[RELZ] Wrye Bash -- Thead 56

Post » Thu Sep 02, 2010 12:26 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 that may be easier to understand than the giant readme)
  • 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/1145445-relz-wrye-bash-thead-55/
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 the most widely used and tested


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
Flutterby
 
Posts: 3379
Joined: Mon Sep 25, 2006 11:28 am

Post » Thu Sep 02, 2010 1:20 am

Advanced_Water_Modification-2734.esp has a C.Water tag on it, but has no need for such a tag. I wonder if that's confusing Bash since the mod doesn't even touch any cells? It only alters base water types and is mergable as a result of that.

I'll take a look at it. Bash normally skips loading anything related to cells unless specifically asked to, such as that tag. There's a chance that the file has something wrong with it in it's cell file structure.

Edit: Looking at the hex view, I don't see anything glaringly wrong with its file structure. No residual CELL GRUPs, nada. All the water records are reporting the correct size, all the headers are the correct size, etc. So the easy answer is out the window. Time to test.

Edit2: I can't reproduce the error. I've tested 287, 290, and the latest svn of 291. It works in all of them with no issue. I've also verified that there is nothing wrong with the file itself via manual viewing of the hex, with CBash, and with TES4Edit. Don't see anything that could cause your report.

Btw, what fable2's report is showing means that Bash is expecting a record header and doesn't find it. Every header starts with a four character descriptor (such as WATR for water records). Instead, Bash found
The thing is, I can't find any data in the file that would happen to print as
well i followed your advice and wrye bash opens now (step in the right direction!!). but now when i try to mark mergeable i get this error (well i guess its an error):
Spoiler

Traceback (most recent call last):
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\basher.py", line 9056, in Execute
canMerge = bosh.PatchFile.modIsMergeable(fileInfo)
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 15183, in modIsMergeable
reasons += '\n. ' + str(error)+'.'
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 149, in __str__
if isinstance(inName, str):
NameError: global name 'inName' is not defined


EDIT: btw sorry for bombarding this threat with questions. i just have a limited amount of time/patience to get Wrye Bash functioning

EDIT TWO: also it seems Wrye Bash won't let me close it now. i get this msg:
Spoiler

Traceback (most recent call last):
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\basher.py", line 4216, in OnCloseWindow
self.SaveSettings()
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\basher.py", line 4228, in SaveSettings
self.notebook.GetPage(index).OnCloseWindow()
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\basher.py", line 2030, in OnCloseWindow
bosh.modInfos.table.save()
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bolt.py", line 1047, in save
self.hasChanged = not dictFile.save()
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 292, in save
saved = bolt.PickleDict.save(self)
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bolt.py", line 849, in save
out = self.path.temp.open('wb')
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bolt.py", line 477, in open
return open(self._s,*args)
IOError: [Errno 13] Permission denied: 'C:\\Program Files\\Bethesda Softworks\\Oblivion Mods\\Bash Mod Data\\Table.dat.tmp'


The first problem is a bug that's in the 291 beta that you downloaded. It has been fixed since that release. I don't know when the true release of 291 will be. Should be soonish, I'm nearly done with the CBash side of things. Not sure if PM is just waiting on that, or if he still has things to do himself.

The last error is easy to explain. You have Bash and Oblivion installed to the Program Files directory. Windows Vista and 7 add some funky protection to the Program Files directory that is rather troublesome. The easiest way to fix it is to install somewhere other than Program Files, such as "C:\Games\Bethesda Softworks". Otherwise, do a search on UAC (User Account Control) to see how to work around it or disable it.

Hi there Pacific, :wave:

Boss told me I should get rid of my 100% Harvest Chance.esp, and use Wrye Bash tweak instead. Splendid said I, then looked, and looked some more, and either I'm not a very good looker, or I need a more recent version than the 287 I'm currently running.

Your perspicacious thoughts on the matter?

The harvest chance tweak was added in 288, so an update is in order ;)
User avatar
loste juliana
 
Posts: 3417
Joined: Sun Mar 18, 2007 7:37 pm

Post » Wed Sep 01, 2010 11:52 am

Traceback (most recent call last):  File "C:\GAMES\TESIV\Oblivion\Mopy\basher.py", line 5018, in Execute    patchFile.initData(SubProgress(progress,0,0.1)) #try to speed this up!  File "C:\GAMES\TESIV\Oblivion\Mopy\bosh.py", line 16447, in initData    patcher.initData(SubProgress(progress,index))  File "C:\GAMES\TESIV\Oblivion\Mopy\bosh.py", line 21642, in initData    for type in itemStats.type_stats:AttributeError: ItemStats instance has no attribute 'type_stats'
still in 738 - BP aborts

also please have a look at my posts in the previous thread - especially on http://www.gamesas.com/index.php?/topic/1145445-relz-wrye-bash-thead-55/page__view__findpost__p__16813455 - maybe give more detailed instructions - so we can test those
also the other posts concern some details worth smoothing out for 291

Thanks !

