[RELZ] Wrye Bash -- Thead 58

Post » Wed Mar 02, 2011 7:37 am

.... but what do you think of this modification of alt3rn1ty's idea: instead of a show/hide button, the comments section starts out as a one-liner, scrollable text box, but has a draggable splitter bar above it, allowing the user to resize it to any desired height.


That works for me :)
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Peetay
 
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Post » Wed Mar 02, 2011 12:40 pm

well those boxes should be all resizable - but for me priority is in the main list - markers be made into collapsible sections and hide in place be implemented - put it as a feature request in SF
I do use comments for pasting readmes from big archives that takes long to un7z - and all kinds of notes - but alt3rn1ty's idea (as per myk002's suggestion) sounds great for people who don't use this section
Collapsible markers would go with collapsible sections in conflicts reports - and as gaticus suggested IIRC - collapsible subpackages espms listings - but that's another story
Installers lists high in the list plz though
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Michael Russ
 
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Post » Wed Mar 02, 2011 8:50 pm

I don't suppose this BAIN revamp would include making it faster on the rescan of the installers data?
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Kayla Oatney
 
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Post » Wed Mar 02, 2011 6:34 am

With all the updates and bug reports I have a hard time following: is any SVN version of CBash ready for public consumption? I'm hitting the mod limit right now, and from what I understand CBash can merge lanscape patches such as the ones for Unique Landscapes compatibility: it would remove at least 10 esps from my list. So is there a Bash/CBash revision someone can recommend, along with a list of still-buggy CBash patchers one should disable for now?

Edit: and while you guys are talking about BAIN suggestions, here's one I made quite a while ago: allow opening any file from a package, whether it's already installed or only in the archive. Super-handy for editing ini files or reading readmes. I imagine this would take the form of clickable links in the file list, with different colors representing whether the file is installed, or present but doesn't match, or absent (i.e. "warning, I'll have to unzip the whole package before showing you that file").
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Richard Thompson
 
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Post » Wed Mar 02, 2011 7:21 pm

I don't suppose this BAIN revamp would include making it faster on the rescan of the installers data?

:D no, we were talking about the interface - what you suggest would need err CBain
BTW I am rather conservative about BAIN changes - I would personally be fully satisfied with the couple changes I've been suggesting a few threads now - which would make BAIN reach perfection - I am reluctant to see BAIN change drastically :shrug:
But there's this matter of managing multiple installs - meaning also things like Nehrim - which means rearranging Bash's files - which will have impact on the whole of BAIN.
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christelle047
 
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Post » Wed Mar 02, 2011 5:00 pm

I don't suppose this BAIN revamp would include making it faster on the rescan of the installers data?

That is actually the primary goal of the design.

and while you guys are talking about BAIN suggestions...

All in the plan. I have several items in the "Idea bucket" attributed to you, actually

I want to remind everyone, though, that these things take time. I will keep everyone appraised of our progress (and put the plan up for public comment once the devs have had a chance to think about it and refine it a bit), but your patience is appreciated.

:D no, we were talking about the interface - what you suggest would need err CBain
BTW I am rather conservative about BAIN changes - I would personally be fully satisfied with the couple changes I've been suggesting a few threads now - which would make BAIN reach perfection - I am reluctant to see BAIN change drastically :shrug:
But there's this matter of managing multiple installs - meaning also things like Nehrim - which means rearranging Bash's files - which will have impact on the whole of BAIN.

@utumno: I am planning for both interface and "backend" changes, though the greater change is in the backend. Once I get a demo together, perhaps I could pick your brain on what you like and what you would like to see changed? I do not know whether you would consider what I had in mind drastic. As for managing multiple installs, could you PM me with your ideas on what this would require?
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Robert Jackson
 
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Post » Wed Mar 02, 2011 3:39 pm

reference svn for public consumption (well its not really but if you are keen to get stuck in .... ) - IMHO the current 839 is marvellous both non and CBash, I have been using it for a few days now and heres hoping the installer will be based upon this revision :).

