[RELZ] Wrye Bash -- Thead 55

Post » Wed Sep 01, 2010 8:19 pm

I've spotted a potential bug. Bash ghosts files, even if "auto-ghosting" isn't selected.
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Esther Fernandez
 
Posts: 3415
Joined: Wed Sep 27, 2006 11:52 am

Post » Wed Sep 01, 2010 1:22 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.

huh that's odd that it used to work given that error... could you post ah never mind I see the name includes a 4 digit number... yep TesNexus has it at that address... downloading and will investigate.

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!

no need to keep it - IIRC I put that fix in in 287... just a sec uh not in changelog... oh there it is in the commit logs... ah nope it was first fixed in 288 (though *please* don't use that version ofc)

The bash patch tweak and seen in game.

er the only 'cheap' I can find is on the one wine... and no cheak references anywhere in any of the code so are you sure it's not from importing names from a mod with a funky spelling or two?

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.

OBSE*.esp... fixed (had a startswith OBSE rather than OBSE\\ which is fine unless an esp startswith the name OBSE which I should have thought of)
Goc_SHezriesTowns_Patch... hmm I'll look into it (nothing pops into my head as to what could be wrong).

I also receive the above error message when trying to install za_bankmod addons. I'll get the error message and edit it in later when I'm at the desktop. It's the same as alt3rn1ty's though.

I also noticed that OBSE Storms & Sound ESPs don't show up unless the "Allow OBSE dll files to be installed" is selected. (I'm paraphrasing here, I don't have access to Wrye Bash atm.) Psymon had mentioned this earlier also.

thanks for that detail... made fixing it really easy since I since I didn't even have to think of why it wasn't working :)

Thanks guyz - I think a bit more than that is messed up in 291, just finding out a few more anomolies now, not entirely sure but I think bsa redirection has been touched aswell, AWLS installation was fubarred with 291, pink windows all over the place - Just did a re-install of my basic setup (including original bsa's) followed by a refresh of all installers after reverting to Wrye bash 290... seems to be okay now.

Edit: Correction to the above, not a redirection related problem, 291 had just lost the sub-package info of AWLS Brumbek mixed textures bain, a full refresh and re-install with 290 after re-selecting sub-packages solved that problem

oh doh... myk002 pmed me about hat and then I never finished debuging... oh well at least I said beta so I don't have to be severely embarrassed :)... working on fixing it.
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Kat Lehmann
 
Posts: 3409
Joined: Tue Jun 27, 2006 6:24 am

Post » Wed Sep 01, 2010 10:56 pm

Damn it seems I'm not the only one inundating you with their traceback errors.

I'll just leave the link here, in hopes that you'll see the post here or in your PM box from nexus forums.

http://www.thenexusforums.com/index.php?/topic/228844-wrye-bash-rebuild-error/page__gopid__2498389#entry2498389

Traceback (most recent call last):
File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\basher.py", line 4958, in Execute
raise
File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\basher.py", line 4916, in Execute
patchFile.scanLoadMods(SubProgress(progress,0.2,0.) #try to speed this up!
File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 15221, in scanLoadMods
modFile.load(True,SubProgress(progress,index,index+0.5))
File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 5022, in load
self.tops[label].load(ins,unpack and (topClass != MobBase))
File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 4037, in load
self.loadData(ins, ins.tell()+self.size-20)
File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 4139, in loadData
record = recClass(header,ins,True)
File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 1810, in __init__
self.__class__.melSet.initRecord(self,header,ins,unpack)
File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 1438, in initRecord
MreRecord.__init__(record,header,ins,unpack)
File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 1607, in __init__
if ins: self.load(ins,unpack)
File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 1670, in load
self.loadData(ins,inPos+self.size)
File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 1819, in loadData
self.__class__.melSet.loadData(self,ins,endPos)
File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 1467, in loadData
loaders[type].loadData(record,ins,type,size,readId)
File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 2954, in loadData
raise "Unexpected size encountered for MGEF:DATA subrecord: %s" % size
Unexpected size encountered for MGEF:DATA subrecord: 96

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Madeleine Rose Walsh
 
Posts: 3425
Joined: Wed Oct 04, 2006 2:07 am

Post » Wed Sep 01, 2010 9:23 pm

I've spotted a potential bug. Bash ghosts files, even if "auto-ghosting" isn't selected.


+1
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BRIANNA
 
Posts: 3438
Joined: Thu Jan 11, 2007 7:51 pm

Post » Wed Sep 01, 2010 10:49 pm

R731
Error on "Import Stats"
Traceback (most recent call last):  File "D:\Games\Oblivion Gold\Mopy\basher.py", line 5018, in Execute    patchFile.initData(SubProgress(progress,0,0.1)) #try to speed this up!  File "D:\Games\Oblivion Gold\Mopy\bosh.py", line 16399, in initData    patcher.initData(SubProgress(progress,index))  File "D:\Games\Oblivion Gold\Mopy\bosh.py", line 21538, in initData    for type in itemStats.type_stats:AttributeError: ItemStats instance has no attribute 'type_stats'

R726 no error

--------------------------------------------
R732 cBash
Error at the beginning of creation Bashed patch
Traceback (most recent call last):  File "D:\Games\Oblivion Gold\Mopy\basher.py", line 5079, in Execute    patchFile.buildPatch(SubProgress(progress,0.1,0.9)) #try to speed this up!  File "D:\Games\Oblivion Gold\Mopy\bosh.py", line 16839, in buildPatch    ObModFile.__init__(self, patchFile._CollectionIndex, patchFile._ModID)AttributeError: 'ObModFile' object has no attribute '_CollectionIndex'

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Hilm Music
 
Posts: 3357
Joined: Wed Jun 06, 2007 9:36 pm

Post » Wed Sep 01, 2010 4:15 pm

I've spotted a potential bug. Bash ghosts files, even if "auto-ghosting" isn't selected.
Indeed it does! In WB 290. Can be fixed by enabing, the ndisabling Auto-Ghost though. But yeah, it shouldn't be doing that right?
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Gwen
 
