[RELZ] Wrye Bash -- Thead 55

Post » Thu Sep 02, 2010 12:47 am

Download: http://tesnexus.com/downloads/file.php?id=22368 or https://sourceforge.net/projects/oblivionworks/files
Readme: the file named Wrye Bash.html in the mopy folder)
External Reading (ie tutorials, user created help files) - they may be more understandable/help you get started with less technical detail/better written from a non-dev standpoint
  • Wrye Bash Wiki: http://www.uesp.net/wiki/Tes4Mod:Wrye_Bash
  • http://www.tesnexus.com/downloads/file.php?id=35230

Screenshots: http://wryemusings.com/images/WryeBash_01.png, http://wryemusings.com/images/WryeBash_02.png, http://wryemusings.com/images/WryeBash_03.png, http://wryemusings.com/images/WryeBash_05.png
Previous Topic: http://www.gamesas.com/index.php?/topic/1136734-relz-wrye-bash-thread-54
Requirements:
  • It's easiest to just download the WryePython03a package from http://tesnexus.com/downloads/file.php?id=22368 unless you like to customize your install.
    (http://www.python.org/ftp/python/2.6.5/python-2.6.5.msi or http://www.python.org/ftp/python/2.6.6/python-2.6.6.msi), http://downloads.sourceforge.net/wxpython/wxPython2.8-win32-ansi-2.8.11.0-py26.exe, http://sourceforge.net/projects/comtypes/files/comtypes/0.6.2/comtypes-0.6.2.win32.exe/download, http://www.voidspace.org.uk/downloads/psyco-1.6.win32-py2.6.zip, and http://sourceforge.net/project/platformdownload.php?group_id=78018
    Older/Newer versions _may_ work but those are probably best and what most of use (and is done the most testing with).


Overview:
  • Wrye Bash has a lot of features. I mean a LOT. It's like twenty tools rolled into one. It includes as subfeatures the entire feature sets of other tools, and offers plenty of other features that no other mod tool has. Except installation. It's the "everything but installation" tool! Now with installation too!

Installation:
  • First time installation is still a little difficult, but later updates are easy (just unzip latest version into Oblivion directory). However, for first time installation you have to preinstall two other packages and then (sometimes) tweak a shortcut. You can't just download and press the pretty buttons -- you have to follow the readme instructions. If you have followed the instructions and still have problems, post the bugdump. If you haven't followed the instructions and whine that it won't work without posting the bugdump, Wrye will bite your fingers off (it's a monkey thing). Otherwise he's quite helpful.

Linking:
  • If you'd like to link to Bash from somewhere else, please do! But be sure to link to either http://tesnexus.com/downloads/file.php?id=22368 or http://sourceforge.net/projects/oblivionworks/. Don't link to the actual Bash zip file, since that changes fairly frequently.

Bain
  • Install/uninstall mods from zip, 7z, archives, etc. No OMODs required!

Bashed Patchers
  • Configure and build a custom patch mod to...
  • Merge leveled lists
  • Merge TNR faces over other changes to npcs
  • Merge race eye/hair/body/voice changes over other changes to races
  • Tweak clothes: Show amulets with robes, zero weight rings and amulets, etc.
  • Tweak misc. GMST settings.

Repair/Edit Stuff
  • Repair animation bug (various animations freezing)
  • Repair hair bug (game ctds when viewing race menu after removing a hair mod)
  • Remove spells from spell list
  • Rename created spells, enchanted items
  • Remove bloating (one use of this reduced a 158 Mb savegame to 2.5 Mb)
  • Import NPC levels into an existing savegame (essential when switching to/from OOO, Frans, etc.)
  • Import PC face from other savegame or any mod (e.g., import any of TNR's faces into game)
  • Easily generate html readmes using wiki-like syntax.

Mod, Savegame, Screenshot Management
  • Auto-Ghost mods to reduce espm thrashing.
  • Launch Oblivion and TESCS (with or without OBSE).
  • Mod, save, screenshot file management. (Rename, duplicate, etc.)
  • Save Profiles: Have different sets of saves for different npcs with different loadlists, etc.
  • Screenshots: View, delete, batch rename, open, etc.
  • Readme Browser: Quickly view readme of currently selected mod.
  • Quick/Autoswap between SI and pre-SI versions of Oblivion.esm.

