[RELZ] Wrye Bash -- Thead 55

Post » Wed Sep 01, 2010 7:49 pm

oh ofc... shoulda thought of that - I forgot to check the 64bit Registry paths for Python (and if it can't find Python it doesn't waste time searching for the Python extensions)... well a fairly easy fix at least:
just to confirm the paths rather than uploading it with guess 64bit paths... do you have:
SOFTWARE\Wow6432Node\Python\PythonCore\2.6\InstallPath (with a single entry titled Default key or something similar and the path to your python install)?
and then for wxPython
do you have
"Software\Microsoft\Windows\CurrentVersion\Uninstall\wxPython2.8-ansi-py26_is1" "DisplayVersion" (with Display version key having something like '2.8.11.0-ansi' as the value)? or is that got a Wow6432Node in it too?
It's supposed to popup a downloading progress bar but I guess that isn't working... Ill see if I can figure that out.
Thanks :)
Pacific Morrowind


My 64-bit Win 7 system onlyhas this key:

SOFTWARE\Wow6432Node\Python\PythonCore\2.6\..with subkeys underneath including path
User avatar
Amelia Pritchard
 
Posts: 3445
Joined: Mon Jul 24, 2006 2:40 am

Post » Wed Sep 01, 2010 11:27 am

Traceback (most recent call last):
File "C:\Games\Oblivion\Mopy\basher.py", line 5079, in Execute
patchFile.buildPatch(SubProgress(progress,0.1,0.9)) #try to speed this up!
File "C:\Games\Oblivion\Mopy\bosh.py", line 15730, in buildPatch
patcher(self, subProgress)
File "C:\Games\Oblivion\Mopy\bosh.py", line 28406, in finishPatch
argonianEyeMeshes = eye_meshes[self.argonianEye]
KeyError: (bolt.Path('Oblivion.esm'), 256286)


Well I still get this message could I some how fix this with tes4edit or something

I get that if I enable cbash - are you using cbash?
User avatar
Jessica Colville
 
Posts: 3349
Joined: Wed Oct 18, 2006 6:53 pm

Post » Wed Sep 01, 2010 1:20 pm

OK Bash Guru's...

I've written a delayer for SI. It bashes just fine on my system because SI is installed (obviously).

What would happen if a user tries to merge my bashed delayer and they don't have SI installed?

The form id of the script that is modified is 00013587. I doubt that it is in a non SI esm, but I don't know...
User avatar
Mandi Norton
 
Posts: 3451
Joined: Tue Jan 30, 2007 2:43 pm

Post » Wed Sep 01, 2010 2:31 pm

The script gets pulled in as an injected record, which is probably not a good thing. The particular one you're editing is filled with invalid references when this happens. I don't know if the game will deal with this properly or not since there won't be anything to activate to run the script.
User avatar
Laura
 
Posts: 3456
Joined: Sun Sep 10, 2006 7:11 am

Post » Wed Sep 01, 2010 12:26 pm

Yes I was able to - but only manually by opening the archive and cutting and pasting - not through automated menus. I only said what tab to give more info.


Pacific Morrowind-
No the lettes with accents were not installed had to do those manually as well.

I mean what happened to your savegames and load order in the first place?
User avatar
john palmer
 
Posts: 3410
Joined: Fri Jun 22, 2007 8:07 pm

Post » Wed Sep 01, 2010 12:46 pm

How does BAIN handle conflicting files in complex installer sub-packages? Is it "lower in the order overwrites," "later date overwrites" or some other behavior? I don't see anything about this in the documentation.

Say I have a package laid out like so:
00 Core\  derp.esp01 Version A\  derp.esp01 Version B\  derp.esp


Assuming the user checks only one of the packages in the 01 section does BAIN then over-write the esp from 00 ?
User avatar
k a t e
 
Posts: 3378
Joined: Fri Jan 19, 2007 9:00 am

Post » Wed Sep 01, 2010 12:58 pm

Last SVN
It's errors at the end of the installation some Bain.