Posts: 3367
Joined: Sun Apr 01, 2007 3:34 am

Post » Wed Sep 01, 2010 3:47 pm

Well - still no joy with OBSE plugs - I have the same problems reported by Psymon - i've seen SVN 731 is supposed to change things but reluctant to install it as there are those lazy copying issues (and I am testing FCOM so I BP all the time)
I don't know how this is supposed to be implemented but as there is no standard BAIN package for OBSE plugs I'd say to make so as every package that contains a dll would be made installable. That is while most packages are structured like :
Spoiler
Package Structure:EMC Command List.txtEnhancedMusicControl.dllreadme.txt
Spoiler
Package Structure:OBSE_Elys_Uncapper.dllReadMe ( Oblivion -Elys- Uncapper ).txt
Spoiler
Package Structure:Data\  obse\    plugins\      OBSE_Kyoma_MenuQue.dllMenuQue Readme.txtmenuque_command_doc.html
Spoiler
Package Structure:refstuff\  data\    obse\      plugin\        refstuff_plugin.dll

there are plugins that come with espms + replacers :
Spoiler
Package Structure:CSI-Modders.txtCSI-Readme.txtCSIdll-Readme.txtCustomSpellIcons.esmCustomSpellIcons.iniOBSE\  plugins\    CustomSpellIcons.dllScripts\  CSI_LAME.ini  CSI_Midas.ini  CSI_Misc.ini  CSI_RBP.ini  CSI_SM.iniTextures\  menus\    CSI\    icons\      CSI\menus\  prefabs\    iconlist.xml

plugins that require additional files in OBSE\plugins :
Spoiler
Package Structure:Elys_USV.dllElys_USV.lip  <---- !!!Elys_USV.mp3  <---- !!!Elys_USV.txt

plugins that require additional subfolders (& files this one) in OBSE\plugins :
Spoiler
Package Structure:Data\  obse\    plugins\      ComponentDLLs\        BorlndMM.dll        debugMM.dll      sr_Oblivion_Stutter_Remover.dll      sr_Oblivion_Stutter_Remover.ini      sr_Oblivion_Stutter_Remover.txt

plugins with many dlls that should be treated like packages with many espms :
Spoiler
Package Structure:sr_Fallout_Stutter_Remover.dllsr_New_Vegas_Stutter_Remover.dllsr_Oblivion_Stutter_Remover.dll

plugins that come with extensive docs :
Spoiler
Package Structure:Documentation\  FileFormats v1_0.xls  Future Development\    Active Effects.txt    Casting Mechanics.txt    Effect Items.txt    Effect Settings.txt    Handlers & New Effects.txt    Magic Items.txt    Mod Bibliography.txt  Script Functions v1_0.xlsOBME Features v1_0.pdfOBME Readme v1_0.txtOblivion\  Data\    OBME_CreateMgef_example.esp    OBME_DSPL_example.esp    OBME_EIOverrides_example.esp    OBME_MDAV_example.esp    OBME_Reclaim_example.esp    OBME_SEFF_example.esp    OBME_SMAC_example.esp    OBSE\      Plugins\        OBME.dll        OBME_CS.dllSource\  Engine Framework\    RSH\      CS\        CS_Common.cpp        CS_Common.h      EffectHandlers\        ActiveEffects.h        EffectHandler.h        ModAVEffects.h        SummonEffects.h      GameForms\        FormBase.cpp        FormBase.h        MagicEffects.cpp        MagicEffects.h        MagicItems.h      GameObjects\        Actor.cpp        Actor.h        DataHandler.cpp        DataHandler.h        MagicCaster.h        MagicTarget.h        MemoryHeap.cpp        MemoryHeap.h        Menus.h        OblivionCalc.cpp        OblivionCalc.h        Oblivion_RTTI.cpp        Oblivion_RTTI.h        Settings.cpp        Settings.h        TESFile.cpp        TESFile.h        TESSaveLoadGame.cpp        TESSaveLoadGame.h      NiTypes\        NiTMap.h        NiTMap.inl      RSH_prefix.h      SimpleLL.h      Utilities.h  OBME\    OBME\    OBME.sln      OBME.vcproj      OBME_plugin.cpp      dllmain.c      exports.def    OBME_CS\      CS_Debug.cpp      CS_Debug.h      OBME_CS_plugin.cpp      OBME_TESCS.vcproj      dllmain.cpp      exports.def    RSH\      CSDialogs\        DataSync.cpp        DataSync.h        DebugDialog.cpp        DebugDialog.h        EfitDialog.cpp        EfitDialog.h        HandlerDialog.cpp        HandlerDialog.h        HandlerEfitDialog.cpp        HandlerEfitDialog.h        HandlerMgefDialog.cpp        HandlerMgefDialog.h        MgefDialog.cpp        MgefDialog.h        OBME_CS.APS        OBME_CS.rc        resource.h      CodeDump.h      Commands\        Commands.cpp        Commands.h        Commands_EffectItems.cpp        Commands_Test.cpp      EffectHandlers\        _ActiveEffects.cpp        _EffectHandler.cpp        _ModAVEffects.cpp        _SummonEffects.cpp      GameForms\        _FormBase.cpp        _MagicEffects.cpp        _MagicItems.cpp      GameObjects\        OBME_Settings.cpp        OBME_Settings.h        _Actor.cpp        _Menus.cpp        _TESSaveLoadGame.cpp      Initialize.cpp      Initialize.h      OBME_version.h


I'd say it would be good to add a new menu item Is OBSE plugin - available only if OBSE plugins install is enabled - which would :
  • move all docs found to Docs\OBSE plugins
  • move all files in src || source || sources folders into subfolders of Docs\OBSE plugins
  • move all files in same directory as the dlls (except rtf doc txt jpg html htm etc) into OBSE\plugins
  • care for many dlls (list them as different espms in the same folder are listed)

Also I guess this scanning of BAIN for folders with dlls was part of debugging - and as I see it maybe it would be better to enable the whole thing via ini - I don't know if a per package warning is recommended or a menu item needed - this will be clear when starting to install them in mass

For 7z command line support : I use
s7zCustomCompressionArguments= -ms=on -mx9
I get an error (?) :
"C:\GAMES\TESIV\Oblivion\Mopy\7z.exe" a "C:\GAMES\TESIV\Oblivion Mods\Bash Installers\UDUN.7z.tmp" -t"7z" -ms=on -y -r -o"C:\GAMES\TESIV\Oblivion Mods\Bash Installers" -i!"C:\GAMES\TESIV\Oblivion Mods\Bash Installers\UDUN\*" -x@InstallerTempList.txt -scsWIN

The files are compressed but it seems my arguments are ignored ?
Also if arguments on compression are provided I would propose Bash not to ask about compression solid and solid size but read them from s7zCustomCompressionArguments and if not present apply 7z defaults. Same for -t switch default behavior. At least if those arguments are provided then not to ask (both for archive compression and BFC settings). So -mx9 should be equivalent to -mx9 -ms=on (default) -ms4g (default solid size for Ultra compression in 7z) - or anyway specifying -mx9 -ms=on -ms4g would suppress user input. Possible errors if user names archive as something.zip and asks for solid compression - maybe then s7zCustomCompressionArguments ignored ?
Not very keen on 7z command line anyway (what is the default for -ms{N}f ?)

