[RELZ] Wrye Bash -- Thead 57

Post » Fri Dec 03, 2010 9:23 pm

sorry but you have a problem ith your testing... there is no earthly way that Bash can run on 3.1 unless you make a lot of changes and even harder get a 3x Python version of wxPython (which doesn't AFAIK) exist yet... I think your shortcut/however you're launching it might not be properly giving you the right python version.


You Nailed that one, I was "Right Click, Open With" and browsing to the differant Python installs, but it still launches from the Previous verson... :facepalm:
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Jade Barnes-Mackey
 
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Post » Sat Dec 04, 2010 4:36 am

I'm having a problem with Wrye Bash, it doesn't open up anymore. When I click the Wrye Bash launcher, nothing happens, except for that the hourglass runs for a little bit, but then stops. It worked perfect before, but then after playing Oblivion one time, Wrye Bash just didn't open anymore. I didn't change anything in my computer in the meantime. Can anyone help me solve this problem?
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Jeff Turner
 
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Post » Fri Dec 03, 2010 5:09 pm

I'm having a problem with Wrye Bash, it doesn't open up anymore. When I click the Wrye Bash launcher, nothing happens, except for that the hourglass runs for a little bit, but then stops. It worked perfect before, but then after playing Oblivion one time, Wrye Bash just didn't open anymore. I didn't change anything in my computer in the meantime. Can anyone help me solve this problem?
delete pidfile.tmp if present in the Bash dir
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FABIAN RUIZ
 
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Post » Fri Dec 03, 2010 3:53 pm

delete pidfile.tmp if present in the Bash dir


Thanks, that did the job :P
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R.I.p MOmmy
 
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Post » Sat Dec 04, 2010 4:25 am

Since I've had this same problem http://www.gamesas.com/index.php?/topic/1154264-wrye-bash-290-dont-open-anymore/page__p__16893820__fromsearch__1#entry16893820, and after deleting the pidfile.tmp it happened again two times (randomly, could not track the cause), would like to know why it happen. Right now have verified and don't have it in my mopy folder, so I believe it is created when some error happen?
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LittleMiss
 
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Post » Fri Dec 03, 2010 4:41 pm

WB 290 doesnt clear the pidtemp file when launching oblivion with the auto-close WB option checked (with the X icon)

Still, on the import faces thing, imagine this:

- NPCADDON.esp adds some new NPC

- FACES.esp modifies NPC appearance and inventory for Oblivion.esm

- FACES-IMPROVED.esp modifies NPC appearance and inventory for Oblivion.esm and NPCADDON.esp

Suppose I want improved faces for Oblivion.esm only.

Importing faces from FACES-IMPROVED.esp should only affect changes for the active plugins.

Waruddar, are you saying that, currently, non-Cbash adds master dependency NPCADDON.esp for the bashed patch, even though I do not want it?
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vanuza
 
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Post » Fri Dec 03, 2010 5:42 pm

loooong since done - within 24hours of the change in fact :)

Err wait... won't this break the "Open at TESNexus" feature, which I rely on all the time? I used to hate the number appended by TESNexus at the end of every archive, but now I find it extra-useful.

WB 290 doesnt clear the pidtemp file when launching oblivion with the auto-close WB option checked (with the X icon)

I can confirm this. Is it fixed in 291 (or is there a changelog I should check instead of asking)?
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Rhysa Hughes
 
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Post » Sat Dec 04, 2010 2:44 am

Here's one that might need to be addressed - If you're using the Oblivion.esm swapper for 1.1/SI checking and you aren't quite thinking clearly yet due to your lack of caffeine, it's possible to have the swap fail if you still have TES4Edit open ( or anything else locking the file ) and the rename operation will fail, leaving you with the wrong Oblivion.esm, and a botched rename swap, like so: http://img202.imageshack.us/img202/4981/badswap.jpg

Bash should probably check to see that the file can be safely renamed before attempting it only to run into an OS lock on the file.
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A Boy called Marilyn
 
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Post » Sat Dec 04, 2010 6:47 am

Thanks for the reply, Brozly. This import spells thing is killing me. Geez...


Import Actors: Spells - importing into bashed patch with WB 290 makes Oblivion hang at startup with these mods checked:

Oscuro's_Oblivion_Overhaul.esm
Mart's Monster Mod.esm
Oscuro's_Oblivion_Overhaul.esp
FCOM_Convergence.esp
FCOM_DiverseGuardUnity.esp
As Intended - OOO Boars Imps.esp
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kat no x
 
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Post » Sat Dec 04, 2010 1:16 am

Waruddar, are you saying that, currently, non-Cbash adds master dependency NPCADDON.esp for the bashed patch, even though I do not want it?

Yes.

I'll let PM handle the pidfile.tmp issue...it may be fixed already.

Err wait... won't this break the "Open at TESNexus" feature, which I rely on all the time? I used to hate the number appended by TESNexus at the end of every archive, but now I find it extra-useful.