You should add a few more things to that list, Wrye. Almost none of the items from my list of the most compelling features in Wrye Bash are on your list:

For everyone:
  • Accurately and quickly managing your load order (correctly sorts ESMs)
  • Locking your load order (so updated mods automatically load in the exact same spot as the old version)
  • Checking your load list for problems (missing mod dependencies)
  • Checking savegames against load list and syncing load list to savegame
  • Cleaning bloated savegames
  • Archive Invalidation (now supports BSA-alteration BSA-redirection method)
  • Replacers (install/remove texture replacement mods -- really any mod, too)
  • Change master entry in savegame (to avoid losing items, quest progress, etc. when the name of a mod has changed)


For mod-makers:
  • Add a master to a plugin (for mod de-isolation)
  • Change master entry in plugin (for mod de-isolation)
  • Locking your load order (so changes you make don't move the plugin to the end of your load list)
  • Savegame profiles (so you can easily test with only your mod active, then easily switch back to playing with all your mods active)


Fallout 3:
  • TheLORDofDOOM has taken on making a FO3 version, Wrye4Fallout3... and here's the first little bit of it (not all translated to account for FO3 but it's showing promise). And another, a bit further along, by Valda called http://www.gamesas.com/index.php?/topic/1079607-relz-garybash/.

Other news:
  • There is now a listserve for the svn and bug/request/patch/support trackers; if you want to get emails whenever changes to those items happen just join over https://lists.sourceforge.net/lists/listinfo/oblivionworks-committers. You can also use it for support requests/questions if you desire.

Latest Versions:
=== 290 [15/10/2010] [PacificMorrowind]
=== 289 [14/10/2010] [myk002,PacificMorrowind,roxahris,valda68k]
Spoiler

    === 290 [15/10/2010] [PacificMorrowind]
  • fix fatal typo in non-CBash Bashed Patch build introduced in 289 (reported by Tokc.D.K.)
  • added Disable/Enable ini tweaks for Screenshots.

    === 289 [14/10/2010] [myk002,PacificMorrowind,roxahris,valda68k]
  • Bashed Patch:
    • Fixed Reweigh Staff logger
    • Fixed some missing gmstIds for non-CBash build of the tweak settings (gmst tweaker)
    • Added CBash version of Import Actors: Spells
    • optimizations/fixes applied to Import Actors: Spells (both CBash & non-CBash versions)
    • Actors.Skeleton importer added
    • skeleton removed from graphics import for creatures.
    • NpcFacesForceFullImport tag added.

  • Improved Nehrim Support (contributed by roxahris)
  • A slight fix so that if the user has BOSS version 1.6 but hasn't created a masterlist yet it'll still work fine.
  • 7z reverted to version 9.15 and then updated to version 9.17
  • Unicode/ansi fatal installer errors fixed. (it still may copy slightly er funkified file names of some non-ASCII char files).
  • DnD ordering in Installers fixed for Non-English installs (contributed by valda68k)
  • Escaping of quotations in names export (contributed by valda68k)
  • fix/improvement for oneInstanceChecker (contributed by myk002)

User avatar
Mashystar
 
Posts: 3460
Joined: Mon Jul 16, 2007 6:35 am

Post » Thu Sep 02, 2010 1:29 am

This is a repost from previous thread, hoping someone can shed some light on my problem:


I have been using v290 since it came out and had no problems. However, I decided to test a new load order so re-installed a new game and added mods. Built the patch OK.

After playing I decided to change the load order and rebuld the patch. I get this error after 5 minutes and process aborts:

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 4917, in Execute
patchFile.buildPatch(log,SubProgress(progress,0.8,0.9))#no speeding needed/really possible (less than 1/4 second even with large LO)
File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 15347, in buildPatch
patcher.buildPatch(log,SubProgress(subProgress,index))
File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 27413, in buildPatch
raise StateError(_('Mesh undefined for eye %s in race %s') % (strFid(eye),race.eid,))
bolt.StateError: Mesh undefined for eye (Waalx Animals & Creatures.esm,0x006952) in race VampireRace