Thanks for bearing with me :)

EDIT : we are not in a hurry :D
Also maybe would be nice to set up a poll/discussion for standard BAIN packaging of OBSE plugs
EDIT2 : well my http://www.bild.me/bild.php?file=19472647zOptions.jpg is the same as the one provided by bash
but my command line :
C:\GAMES\TESIV\Oblivion Mods\Bash Installers\UDUN>7z a  -ms=on -mx9 uduncmd *
is slightly denser - :confused:
I believe my 7z gui options are the default - don't know where they differ from the command line ones | <-- blinks

EDIT3 : SOLVED - when right clicking > Add to archive "UDUN.7z" the defaults (mx5 !) is applied and not as I thought the gui options - I created the archives I referred to as gui with this - if I create them via right clicking > Add to archive... they are identical to CMD - so yes indeed Bash ignores my -mx9 argument - I will test with -mx=9 to be sure
offtopic = this would be a request for 7z then - remember my GUI options when right clicking > Add to archive archiveName.7z- I think (almost positive) that's how 465 behaved (???)
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Sarah Kim
 
Posts: 3407
Joined: Tue Aug 29, 2006 2:24 pm

Post » Wed Sep 01, 2010 10:28 am

Here is the issue:

If
SelectSubPackage

Cause the specified sub-package to be selected for installation. This is equivilant to checking the sub-package in the BAIN window.
This is selecting all the espms in the subpackage also, even after DeSelectAll.

If this is Correct, then the wizard documentation needs fixed
Example of fixed documentation

SelectSubPackage

Cause the specified sub-package to be selected for installation. This is equivilant to checking the sub-package in the BAIN window and checking all the esps or esms from the BAIN window.

Else
It needs fixed.
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Kill Bill
 
Posts: 3355
Joined: Wed Aug 30, 2006 2:22 am

Post » Wed Sep 01, 2010 2:22 pm

I've problem with the http://tesnexus.com/downloads/file.php?id=2585 mod and has two plugins.

Visually Enchanted Drains 1.espVisually Enchanted SoulTrap 1.espboth of them has bash tags: Deactivate, Graphics


Both of them is recognized by BOSS, but after I've rebuild the bashed patch in Wrye Bash they are still active in my loadorder. Why?
I suspect the mod has wrong bash tags, but what tags should be there instead. Any suggestions?
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James Baldwin
 
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Joined: Tue Jun 05, 2007 11:11 am

Post » Wed Sep 01, 2010 4:32 pm

That should be "Deactivate" rather than "Deactive".
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Erin S
 
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Post » Wed Sep 01, 2010 2:23 pm

Thanks for correcting me. :whisper:

Do you know what's wrong with those plugins?
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Nick Jase Mason
 
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Joined: Sun Jul 29, 2007 1:23 am

Post » Wed Sep 01, 2010 1:37 pm

I haven't looked at them, I was correcting you because it appeared you were saying they had incorrectly spelled tags on them.
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anna ley
 
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Joined: Fri Jul 07, 2006 2:04 am

Post » Wed Sep 01, 2010 11:40 am

The only plugin I had installed at the same time was one of Corepc's Tamriel Travellers 1.39c mod (TamrielTravellersItemsNPC.esp) and that esp was deactivated.

The other two plugins I mention earlier should have been deactivated in the same way apparently they don't, but the TamrielTravellersItemsNPC.esp have a few other bash tags that Visually Enchanted Pack 1 mod hasn't and the only tags that was exactly the same was "Deactivated", "Graphics".
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Naomi Lastname
 
Posts: 3390
Joined: Mon Sep 25, 2006 9:21 am

Post » Wed Sep 01, 2010 2:13 pm

n0ob question of the thread : what does the dot mean in the mods tab ? what about the purple text (no merge) ? not in the readme (in Mods Tab section at least)
Also -when pointing to an espm in the mods tab a description is seen in the status bar - for a ghosted merged deactivated mod it says file is ghosted - it'd be better if there were an hierarchy of sorts (merged>imported>ghosted or something) - I am telling you cause I started seriously BPing for the first time actually (!) and I am seeing the whole thing from a noob's perspective - it would help
BP can be daunting
another detail - the open at PES disappeared - there is an open at tES alliance command instead - would be nice to have them both ? (there was an open at PES I am not mistaken am I ?)

and nobody is in a hurry here I hope :D
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MR.BIGG
 
Posts: 3373
Joined: Sat Sep 08, 2007 7:51 am

Post » Wed Sep 01, 2010 6:42 pm

Traceback (most recent call last):  File "C:\Games\Oblivion\Mopy\basher.py", line 5021, in Execute    raise  File "C:\Games\Oblivion\Mopy\basher.py", line 4975, in Execute    patchFile.buildPatch(SubProgress(progress,0.1,0.9)) #try to speed this up!  File "C:\Games\Oblivion\Mopy\bosh.py", line 15628, in buildPatch    patcher(self, subProgress)  File "C:\Games\Oblivion\Mopy\bosh.py", line 27854, in finishPatch    argonianEyeMeshes = eye_meshes[self.argonianEye]KeyError: (bolt.Path('Oblivion.esm'), 256286)

Having this problem
How can I temporarily fix this?