This
Traceback (most recent call last): File "D:\Games\Oblivion Gold\Mopy\basher.py", line 7092, in Execute   self.data.install(self.filterInstallables(),progress,last,override) File "D:\Games\Oblivion Gold\Mopy\bosh.py", line 11544, in install   installer.install(archive,destFiles,self.data_sizeCrcDate,SubProgress(progress,index,index+1)) File "D:\Games\Oblivion Gold\Mopy\bosh.py", line 10739, in install   self.clearTemp() File "D:\Games\Oblivion Gold\Mopy\bosh.py", line 9725, in clearTemp   Installer.tempDir.rmtree(safety='Temp') File "D:\Games\Oblivion Gold\Mopy\bolt.py", line 490, in rmtree   shutil.rmtree(self._s) File "C:\Python26\lib\shutil.py", line 216, in rmtree   rmtree(fullname, ignore_errors, onerror) File "C:\Python26\lib\shutil.py", line 216, in rmtree   rmtree(fullname, ignore_errors, onerror) File "C:\Python26\lib\shutil.py", line 216, in rmtree   rmtree(fullname, ignore_errors, onerror) File "C:\Python26\lib\shutil.py", line 225, in rmtree   onerror(os.rmdir, path, sys.exc_info()) File "C:\Python26\lib\shutil.py", line 223, in rmtree   os.rmdir(path)WindowsError: [Error 145] : 'InstallerTemp\\00 Unofficial Oblivion Patch Supplemental\\Meshes\\Weapons'


and this
Traceback (most recent call last): File "D:\Games\Oblivion Gold\Mopy\basher.py", line 7092, in Execute   self.data.install(self.filterInstallables(),progress,last,override) File "D:\Games\Oblivion Gold\Mopy\bosh.py", line 11544, in install   installer.install(archive,destFiles,self.data_sizeCrcDate,SubProgress(progress,index,index+1)) File "D:\Games\Oblivion Gold\Mopy\bosh.py", line 10725, in install   self.unpackToTemp(archive,dest_src.values(),SubProgress(progress,0,0.9)) File "D:\Games\Oblivion Gold\Mopy\bosh.py", line 10687, in unpackToTemp   self.clearTemp() File "D:\Games\Oblivion Gold\Mopy\bosh.py", line 9725, in clearTemp   Installer.tempDir.rmtree(safety='Temp') File "D:\Games\Oblivion Gold\Mopy\bolt.py", line 490, in rmtree   shutil.rmtree(self._s) File "C:\Python26\lib\shutil.py", line 216, in rmtree   rmtree(fullname, ignore_errors, onerror) File "C:\Python26\lib\shutil.py", line 216, in rmtree   rmtree(fullname, ignore_errors, onerror) File "C:\Python26\lib\shutil.py", line 216, in rmtree   rmtree(fullname, ignore_errors, onerror) File "C:\Python26\lib\shutil.py", line 216, in rmtree   rmtree(fullname, ignore_errors, onerror) File "C:\Python26\lib\shutil.py", line 225, in rmtree   onerror(os.rmdir, path, sys.exc_info()) File "C:\Python26\lib\shutil.py", line 223, in rmtree   os.rmdir(path)WindowsError: [Error 32] The process cannot access the file,: 'InstallerTemp\\00 Unofficial Oblivion Patch Supplemental\\Textures\\Clothes\\UpperClass'


After this error mod is not marked as installed(+) At R290 all okay
How me fix it?
..
Sorry for my english.
User avatar
Céline Rémy
 
Posts: 3443
Joined: Sat Apr 07, 2007 12:45 am

Post » Wed Sep 01, 2010 6:43 pm

How does BAIN handle conflicting files in complex installer sub-packages? Is it "lower in the order overwrites," "later date overwrites" or some other behavior? I don't see anything about this in the documentation.

Say I have a package laid out like so:
00 Core\  derp.esp01 Version A\  derp.esp01 Version B\  derp.esp


Assuming the user checks only one of the packages in the 01 section does BAIN then over-write the esp from 00 ?

