[RELZ] Wrye Bash -- Thead 56

Post » Wed Sep 01, 2010 2:54 pm

New commit makes unicode support completely optional and disabled by default.

To enable it, set bEnableUnicode in bash.ini to True.
Be aware that it does require the unicode version of wxPython to be installed. If it isn't, it won't work properly.

halo112358, I'll have a fix for that committed shortly.

Edit: the fix is up in the latest revision. It was actually caused by fixing your previous bug.
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aisha jamil
 
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Post » Wed Sep 01, 2010 10:59 pm

Thanks, that nailed it - patch built fine. Patch build time is now down to 48 (!!!) seconds here with something like 170 mods in the load order. Are there specific things you'd like us to test or look for with cbash built patches?
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Sabrina Steige
 
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Post » Wed Sep 01, 2010 11:30 pm

As far as patchers go, the following haven't been tested since I don't have the mods handy to use with them:

  • Import Actors: Animations
  • Import Roads
  • Import Sounds
  • Cobl Catalogs
  • Cobl Exhaustion
  • Morph Factions
  • Power Exhaustion


More general testing that needs doing includes testing with filter mods, item interchange, and a full load order + merging mods + importing mods.

Other than that, there is always double-checking the results of various patchers in TES4Edit to see if anything looks odd.
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Smokey
 
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Post » Wed Sep 01, 2010 8:03 pm

I can't get this program to start (all i need is bain, bah). It seems I am missing some comtypes or someting. anyway, error report:

Traceback (most recent call last):
File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\Wrye Bash Launcher.pyw", line 94, in
main()
File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\Wrye Bash Launcher.pyw", line 83, in main
app = basher.BashApp()
File "C:\Program Files (x86)\lib\site-packages\wx-2.8-msw-ansi\wx\_core.py", line 7978, in __init__
self._BootstrapApp()
File "C:\Program Files (x86)\lib\site-packages\wx-2.8-msw-ansi\wx\_core.py", line 7552, in _BootstrapApp
return _core_.PyApp__BootstrapApp(*args, **kwargs)
File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\basher.py", line 3678, in OnInit
size=settings['bash.frameSize'])
File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\basher.py", line 3066, in __init__
self.notebook = notebook = BashNotebook(self,-1)
File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\basher.py", line 2991, in __init__
self.AddPage(MessagePanel(self),_("PM Archive"))
File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\basher.py", line 2734, in __init__
import wx.lib.iewin
File "C:\Program Files (x86)\lib\site-packages\wx-2.8-msw-ansi\wx\lib\iewin.py", line 15, in
import wx.lib.activex
File "C:\Program Files (x86)\lib\site-packages\wx-2.8-msw-ansi\wx\lib\activex.py", line 36, in
import comtypes
ImportError: No module named comtypes

all i want is bain, to delete a few mods completely (RAEVWD to be exact).
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tegan fiamengo
 
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Post » Thu Sep 02, 2010 12:40 am

You need to download and install the requirements (Python 2.6, wxPython, comtypes, psyco, and pywin32). Download links are listed near the top of the first post.
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Trish
 
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Post » Thu Sep 02, 2010 12:17 am

Arthmoor, just to confirm, the formID bugs have been fixed, yes? Those last two bugs shouldn't be too hard to fix in Bash's patcher code.


Yes, as far as I've been able to tell the formID bugs have been fixed.

As far as patchers go, the following haven't been tested since I don't have the mods handy to use with them:

Import Roads


Import roads is working. CBash can also just do a straight merge on any of the road record plugins I have.