PS : 7z does not throw an error but still uses default compression (and asks on solid) while using s7zCustomCompressionArguments= -ms=on -mx=9
User avatar
Rob Smith
 
Posts: 3424
Joined: Wed Oct 03, 2007 5:30 pm

Post » Wed Sep 01, 2010 12:42 pm

Thanks, fixing. I redid some variables when fixing up CBash, and forgot to update the non-CBash version to match.

As for OBSE, that's something PM added, so I'll let him handle it. Personally, I don't think it's a good idea to allow any and all file structures for OBSE plugins, but it shouldn't be a problem to support the 2-3 more common variants.

7z arguments were pretty much hacked in by request...most of the code doesn't know anything about it which is why you still get asked about solid archives. I'll take a look at it later tonight or tomorrow'ish to see what I can do to make it more consistent.

Appreciate the detailed posts.
User avatar
Mark Hepworth
 
Posts: 3490
Joined: Wed Jul 11, 2007 1:51 pm

Post » Wed Sep 01, 2010 2:48 pm

Thanks, fixing. I redid some variables when fixing up CBash, and forgot to update the non-CBash version to match.

As for OBSE, that's something PM added, so I'll let him handle it. Personally, I don't think it's a good idea to allow any and all file structures for OBSE plugins, but it shouldn't be a problem to support the 2-3 more common variants.

7z arguments were pretty much hacked in by request...most of the code doesn't know anything about it which is why you still get asked about solid archives. I'll take a look at it later tonight or tomorrow'ish to see what I can do to make it more consistent.

Appreciate the detailed posts.
Thanks !
OBSE and 7z CMD do not (seem to) work at all basically - and it would be good to issue some directives for repackaging OBSE mods (the less restrictive the better IMO - it is a pain to repackage all the time). Also have a look at the rest (readme additions - open at TesNexus corrections - open at PES maybe). I'll try to duplicate the annealing (no ?) bug : should be install modA - delete its meshes - install second modB below it with some common mesh replacer - move it above modA - did Bash anneal modB ? - throw a restart maybe or save settings at some point - basically I need to understand a bit better the annealing thing I confess - maybe what I reported was no bug at all
Take your time ofc
Your hard work is much much appreciated :yes:

edit : @PM : thanks for status bar commit !
edit2 : where did the purple color in the Mods Tab (unmergeable mods) go ?
User avatar
David Chambers
 
Posts: 3333
Joined: Fri May 18, 2007 4:30 am

Post » Wed Sep 01, 2010 1:28 pm

I'll take a look at it. Bash normally skips loading anything related to cells unless specifically asked to, such as that tag. There's a chance that the file has something wrong with it in it's cell file structure.


The first problem is a bug that's in the 291 beta that you downloaded. It has been fixed since that release. I don't know when the true release of 291 will be. Should be soonish, I'm nearly done with the CBash side of things. Not sure if PM is just waiting on that, or if he still has things to do himself.

The last error is easy to explain. You have Bash and Oblivion installed to the Program Files directory. Windows Vista and 7 add some funky protection to the Program Files directory that is rather troublesome. The easiest way to fix it is to install somewhere other than Program Files, such as "C:\Games\Bethesda Softworks". Otherwise, do a search on UAC (User Account Control) to see how to work around it or disable it.



ok so ill just wait for the next release of 291

i should have figured it was UAC! most annoying system windows ever created, imo. i am in the process now of working around it (making every python component have admin level security) and hopefully that will solve the problem.

again, thanks to everybody for the help. Bash is a pain to get running, but well worth it once you do!
User avatar
KiiSsez jdgaf Benzler
 
Posts: 3546
Joined: Fri Mar 16, 2007 7:10 am

Post » Wed Sep 01, 2010 12:23 pm

i should have figured it was UAC! most annoying system windows ever created, imo. i am in the process now of working around it (making every python component have admin level security) and hopefully that will solve the problem.

again, thanks to everybody for the help. Bash is a pain to get running, but well worth it once you do!
I agree about UAC but I would suggest to use the recommended workaround that is install oblivion into C:\not\UAC\drive
You will be running into problems every so often - and probably all you need to do is change one registry value - not sure about the last one though
User avatar
Josh Sabatini
 
Posts: 3445
Joined: Wed Nov 14, 2007 9:47 pm

Post » Wed Sep 01, 2010 11:30 pm

Just disable UAC.. takes 5 seconds and a reboot. No more worries about having to install Oblivion outside %programfiles%.
User avatar
Donald Richards
 
Posts: 3378
Joined: Sat Jun 30, 2007 3:59 am

Post » Wed Sep 01, 2010 5:08 pm

Just disable UAC.. takes 5 seconds and a reboot. No more worries about having to install Oblivion outside %programfiles%.