Files are installed in alphabetic order of the subpackage names. Later packages will override earlier packages, so yes, derp.esm from 01 Version A would be installed.
User avatar
michael danso
 
Posts: 3492
Joined: Wed Jun 13, 2007 9:21 am

Post » Wed Sep 01, 2010 10:45 am

I mean what happened to your savegames and load order in the first place?

Bash appeared to not be able to see them.

This was after running the installer. It asked if I wanted to back up 290 settings (I said yes thankfully) then after that all mods were out of order and no saves visible nor were the save game profiles (and there was a few saves in the general saves folder). It also didn't seem to see the profiles even after going into edit some.

Instead of resetting everything by hand I got the fear that if I opened the installers tab that it would all be read as uninstalled and I didn't want that, so I tried to restore settings twice and it did not work when using menus. Then opened the archive and copied over by hand now it all works.

Will update my other clones without the installer.

How does BAIN handle conflicting files in complex installer sub-packages? Is it "lower in the order overwrites," "later date overwrites" or some other behavior? I don't see anything about this in the documentation.

Say I have a package laid out like so:
00 Core\  derp.esp01 Version A\  derp.esp01 Version B\  derp.esp


Assuming the user checks only one of the packages in the 01 section does BAIN then over-write the esp from 00 ?
Actually Version B would be installed as it would be the last/later. Yes lower overrides higher. Just like with esp load order.

You might be interested in http://www.gamesas.com/index.php?/topic/1084204-bain-mod-installation-projects/ - though some find it too wordy.
User avatar
Dustin Brown
 
Posts: 3307
Joined: Sun Sep 30, 2007 6:55 am

Post » Wed Sep 01, 2010 11:30 am

Actually Version B would be installed as it would be the last/later. Yes lower overrides higher. Just like with esp load order.


Er, what?. The question was if the user selects only ONE of the 01 sub-packages - In that instance yes the sub-package esp does overwrite the one from the core files.

I think Psymon was thinking you meant if the user selected BOTH 01 sub-packages aswell as core files, in that case then sub-package B's esp would end up in your game. Highest selected files in the install order being respected.
User avatar
Dezzeh
 
Posts: 3414
Joined: Sat Jun 16, 2007 2:49 am

Post » Wed Sep 01, 2010 6:19 pm

Er, what?. The question was if the user selects only ONE of the 01 sub-packages - In that instance yes the sub-package esp does overwrite the one from the core files.

I think Psymon was thinking you meant if the user selected BOTH 01 sub-packages aswell as core files, in that case then sub-package B's esp would end up in your game. Highest selected files in the install order being respected.

What that wasn't the question?!? Should have been ... then my answer would have been perfect. Ah well par for the course.
User avatar
Danger Mouse
 
Posts: 3393
Joined: Sat Oct 07, 2006 9:55 am

Post » Wed Sep 01, 2010 8:18 pm

OK Bash Guru's...

I've written a delayer for SI. It bashes just fine on my system because SI is installed (obviously).

What would happen if a user tries to merge my bashed delayer and they don't have SI installed?

The form id of the script that is modified is 00013587. I doubt that it is in a non SI esm, but I don't know...

BTW there was a thread for checking if SI is installed - ah http://www.gamesas.com/index.php?/topic/1119831-ensure-dependency-on-si/ it is
User avatar
Marta Wolko
 
Posts: 3383
Joined: Mon Aug 28, 2006 6:51 am

Post » Wed Sep 01, 2010 2:49 pm

You might be interested in http://www.gamesas.com/index.php?/topic/1084204-bain-mod-installation-projects/ - though some find it too wordy.

That's not too wordy at all, it answers my question perfectly - thanks!
User avatar
how solid
 
Posts: 3434
Joined: Mon Apr 23, 2007 5:27 am

Post » Thu Sep 02, 2010 12:17 am

I'm having a problem with this new installer version. i think.