The landscape patcher is the big one that's going to be most welcome since it offered to deactivate 8 mods during the build.
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Liii BLATES
 
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Post » Wed Sep 01, 2010 2:14 pm


Traceback (most recent call last):
File "C:\Games\Oblivion\Mopy\basher.py", line 5088, in Execute
patchFile.buildPatch(SubProgress(progress,0.1,0.9)) #try to speed this up!
File "C:\Games\Oblivion\Mopy\bosh.py", line 17079, in buildPatch
patcher(self, subProgress)
File "C:\Games\Oblivion\Mopy\bosh.py", line 28094, in finishPatch
book = getBook(patchFile, objectId)
File "C:\Games\Oblivion\Mopy\bosh.py", line 28077, in getBook
raise StateError(_("Cobl Catalogs: Unable to lookup book record in Cobl Main.esm!"))
bolt.StateError: Cobl Catalogs: Unable to lookup book record in Cobl Main.esm!

Getting this problem?
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Bek Rideout
 
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Post » Wed Sep 01, 2010 2:50 pm

Sorry for dpost but if I uncheck cobl catalog I get this problem instead

eye_meshes contents
Traceback (most recent call last):
File "C:\Games\Oblivion\Mopy\basher.py", line 5095, in Execute
patchName.untemp()
File "C:\Games\Oblivion\Mopy\bolt.py", line 564, in untemp
shutil.move(self.temp._s, self._s)
File "C:\Python26\lib\shutil.py", line 264, in move
copy2(src, real_dst)
File "C:\Python26\lib\shutil.py", line 99, in copy2
copyfile(src, dst)
File "C:\Python26\lib\shutil.py", line 52, in copyfile
fsrc = http://forums.bethsoft.com/index.php?/topic/1150534-relz-wrye-bash-thead-56/open(src,'rb')
IOError: [Errno 2] No such file or directory: 'Bashed Patch, 0.esp.tmp'
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Jon O
 
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Post » Wed Sep 01, 2010 9:24 pm

I'm having odd results using import graphics on a full load order.

I used to do this:

- import graphics, deactivated
OOO.esp - import graphics, activated

And bash would happily overwrite OOO's vanilla graphics records with new stuff from the weapon replacer - now it doesn't. The same thing seems to be happening with all of the mods I'm importing graphics from.


Ahhh, I think I figured it out - something relating to merging and importing has changed - when I forced OOO not to merge into the bashed patch the old behaviour came back. Do things that are merged into the bashed patch overwrite imports?
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Christine
 
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Post » Wed Sep 01, 2010 8:53 pm

Silly question... but with the new Quiet Feet option in WB 291, do I still need the Quiet Feet MAX mod? Not sure if it's like with MAO that I still need the mod and WB helps apply it to NPCs added by mods or if it's a complete replacement.
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Alba Casas
 
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Post » Thu Sep 02, 2010 1:18 am

I have a quick question about bashed patch build basics:

In the two-sided window pop-up when starting to rebuild, the third option on the left is "Replace Form IDs". Should I check that and also check in the right pane there the 2 boxes: P1DCandels..... and TI to Cobl..... ? I only have these 2 choices there, just saying.

I've never checked anything as I thought "I don't need it as long as the game looks good". But maybe I'm missing something or could be missing? The explanation in the WB help file, also about Import FormID's, reads rather arcane to me... I use Cobl but do not use Tamrielic Ingredients separately.... I just don't know if I should check anything there or not.

Really a short answer like "Yes, check" or "No, don't" would be quite enough already, thank you... :blush:

My modlist:

Spoiler
Active Mod Files:00  Oblivion.esm01  All Natural Base.esm  [Version 1.0]02  Francesco's Leveled Creatures-Items Mod.esm  [Version 4.5bSI]03  Francesco's Optional New Items Add-On.esm  [Version 4.5bSI]04  Cobl Main.esm  [Version 1.73]05  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]06  Mart's Monster Mod.esm  [Version 3.7b3p3]07  CyrodiilUpgradeResourcePack.esm08  TamrielTravellers.esm  [Version 1.39c]09  FCOM_Convergence.esm  [Version 0.9.9MB3]0A  Kvatch Rebuilt.esm0B  BetterMusicSystem.esm0C  CURP_Controller.esm**  Cobl Races TNR.esp  [Version 1.53]**  Cobl Races TNR SI.esp  [Version 1.53]0D  Unofficial Oblivion Patch.esp  [Version 3.3.3]0E  DLCShiveringIsles.esp0F  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]10  Francesco's Optional Chance of Stronger Bosses.esp11  Francesco's Optional Chance of Stronger Enemies.esp12  Francesco's Optional Chance of More Enemies.esp13  Francesco's Optional Leveled Guards.esp++  Francesco's Dark Seducer Weapons Patch.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]14  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]**  LoadingScreens.esp15  LoadingScreensAddOn.esp**  LoadingScreensSI.esp16  All Natural.esp  [Version 1.1]17  All Natural - SI.esp  [Version 1.0]++  phinix-waterfix.esp18  All Natural - Real Lights.esp  [Version 1.1]++  AN Scripts.esp19  Arabian Knight Fantasy Tent.esp++  Item interchange - Extraction.esp  [Version 0.78]1A  BetterMusicSystem(SI).esp  [Version 1.0]1B  P1DseeYouSleep.esp1C  Enhanced Economy.esp  [Version 5.1]1D  Crowded Roads Revisited.esp  [Version 1.1]1E  Immersive Travelers.esp1F  QZ Easy Menus.esp20  Streamline 3.1.esp21  Map Marker Overhaul.esp  [Version 3.8]22  Map Marker Overhaul - SI additions.esp  [Version 3.5]23  Enhanced Hotkeys.esp  [Version 2.1.1]24  FastEquipping.esp**  DarkLeatherArmor.esp++  FineWeapons.esp25  KohdiAnduril.esp++  LadyDeadlock_LoveYourHorse.esp26  Cobl Glue.esp  [Version 1.73]27  Cobl Si.esp  [Version 1.63]28  Bob's Armory Oblivion.esp29  FCOM_BobsArmory.esp  [Version 0.9.9]2A  Loth's Blunt Weapons for Npcs.esp++  FCOM_LothsBluntWeapons.esp  [Version 0.9.9]2B  Oblivion WarCry EV.esp  [Version 1.09]2C  FCOM_WarCry.esp  [Version 0.9.9MB5]2D  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]++  CSR - Fine Iron.esp**  OMOBS.esp  [Version 1.0]**  OMOBS_SI.esp  [Version 1.0]2E  OOO 1.32-Cobl.esp  [Version 1.72]2F  FCOM_Convergence.esp  [Version 0.9.9Mb3]++  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]30  FCOM_RealSwords.esp  [Version 0.9.9]++  FCOM_SpawnRatesSlightlyReduced.esp  [Version 0.9.9MB3]++  FCOM_SaferRoads.esp  [Version 0.9.9]++  Mart's Monster Mod - Less Bone Loot.esp  [Version 3.7b3p3]++  TamrielTravellerAdvscript.esp  [Version 1.40Alpha]31  TamrielTravellers4OOO.esp  [Version 1.39c]++  TamrielTravellersItemsNPC.esp  [Version 1.39c]32  TamrielTravellersItemsCobl.esp  [Version 1.39c]33  ShiveringIsleTravellers.esp  [Version 1.39c]++  FCOM_TamrielTravelers.esp  [Version 0.9.9]++  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]++  FCOM_BobsGuardUnity.esp  [Version 0.9.9]++  FCOM_HungersUnitySI.esp  [Version 0.9.9]**  LoadingScreens-OOO.esp++  MMM-Cobl.esp  [Version 1.73]34  Kvatch Rebuilt.esp++  Kvatch Rebuilt - OOO Compatibility.esp35  Kvatch Rebuilt - Leveled Guards - FCOM.esp36  Kvatch Rebuilt Weather Patch.esp37  The Ayleid Steps.esp  [Version 3.4]38  Knights.esp39  Knights - Unofficial Patch.esp  [Version 1.1]3A  Lost Paladins of the Divines.esp3B  Origin of the Mages Guild.esp  [Version 7.3]++  FCOM_Knights.esp  [Version 0.9.9Mb3]3C  FCOM_OMG.esp  [Version 0.9.9]3D  road+bridges.esp  [Version 4.5.9]3E  Harvest [Flora].esp  [Version 3.0.0]++  Harvest [Flora] - Shivering Isles.esp  [Version 3.0.0]3F  phinix_portable_tent.esp40  Cliff_BetterLetters.esp  [Version 1.2]41  DS Portable Sorters.esp  [Version 1.3]42  Dungeon Actors Have Torches 1.6 CT.esp43  PersuasionOverhaul.esp  [Version 1.43]++  PersuasionOverhaul_OOO.esp  [Version 1.2]44  Salmo the Baker, Cobl.esp  [Version 3.08]45  Toggleable Quantity Prompt.esp  [Version 3.2.0]46  Quest Award Leveller.esp  [Version 2.0.1]++  Quest Award Leveller - Knights of the Nine.esp  [Version 2.1.0]47  Amulet of Restore.esp48  RefScope.esp  [Version 2.1.2]49  Lightweight Potions.esp  [Version 1.1]4A  RealisticLeveling.esp4B  immersive_caves_auto.esp**  Cava Obscura - Cyrodiil.esp**  Cava Obscura - SI.esp**  Cava Obscura - Filter Patch For Mods.esp++  Item interchange - Placement for FCOM.esp  [Version 0.78]**  TamrielTravellers Cosmetics Cobl or RBP.esp4C  bgMagicEV.esp  [Version 1.7EV]++  bgMagicSpellTomes_for_WryeBash.esp  [Version 1.68EV]++  bgMagicItemSigil.esp  [Version 1.68EV]++  bgMagicEVStartspells.esp  [Version 1.68EV]4D  bgMagicBonus.esp  [Version 1.7EV]++  bgMagicEVAddEnVar.esp  [Version 1.68EV]4E  bgMagicEVPaperChase.esp  [Version 1.68EV]4F  bgMagicAlchemy.esp  [Version 1.57]50  bgMagicPotionNumberSoulGemValue.esp  [Version 1.68UV]51  Automatic Timescale.esp  [Version 1.1.1]52  bgMagicEVShader.esp  [Version 1.7EV]53  bgMagicLightningbolt.esp++  Life Detected - OMOD.esp**  NRB4 Standard Road Record.esp**  All Natural - Indoor Weather Filter For Mods.esp  [Version 1.1]54  Bashed Patch, 0.esp