I would not recommend to disable a valuable security feature for the sake of not having to worry about where to install a game.

Crash
User avatar
Sabrina garzotto
 
Posts: 3384
Joined: Fri Dec 29, 2006 4:58 pm

Post » Wed Sep 01, 2010 9:56 pm

Just disable UAC.. takes 5 seconds and a reboot. No more worries about having to install Oblivion outside %programfiles%.

And what's wrong with installing programs outside "Program Files"? I personally do that (on Win XP) just because it's better organisation. Also, disabling UAC means that you're reducing your PC's security levels to that found in Win XP and before.

Another thing to consider is that Misrosoft (and other software manufacturers) would not need to implement systems like this if selfish hackers and virus makers weren't so intent on infecting your PC and stealing your identity. Just like game companies wouldn't need to use DRM if those selfish free-riders weren't so content to pirate their games to oblivion.
User avatar
katsomaya Sanchez
 
Posts: 3368
Joined: Tue Jun 13, 2006 5:03 am

Post » Thu Sep 02, 2010 12:52 am

I have a feature request - it would be nice if bash wrote settings data to disk periodically instead of just on exit. It's entirely possible that something causes bash, or windows, to crash before you quit. If you've done a whole bunch of BAIN installs, or re-ordered a load list, or re-built a bashed patch then you have to go do all of that again the next time you start bash. Assuming you've actually changed something Is writing settings data to disk when you switch away from the installers or mods tabs or rebuild a bashed patch reasonable?
User avatar
Scott
 
Posts: 3385
Joined: Fri Nov 30, 2007 2:59 am

Post » Wed Sep 01, 2010 9:16 pm

It's perfectly reasonable...we've already started on it; the latest svn saves settings after rebuilding a bashed patch. We still need to expand it to other areas though.
User avatar
marie breen
 
Posts: 3388
Joined: Thu Aug 03, 2006 4:50 am

Post » Wed Sep 01, 2010 2:47 pm

svn R744
Error in Import Spell Stats from http://tesnexus.com/downloads/file.php?id=33114 mod.
Traceback (most recent call last):  File "D:\Games\Oblivion Gold\Mopy\basher.py", line 5019, in Execute    patchFile.initData(SubProgress(progress,0,0.1)) #try to speed this up!  File "D:\Games\Oblivion Gold\Mopy\bosh.py", line 16447, in initData    patcher.initData(SubProgress(progress,index))  File "D:\Games\Oblivion Gold\Mopy\bosh.py", line 21858, in initData    for type in itemStats.type_stats:AttributeError: SpellRecords instance has no attribute 'type_stats'

User avatar
Abi Emily
 
Posts: 3435
Joined: Wed Aug 09, 2006 7:59 am

Post » Wed Sep 01, 2010 5:22 pm

It's perfectly reasonable...we've already started on it; the latest svn saves settings after rebuilding a bashed patch. We still need to expand it to other areas though.

Oh, that's awesome. I only brought it up because I had some trouble when I did my recent Oblivion re-install and mod shuffle. If Oblivion managed to crash my PC (and it seems to be particularly good at crashing my video card) then I had all kinds of hassle re-doing load orders, BAIN installer orders and bash patch settings if I hadn't quit recently. Anyway, rant aside, that's really good news - thanks a lot!
User avatar
Trey Johnson
 
Posts: 3295
Joined: Thu Oct 11, 2007 7:00 pm

Post » Wed Sep 01, 2010 4:01 pm

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.

fixed, thanks. (though it is true that checking the subpackage in the BAIN window also checks any esp/ms in it so not totally odd... but can't hurt to make it clearer)

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

purple text: yep tagged no merge... I'll fix that in the readme
there was a heirarchy - just not really very good... improved; now it display all applicable messages (and unless you have a VERY VERY tiny screen that'll be fine - otherwise it'll cut the end of the messages (in extreme cases) of I suppose but not a big deal I think.
WOW here I thought you were a fairly experienced basher... oh well you always have appeared non noobish :thumbsup:
PES: no record of that existing can I find (though I thought I remembered it too... must have been shared hallucinations :lol:)... but I can add it... added, thanks.
Pacific Morrowind
User avatar
BRAD MONTGOMERY
 