SInce it built once, why would it not again? I Bossed to restore load order and still have the error. Below is my LO:
Spoiler
Active Mod Files:00  Oblivion.esm01  MD_Saddle_Master.esm02  Cobl Main.esm  [Version 1.73]03  Harvest[Containers].esm04  Harvest[Containers] - Player Home Add-on.esm05  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]06  Mart's Monster Mod.esm  [Version 3.7b3p3]07  Mart's Monster Mod for OOO.esm  [Version 0.9.9MB3]08  Waalx Animals & Creatures.esm09  Unofficial Oblivion Patch.esp  [Version 3.3.2]0A  DLCShiveringIsles.esp0B  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]0C  LoadingScreens.esp0D  LoadingScreensAddOn.esp++  Harvest[Containers] - Vanilla.esp++  Harvest[Containers] - SI.esp++  Harvest[Containers] - Player Home Add-on.esp0E  WAC - Crowded Roads Revisited.esp  [Version 1.1]0F  Map Marker Overhaul.esp  [Version 3.7.1]10  Map Marker Overhaul - SI additions.esp  [Version 3.5]11  DLCHorseArmor.esp12  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.6]13  DLCOrrery.esp14  DLCOrrery - Unofficial Patch.esp  [Version 1.0.4]15  DLCMehrunesRazor.esp16  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.5]17  MD Saddlebags v3.0.esp18  Cobl Glue.esp  [Version 1.73]19  Cobl Si.esp  [Version 1.63]++  Cobl Tweaks.esp  [Version 1.73]1A  Bob's Armory Oblivion.esp1B  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]1C  OOO 1.32-Cobl.esp  [Version 1.72]1D  Mart's Monster Mod for OOO.esp  [Version 0.9.9MB3]++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]1E  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Swarms.esp  [Version 3.7b3p3]1F  Mart's Monster Mod - No Carrion Rats.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Blood.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Undead Rise.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Slimes.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Pests.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Uberhulks.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Skeep.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Spawn Rates - Reduced Reduced.esp  [Version 3.7b3p3]20  Mart's Monster Mod - Safer Quest Locations.esp  [Version 3.7b3p3]21  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]22  Mart's Monster Mod - Extra Wounding.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Friendlier Factions OOO.esp  [Version 3.7b3p3]23  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]24  WAC.esp25  WAC - OverSpawn.esp26  WAC - TCOS.esp27  WAC - TCOS Shops.esp  [Version 03]28  WAC - BlackBootDungeon.esp++  WAC - QuietFeet.esp29  TIE.esp  [Version 1.41]++  MMM-Cobl.esp  [Version 1.73]2A  Knights.esp2B  Knights - Unofficial Patch.esp  [Version 1.1]++  Mart's Monster Mod for OOO - Knights .esp  [Version 0.9.9MB3]2C  ROM Revised Oblivion Mod.esp2D  ROM Patch - Knights.esp  [Version 2.30]++  ROM Patch - MMM.esp++  ROM Patch - MMM H&C.esp++  ROM Patch - Bobs Armory.esp2E  ElsweyrAnequina.esp++  WAC - Elsweyr Anequina.esp2F  Alternative Start by Robert Evrae.esp++  ROM Patch - Alternative Start.esp30  Skip Tutorial.esp++  Harvest Containers Filter patch for mods.esp  [Version 1.00]31  Bashed Patch, 0.esp


I seem to remember having a similar issue once before when adding a cute elf companion mod so I just did not use that mod. But now I get this with WAC and would really like to try it. Any suggestions?

I would go back to an earlier version but I lose some of the tags I need for the ROM mod.

EDIT: I am able to build the patch if I do not select race records in the bash dialog. The only mods that show in that are OOO and ROM not WAC. However, the WAC - TOCS.esp is tagged with NPC.Race. But it does not show in the Race Records option. I have removed the NPC.Race tag from WAC - TOCS to see if it will build.

EDIT: Removing the NPC.Race tag from WAS - TOCS.esp did not work. I can only build the patch if I do not include race records in the build.
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Flesh Tunnel
 
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Joined: Mon Sep 18, 2006 7:43 pm

Post » Wed Sep 01, 2010 11:25 pm

I have a quick question abou the Bash Patch: At the moment when building the patch, in the pane that pops up among the many fields for imports etc, there is one check field for the "Levelled Lists". Do I HAVE TO check that? By default this was unchecked in my WB.

The right side of that pane, where all the levelled lists are listed, IS CHECKED for "Automatic", I never touch that. Just not sure if the check on the left side is absolutely required.