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Eric Hayes
 
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Post » Wed Sep 01, 2010 9:36 pm

Silly question... but with the new Quiet Feet option in WB 291, do I still need the Quiet Feet MAX mod? Not sure if it's like with MAO that I still need the mod and WB helps apply it to NPCs added by mods or if it's a complete replacement.


I asked PM to change the load order of Quiet Feet in BOSS and he did that and also said he would replace Quiet Feet with a WB tweak, so I believe it only replaces Quiet Feet and not Quiet Feet Max. I was only concerned about the footfalls for four legged creatures and not NPC's, so I was using Quiet Feet at the time. Hopefully PM or Waruddar will jump in and confirm the extent of the tweak, but I know it replaces Quiet Feet for sure. Not sure about Quiet Feet Max...
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Katie Louise Ingram
 
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Post » Wed Sep 01, 2010 9:47 pm

There's something up with either the import patcher or some kind of interplay with tweaks and/or merged patches - see here:
http://img574.imageshack.us/img574/6681/bookspatcher.jpg
- the graphic import is lost for no apparent reason (compare the cbash patch result and the regular bashed patch result on the far right.) I'm using the darnified books tweak here.

Here's another interesting one:
http://img98.imageshack.us/img98/3289/cbashcreatureinventory.jpg
Both OOO & OOO-Cobl are tagged with "invent" - I'm also applying the irresponsible creatures tweak.