Posts: 3354
Joined: Mon Nov 19, 2007 10:43 pm

Post » Wed Sep 01, 2010 10:42 pm

svn R744
Error in Import Spell Stats from http://tesnexus.com/downloads/file.php?id=33114 mod.
Traceback (most recent call last):  File "D:\Games\Oblivion Gold\Mopy\basher.py", line 5019, in Execute    patchFile.initData(SubProgress(progress,0,0.1)) #try to speed this up!  File "D:\Games\Oblivion Gold\Mopy\bosh.py", line 16447, in initData    patcher.initData(SubProgress(progress,index))  File "D:\Games\Oblivion Gold\Mopy\bosh.py", line 21858, in initData    for type in itemStats.type_stats:AttributeError: SpellRecords instance has no attribute 'type_stats'


Pfeh. Fixing.

Another case where I updated the CBash code and forgot to update the regular code to match. I'd better go back and double check things while I'm at it.
User avatar
Betsy Humpledink
 
Posts: 3443
Joined: Wed Jun 28, 2006 11:56 am

Post » Thu Sep 02, 2010 12:24 am

Can the custom launcher buttons launch a website in the default browser?

If so, how should it look in the ini?
User avatar
Alexander Lee
 
Posts: 3481
Joined: Sun Nov 04, 2007 9:30 pm

Post » Wed Sep 01, 2010 4:27 pm

EDIT: ah well my problem from previous thread - the cause was the routine for "lock load order" fired too soon - and my data folder was get from the backup so giving the rights to the folder hadn't given it to some loose files (no rights derivation) - and unprivileged user was not able to change the date hence crash on security violation.
I prefer that routine would be called after bash is fully loaded, so a failure wouldn't kill bash itself
as I saw the routine were called at first 3% of loading bar, so it's defineately too early
also perhaps the date changing routines should be in try{}catch block so the exception wouldn't fire to system but will be caught by bash itself so it could provide nice info and continue to work

we'll just say previous previous previous thread... try except block to warn isntead of silently dieing added, thanks :) (bet you thought I'd missed/forgot this post eh?)

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?

over 9k, I'd say worth the risk - which is pretty low; I've never seen it and haven't personally heard any reports of it that I can recall right now anyways; mainly just a safety warning since that is not a thing the game expects to happen to the save - so just back up a copy of the save game and test after and if anything seems wrong revert to your backup.

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.

hmmm umh... I can't replicate that... and it (the installer's list panel) shouldn't have the focus hence shouldn't be getting the keyclicks to I'm not sure what's going on... what Python/wxPython versions are you using?

@@Metallicow: uhm they can theoretically launch anything... but might have to add a line or two for html files - will look into that and report back and with how those lines should look in the ini.
Pacific Morrowind
User avatar
Baby K(:
 
Posts: 3395
Joined: Thu Nov 09, 2006 9:07 pm

Post » Wed Sep 01, 2010 7:08 pm

Time for a semi-noobish question:

If I want to grab an SVN version, once I have it checked out, is it sufficient to copy the Python files from that Mopy folder over to my real one? Or would I need to copy the whole package?
User avatar
Jimmie Allen
 
Posts: 3358
Joined: Sun Oct 14, 2007 6:39 am

Post » Wed Sep 01, 2010 11:06 am

svn R744
Error in Import Spell Stats from http://tesnexus.com/downloads/file.php?id=33114 mod.
Traceback (most recent call last):  File "D:\Games\Oblivion Gold\Mopy\basher.py", line 5019, in Execute    patchFile.initData(SubProgress(progress,0,0.1)) #try to speed this up!  File "D:\Games\Oblivion Gold\Mopy\bosh.py", line 16447, in initData    patcher.initData(SubProgress(progress,index))  File "D:\Games\Oblivion Gold\Mopy\bosh.py", line 21858, in initData    for type in itemStats.type_stats:AttributeError: SpellRecords instance has no attribute 'type_stats'


R746
Traceback (most recent call last):  File "D:\Games\Oblivion Gold\Mopy\basher.py", line 5021, in Execute    patchFile.initData(SubProgress(progress,0,0.1)) #try to speed this up!  File "D:\Games\Oblivion Gold\Mopy\bosh.py", line 16450, in initData    patcher.initData(SubProgress(progress,index))  File "D:\Games\Oblivion Gold\Mopy\bosh.py", line 21862, in initData    for type in itemStats.type_stats:AttributeError: SpellRecords instance has no attribute 'type_stats'

User avatar
Lakyn Ellery
 
Posts: 3447
Joined: Sat Jan 27, 2007 1:02 pm

Post » Wed Sep 01, 2010 12:41 pm

If I want to grab an SVN version, once I have it checked out, is it sufficient to copy the Python files from that Mopy folder over to my real one? Or would I need to copy the whole package?