Reference testing the svn's out, I have been using it on the faster desktop recently too - Last CBash rebuild 44 seconds (circa 120 mods)
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Tyrel
 
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Post » Wed Mar 02, 2011 6:28 am

So is there a Bash/CBash revision someone can recommend, along with a list of still-buggy CBash patchers one should disable for now?


r839 is working great for CBash. Everything except the Actors.AIPackages function is working. Apparently PM still needs some poking and prodding to get that done. :poke:

Do keep in mind though, it can only merge patches with changes to existing records. Many UL patches contain NEW records as well and those can't be merged. My current LO is able to drop 9 ESPs though, so it's definitely worth it if you're being pressed on the mod limit.
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Alexis Estrada
 
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Post » Wed Mar 02, 2011 10:14 pm

@utumno: I am planning for both interface and "backend" changes, though the greater change is in the backend. Once I get a demo together, perhaps I could pick your brain on what you like and what you would like to see changed? I do not know whether you would consider what I had in mind drastic. As for managing multiple installs, could you PM me with your ideas on what this would require?

Certainly - but give me some time, I am rather upside down at the mo :D
For now :
Already Bash supports multiple installs - via its save profiles and esm swapping feature - in an elegant and consistent manner IMO - though maybe there are a couple of bugs there still (someone once reported esms not getting properly swapped and the like)
But for Nehim to work Bash must keep different plugins.txt and Oblivion.ini files for each install- and it must probably move its files into Mopy (the different Mopys)
Haama and Gaticus had various idees about those matters and they are certainly more qualified than me - some of it is posted in the SF tracker as you probably know already
Finally - with "no drastic" I mean I am rather pleased with the interface as it is - apart from the install list which cannot cater for 100s of installers.
I remember discussing some of those changes with Gaticus - we kind of agreed that keeping different install profiles would be rather too much - a hide in place functionality would be enough - but bear in mind that for different Oblivion/Nehrim installs different installers.dat, table.dat etc files would reside in the separate Mopys.
I go to bed :snoring:
EDIT : as for 291 - there is still the 7z CMD support waiting to be smoothed out so don't be in a hurry
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Tiffany Carter
 
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Post » Wed Mar 02, 2011 8:44 pm

I'm out of town, so I won't be able to work on Bash for the next week or two. I also won't be able to post as often or in much detail.

Multi-post due to quote limits...

All of a sudden my Wrye Bash refuses to start.

I know you said that you gave up, but just in case you pop back in...

The most likely reason for this is either:
1) You don't have all the required libraries installed (wxPython, ComTypes, etc).
2) Bash is incorrectly installed. If Bash is unable to locate an image for instance, it error outs before the application really begins and is unable to nicely display the error.

If you open a command console in the Mopy directory, and enter "bash.py -d", it will print out the actual error to the console window.

A couple of requests: :)

1) Add a "Check/Uncheck All" option to the header's right-click menu that checks all mods that can be checked (excluding those being merged/imported)
2) Handle merged mods a bit better - example here, SVN 838's CBash can merge OOO.esp and Kvatch_Rebuilt.esp. Now there are many mods that have these as masters. If these 2 are merged (and unchecked when WB tells you to) then the mods that depend on them remain unchecked.


1) For which header? The mod tab?

2) CBash should already handle this gracefully. If a mod depends on an otherwise mergeable mod, CBash shouldn't allow the mergeable mod to be merged. It simply won't appear in the merge patcher. This is one of the primary reasons why CBash checks every mod for mergeability whenever the bashed patch dialog is opened. I haven't tested this recently, so it may have been broken...but that's the way it's supposed to work atm.

Hey there! It's me again with a CBash crash report :) This is with SVN r838

It sounds like the check mentioned above got broke. As you said, this isn't supposed to happen. I'll take a look whenever I get back.

So I have a weird problem with the Bashed Patch and sixywalks by Mur_Zik Compilation 1.2.

Don't know. Hopefully someone else can help.

An error report from a user on TESNexus - Biscuits2400 (I dont know what version of Wrye Bash/Python in use)

Sounds like a unicode issue. It might work if the user installs the correct unicode wxPython package and enables the experimental unicode support via bash.ini.

It seems the last thread was closed before I had a chance to describe an error message I got during my last Python setup. Sorry about that.