Import scripts is also acting strangely, this is expected:
http://img574.imageshack.us/img574/9338/scriptsourceoddity1.jpg

these are not:
http://img10.imageshack.us/img10/5056/scriptsourceoddity2.jpg
http://img258.imageshack.us/img258/8820/scriptsource.jpg

Here's another graphic/responsibility oddity:
http://img813.imageshack.us/img813/3251/horsegraphicslost.jpg
In this case slof's horses is deactivated and tagged with "graphics"

Can someone explain how bash is supposed to handle conflicts with import mods and merged patches? Say I have two things flagged as import that change graphics on the same item - I assume the last one in the order wins. What happens if there's a merge patch later that adjusts something on the same item but includes vanilla graphics records?
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Ian White
 
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Post » Wed Sep 01, 2010 12:49 pm

Not that I'll be using the install OBSE plugin features, but was just testing a few...

I keep my OBSE plugins neatly organized in a project folder.

But anyway, BAIN didn't install OBSE_Elys_Pluggy.dlx

.dlx

This made Oblivion fail to start.
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dell
 
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Post » Wed Sep 01, 2010 11:20 pm

There's something up with either the import patcher or some kind of interplay with tweaks and/or merged patches - see here:


That all looks like the same problem I reported with 3111390: http://oi52.tinypic.com/2vxj3io.jpg

So it's apparently not limited to the CELL patcher then and is a more general bug relating to multiple patchers because it's ignoring the last mod that needs to be imported if it's also the last mod in the load order to edit the record.
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Max Van Morrison
 
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Post » Wed Sep 01, 2010 11:41 pm

Getting this problem?

It's a known problem that occurs with some people and not others, so I added a lot of debug information whenever that error occurs...there should have been more to the error message than that. Namely, it should have printed out the formID that it was trying to lookup along with your load order.

I haven't been able to reproduce it.
Sorry for dpost but if I uncheck cobl catalog I get this problem instead

Again, there should have been more to the error message. The patch is unable to find either the default blue eye or argonian eye, causing it to fail. The patch isn't saved, so when Bash tries to rename the non-existent file, it fails.

Another one of those bugs that affect some people and not others that I nor PM have been able to reproduce.
Ahhh, I think I figured it out - something relating to merging and importing has changed - when I forced OOO not to merge into the bashed patch the old behaviour came back. Do things that are merged into the bashed patch overwrite imports?

They are supposed to yes, if they actually change the relevant fields. See a more detailed explanation below.

Silly question... but with the new Quiet Feet option in WB 291, do I still need the Quiet Feet MAX mod? Not sure if it's like with MAO that I still need the mod and WB helps apply it to NPCs added by mods or if it's a complete replacement.

I don't know the difference between Quiet Feet and Quiet Feet Max, so I can't tell you for certain. It looks like it replaces the sound files with an empty dummy; WB doesn't do this. Instead WB edits every creature so that it doesn't even look for the sound file.

Really a short answer like "Yes, check" or "No, don't" would be quite enough already, thank you... :blush:

No, don't.

The replacers swap all uses of one item for another. If you don't have the mod that contains the item that you're swapping the original for, it's pointless. It's also a rather slow patcher (adds 20-40 minutes without CBash, adds 3-4 minutes with CBash, depending on load order). Unless you know you need it, or a mod instructs you to use it, ignore it.

I asked PM to change the load order of Quiet Feet in BOSS and he did that and also said he would replace Quiet Feet with a WB tweak, so I believe it only replaces Quiet Feet and not Quiet Feet Max. I was only concerned about the footfalls for four legged creatures and not NPC's, so I was using Quiet Feet at the time. Hopefully PM or Waruddar will jump in and confirm the extent of the tweak, but I know it replaces Quiet Feet for sure. Not sure about Quiet Feet Max...

It only works on creatures, but you can specify which category of creature to silence.

There's something up with either the import patcher or some kind of interplay with tweaks and/or merged patches - see here:

Can someone explain how bash is supposed to handle conflicts with import mods and merged patches? Say I have two things flagged as import that change graphics on the same item - I assume the last one in the order wins. What happens if there's a merge patch later that adjusts something on the same item but includes vanilla graphics records?

Thanks for the screenshots, I'll look into it.