If it's not too much trouble I'd appreciate a brief clarification (Yes or No would suffice). I promise to later on look in the WB online help and the Newbie guide in pictures by alt3rn1ty. It's just that right now I have no access to either my WB or the newbie guide. Thanks very mucho!
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David Chambers
 
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Joined: Fri May 18, 2007 4:30 am

Post » Wed Sep 01, 2010 4:00 pm

Hi. Thanks for program. The simple bugreport - with bosh.py rev 695 WB is not started. Wrye Bash Debug.py - http://img257.imageshack.us/img257/4135/13244112.jpg
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noa zarfati
 
Posts: 3410
Joined: Sun Apr 15, 2007 5:54 am

Post » Thu Sep 02, 2010 1:35 am

I have a quick question abou the Bash Patch: At the moment when building the patch, in the pane that pops up among the many fields for imports etc, there is one check field for the "Levelled Lists". Do I HAVE TO check that? By default this was unchecked in my WB.

The right side of that pane, where all the levelled lists are listed, IS CHECKED for "Automatic", I never touch that. Just not sure if the check on the left side is absolutely required.

If it's not too much trouble I'd appreciate a brief clarification (Yes or No would suffice). I promise to later on look in the WB online help and the Newbie guide in pictures by alt3rn1ty. It's just that right now I have no access to either my WB or the newbie guide. Thanks very mucho!

to have the features of the Leveled Lists Merger it does have to be checked on the left side (same as everything else - the automatic you alsmost certainly don't want to touch it is true but that only affects anything if it is already checked in the Left hand list)

Hi. Thanks for program. The simple bugreport - with bosh.py rev 695 WB is not started.

er an extra single quote got on the end of string... fixed, thanks.
Pacific Morrowind
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Alycia Leann grace
 
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Post » Wed Sep 01, 2010 4:16 pm

to have the features of the Leveled Lists Merger it does have to be checked on the left side (same as everything else - the automatic you almost certainly don't want to touch it is true but that only affects anything if it is already checked in the Left hand list)

You are too kind, Thank you PM. I must look at the other left-hand side boxes, make sure about the "as everything else"... I'm not sure everything is checked there (but most is). :thumbsup:
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Kat Lehmann
 
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Post » Wed Sep 01, 2010 10:26 am

What features will the installer for Bash bring? You know what would be cool? If you added an option in the installer that registers icons for bsa's, esm's, esp's etc? So that way there would be icons for those file types. Kinda like FOMM does for Fallout and Fallout NV. Well, with BSA's and SPT's.
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Kate Murrell
 
Posts: 3537
Joined: Mon Oct 16, 2006 4:02 am

Post » Wed Sep 01, 2010 10:08 pm

I have a quick question abou the Bash Patch: At the moment when building the patch, in the pane that pops up among the many fields for imports etc, there is one check field for the "Levelled Lists". Do I HAVE TO check that? By default this was unchecked in my WB.
Snip


That Is an interesting question, I'm not Entirely sure Any of the Bash options are Absoultly required, I don't know if I've ever seen it answered as to "What options if any, have to be checked, or the game will crash"... :whisper:
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Jaki Birch
 
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Post » Wed Sep 01, 2010 11:47 pm

What features will the installer for Bash bring? You know what would be cool? If you added an option in the installer that registers icons for bsa's, esm's, esp's etc? So that way there would be icons for those file types. Kinda like FOMM does for Fallout and Fallout NV.

features include:
less error prone installation/uninstallation (ie almost foolproof)
support for installing to both OB & Nehrim & extra locations at the same time
checking/installing if needed all the requirements (ie Python, wxPython etc.)
Startmenu/desktop/quicklaunch shortcut creation
post-install view readme/launch Bash
... that's pretty much it

That Is an interesting question, I'm not Entirely sure Any of the Bash options are Absoultly required, I don't know if I've ever seen it answered as to "What options if any, have to be checked, or the game will crash"... :whisper:

none that I can think of... well there is at least one (the bowreach fix) that if it isn't select there are instances where the game will crash if there are any bows that that patcher would fix.
Pacific Morrowind
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Red Sauce
 
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Post » Wed Sep 01, 2010 12:46 pm

Ok, Thanks for That, Good to know... :bowdown:
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Aliish Sheldonn
 
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Joined: Fri Feb 16, 2007 3:19 am

Post » Wed Sep 01, 2010 11:30 am

features include:
less error prone installation/uninstallation (ie almost foolproof)
support for installing to both OB & Nehrim & extra locations at the same time
checking/installing if needed all the requirements (ie Python, wxPython etc.)
Startmenu/desktop/quicklaunch shortcut creation
post-install view readme/launch Bash
... that's pretty much it


Is the release going to have both manual and installer versions? After reading what you posted about the installer features, I'd rather have a manual version.
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Stacy Hope
 
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Joined: Thu Jun 22, 2006 6:23 am

Post » Wed Sep 01, 2010 5:21 pm

Is the release going to have both manual and installer versions? After reading what you posted about the installer features, I'd rather have a manual version.

ah yes definitely... I would never ever think of ONLY doing an installer... though out of curiosity what don't you like about the installer features I listed?
Pacific Morrowind
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Nick Swan
 
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Joined: Sat Dec 01, 2007 1:34 pm

Post » Wed Sep 01, 2010 7:23 pm

Quoting my last post in the WB thread #54 before the lock :)
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)
What I mean is allow overriding the global "Skip XXX" settings on a per-mod basis.