It doesn't break the open at feature. It recognizes both formats.

Here's one that might need to be addressed - If you're using the Oblivion.esm swapper for 1.1/SI checking and you aren't quite thinking clearly yet due to your lack of caffeine, it's possible to have the swap fail if you still have TES4Edit open ( or anything else locking the file ) and the rename operation will fail, leaving you with the wrong Oblivion.esm, and a botched rename swap, like so: http://img202.imageshack.us/img202/4981/badswap.jpg

Bash should probably check to see that the file can be safely renamed before attempting it only to run into an OS lock on the file.

I recently added some code to handle this for the bashed patch. It notifies you if there is a problem saving the patch due to the file being locked, and allows you to retry or cancel.

Should be a quick copy/paste to enable it for the esm swapper.

Import Actors: Spells - importing into bashed patch with WB 290 makes Oblivion hang at startup with these mods checked:

Oscuro's_Oblivion_Overhaul.esm
Mart's Monster Mod.esm
Oscuro's_Oblivion_Overhaul.esp
FCOM_Convergence.esp
FCOM_DiverseGuardUnity.esp
As Intended - OOO Boars Imps.esp

Don't know what's going on. Maybe PM will have some insights?
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Del Arte
 
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Post » Sat Dec 04, 2010 6:17 am

WB 290 doesnt clear the pidtemp file when launching oblivion with the auto-close WB option checked (with the X icon)

Still, on the import faces thing, imagine this:

- NPCADDON.esp adds some new NPC

- FACES.esp modifies NPC appearance and inventory for Oblivion.esm

- FACES-IMPROVED.esp modifies NPC appearance and inventory for Oblivion.esm and NPCADDON.esp

Suppose I want improved faces for Oblivion.esm only.

Importing faces from FACES-IMPROVED.esp should only affect changes for the active plugins.

Waruddar, are you saying that, currently, non-Cbash adds master dependency NPCADDON.esp for the bashed patch, even though I do not want it?

It seems like this is the perfect place to use the Filter tag, wouldn't that resolve the problem?
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Nick Tyler
 
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Post » Sat Dec 04, 2010 12:30 am

Yes, but I had to give an example for the sake of argument. I want to understand what Waruddar is saying. Perhaps better to crete test plugins and test it out.
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Lucie H
 
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Post » Sat Dec 04, 2010 4:26 am

It's a similar concept.

The filter tag only looks at the record's formID and removes the entire record if the source master for that record isn't active. However, it doesn't look at any of the formID fields inside the record, so a filtered mod can still exhibit this bug.

Using the same mod names as an example, if a filter tag is added to FACES-IMPROVED.esp, any records that modify NPCs introduced by NPCADDON.esp will be dropped. The resulting patch will NOT require NPCADDON.esp.

However, let's say NPCADDON.esp also adds some new hairs and eyes for its NPCs, and FACES-IMPROVED.esp adds these hairs and eyes to a couple of the NPCs from Oblivion.esm.

Now even if a filter tag is added to FACES-IMPROVED.esp, the resulting patch will require NPCADDON.esp.
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Nicholas C
 
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Post » Fri Dec 03, 2010 8:36 pm

It's a similar concept.

The filter tag only looks at the record's formID and removes the entire record if the source master for that record isn't active. However, it doesn't look at any of the formID fields inside the record, so a filtered mod can still exhibit this bug.

Ahh, right. What about extracting these implicitly imported resources into a Bashed Resources.esm and redirecting the patch to source them there?
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maddison
 
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Post » Fri Dec 03, 2010 9:20 pm

This discussion inspired me to try and remove everything MMM-related from my load order to see if it would be hard, and because I suspect this mod to be the last cause of major stutter in my game.

Turns out it IS rather annoying. On the first pass I forgot to remove one of the plugins from the import list (the name didn't really make obvious its dependency on MMM), and the MMM esm was forcibly activated by the bashed patch.

For this kind of job, listing at least possible dependencies, i.e. all the plugin's masters in a tooltip would help.
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Natalie Taylor
 
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Post » Sat Dec 04, 2010 2:02 am

Ahh, right. What about extracting these implicitly imported resources into a Bashed Resources.esm and redirecting the patch to source them there?

It might work for some record types, but definitely not all. It has all the same problems as importing new records into the bashed patch itself. If you dig around a couple threads back, you'll find where I commented extensively on that issue. The basic problem with that approach is that the formIDs of the records would change every time the patch is rebuilt. Unstable formIDs have lots of negative implications. It would either have to be limited to records where changing formIDs doesn't really matter, or some way of preventing the formID from changing would have to be made. Too much work :shocking:
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P PoLlo
 
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Post » Fri Dec 03, 2010 9:24 pm

Revision 794 addresses this much discussed issue. From the commit notes:
Copying formIDs from imported mods is now working properly (both Bash and CBash).   If an imported record contains a formID that requires a missing or non-active master, the patcher chooses what to do.     GraphicsPatcher: ignores the record (effectShader, enchantEffect, light on magic effects)     ImportRelations: keeps the record, but ignores the relation     NpcFacePatcher: ignores the record (eye, hair on npcs)   Any skipped record imports are now prominently logged.   As a result, missing masters are no longer erroneously added to the patch.