Import mods and merged patches should work almost exactly the same way as normal mods with the load order determining the winner (assuming they're all tagged the same).

When WB looks at a record, it looks at what has changed from the original record. If mod A changes an item's model path, mod B changes the model path and value, and mod C changes the item's name, the final record should have the model path from mod B (because it occurred later in the load order than mod A), the value from mod B (because it's the only one that changed it), and the name from mod C.

One difference between merged/normal mods and imported mods is that (for technical reasons) imported mods don't look at the history of the record. Instead, everything about the record is kept.

Using the same example as above, but placing import mod Z before all the other mods will result in the final record having all the values from mod Z except for the model path, value, and name (just like above).

Placing import mod Z at the end of the load order will result in the final record having all the values from mod Z (overriding the values form mod A,B,C).

Placing import mod Z after mod B and before mod C will result in the final record having all the values from mod Z except for the name from mod C.

Not that I'll be using the install OBSE plugin features, but was just testing a few...

I keep my OBSE plugins neatly organized in a project folder.

But anyway, BAIN didn't install OBSE_Elys_Pluggy.dlx

.dlx

This made Oblivion fail to start.

Thanks for the report.

That all looks like the same problem I reported with 3111390: http://oi52.tinypic.com/2vxj3io.jpg

So it's apparently not limited to the CELL patcher then and is a more general bug relating to multiple patchers because it's ignoring the last mod that needs to be imported if it's also the last mod in the load order to edit the record.

Looks like it.
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dean Cutler
 
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Post » Thu Sep 02, 2010 1:49 am

No, don't.

Thanks for that Waruddar!
Little by little my understanding of WB improves.
Also many thanks for your long explanation of importing / merging and which mod record prevails and stuff, very useful!!
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K J S
 
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Post » Wed Sep 01, 2010 4:42 pm

This : is it case sensitive ? :D
Spoiler
Package Structure:ConScribe_readme.rtfOBSE\  Plugins\    ConScribe.dllomod conversion data\  config  info.txt  script.txt

won't show as installable - should it be not or did I screw anything (updating rather carelessly - 746 methinks)
Btw - most of them are in Data\OBSE\Plugins - or even (a few) in oblivion\Data\OBSE\Plugins
Thanks : )

ah no that would be an untested style... fixed it. (I was testing with packages taht all had *other* files (ie an esp/txt docs) as well that Bash would recognize without warnings first)

I've feature request which allow you to select a file format of the screenshot such as .jpeg or .png instead of .bmp (default) if possible.

Thanks in advance. :)

AFAIK Oblivion will only do screenies in bmp - but from Bash you can batch change screenies.
Pacific Morrowind
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Prohibited
 
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Post » Thu Sep 02, 2010 1:01 am

Not that I'll be using the install OBSE plugin features, but was just testing a few...

I keep my OBSE plugins neatly organized in a project folder.

But anyway, BAIN didn't install OBSE_Elys_Pluggy.dlx

.dlx

This made Oblivion fail to start.

well I was doing some other stuff to the OBSE dll handling code so I ninja'd Waruddar on fixing that, thanks for reporting :)
Pacific Morrowind
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April
 
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Post » Wed Sep 01, 2010 9:04 pm

Using the same example as above, but placing import mod Z before all the other mods will result in the final record having all the values from mod Z except for the model path, value, and name (just like above).

Placing import mod Z at the end of the load order will result in the final record having all the values from mod Z (overriding the values form mod A,B,C).

Placing import mod Z after mod B and before mod C will result in the final record having all the values from mod Z except for the name from mod C.