You should copy the entire contents of the Mopy folder, including subdirectories. The Mopy/Data/Oblivion_ids.pkl in particular needs to be kept in sync with the python code. I usually use rsync (under http://www.cygwin.com/) to make sure everything is consistent:
cd "src/oblivionworks.svn.sourceforge.net/Programs/Wrye Bash"rsync -av --delete --exclude .svn Mopy/ /path/to/oblivion/Mopy

the --delete is in there to make sure that files get deleted from oblivion/Mopy when they get removed from the repository.
User avatar
Vivien
 
Posts: 3530
Joined: Fri Apr 13, 2007 2:47 pm

Post » Wed Sep 01, 2010 7:10 pm

I would not recommend to disable a valuable security feature for the sake of not having to worry about where to install a game.


UAC is not valuable, it's annoying and flawed. Any smart programmer can totally eradicate UAC within seconds, making it completely useless.

And what's wrong with installing programs outside "Program Files"? I personally do that (on Win XP) just because it's better organisation.


For the sake of organization, I agree.

Another thing to consider is that Misrosoft (and other software manufacturers) would not need to implement systems like this if selfish hackers and virus makers weren't so intent on infecting your PC and stealing your identity. Just like game companies wouldn't need to use DRM if those selfish free-riders weren't so content to pirate their games to oblivion.


Stealing an identity, infecting your PC? UAC doesn't stop this, it prolongs the inevitable. Another thing people should stop doing, is thinking hackers actually care what they have on their PC. Hackers are not interested in Oblivion mods, and I highly doubt any of you have confidential content on their PC which is actually interesting for a hacker. DRM is outside of this scope, but I am not found of it either.

Anyways back to the topic.
User avatar
stacy hamilton
 
Posts: 3354
Joined: Fri Aug 25, 2006 10:03 am

Post » Wed Sep 01, 2010 5:34 pm

Oh, that's awesome. I only brought it up because I had some trouble when I did my recent Oblivion re-install and mod shuffle. If Oblivion managed to crash my PC (and it seems to be particularly good at crashing my video card) then I had all kinds of hassle re-doing load orders, BAIN installer orders and bash patch settings if I hadn't quit recently. Anyway, rant aside, that's really good news - thanks a lot!

The latest svnS have also a "save settings" menu item which does just this - not sure about BP settings but definitely BAIN. Probably a timed save would be nice (has disadvantages though - sometimes one does want to undo changes/revert) but it certainly can wait for 292.
User avatar
Jesus Duran
 
Posts: 3444
Joined: Wed Aug 15, 2007 12:16 am

Post » Wed Sep 01, 2010 7:49 pm

On the whole UAC thing, I'd say it's best not to encourage people to disable that. Far safer to just advise people install the game to some other folder. Oblivion is well known for whining about access rights even if UAC is off.

Now, for a bug report:
Traceback (most recent call last):  File "C:\Games\Bethesda Softworks\Oblivion\Mopy\basher.py", line 5082, in Execute    patchFile.buildPatch(SubProgress(progress,0.1,0.9)) #try to speed this up!  File "C:\Games\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 16934, in buildPatch    patcher(modFile, record, bashTags)  File "C:\Games\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 20841, in apply    self.scan(modFile,record,bashTags)  File "C:\Games\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 20819, in scan    parentRecords = [parent for parent in record.Conflicts(True) if ISTRING(parent.NormName) in recordMasters]AttributeError: 'ObNPC_Record' object has no attribute 'NormName'


Using SVN 746, testing CBash.
User avatar
Laura Mclean
 
Posts: 3471
Joined: Mon Oct 30, 2006 12:15 pm

Post » Wed Sep 01, 2010 12:56 pm

On the whole UAC thing, I'd say it's best not to encourage people to disable that. Far safer to just advise people install the game to some other folder. Oblivion is well known for whining about access rights even if UAC is off.


That is cause people never bother unlocking the hidden administrator account, which I find weird.

What's the current status regarding obse-plugins? I almost done with a BAIN install but I hate using OBMM for plugins.
User avatar
Lovingly
 
Posts: 3414
Joined: Fri Sep 15, 2006 6:36 am

Next

Return to IV - Oblivion