As stated in the readme, this isn't an error. When ComTypes is run the first time, it always spits out this spam. Ignore it. It shouldn't come up again unless you reinstall ComTypes.
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Naughty not Nice
 
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Post » Wed Mar 02, 2011 6:11 pm

Just wanted to report that the bash script effect silencer tweak doesn't seem to work all the time. Case in point, it didn't work when one the esps from http://www.tesnexus.com/downloads/file.php?id=18843 was loaded right before the bash patch (it isn't included in BOSS yet). That mod seems to be mergeable with the 838 SVN Cbash though.

Added to my to investigate list for when I get back.

Buggy behavior report.

My bash version number is 291 (though I can't recall if I got that off nexus).

PM has been working on this issue, so I'll defer to him on this.

Btw, 291 still isn't officially released, so you didn't get it off nexus ;) We really need to get it out the door soon. I'm fine with releasing it as is, but PM may not be ready yet...PM?

Whether probably support multi thread? Thx.

No, Bash and CBash are single threaded.

it would be much appreciated if someone could help me out. Thanks.

See my above response to alt3rn1ty. I run Win7 x64 myself, so that isn't an issue :)

It looks like your particular problem is caused by a txt file with a non-English filename in the Oblivion/Data directory. (three characters, all question marks... could be a chinese filename) Remove that file and you should be ok.

Unicode support is planned soon, so these types of problems should just go away in a few releases.

Yep.

When I build a Bashed Patch, this comes up after it's done, Is this a cause for worry, or normal behavior?

You are most likely using a mod that requires OBME. OBME changes the mod file format to work its magic, and Bash by itself doesn't support the new format. As you discovered though, CBash does work with the new format :)

R839
Traceback (most recent call last):  File "D:\Games\Oblivion Gold\Mopy\basher.py", line 12638, in Execute    if self.obseArg != '': exeArgs += (self.obseArg,)TypeError: cannot concatenate 'str' and 'tuple' objects

Error in "TESCS+OBSE" icon.

Thought I fixed this in a newer revision. If I missed something, PM should be able to fix it based on the commit logs. Otherwise it'll have to wait till I get back.

Re: BAIN changes
At this point, I can't say what will and won't change about BAIN. I'm hesitant to make any major changes to a system that was designed to be conceptually simple, but I'm also quite curious to see what myk002 comes up with. As for the whole CBAIN, the only thing I've considered so far is moving the refresh process into CBash. I'm not sure if it will make a substantial difference though...the refresh depends heavily on the hard drive speed.
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Holli Dillon
 
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Post » Wed Mar 02, 2011 10:21 pm

Thanks alt3rn1ty and Arthmoor, I'll try rev 839 and cross fingers :) .
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Laura Samson
 
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Post » Wed Mar 02, 2011 4:04 pm

1) For which header? The mod tab?

Yes.

2) CBash should already handle this gracefully. If a mod depends on an otherwise mergeable mod, CBash shouldn't allow the mergeable mod to be merged. It simply won't appear in the merge patcher. This is one of the primary reasons why CBash checks every mod for mergeability whenever the bashed patch dialog is opened. I haven't tested this recently, so it may have been broken...but that's the way it's supposed to work atm.

It doesn't seem to work like that (in SVN 838 atleast) OOO.esp and Kvatch Rebuilt.esp get merged and all of their dependants get deactivated. Leandro Condre seems to have got this same problem http://www.gamesas.com/index.php?/topic/1156281-relz-wrye-bash-thead-58/page__view__findpost__p__17000335 (albeit with a rather different result)

Re: Script effect silencer problem - I'd just like to mention that out of the 8 esps in that mod, I was using the Silence.esp :)
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Alba Casas
 
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Post » Wed Mar 02, 2011 7:11 am

Hey there!

Just wanted to add a suggestion: Add somewhere and indication in Bash to know if a mod has deleted records (maybe there is already a way and I didn't see it). Maybe to the Mod Details, or something... just the info as indication that the mods needs an intensive TES4Edit treatment session :)

Reason: You know, opening each mod in TES4Edit and reach to the point when you can actually 'Un-delete' takes a bit of time that can be saved if you know ahead that a mod doesn't need that... Specially for when you start receiving crash-on-exit, it almost certainly is a somewhat dirty mod :)

Thank you!
Cheers!
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Suzy Santana
 
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Post » Wed Mar 02, 2011 11:49 am