Thanks, that's exactly what I was looking for. I've seen various behaviors from bash over the years - it's nice to know what it's supposed to do so I don't report what I think might be bugs erroneously.
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lucy chadwick
 
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Post » Wed Sep 01, 2010 4:49 pm

QQ : is there a badDll list ? cause then (having answered no sometimes when Bash was scanning the whole BAIN folder) some of my OBSE plugins may be blacklisted
If yes it would be useful to expose it
Thanks :)
btw I installed conscribe via BAIN 762 - it was high time, just as those OBSE errors popped up again :goodjob:
Conscribe:
Spoiler
Package Structure:ConScribe_readme.rtfOBSE\  Plugins\    ConScribe.dllomod conversion data\  config  info.txt  script.txt

My INIs WIP Project - works also :
Spoiler
Package Structure:01 ConScribe\  OBSE\    Plugins\      ConScribe.ini

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Jonathan Windmon
 
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Post » Wed Sep 01, 2010 3:55 pm

Look in the Mopy directory (wherever you installed bash) and delete the pidfile.tmp file.

There is no pidfile.tmp. Not in Mopy, or it's sub-folders.
Spoiler has my original post again.
Spoiler
I'm pretty sure I'm just stupid, and it probably says what to do in big bold letters, but I read the "If wrye bash wont start", and looked at the main post in here, but my problem:
When I try to start the Wrye Bash Launcher.exe, nothing happens.. So I try to do the bug dump thing, open command prompt, change directory to mopy, all that wonderful stuff. Well, instead of the bug dump, Wrye Bash starts. everything works fine. But I have to do the whole command prompt thing to get it to run. If I don't, it just wont start. I don't know much about this stuff, but I assume it's trying to start using Python2.7 or 2.6, not 2.5, because I have all 3, and when I do the command prompt thing, I specify for it to use 2.5, and it runs. Just my thought on that though. So if somebody has a minute or two to spare on me, I would really appreciate it :)
Thanks in advance.

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sam smith
 
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Joined: Sun Aug 05, 2007 3:55 am

Post » Wed Sep 01, 2010 1:41 pm

Well if u have the time could u help me? How would I fix such a problem
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John N
 
Posts: 3458
Joined: Sun Aug 26, 2007 5:11 pm

Post » Wed Sep 01, 2010 1:46 pm

AFAIK Oblivion will only do screenies in bmp - but from Bash you can batch change screenies.
Pacific Morrowind

Thanks for your reply. :)


Here is something more serious problem I've experienced with Wrye Bash 291 and this is not the self installer it worked perfectly.

Before I entirely remove Oblivion from my PC I encounter a strange behavior in Wrye Bash with the installed mods (through BAIN or OBMM) and particular the bashed patch. Some mods that has no need to be imported or merged into bashed patch has suddenly became ghosted and I can't figure it out why that's happen, but the strangest thing is that bashed patch seems to be deactivated by it self even if I save the settings or backup it up. :shocking: The next time I run Wrye Bash several mods actually 10-20 is ghosted and just before I decided to uninstall the whole game the bashed patch has automatically been deactivated it self three times in a row. :banghead: I've tried everything without any luck and every time I close Wrye Bash the bashed patch is successfully rebuild and activated.

When I start the game I will have an instant CTD just because the bashed patch isn't activated.

This has not happen in the earlier version of Wrye Bash. Is there anyone who knows what's going on here? :shrug:
Any help or information is appreciated. :)
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Kay O'Hara
 
Posts: 3366
Joined: Sun Jan 14, 2007 8:04 pm

Post » Wed Sep 01, 2010 11:28 am

QQ : is there a badDll list ? cause then (having answered no sometimes when Bash was scanning the whole BAIN folder) some of my OBSE plugins may be blacklisted
If yes it would be useful to expose it
Thanks :)
btw I installed conscribe via BAIN 762 - it was high time, just as those OBSE errors popped up again :goodjob:
Conscribe:
My INIs WIP Project - works also :

great :)
yes there is - a Python list by the name of badDlls. hmm I definitely should make that to be accessible... also found a slight security hole (BAIN was remembering only the name of the dll/dlx rather than the name and crc and source pkg; so install a valid plugin and forever after that would be remembered) so a bunch more improvements coming shortly.
Pacific Morrowind
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Dominic Vaughan
 
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Joined: Mon May 14, 2007 1:47 pm

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