I'm reinstalling Oblivion from scratch, doing it step by step and testing it works and all.

i've got to the point where im installing and testing the supportive software such as Wrye bash. and i just tried this installer version for the first time. (i've used non installer versions in the past with no problem)

My problem is simple. It will not load. Not through the shortcut, or the main launcher file direct at the source.

I followed the instructions in the readme to try and get a bashdump file *bash.log*

 Open a command shell (Start: Programs: Accessories: Command Prompt).  * __chdir__ to the Mopy directory. "chdir" means "change directory". E.g.: chdir C:\Program Files\Bethesda Softworks\Oblivion\Mopy  * __Type:__ c:\python25\python.exe bash.py -d    * If you have a different version/location of python, adapt the first     argument accordingly.   * Doing this will cause any error messages that Bash generates on start to spew to the command shell. This is the bugdump.


When i do this it loads Wyre bash and it works fine, but not bash.log is created.

Technically i could just type in that code into the command prompt each time i want to load wrye bash but as u can imagine that takes a fair bit longer than just clicking the shortcut.

Any idea why it wont load normally, but then works perfectly after inputting the code?



And as a ps. Thank you, i find this tool invaluable :)
User avatar
Lauren Denman
 
Posts: 3382
Joined: Fri Jun 16, 2006 10:29 am

Post » Wed Sep 01, 2010 12:45 pm

Tried to create a BCF and got (287) :
Traceback (most recent call last):  File "C:\GAMES\TESIV\Oblivion\Mopy\basher.py", line 7698, in Execute    converter = bosh.InstallerConverter(self.selected, self.data, destArchive, BCFArchive, progress)  File "C:\GAMES\TESIV\Oblivion\Mopy\bosh.py", line 10144, in __init__    self.build(srcArchives, data, destArchive, BCFArchive,progress)  File "C:\GAMES\TESIV\Oblivion\Mopy\bosh.py", line 10314, in build    installer = data.crc_installer[installerCRC]KeyError: 3171897078L
Any clues ?
Also to report a bug that is not quite clear how to reproduce - sometimes when I mess with BAIN folder (from explorer) (deleting files/folders ?) and then go back to Bash and right click > Move to a package - the package moves to the end of the list instead of specified postition. A 287 issue
Thanks : )
EDIT : I created my BCF - I was doing something silly ? probably...
User avatar
Steeeph
 
Posts: 3443
Joined: Wed Apr 04, 2007 8:28 am

Post » Wed Sep 01, 2010 7:17 pm

Sorry to interrupt the flow of comments with a newbie question, but I am confused as to exactly how to use the bashed patch as far as leveled lists, cosmetics, and whatever else might be included in a mod. I am fairly familiar with Wrye Mash for Morrowind, and I see this is similar in some ways. I notice in BOSS there are also a lot of notes about tagging certain mods. It is my understanding that these tags help put these mods in their proper orders, although I could be wrong. So, can anyone give me a basic idea on these requests? I have tried some of the tutorials, but I haven't really got the idea.
User avatar
Vincent Joe
 