Add somewhere and indication in Bash to know if a mod has deleted records

Eventually, I'd like to add info like that to the installers tab. However, it might be useful (and a lot more expedient) to add that info to the log displayed after bashing a patch. Could you possibly write up a feature request http://sourceforge.net/tracker/?limit=25&func=&group_id=284958&atid=1207904&assignee=&status=&category=&artgroup=&keyword=&submitter=&artifact_id=&assignee=&status=1&category=&artgroup=&submitter=&keyword=&artifact_id=&submit=Filter?
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Robert Jr
 
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Post » Wed Mar 02, 2011 9:07 pm

How exactly are you guys getting Kvatch Rebuilt.esp to show up as mergeable? CBash is not turning it green and it specifically says it can't be merged when I try and do so manually. r839 btw, on the off chance that makes a difference.

Not Mergeable
? Kvatch Rebuilt.esp:

Has BSA archive.

New record(s) in block(s): CELL, LAND.

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Lizbeth Ruiz
 
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Post » Wed Mar 02, 2011 5:52 pm

Thanks alt3rn1ty and Arthmoor, I'll try rev 839 and cross fingers :) .

Good news: CBash merges about 15 esps that didn't merge before.
Bad news: The game crashes as soon as I try waiting, even in the testing hall, even when starting a new game.

Gonna try to disable CBash and rebuild to make sure it's the cause of the crash.

Just to make sure: since Actors.AIPackages doesn't work in rev 839, do I have to disable importing Actors completely when building the Bashed Patch with CBash?

Edit: sure enough, after disabling CBash and rebuilding the bashed patch, no more crash. Not sure how I should go about diagnosing the problem.

Edit2: Solved! It was the same problem that Gratis_monsta reports above: CBash wants to deactivate and merge Oscuro's_Oblivion_Overhaul.esp; if you agree it deactivates other mods like Mart's Monster Mod for OOO, and the result is the crash I reported. I refused to merge OOO but accepted all the rest, and up to now the game is working fine.
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Emily Martell
 
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Post » Wed Mar 02, 2011 9:56 am

How exactly are you guys getting Kvatch Rebuilt.esp to show up as mergeable? CBash is not turning it green and it specifically says it can't be merged when I try and do so manually. r839 btw, on the off chance that makes a difference.

LOL I have no clue :P

I just switched to SVN 841 and Kvatch Rebuilt.esp is still mergeable. I'll mention that I've used BAIN, unpacked the BSA and repyffied all its meshes if that may have any affect on "mergeability".

MergeableFollowing mods are active, but could be merged into the bashed patch. ?  Kvatch Rebuilt.esp ?  Oscuro's_Oblivion_Overhaul.esp 

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John N
 
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Post » Wed Mar 02, 2011 1:24 pm

Usually it is outside the Oblivion folder but next to it (as Tomlong described) called Oblivion mods, you can reassign its location by renaming the bash_default.ini to bash.ini then alter the path in that ini.

===========================================

Buggy behavior report.
WindowsError: [Error 145] The directory is not empty: 'InstallerTemp\\15 Armor - Insanity Sorrow\\Textures'[/spoiler] Each error was another attempt with different packages chosen. Of note none of the errors had anything to do with being the first or last in the complex archive to be installed.

I then uninstalled the older complex package then it installed without an incident. So it seemed to not like that there was identical files already installed.

My bash version number is 291 (though I can't recall if I got that off nexus).

wanting to presume that you just have the first beta of 291... seeing as I'm 100% sure I killed and buried that bug under a mountain of code (like hmm oh well *2* words :lol:)... oh fine could you give http://oblivionworks.svn.sourceforge.net/viewvc/oblivionworks/Programs/Wrye%20Bash.tar.gz?view=tar a quick spin and see if there's any problems of that nature (or anything else but that should be very much on the close to bugfree end).
(if you (well for that matter everyone else and myself as well) don't find/report anything bugly I'm releasing tomorrow evening - or sooner if you report that it's going good and I'm :shock: actually online).
Pacific Morrowind
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Melissa De Thomasis
 
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Post » Wed Mar 02, 2011 7:26 pm

It probably was at least a few versions of 291 prior to what you link.