I am still having this problem was wondering if u could fix this
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CSar L
 
Posts: 3404
Joined: Fri Nov 09, 2007 9:36 pm

Post » Wed Sep 01, 2010 2:10 pm

Sorry for bombarding you but I noticed 2 mysterious things in BAIN that are probable bugs (version posted in this thread http://www.gamesas.com/index.php?/topic/1145445-relz-wrye-bash-thead-55/page__view__findpost__p__16761623)

First in file AWLS_-_Brumbek_Mixed_Textures_v5-2-0-19628.7z
OLD NEWS - sorry - the folder with the screenshots is probably to blame
Spoiler
all those files are skipped :
Spoiler
00 Core\Meshes\Architecture\Cathedral\cathedralakatosh01.nif00 Core\Meshes\Architecture\Cathedral\cathedralakatoshruined01.nif00 Core\Meshes\Architecture\Cathedral\cathedralstendarr01.nif00 Core\Meshes\Architecture\Priory\PrioryChapel01.NIF00 Core\Textures\Architecture\Anvil\anvilwindow01L.dds00 Core\Textures\Architecture\Anvil\anvilwindow01L_g.dds00 Core\Textures\Architecture\Anvil\anvilwindow01L_n.dds00 Core\Textures\Architecture\Anvil\anvilwindow02L.dds00 Core\Textures\Architecture\Anvil\anvilwindow02L_g.dds00 Core\Textures\Architecture\Anvil\anvilwindow02L_n.dds00 Core\Textures\Architecture\Anvil\anvilwindowarch01L.dds00 Core\Textures\Architecture\Anvil\anvilwindowarch01L_g.dds00 Core\Textures\Architecture\Anvil\anvilwindowarch01L_n.dds00 Core\Textures\Architecture\Bruma\brumawindow01L.dds00 Core\Textures\Architecture\Bruma\brumawindow01L_g.dds00 Core\Textures\Architecture\Bruma\brumawindow01L_n.dds00 Core\Textures\Architecture\Cathedral\cathedralwindow01L.dds00 Core\Textures\Architecture\Cathedral\cathedralwindow01L_g.dds00 Core\Textures\Architecture\Cathedral\cathedralwindow01L_n.dds00 Core\Textures\Architecture\Cathedral\cathedralwindowakatosh01.dds00 Core\Textures\Architecture\Cathedral\cathedralwindowakatosh01_n.dds00 Core\Textures\Architecture\Cathedral\cathedralwindowakatosh01L.dds00 Core\Textures\Architecture\Cathedral\cathedralwindowakatosh01L_g.dds00 Core\Textures\Architecture\Cathedral\cathedralwindowakatosh01L_n.dds00 Core\Textures\Architecture\Cathedral\cathedralwindowakatosh02.dds00 Core\Textures\Architecture\Cathedral\cathedralwindowakatosh02_n.dds00 Core\Textures\Architecture\Cathedral\cathedralwindowakatosh02L.dds00 Core\Textures\Architecture\Cathedral\cathedralwindowakatosh02L_g.dds00 Core\Textures\Architecture\Cathedral\cathedralwindowakatosh02L_n.dds00 Core\Textures\Architecture\Cathedral\cathedralwindowarkay01.dds00 Core\Textures\Architecture\Cathedral\cathedralwindowarkay01_n.dds00 Core\Textures\Architecture\Cathedral\cathedralwindowarkay01L.dds00 Core\Textures\Architecture\Cathedral\cathedralwindowarkay01L_g.dds00 Core\Textures\Architecture\Cathedral\cathedralwindowarkay01L_n.dds00 Core\Textures\Architecture\Cathedral\cathedralwindowarkay02.dds00 Core\Textures\Architecture\Cathedral\cathedralwindowarkay02_n.dds00 Core\Textures\Architecture\Cathedral\cathedralwindowarkay02L.dds00 Core\Textures\Architecture\Cathedral\cathedralwindowarkay02L_g.dds00 Core\Textures\Architecture\Cathedral\cathedralwindowarkay02L_n.dds00 Core\Textures\Architecture\Cathedral\cathedralwindowdibella01.dds00 Core\Textures\Architecture\Cathedral\cathedralwindowdibella01_n.dds00 Core\Textures\Architecture\Cathedral\cathedralwindowdibella01L.dds00 Core\Textures\Architecture\Cathedral\cathedralwindowdibella01L_g.dds00 Core\Textures\Architecture\Cathedral\cathedralwindowdibella01L_n.dds00 Core\Textures\Architecture\Cathedral\cathedralwindowdibella02.dds00 Core\Textures\Architecture\Cathedral\cathedralwindowdibella02_n.dds00 Core\Textures\Architecture\Cathedral\cathedralwindowdibella02L.dds00 Core\Textures\Architecture\Cathedral\cathedralwindowdibella02L_g.dds00 Core\Textures\Architecture\Cathedral\cathedralwindowdibella02L_n.dds00 Core\Textures\Architecture\Cathedral\cathedralwindowempire01.dds00 Core\Textures\Architecture\Cathedral\cathedralwindowempire01_n.dds00 Core\Textures\Architecture\Cathedral\cathedralwindowempire01L.dds00 Core\Textures\Architecture\Cathedral\cathedralwindowempire01L_g.dds00 Core\Textures\Architecture\Cathedral\cathedralwindowempire01L_n.dds00 Core\Textures\Architecture\Cathedral\cathedralwindowempire02.dds00 Core\Textures\Architecture\Cathedral\cathedralwindowempire02_n.dds00 Core\Textures\Architecture\Cathedral\cathedralwindowempire02L.dds00 Core\Textures\Architecture\Cathedral\cathedralwindowempire02L_g.dds00 Core\Textures\Architecture\Cathedral\cathedralwindowempire02L_n.dds00 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Within\Textures\Architecture\Cathedral\cathedralwindowmara01_n.ddsCathedral Illumination Within\Textures\Architecture\Cathedral\cathedralwindowmara01L.ddsCathedral Illumination Within\Textures\Architecture\Cathedral\cathedralwindowmara02.ddsCathedral Illumination Within\Textures\Architecture\Cathedral\cathedralwindowmara02_n.ddsCathedral