Posts: 3370
Joined: Wed Sep 26, 2007 1:13 pm

Post » Thu Sep 02, 2010 12:37 am

Sorry to interrupt the flow of comments with a newbie question, but I am confused as to exactly how to use the bashed patch as far as leveled lists, cosmetics, and whatever else might be included in a mod. I am fairly familiar with Wrye Mash for Morrowind, and I see this is similar in some ways. I notice in BOSS there are also a lot of notes about tagging certain mods. It is my understanding that these tags help put these mods in their proper orders, although I could be wrong. So, can anyone give me a basic idea on these requests? I have tried some of the tutorials, but I haven't really got the idea.
Well - running BOSS from within bash - or maybe even on its own memory fails correct me please - applies those bashed tags to mods. Those bashed tags are what make mods appear in the Bashed patch options. So when you right click on bashed patch in the mods tab and choose rebuild a screen appears which has some options like Import Actors - a mod appears under Import Actors if it has the relevant tag (which is Actor.Stats - IIRC)
Also the bashed patch has some tweaks - changing global game variables and the like - so you don't need to have a separate esp for this
The bashed patch merges changes from more than one espm to the same record - an NPC for instance is a record and if 2 esps change the same NPC only the changes made by the esp loading last will apply - but with Bashed patch if the 2 espS change different fields in the same record (esp1 changes strength and esp2 changes face) both changes will be merged in the BP.
You can rely on BOSS for correct tagging and load order - and then check all of the esps that BOSS tags (so they appear in the Rebuild patch dialogue) - with the exeption of a couple complicated setups like FCOM.
You must RTM on the various tweaks to see if you want them
HTH
User avatar
Scared humanity
 
Posts: 3470
Joined: Tue Oct 16, 2007 3:41 am

Post » Wed Sep 01, 2010 5:48 pm

I did a project update in BAIN just now and the debug window popped up with this in it:

"C:\Games\Bethesda Softworks\Oblivion\Mopy\7z.exe" a "C:\Games\Bethesda Softworks\Oblivion Mods\Bash Installers\Vergayun.7z.tmp" -t"7z" -ms=on -y -r -o"C:\Games\Bethesda Softworks\Oblivion Mods\Bash Installers" -i!"C:\Games\Bethesda Softworks\Oblivion Mods\Bash Installers\Vergayun\*" -x@InstallerTempList.txt -scsWIN


The operation succeeded, but the fact that it opened sort of bothers me because it's never been visible before.
User avatar
k a t e
 
Posts: 3378
Joined: Fri Jan 19, 2007 9:00 am

Post » Wed Sep 01, 2010 12:54 pm

Sorry to interrupt the flow of comments with a newbie question, but I am confused as to exactly how to use the bashed patch as far as leveled lists, cosmetics, and whatever else might be included in a mod. I am fairly familiar with Wrye Mash for Morrowind, and I see this is similar in some ways. I notice in BOSS there are also a lot of notes about tagging certain mods. It is my understanding that these tags help put these mods in their proper orders, although I could be wrong. So, can anyone give me a basic idea on these requests? I have tried some of the tutorials, but I haven't really got the idea.

Another thing that may not be clear to a newb is that you must enable the options to be bashed.
Depending of a couple of settings (I don't know if they're default or not) new mods added to the load order may not be automatically applied when building the patch. If they're not checked, they'll be ignored when the patch is built.
User avatar
Emmi Coolahan
 
Posts: 3335
Joined: Wed Jan 24, 2007 9:14 pm

Post » Wed Sep 01, 2010 3:40 pm

Sorry to interrupt the flow of comments with a newbie question, but I am confused as to exactly how to use the bashed patch as far as leveled lists, cosmetics, and whatever else might be included in a mod. I am fairly familiar with Wrye Mash for Morrowind, and I see this is similar in some ways. I notice in BOSS there are also a lot of notes about tagging certain mods. It is my understanding that these tags help put these mods in their proper orders, although I could be wrong. So, can anyone give me a basic idea on these requests? I have tried some of the tutorials, but I haven't really got the idea.


I would have a look at this http://www.tesnexus.com/downloads/file.php?id=35230 - it is excellent for getting you started.
User avatar
Loane
 
Posts: 3411
Joined: Wed Apr 04, 2007 6:35 am

Post » Wed Sep 01, 2010 11:28 pm

I'm sure that guide will be a big help. It will be nice to feel more comfortable using Wrye Bash since it 's such an essential utility. Thanks for the link.
User avatar
Quick Draw III
 