For example, it would be great if I can globally "Skip Docs" but "Unskip Docs" just for Enhanced Economy.
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Alan Cutler
 
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Post » Wed Sep 01, 2010 3:01 pm

ah yes definitely... I would never ever think of ONLY doing an installer... though out of curiosity what don't you like about the installer features I listed?
Pacific Morrowind


I don't actually dislike anything about the installer. It just doesn't interest me. If you registered file extensions I'd use it.
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Miranda Taylor
 
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Post » Wed Sep 01, 2010 9:57 am

What features will the installer for Bash bring? You know what would be cool? If you added an option in the installer that registers icons for bsa's, esm's, esp's etc? So that way there would be icons for those file types. Kinda like FOMM does for Fallout and Fallout NV. Well, with BSA's and SPT's.

I don't see the point of Wyre Bash adding icons to those file types when it can't be used to edit them. You'd be better off installing programs that can open and modify them. The Oblivion Mod Manager adds icons to BSAs and associates them with it's BSA browser, very useful in my opinion, and the TES Construction Set adds icons and associates itself with esm and esp files.
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Bones47
 
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Post » Wed Sep 01, 2010 6:17 pm

Well, I just thought it would be cool. If I was on XP instead of 7, I'd just manually add icons to the file extensions. But you can't do that with Vista or 7 -- you have to use a program that doesn't work too good anyway.
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Heather M
 
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Joined: Mon Aug 27, 2007 5:40 am

Post » Wed Sep 01, 2010 12:23 pm

I have a bit of a problem. I've long used Wrye Bash (and Mash for that matter) and swear by them. However, I don't seem to be able to use Bash past V 271. Oh, it works and runs fine, it's just ridiculously slow to start. Takes about 4 to 5 minutes (just timed it at 4 mins) because it is "Initializing BSAInfos", rather than 10-15 seconds. I don't use BAIN, so can't imagine why it's scanning through my BSAs on every start up!

This makes it pretty unusable for me, as I use Wrye Morph and BashMon.

I've searched for some way to disable this, but can't find any reference to being able to do so. (or even a precise reference to a version that this feature came in at, 271 doesn't do it. 277 does.).

So, what's it for and how do I stop it?
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D IV
 
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Post » Wed Sep 01, 2010 10:59 pm

Well, I just thought it would be cool. If I was on XP instead of 7, I'd just manually add icons to the file extensions. But you can't do that with Vista or 7 -- you have to use a program that doesn't work too good anyway.

Guh, I did not know that. I was actually contemplating finally switching from XP to Windows 7, but these sorts of little things missing pick my butt. I thought you might be mistaken and they simply moved the functionality but no, they entirely replaced it with the useless Default Programs applet!

I actually paid a little extra to get Windows 7 Pro OEM instead of the 'free' copy of Home when I bought my latest motherboard and have never been convinced to install it, except as a virtual machine. Now I don't think I ever will replace XP. It's not a wonder why people pirate software. NT/XP is actually quite a brilliant piece of planning. Vista and 7 are abominations. Not to mention the programming problems with the ridiculous UAC that only serves to encourage people to IGNORE it!

Sorry I'm off topic and ranting.

Back on topic. I agree with Jupiah. Bash doesn't really have any business creating associations for files that it is not responsible for.
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Jade Barnes-Mackey
 
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Post » Wed Sep 01, 2010 10:29 pm

Guh, I did not know that. I was actually contemplating finally switching from XP to Windows 7, but these sorts of little things missing pick my butt. I thought you might be mistaken and they simply moved the functionality but no, they entirely replaced it with the useless Default Programs applet!