Illumination Within\Textures\Architecture\Cathedral\cathedralwindowmara02L.ddsCathedral Illumination Within\Textures\Architecture\Cathedral\cathedralwindowmara02L_n.ddsCathedral Illumination Within\Textures\Architecture\Cathedral\cathedralwindowrose01L.ddsCathedral Illumination Within\Textures\Architecture\Cathedral\cathedralwindowrose01L_n.ddsCathedral Illumination Within\Textures\Architecture\Cathedral\cathedralwindowside01L.ddsCathedral Illumination Within\Textures\Architecture\Cathedral\cathedralwindowside01L_n.ddsCathedral Illumination Within\Textures\Architecture\Cathedral\cathedralwindowstendarr01.ddsCathedral Illumination Within\Textures\Architecture\Cathedral\cathedralwindowstendarr01_n.ddsCathedral Illumination Within\Textures\Architecture\Cathedral\cathedralwindowstendarr01L.ddsCathedral Illumination Within\Textures\Architecture\Cathedral\cathedralwindowstendarr02.ddsCathedral Illumination Within\Textures\Architecture\Cathedral\cathedralwindowstendarr02_n.ddsCathedral Illumination Within\Textures\Architecture\Cathedral\cathedralwindowstendarr02L.ddsCathedral Illumination Within\Textures\Architecture\Cathedral\cathedralwindowstendarr02L_n.ddsCathedral Illumination Within\Textures\Architecture\Cathedral\cathedralwindowtop01L.ddsCathedral Illumination Within\Textures\Architecture\Cathedral\cathedralwindowtop01L_n.ddsCathedral Illumination Within\Textures\Architecture\Cathedral\cathedralwindowtop02L.ddsCathedral Illumination Within\Textures\Architecture\Cathedral\cathedralwindowtop02L_n.ddsCathedral Illumination Within\Textures\Architecture\Cathedral\cathedralwindowtop03L.ddsCathedral Illumination Within\Textures\Architecture\Cathedral\cathedralwindowtop03L_n.ddsCathedral Illumination Within\Textures\Architecture\Cathedral\cathedralwindowzenithar01.ddsCathedral Illumination Within\Textures\Architecture\Cathedral\cathedralwindowzenithar01_n.ddsCathedral Illumination Within\Textures\Architecture\Cathedral\cathedralwindowzenithar01L.ddsCathedral Illumination Within\Textures\Architecture\Cathedral\cathedralwindowzenithar02.ddsCathedral Illumination Within\Textures\Architecture\Cathedral\cathedralwindowzenithar02_n.ddsCathedral Illumination Within\Textures\Architecture\Cathedral\cathedralwindowzenithar02L.ddsCathedral Illumination Within\Textures\Architecture\Cathedral\cathedralwindowzenithar02L_n.ddsCheydinhal Brumbek Yellow\Textures\Architecture\Cheydinhal\cheydinhalwindow01L.ddsCheydinhal Brumbek Yellow\Textures\Architecture\Cheydinhal\cheydinhalwindow02L.ddsCheydinhal Curtains Dark\Textures\Architecture\Cheydinhal\cheydinhalwindow01L.ddsCheydinhal Curtains Dark\Textures\Architecture\Cheydinhal\cheydinhalwindow01L_g.ddsCheydinhal Curtains Dark\Textures\Architecture\Cheydinhal\cheydinhalwindow02L.ddsCheydinhal Curtains Dark\Textures\Architecture\Cheydinhal\cheydinhalwindow02L_g.ddsCheydinhal Curtains\Textures\Architecture\Cheydinhal\cheydinhalwindow01L.ddsCheydinhal Curtains\Textures\Architecture\Cheydinhal\cheydinhalwindow02L.ddsCheydinhal Gray Windows\Textures\Architecture\Cheydinhal\cheydinhalwindow01L.ddsCheydinhal Gray Windows\Textures\Architecture\Cheydinhal\cheydinhalwindow02L.ddsChorrol Curtains Dark\Textures\Architecture\Chorrol\glasswindow01L.ddsChorrol Curtains Dark\Textures\Architecture\Chorrol\glasswindow01L_g.ddsChorrol Curtains Dark\Textures\Architecture\Chorrol\glasswindow04L.ddsChorrol Curtains Dark\Textures\Architecture\Chorrol\glasswindow04L_g.ddsChorrol Curtains Dark\Textures\Architecture\Chorrol\glasswindow10L.ddsChorrol Curtains Dark\Textures\Architecture\Chorrol\glasswindow10L_g.ddsChorrol Curtains Dark\Textures\Architecture\Chorrol\glasswindow11L.ddsChorrol Curtains Dark\Textures\Architecture\Chorrol\glasswindow11L_g.ddsChorrol Curtains\Textures\Architecture\Chorrol\glasswindow01L.ddsChorrol Curtains\Textures\Architecture\Chorrol\glasswindow04L.ddsChorrol Curtains\Textures\Architecture\Chorrol\glasswindow10L.ddsChorrol Curtains\Textures\Architecture\Chorrol\glasswindow11L.ddsChorrol Gray Ismelda\Textures\Architecture\Chorrol\glasswindow01L.ddsChorrol Gray Ismelda\Textures\Architecture\Chorrol\glasswindow01L_g.ddsChorrol Gray Ismelda\Textures\Architecture\Chorrol\glasswindow02L.ddsChorrol Gray Ismelda\Textures\Architecture\Chorrol\glasswindow02L_g.ddsChorrol Gray Ismelda\Textures\Architecture\Chorrol\glasswindow04L.ddsChorrol Gray Ismelda\Textures\Architecture\Chorrol\glasswindow04L_g.ddsChorrol Gray Ismelda\Textures\Architecture\Chorrol\glasswindow10L.ddsChorrol Gray Ismelda\Textures\Architecture\Chorrol\glasswindow10L_g.ddsChorrol Gray Ismelda\Textures\Architecture\Chorrol\glasswindow11L.ddsChorrol Gray Ismelda\Textures\Architecture\Chorrol\glasswindow11L_g.ddsChorrol Gray Ismelda\Textures\Architecture\Chorrol\mageguildwindow02L.ddsChorrol Gray Ismelda\Textures\Architecture\Chorrol\mageguildwindow02L_g.ddsChorrol Gray Ismelda\Textures\Architecture\Chorrol\mageguildwindow03L.ddsChorrol