ImportError: No module named wx"

Why am I missing "wx"?

Any ideas on where to go from here? WB has kinda become a necessity, awesome tool, so any help would be greatly appreciated.

Thanks,

Tarl

Edit - Forgot to say, I installed Python 03a by just running the msi installer. I don't see any instructions to do otherwise. Is there an additional install file I need to run (or, to run instead of the msi file?)? When I ran into these problems, I uninstalled all the Python installations from the add/remove programs applet in the control panel, then just installed Python 03a using the msi file. Gave the same results. So, currently my add/remove programs shows Python 2.6.5 installed. For some reason, the Python 2.5 folder was not removed.
User avatar
Veronica Martinez
 
Posts: 3498
Joined: Tue Jun 20, 2006 9:43 am

Post » Wed Sep 01, 2010 2:56 pm

Try using the WB launcher from 287 with 290 - just extract it out of the 287 launcher.

Also make sure there is no file called something like pid.temp (forgot name - search previous threads - it was reported every few posts).

... or install 291.
User avatar
Bek Rideout
 
Posts: 3401
Joined: Fri Mar 02, 2007 7:00 pm

Post » Wed Sep 01, 2010 1:14 pm

Try using the WB launcher from 287 with 290 - just extract it out of the 287 launcher.

Also make sure there is no file called something like pid.temp (forgot name - search previous threads - it was reported every few posts).

... or install 291.


Psymon,

Thanks for responding so fast. Gee, Bethesda should really be paying you people.

Problem solved. I went and googled. Seems like I needed to install all the other executables (not just the msi). I'll edit my original request for help to let people know. At least, I think the problem is solved : ) WB runs now, so that's much better than before.

Next time I'll try and google first before coming here and causing a ruckus : )

Tarl
User avatar
Latisha Fry
 
Posts: 3399
Joined: Sat Jun 24, 2006 6:42 am

Post » Wed Sep 01, 2010 8:13 pm

Make sure you don't have the pidfilr.tmp
User avatar
Sarah Bishop
 
Posts: 3387
Joined: Wed Oct 04, 2006 9:59 pm

Post » Wed Sep 01, 2010 4:38 pm

Does the size of the bashed patch decrease performance in any way? Considering unchecking some of the files in "Merge Patches" list, since I read somewhere that certain files don't need to be merged even though it doesn't hurt to include them. But I figure if I can gain some tiny bit of performance from doing so, then why not! Which leads to the next question, how do I determine which mods can safely be unchecked from that list without messing things up? If doing so gains no performance other than a faster creation of the bashed patch then it's pointless I suppose, but figured I'd ask since I didn't find anything about it in the last 2 Wrye Bash threads
User avatar
Lindsay Dunn
 
Posts: 3247
Joined: Sun Sep 10, 2006 9:34 am

PreviousNext

Return to IV - Oblivion