I actually paid a little extra to get Windows 7 Pro OEM instead of the 'free' copy of Home when I bought my latest motherboard and have never been convinced to install it, except as a virtual machine. Now I don't think I ever will replace XP. It's not a wonder why people pirate software. NT/XP is actually quite a brilliant piece of planning. Vista and 7 are abominations. Not to mention the programming problems with the ridiculous UAC that only serves to encourage people to IGNORE it!

Sorry I'm off topic and ranting.

Back on topic. I agree with Jupiah. Bash doesn't really have any business creating associations for files that it is not responsible for.


Vista svcked, but Windows 7 rocks. I used to use XP before Vista and 7 came out, and I must say, 7 is an improvement over XP. UAC isn't that bad. It's less annoying on 7 than Vista. I used to disable it, but now I use it. The extra security is nice, though not really needed badly if you practice smart web surfing.
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Matt Fletcher
 
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Post » Thu Sep 02, 2010 12:57 am

On another note: what would it take to move the "Docs" folder from the Data directory to some other directory -- maybe the installers directory? If I am correct, Oblivion reads everything in the Data directory. I haven't noticed anything bad, but maybe it could help to have the "Docs" folder elsewhere.
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Darrell Fawcett
 
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Post » Wed Sep 01, 2010 7:26 pm

Hi there, I have a problem running Wrye Bash I have just updated v287 to v290 and I get this error.


C:\Games\Oblivion\Mopy>c:\python25\python.exe bash.py -d
Traceback (most recent call last):
File "bash.py", line 74, in
import bosh
File "C:\Games\Oblivion\Mopy\bosh.py", line 1469
except Exception as error:
^
SyntaxError: invalid syntax

Have I screwed up the installtion somehow I just dropped the 290 upgrade on top of my oblivion directory overwriting when prompted.
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anna ley
 
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Joined: Fri Jul 07, 2006 2:04 am

Post » Wed Sep 01, 2010 8:01 pm

Have I screwed up the installtion somehow I just dropped the 290 upgrade on top of my oblivion directory overwriting when prompted.

Someone else has reported this error before. I don't recall if it has been resolved already in the development version but I'm pretty sure it has.
Your install is fine though. Bash is actually trying to report an error to you anyway (one of your mods has missing eye meshes/records?), so if you can omit or fix that mod, you won't run into that bug.
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Kelly Upshall
 
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Joined: Sat Oct 28, 2006 6:26 pm

Post » Wed Sep 01, 2010 3:44 pm

Bash doesn't appear to be releasing memory after building a bashed patch, I was wondering what was causing it to reach ~2gb memory usage after running for a while.

The leak is present in the current SVN codebase, I'm not sure what build introduced it.
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Devin Sluis
 
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Joined: Wed Oct 24, 2007 4:22 am

Post » Wed Sep 01, 2010 8:40 pm

Thanks to http://www.gamesas.com/index.php?/topic/1136734-relz-wrye-bash-thread-54/page__view__findpost__p__16730837 for Crowded Roads Revisited, I managed to dabble in exactly how to do it myself and created a sister .csv for http://www.tesnexus.com/downloads/file.php?id=6665

http://www.mediafire.com/?yfo5802c0mbozvb

Now, I also made an edit to Smooth's .csv adding the type of the NPC before their names. It became really tiresome trying to separate the flavor NPCs from the real guys you need to talk to :P So the "Traveller" who became "Snagrok gro-Bosh" thanks to Smooth is now "Traveller Snagrok". Also did the same to my Crowded Cities.csv and made 2 alternate names.csv (all names from the http://www.tamriel-rebuilt.org/?p=modding_data/ngen)

http://www.mediafire.com/?x2o2wdy2o67m18z
http://www.mediafire.com/?3weyy8uywiblkiu

PS: Crowded Cities has 2 versions of the ESP - a Crowded Cities 30.esp and Crowded Cities 15.esp. The uploaded .csv works for the 30.esp but a simple find-and-replace in the .csv ("30.esp" -> "15.esp") does the trick :)
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P PoLlo
 
Posts: 3408
Joined: Wed Oct 31, 2007 10:05 am

Post » Wed Sep 01, 2010 11:53 pm

Someone else has reported this error before. I don't recall if it has been resolved already in the development version but I'm pretty sure it has.
Your install is fine though. Bash is actually trying to report an error to you anyway (one of your mods has missing eye meshes/records?), so if you can omit or fix that mod, you won't run into that bug.


I have gone back to v287 that still works perfectly hopefully v291 won't give me this problem when it is released.
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Phillip Hamilton
 
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Joined: Wed Oct 10, 2007 3:07 pm

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