Gray Ismelda\Textures\Architecture\Chorrol\mageguildwindow03L_g.ddsChorrol Gray Windows\Textures\Architecture\Chorrol\glasswindow01L.ddsChorrol Gray Windows\Textures\Architecture\Chorrol\glasswindow01L_g.ddsChorrol Gray Windows\Textures\Architecture\Chorrol\glasswindow02L.ddsChorrol Gray Windows\Textures\Architecture\Chorrol\glasswindow02L_g.ddsChorrol Gray Windows\Textures\Architecture\Chorrol\glasswindow04L.ddsChorrol Gray Windows\Textures\Architecture\Chorrol\glasswindow04L_g.ddsChorrol Gray Windows\Textures\Architecture\Chorrol\glasswindow10L.ddsChorrol Gray Windows\Textures\Architecture\Chorrol\glasswindow10L_g.ddsChorrol Gray Windows\Textures\Architecture\Chorrol\glasswindow11L.ddsChorrol Gray Windows\Textures\Architecture\Chorrol\glasswindow11L_g.ddsChorrol Gray Windows\Textures\Architecture\Chorrol\mageguildwindow02L.ddsChorrol Gray Windows\Textures\Architecture\Chorrol\mageguildwindow02L_g.ddsChorrol Gray Windows\Textures\Architecture\Chorrol\mageguildwindow03L.ddsChorrol Gray Windows\Textures\Architecture\Chorrol\mageguildwindow03L_g.ddsFarmhouse Curtains Dark\Textures\Architecture\Farmhouse\glasswindow05L.ddsFarmhouse Curtains Dark\Textures\Architecture\Farmhouse\glasswindow05L_g.ddsFarmhouse Curtains\Textures\Architecture\Farmhouse\glasswindow05L.ddsFarmhouse Gray Ismelda\Textures\Architecture\Farmhouse\glasswindow05L.ddsFarmhouse Gray Ismelda\Textures\Architecture\Farmhouse\glasswindow05L_g.ddsFarmhouse Gray Windows\Textures\Architecture\Farmhouse\glasswindow05L.ddsICTemple Blue\Meshes\Architecture\ImperialCity\ICTempleOne01.NIFICTemple Blue\Textures\Architecture\ImperialCity\ictemplewindow01L.ddsICTemple Blue\Textures\Architecture\ImperialCity\ictemplewindow01L_g.ddsICTemple Green\Textures\Architecture\ImperialCity\ictemplewindow01L.ddsICTemple Green\Textures\Architecture\ImperialCity\ictemplewindow01L_g.ddsICTemple Yellow Bright\Textures\Architecture\ImperialCity\ictemplewindow01L.ddsICTemple Yellow Bright\Textures\Architecture\ImperialCity\ictemplewindow01L_g.ddsICTemple Yellow Dull\Textures\Architecture\ImperialCity\ictemplewindow01L.ddsICTemple Yellow Dull\Textures\Architecture\ImperialCity\ictemplewindow01L_g.ddsImperialCity Gray Ismelda\Textures\Architecture\ImperialCity\icwindow01L.ddsImperialCity Gray Ismelda\Textures\Architecture\ImperialCity\icwindow01L_g.ddsImperialCity Gray Windows\Textures\Architecture\ImperialCity\icwindow01L.ddsImperialCity Gray Windows\Textures\Architecture\ImperialCity\icwindow01L_g.ddsImperialCity Green Windows\Textures\Architecture\ImperialCity\icwindow01L.ddsImperialCity Green Windows\Textures\Architecture\ImperialCity\icwindow01L_g.ddsLeyawiin Gray Ismelda\Textures\Architecture\Leyawiin\leyawiinmagesguilddoor01L.ddsLeyawiin Gray Ismelda\Textures\Architecture\Leyawiin\leyawiinmagesguilddoor01L_g.ddsLeyawiin Gray Ismelda\Textures\Architecture\Leyawiin\leyawiinupperdoor01L.ddsLeyawiin Gray Ismelda\Textures\Architecture\Leyawiin\leyawiinupperdoor01L_g.ddsLeyawiin Gray Windows\Textures\Architecture\Leyawiin\leyawiinmagesguilddoor01L.ddsLeyawiin Gray Windows\Textures\Architecture\Leyawiin\leyawiinupperdoor01L.ddsPriory Gray Ismelda\Textures\Architecture\Priory\priorywindow01L.ddsPriory Gray Ismelda\Textures\Architecture\Priory\priorywindow01L_g.ddsPriory Gray Ismelda\Textures\Architecture\Priory\priorywindow02L.ddsPriory Gray Ismelda\Textures\Architecture\Priory\priorywindow02L_g.ddsPriory Gray Ismelda\Textures\Architecture\Priory\priorywindow03L.ddsPriory Gray Ismelda\Textures\Architecture\Priory\priorywindow03L_g.ddsPriory Gray Ismelda\Textures\Architecture\Priory\weynonwindow01L.ddsPriory Gray Ismelda\Textures\Architecture\Priory\weynonwindow01L_g.ddsPriory Gray Ismelda\Textures\Architecture\Priory\weynonwindow02L.ddsPriory Gray Ismelda\Textures\Architecture\Priory\weynonwindow02L_g.ddsPriory Gray Windows\Textures\Architecture\Priory\priorywindow01L.ddsPriory Gray Windows\Textures\Architecture\Priory\priorywindow01L_g.ddsPriory Gray Windows\Textures\Architecture\Priory\priorywindow02L.ddsPriory Gray Windows\Textures\Architecture\Priory\priorywindow02L_g.ddsPriory Gray Windows\Textures\Architecture\Priory\priorywindow03L.ddsPriory Gray Windows\Textures\Architecture\Priory\priorywindow03L_g.ddsPriory Gray Windows\Textures\Architecture\Priory\weynonwindow01L.ddsPriory Gray Windows\Textures\Architecture\Priory\weynonwindow02L.ddsShips Gray Ismelda\Textures\Architecture\Ships\piratewindow01L.ddsShips Gray Ismelda\Textures\Architecture\Ships\piratewindow01L_g.ddsShips Gray Windows\Textures\Architecture\Ships\piratewindow01L.ddsSkingrad Gray Ismelda\Textures\Architecture\Skingrad\skingradwindow01L.ddsSkingrad Gray Ismelda\Textures\Architecture\Skingrad\skingradwindow01L_g.ddsSkingrad Gray Ismelda\Textures\Architecture\Skingrad\skingradwindow02L.ddsSkingrad Gray Ismelda\Textures\Architecture\Skingrad\skingradwindow02L_g.dds