Posts: 3372
Joined: Sat Oct 20, 2007 6:27 am

Post » Thu Sep 02, 2010 1:22 am

Traceback (most recent call last):  File "C:\Games\Bethesda Softworks\Oblivion\Mopy\basher.py", line 5018, in Execute    patchFile.initData(SubProgress(progress,0,0.1)) #try to speed this up!  File "C:\Games\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 15254, in initData    patcher.initData(SubProgress(progress,index))  File "C:\Games\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 17197, in initData    srcFile.load(True)  File "C:\Games\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 5018, in load    self.tops[label].load(ins,unpack and (topClass != MobBase))  File "C:\Games\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 4033, in load    self.loadData(ins, ins.tell()+self.size-20)  File "C:\Games\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 4135, in loadData    record = recClass(header,ins,True)  File "C:\Games\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 1806, in __init__    self.__class__.melSet.initRecord(self,header,ins,unpack)  File "C:\Games\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 1434, in initRecord    MreRecord.__init__(record,header,ins,unpack)  File "C:\Games\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 1603, in __init__    if ins: self.load(ins,unpack)  File "C:\Games\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 1666, in load    self.loadData(ins,inPos+self.size)  File "C:\Games\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 1815, in loadData    self.__class__.melSet.loadData(self,ins,endPos)  File "C:\Games\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 1466, in loadData    print error  File "C:\Games\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 149, in __str__    if isinstance(inName, str):NameError: global name 'inName' is not defined


I just started to rebuild my patch and about a minute into it, somewhere during importing graphics, it stops and I get that message. I ran with the same exact load order a few months ago and all was fine. Any ideas? Im using v291


****Never mind. I figured it out. Made a wild tes4edit in OOO.esp and apparently that was it**** Oops
User avatar
LADONA
 
Posts: 3290
Joined: Wed Aug 15, 2007 3:52 am

Post » Wed Sep 01, 2010 6:47 pm

Tried to create a BCF and got (287) :
Traceback (most recent call last):  File "C:\GAMES\TESIV\Oblivion\Mopy\basher.py", line 7698, in Execute    converter = bosh.InstallerConverter(self.selected, self.data, destArchive, BCFArchive, progress)  File "C:\GAMES\TESIV\Oblivion\Mopy\bosh.py", line 10144, in __init__    self.build(srcArchives, data, destArchive, BCFArchive,progress)  File "C:\GAMES\TESIV\Oblivion\Mopy\bosh.py", line 10314, in build    installer = data.crc_installer[installerCRC]KeyError: 3171897078L
Any clues ?
Also to report a bug that is not quite clear how to reproduce - sometimes when I mess with BAIN folder (from explorer) (deleting files/folders ?) and then go back to Bash and right click > Move to a package - the package moves to the end of the list instead of specified postition. A 287 issue
Thanks : )
EDIT : I created my BCF - I was doing something silly ? probably...

not a clue as to why it was doing that... probably random error (hopefully anyways ;))... of course if you get it again I'll investigate.
can't think of why it would do that - unless do you have auto-refresh turned off? (and even then why it would cause it to do I havne't a clue)...
(sorry for the nice unhelpful post)

Well - running BOSS from within bash - or maybe even on its own memory fails correct me please - applies those bashed tags to mods.

Bash applies the tags from BOSS if the masterlist is present :D - still a good idea to read the BOSSLog for any notes about those tags (like don't import x from mod z if you also have mod y active)

I did a project update in BAIN just now and the debug window popped up with this in it:

"C:\Games\Bethesda Softworks\Oblivion\Mopy\7z.exe" a "C:\Games\Bethesda Softworks\Oblivion Mods\Bash Installers\Vergayun.7z.tmp" -t"7z" -ms=on -y -r -o"C:\Games\Bethesda Softworks\Oblivion Mods\Bash Installers" -i!"C:\Games\Bethesda Softworks\Oblivion Mods\Bash Installers\Vergayun\*" -x@InstallerTempList.txt -scsWIN


The operation succeeded, but the fact that it opened sort of bothers me because it's never been visible before.

oh just left an silly extra debug print command (so harmless but fixed, thanks)

Traceback (most recent call last):    if isinstance(inName, str):NameError: global name 'inName' is not defined