If you're concerned about this change, please try the revision before posting. Unless the patch result displays a warning like the one below, the change doesn't affect your current bashed patch.

Skipped ImportsThe following import patchers skipped records because the imported record required a missing or non-active mod to work properly.If this was not intentional, rebuild the patch after either deactivating the imported mods listed below or activating the missing mod(s). ?  Import NPC Faces skipped 878 records:   ?  The imported mod, Cobl Races TNR.esp, skipped 878 records.

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Jordan Fletcher
 
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Post » Fri Dec 03, 2010 7:39 pm

r795:

Traceback (most recent call last):  File "C:\Games\Bethesda Softworks\Oblivion\Mopy\basher.py", line 5198, 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 17292, in buildPatch    patcher(modFile, record, bashTags)  File "C:\Games\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 19085, in apply    self.scan(mod,conflict,tags)  File "C:\Games\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 19060, in scan    if _Type in class_fidattrs:NameError: global name 'class_fidattrs' is not defined

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Lisa Robb
 
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Post » Sat Dec 04, 2010 12:22 am

Fixed and uploaded.
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Blackdrak
 
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Post » Sat Dec 04, 2010 6:53 am

It might work for some record types, but definitely not all. It has all the same problems as importing new records into the bashed patch itself. If you dig around a couple threads back, you'll find where I commented extensively on that issue. The basic problem with that approach is that the formIDs of the records would change every time the patch is rebuilt. Unstable formIDs have lots of negative implications. It would either have to be limited to records where changing formIDs doesn't really matter, or some way of preventing the formID from changing would have to be made. Too much work :shocking:

Hmm. I like the idea of handling that situation on a patcher by patcher basis, but it seems like the number of special cases and the complexity will be an issue over time. Would it be possible to notify the user when a missing master situation pops up and ask them what to do? Granted, most people will scratch their heads - which is where some kind of recommended behaviour would be nice - but the transparency of knowing exactly what bash is doing is really, really nice. I see a niche for a BOSS recommendation there.
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Cameron Garrod
 
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Post » Sat Dec 04, 2010 2:10 am

Well... that got a bit closer... :P
Traceback (most recent call last):  File "C:\Games\Bethesda Softworks\Oblivion\Mopy\basher.py", line 5198, 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 17292, in buildPatch    patcher(modFile, record, bashTags)  File "C:\Games\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 20394, in apply    newRelations = set((faction,mod) for faction,mod in self.fid_faction_mod[fid].iteritems() if faction and (faction[0] is not None and fidvalue[0] in self.patchFile.loadSet))  File "C:\Games\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 20394, in     newRelations = set((faction,mod) for faction,mod in self.fid_faction_mod[fid].iteritems() if faction and (faction[0] is not None and fidvalue[0] in self.patchFile.loadSet))NameError: global name 'fidvalue' is not defined

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Pumpkin
 
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Post » Fri Dec 03, 2010 10:12 pm

Fixed and uploaded :P

And this my friends is why copy/paste is treacherous.
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sam westover
 
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Post » Fri Dec 03, 2010 10:37 pm

Went to completion, apparently I'm not one of the affected, got no log message mentioning it. Checking now, but a super quick look at the first couple of NPCs indicates hair+eye+face all imported properly out of TIE.

Import Roads is still broken though, no record pulled.
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louise hamilton
 
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Post » Fri Dec 03, 2010 10:45 pm

Thanks for the quick testing, and my apologies for the bugs I should've caught. I thought I had tested all the affected patchers, but it looks like I tested the CBash version of the face patcher, and the non-CBash versions of the others :blink:

Methinks I need sleep.

Edit: Yeah, haven't touched the road record importer yet.
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Auguste Bartholdi
 
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Post » Sat Dec 04, 2010 2:14 am

Heh, well it's not over just yet. The CBash side is working fine. The non-CBash side just spat this out (after a considerably longer wait that usual?)
Traceback (most recent call last):  File "C:\Games\Bethesda Softworks\Oblivion\Mopy\basher.py", line 5125, in Execute    patchFile.initData(SubProgress(progress,0,0.1)) #try to speed this up!  File "C:\Games\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 16796, in initData    patcher.initData(SubProgress(progress,index))  File "C:\Games\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 20261, in initData    self.id_relations = dict((fid, relations) for fid, relations in factionRelations.id_relations if fid and (fid[0] is not None and fid[0] in self.patchFile.loadSet))  File "C:\Games\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 20261, in     self.id_relations = dict((fid, relations) for fid, relations in factionRelations.id_relations if fid and (fid[0] is not None and fid[0] in self.patchFile.loadSet))TypeError: 'Path' object does not support indexing

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bonita mathews
 
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