That is simply a mystery to me. AWLS_-_Brumbek_Mixed_Textures_v5-1-3-19628.7z works fine. - was working fine till I hid it and unhid it - thankfully this makes more sense - they have (probably) identical folder structure.
EDDIT : just noticed they have a top level folder screenshots ! So that's why - the jpgs are recognised and put in Docs\ and the rest top level folders are not seen (00 Core etc) - they used to be visible though in previous versions of Bash (I ported my installers.dat from my previous install and it used to see all the subpackages of AWLS_-_Brumbek_Mixed_Textures_v5-1-3-19628.7z which also has top level SS) - someone must tell the news to the AWLS team told them


Second - I have :
Hammerfist_Shiny_Gold-5629.zipBetter_Coins_NON-ESP_version-19629.7z
in this order in BAIN.
Installed them both - they conflict on a particular resource (Meshes\clutter\goldcoin01.nif) but Hammerfist_Shiny_Gold-5629.zip keeps winning. The reason is (I guess) that Hammerfist_Shiny_Gold was there before - saved in my installer.dat as installed - and appearing with a red cross (I have ported the installers.dat and my BAIN folder from my old PC so my list does appear with a red cross from top to bottom) - and when I dropped in the newer one the installer.dat refuses to get updated. annealing it corrected it - but I have auto anneal so I'd excpect this to happen automatically - hope I am not being an idiot

EDIT : Enhanced_Hotkeys_2_1_1-34735-2-1-1.rar won't be opened at TESNEXUS - 2-1-1 not recognised
User avatar
Pants
 
Posts: 3440
Joined: Tue Jun 27, 2006 4:34 am

Post » Wed Sep 01, 2010 2:41 pm

Sorry for bombarding you but I noticed 2 mysterious things in BAIN that are probable bugs (version posted in this thread http://www.gamesas.com/index.php?/topic/1145445-relz-wrye-bash-thead-55/page__view__findpost__p__16761623)

First in file AWLS_-_Brumbek_Mixed_Textures_v5-2-0-19628.7z all those files are skipped :



That is simply a mystery to me. AWLS_-_Brumbek_Mixed_Textures_v5-1-3-19628.7z works fine. - was working fine till I hid it and unhid it - thankfully this makes more sense - they have (probably) identical folder structure.
EDDIT : just noticed they have a top level folder screenshots ! So that's why - the jpgs are recognised and put in Docs\ and the rest top level folders are not seen (00 Core etc) - they used to be visible though in previous versions of Bash (I ported my installers.dat from my previous install and it used to see all the subpackages of AWLS_-_Brumbek_Mixed_Textures_v5-1-3-19628.7z which also has top level SS) - someone must tell the news to the AWLS team



You can always try this http://tesnexus.com/downloads/file.php?id=19628 (39-41 Mb) instead. :)
User avatar
Krystal Wilson
 
Posts: 3450
Joined: Wed Jan 17, 2007 9:40 am

Post » Thu Sep 02, 2010 1:58 am

first, i want to say thank you very much for making the installers! i failed at installing this several times and the installers solved that problem!

i do have one issue: i decided to add the bash tag suggestions from BOSS and some of them appear to not be in the list of bash tag options. for example under OOO.esm it says:


* Bashed Patch tag suggestion: {{BASH:Actors.Spells,Graphics,Invent,Scripts,Stats,Relations}}

however their is no Actors tag. another example is the MMM.esm it says:

Bashed Patch tag suggestion: {{BASH:Actors.AIData,Actors.AIPackages,Actors.Spells,Actors.Stats,Delev,Factions,Graphics,Invent,Names,Relations,Relev,Scripts,Stats}}

but again their is no Actors, AIData, or AIPackages.

i figure i am reading the suggestions wrong. the nonexistent tags could mean something that i am missing or maybe they have been renamed. maybe NPC Ai the equivalent of AIData?
User avatar
sophie
 
Posts: 3482
Joined: Fri Apr 20, 2007 7:31 pm

Post » Wed Sep 01, 2010 12:05 pm

@griz024: Those Bash Tags most certainly do exist. Unless you're running some ancient version of Wrye Bash. Take a look at the ReadMe included in the Wrye Bash archive you downloaded and look under the Bash Tags section. If you're running the most recent versions of BOSS and Wrye Bash the tags will be automatically applied after you run BOSS. No need to do so manually.

Spoiler

Bash Tags

? Several of Bash's features (e.g., automatic selection) of mods require that the source mods be tagged with Bash Tags. You can view and edit the tags that are currently assigned to any mod in the Bash Tags field at the bottom right of the Mods tab.

? Current Tags:

? Actors.ACBS: Mod Modifies the Creature or NPC ACBS configuration (such as fatigue, etc.) (Import Actors)

? Actors.AIData: Mod modifies Creature or NPC AI Data (Import Actors).

? Actors.AIPackages: Mod modifies Creature or NPC AI Packages list (Import Actors).

? Actors.AIPackagesForceAdd: force the addition of packages even if earlier in the lo they had been removed (Import Actors).

? Actors.Animations: Mod modifies Creature or NPC special Animations list(s) (Import Actors).

? Actors.CombatStyle: Mod modifies the Creature/NPC assigned combat style(s) (Import Actors).

? Actors.DeathItem: Mod modifies Creature or NPC Death Item(s) (Import Actors).

? Actors.Skeleton: Mod modifies Creature or NPC Skeleton(s) (Import Actors).

? Actors.Spells: Mod modifies Creature or NPC Spell list (Import Spells).

? Actors.SpellsForceAdd: Force the addition of spell(s) even if earlier in the lo they had been removed(Import Spells).

? Actors.Stats: Mod modifies Creature or NPC stats (Import Actors).

User avatar
Karl harris
 
Posts: 3423
Joined: Thu May 17, 2007 3:17 pm

Post » Wed Sep 01, 2010 12:07 pm

I want to ask a question:

The Remove Bloat feature says it's risky and may corrupt my savegame. Since it has found 9400 null references, is it worth the risk?

Also, when it says corrupt, does it mean I can't access it anymore if it's corrupted?