Since testing that would require some fancy juggling of BAIN packages (the outdated ones now deleted and would mean creating multiple BAIN packages to test) that may not be the most efficient use of time. If it is all the same I will just forge ahead with whatever updates are coming and stay focused on looking for this issue which could show its head very easily in the next round of mod updated.

thank you very much though - look forward to the changelog
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Lisha Boo
 
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Post » Wed Mar 02, 2011 10:52 am

With a fairly smooth FCOM under my belt atm, I had to while my time away while pyffing Reneer's interiors mod. I have an expanded Guard_Names.csv containing MMM, Fran, Kvatch Rebuilt, DLC Battlehorn, Arsenal, Bank of Cyrodiil and the newer New Roads & Bridges :)

http://www.mediafire.com/?qcqahba858j3caa

I also combined the Crowded roads 30 & 15, Tamriel Travellers and Phitt's Roaming NPC names into a single file like the guards. (only the alternate names though) I've also combined the non-alternate names.csvs into a single file while including http://www.tesnexus.com/downloads/file.php?id=36402.

http://www.mediafire.com/?6vp319dajp06mc8 (eg: Traveller -> Bruceles Pontius)
http://www.mediafire.com/?nvdccbtrik6ouj9 (eg: Traveller -> Traveller Bruceles)

And finally, I hated the OOO intoxicant naming scheme (eg: "- Ale -") so made a csv that reverts them to vanilla names.

http://www.mediafire.com/?u5d5c4sicscb6ex

All credit to Haldar1218's files and the Tamriel Rebuilt name generator :)
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Betsy Humpledink
 
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Post » Wed Mar 02, 2011 12:12 pm

Right now I'm running bash 275, which is the main dl on TESNexus. What exactly do I need to do to update?

EDIT: Hrm. I downloaded 287, overwrote all of the files, then downloaded 290 and did the same. Now it won't open. What did I do wrong?

EDIT EDIT: If I try opening "bash.py" instead of the launcher, I get the following error (it flashes up on the screen waaay too quickly to actually read, had to get a perfectly timed screenshot to read it):
Traceback: :
- File "C:\Oblivion\Mopy\bash.py", line 74 in
import bosh
File "C:\Oblivion\Mopy\bosh.py", line 1469
except Exception as error:
^
SyntaxError: invalid syntax

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Devin Sluis
 
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Post » Wed Mar 02, 2011 10:54 pm

Eventually, I'd like to add info like that to the installers tab. However, it might be useful (and a lot more expedient) to add that info to the log displayed after bashing a patch. Could you possibly write up a feature request http://sourceforge.net/tracker/?limit=25&func=&group_id=284958&atid=1207904&assignee=&status=&category=&artgroup=&keyword=&submitter=&artifact_id=&assignee=&status=1&category=&artgroup=&submitter=&keyword=&artifact_id=&submit=Filter?


Of course, I'll do that... let me get to my home after work and then I post a new feature request there! Thanks for your quick response!
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FoReVeR_Me_N
 
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Post » Wed Mar 02, 2011 5:25 pm

LOL I have no clue :P

I just switched to SVN 841 and Kvatch Rebuilt.esp is still mergeable. I'll mention that I've used BAIN, unpacked the BSA and repyffied all its meshes if that may have any affect on "mergeability".

MergeableFollowing mods are active, but could be merged into the bashed patch. ?  Kvatch Rebuilt.esp ?  Oscuro's_Oblivion_Overhaul.esp 



Well, I think it's time to call that a bug then. Using r843, I still get the following from KR if I remove the BSA:

Not Mergeable
? Kvatch Rebuilt.esp:

New record(s) in block(s): CELL, LAND.


No idea, that might have been the result of me mucking about with it for some reason.

OOO does in fact become mergable, but it's filled with tons of *NEW* records - all of which are being injected into the OOO master file so they all carry a 01 index when they SHOULD have been assigned a 02 index. I have no idea why this was done, but CBash is apparently assuming they're all override records even though they're not.

KR shares the same issue - a lot of stuff is marked as injected into the KR master file when it shouldn't have been. Again, no idea why this was done, but CBash is probably getting confused by it.

Example: http://img502.imageshack.us/img502/4342/injected.jpg
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Sam Parker
 
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Post » Wed Mar 02, 2011 11:55 am

Tried reinstalling some of the python stuff, no luck there either. Anybody seen this before?
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Chenae Butler
 
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