I just started to rebuild my patch and about a minute into it, somewhere during importing graphics, it stops and I get that message. I ran with the same exact load order a few months ago and all was fine. Any ideas? Im using v291


****Never mind. I figured it out. Made a wild tes4edit in OOO.esp and apparently that was it**** Oops

well two bugs in one; that was an error message which of course only gets printed if there is something funny about an esp/m; and the error message code had a typo... fixed, thanks (so next time a wild edit happens to someone it'll actually print a message and what esp/m it was that Bash choked on)
Pacific Morrowind
User avatar
Jordan Fletcher
 
Posts: 3355
Joined: Tue Oct 16, 2007 5:27 am

Post » Thu Sep 02, 2010 2:06 am

Are you planning on adding any more features to this version or do I have to wait until the next for my new import tags? :) I had a long chat with Warrudar and he thinks that the import tags would be the best way to go. I have a feature request posted on the SourceForge site.

hoping to get that in before real release :)

My 64-bit Win 7 system onlyhas this key:

SOFTWARE\Wow6432Node\Python\PythonCore\2.6\..with subkeys underneath including path

thanks... and I shouldn't have to ask such questions anymore!... London Drugs had a SALE - $1200 cheapest price I could find this awesome thing anywhere online and London Drugs had it for 800 - intel i7, 6GB Ram, 1GB ATI Graphics Card (never had a graphics card better than nvidia 128mb)... wow Oblivion's graphics look good compared to how they used to - well end of story it also has Win 7 Home Premium 64bit so now I have an extra test environment type, and can look up 64bit things on my own computer.

I get that if I enable cbash - are you using cbash?

okay I'll investigate the cbash code with that.

Last SVN
It's errors at the end of the installation some Bain.

This


and this


After this error mod is not marked as installed(+) At R290 all okay
How me fix it?
..
Sorry for my english.

should (hackishly) be fixed by rev710.

I'm having a problem with this new installer version. i think.

I'm reinstalling Oblivion from scratch, doing it step by step and testing it works and all.

i've got to the point where im installing and testing the supportive software such as Wrye bash. and i just tried this installer version for the first time. (i've used non installer versions in the past with no problem)

My problem is simple. It will not load. Not through the shortcut, or the main launcher file direct at the source.

I followed the instructions in the readme to try and get a bashdump file *bash.log*

 


When i do this it loads Wyre bash and it works fine, but not bash.log is created.

Technically i could just type in that code into the command prompt each time i want to load wrye bash but as u can imagine that takes a fair bit longer than just clicking the shortcut.

Any idea why it wont load normally, but then works perfectly after inputting the code?

to actually create a bash log you'd have to append
> bashlog.txt
to the command (or use the included batch file (DebugLog(Python2.6).bat) to autogenerate BashBugDump.log.
however for your problem... hmmm first thing that springs to mind (and actually only thing right this moment) is that you have a different python install set as default (for the main launcher - the StartMenu shortcut with the installer won't yet work (fixed and uploading soonish)) - like 3x or 2.7 without wxPython or something like that.
Pacific Morrowind
User avatar
Sierra Ritsuka
 
Posts: 3506
Joined: Mon Dec 11, 2006 7:56 am

Post » Wed Sep 01, 2010 11:23 am

hoping to get that in before real release :)

thanks... and I shouldn't have to ask such questions anymore!... London Drugs had a SALE - $1200 cheapest price I could find this awesome thing anywhere online and London Drugs had it for 800 - intel i7, 6GB Ram, 1GB ATI Graphics Card (never had a graphics card better than nvidia 128mb)... wow Oblivion's graphics look good compared to how they used to - well end of story it also has Win 7 Home Premium 64bit so now I have an extra test environment type, and can look up 64bit things on my own computer.


:hugs: Thank You!

And congrats on the new addition - we should see updates lickitty split now! :)
User avatar
Jessica Nash
 
Posts: 3424
Joined: Tue Dec 19, 2006 10:18 pm

PreviousNext

Return to IV - Oblivion