Lastly, is there a way to reduce the chance of corruption?
User avatar
Emma Parkinson
 
Posts: 3401
Joined: Wed Jul 26, 2006 5:53 pm

Post » Wed Sep 01, 2010 11:26 pm

I have always found it safe to use, but you should back up your saved game first. If it won't load, then you can go back to your backup...
User avatar
Alyna
 
Posts: 3412
Joined: Wed Aug 30, 2006 4:54 am

Post » Wed Sep 01, 2010 6:26 pm

@griz024: Those Bash Tags most certainly do exist. Unless you're running some ancient version of Wrye Bash. Take a look at the ReadMe included in the Wrye Bash archive you downloaded and look under the Bash Tags section. If you're running the most recent versions of BOSS and Wrye Bash the tags will be automatically applied after you run BOSS. No need to do so manually.

Spoiler

Bash Tags

? Several of Bash's features (e.g., automatic selection) of mods require that the source mods be tagged with Bash Tags. You can view and edit the tags that are currently assigned to any mod in the Bash Tags field at the bottom right of the Mods tab.

? Current Tags:

? Actors.ACBS: Mod Modifies the Creature or NPC ACBS configuration (such as fatigue, etc.) (Import Actors)

? Actors.AIData: Mod modifies Creature or NPC AI Data (Import Actors).

? Actors.AIPackages: Mod modifies Creature or NPC AI Packages list (Import Actors).

? Actors.AIPackagesForceAdd: force the addition of packages even if earlier in the lo they had been removed (Import Actors).

? Actors.Animations: Mod modifies Creature or NPC special Animations list(s) (Import Actors).

? Actors.CombatStyle: Mod modifies the Creature/NPC assigned combat style(s) (Import Actors).

? Actors.DeathItem: Mod modifies Creature or NPC Death Item(s) (Import Actors).

? Actors.Skeleton: Mod modifies Creature or NPC Skeleton(s) (Import Actors).

? Actors.Spells: Mod modifies Creature or NPC Spell list (Import Spells).

? Actors.SpellsForceAdd: Force the addition of spell(s) even if earlier in the lo they had been removed(Import Spells).

? Actors.Stats: Mod modifies Creature or NPC stats (Import Actors).




yep seems the installer only gives you version 275 or something. so i downloaded the upgrade for the latest version and now wrye bash won't run (i click on it, the thinking icon appears on the mouse point for a second, and then nothing happens) :shakehead: i got this "bug dump" from command prompt here:

Spoiler

Microsoft Windows [Version 6.0.6002]
Copyright © 2006 Microsoft Corporation. All rights reserved.


C:\Users\griz>chdir C:\Program Files\Bethesda Softworks\Oblivion\Mopy

C:\Program Files\Bethesda Softworks\Oblivion\Mopy> c:\python25\python.exe bash.p
y -d
Traceback (most recent call last):
File "bash.py", line 56, in
import bosh, basher
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 1469
except Exception as error:
^
SyntaxError: invalid syntax



but honesty i have no clue what it means or what to do with it.
User avatar
Mrs. Patton
 
Posts: 3418
Joined: Fri Jan 26, 2007 8:00 am

Post » Wed Sep 01, 2010 11:12 am

Really minor bug to report with the current SVN version - right clicking on a package (on the installers tab) and selecting "move to" then typing the position number and pressing enter (instead of clicking OK) causes the package to move to the correct position and then open, as if you'd pressed enter on the file to open it.
User avatar
Rude_Bitch_420
 
Posts: 3429
Joined: Wed Aug 08, 2007 2:26 pm

Post » Thu Sep 02, 2010 12:07 am

@griz024:

Did you update directly from v275 > v290? If so that's likely your issue. Try using the installer v275, upgrade to v287, then to v290. It should work fine then.

Below are full instructions for installing and updating Wrye Bash to the most recent version. You can skip some of the first few steps if you already have the proper Python Libraries in place. If you are unsure then I suggest following this procedure exactly, from beginning to end.
Spoiler

Upon reinstalltion you need to ensure you properly install Wrye Bash and the Python Libraries. Proper procedure is as follows.

  • Go to Control Panel and remove anything with the word Python in it.
  • Next, uninstall Wrye Bash and delete the Mopy folder. If you used the installer version you should have an uninstaller as well.
  • After you have removed everything related to Python and Wrye Bash it's time to reinstall, properly.
  • Install WryePython03a from the http://www.tesnexus.com/downloads/file.php?id=22368 here on TESNexus
  • Install Wrye Bash 275 from the Self-Installer
  • Update to Wrye Bash 287 by overwriting the Oblivion\Mopy folder.
  • Finally, Update to Wrye Bash 290 by again overwriting the Mopy folder.
  • Go to your Oblivion Mopy folder and create a shortcut for Wrye Bash Launcher.pyw and send to desktop.
  • You're done! Double click the shortcut and Wrye Bash should launch and you're good to go.


Wrye Bash v291 will be released as a full Self-Installer version and will eliminate many of the above steps. It's currently in BETA and it's working very well, I've had virtually no problems with v291. The full release to the public should happen in the near future so keep your eyes open for it.

The http://www.tesnexus.com/downloads/file.php?id=35230 is also and excellent way to get your hands dirty with Wrye Bash. Check it out!

If Wrye Bash fails to start or you are still having issues, first check in your Oblivion\Mopy folder for a pidfile.tmp. If that file is present and Wrye Bash is not running, delete it. Then try to start Wrye Bash again. If that fails you need to post the bug dump information in the http://www.gamesas.com/index.php?/topic/1145445-relz-wrye-bash-thead-55/ for someone to look over.

Good luck!

User avatar
Susan Elizabeth
 
Posts: 3420
Joined: Sat Oct 21, 2006 4:35 pm

Post » Wed Sep 01, 2010 9:14 pm

That means two things. First you need to update Python 2.5 to 2.6.5 and here can you download it.

http://tesnexus.com/downloads/file.php?id=22368

You should uninstall the previous version of python first (reboot your PC if needed). After that just get this http://www.4shared.com/file/X-Lvvz8o/Wrye_Bash_Installer.html and run it. :)

The second thing is that you should never install anything (whatever) in any "C:\Program Files" related folders especially on Vista. :user:
User avatar
Isabell Hoffmann
 
Posts: 3463
Joined: Wed Apr 18, 2007 11:34 pm

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