[RELZ] Wrye Bash -- Thead 58

Post » Tue Mar 01, 2011 2:55 am

I'm not sure Witch version it came out on, but the HF tweak Is fairly recent...

I didn't see it in v287, and I have only been using v291 since returning home. I didn't using anything in between. Anyway, everything seems to be working fine, and my game is more stable than ever. Yay! ^__^


Feature Suggestions: (No rush, just thoughts, of course):

- More "No XXX" message tweaks (i.e., "loading...", skills, etc.)
- It would be cool if Better Letters were merged too...

...however, once we can load deal with BSAs through BAIN, I'll be set. Everything else is a bonus, and there are already plenty of bonus in the Bashed Patch.


Thanks for the hard work all!
- Tomlong75210
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FITTAS
 
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Post » Tue Mar 01, 2011 3:55 am

The CBash road importer change has been uploaded. Please test to make sure it's as expected.

Since the entire record is being imported, I had to do safety checks on the record's formID.
1) If the record's formID belongs to an active (or merged) mod, it works as expected.
2) If it doesn't, but the otherwise winning record's formID does, then the winning record is copied over, and then modified so that it matches the imported record. Essentially, it's the same as #1, except the record's formID will be different.
3) If neither formID does, then the record is skipped and logged. Conceivably, it could just create a new road record and modify that to match. I don't think the road's formID is actually used, but I don't know for certain.

I don't expect #2 to come up very often. Probably only for new worldspaces in a few cases, or if a plugin deletes the road and then creates a new one. #3 should be even more rare.

If these cases should be handled differently, please let me know.
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john palmer
 
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Post » Tue Mar 01, 2011 11:08 am

Re: BSAs. Another minor but useful thing to add to the list - BSA redate button that does what the OBMM "reset timestamps" button does. Marks all BSAs as 1/1/2006.

r813:

non-CBash: Record imports as expected.

CBash: Still no record imported under the scenario I outlined before.

If this is how it's intended, then it's working. If not, then something still isn't quite right.
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Penny Courture
 
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Post » Tue Mar 01, 2011 3:42 pm

Hrm. It should be working.

I tested it with the following load orders:

Load Order:
Oblivion.esm
Your import mod (not active or merged, added as import)

Load Order:
Oblivion.esm
Your import mod (not active or merged, added as import)
A mod with the road copied from Oblivion.esm (active)

Load Order:
Oblivion.esm
Your import mod (active, added as import)
A mod with the road copied from Oblivion.esm (active)

Load Order:
Oblivion.esm
Your import mod (merged, added as import)
A mod with the road copied from Oblivion.esm (active)

Each time the record from the import mod was pulled as expected. Can you give me a basic load order where it isn't working? Otherwise, I'll dig around and see what I can find.

I'll look into once I finish my current task...I'm rewriting the CBash patch routine a bit so that it should be faster. Gotta finish it before I do anything else or nothing will work at all ;)
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victoria johnstone
 
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Post » Tue Mar 01, 2011 5:07 pm

It boiled down to this:

Oblivion.esm
UOP
My road file.

All of which are only touching the road record for the Tamriel worldspace.
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Ludivine Poussineau
 
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Post » Tue Mar 01, 2011 6:32 am

I'll be curious to see what you've accomplished.

I'll PM you
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Kevan Olson
 
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Post » Tue Mar 01, 2011 4:44 pm

It boiled down to this:

Oblivion.esm
UOP
My road file.

All of which are only touching the road record for the Tamriel worldspace.

It works in my http://img337.imageshack.us/img337/2776/roadtest.png.

Load Order:
Oblivion.esm (active)
Unofficial Oblivion Patch.esp (active)
Open Cities Reborn Road Record.esp (not active, import road checked, added to TES4Edit's load order for comparison)

Edit: Well, the optimizations I did worked, but not nearly as well as I hoped. CBash patching is now ~1% faster, though it should improve a bit beyond that for some heavily modded load orders.
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Lloyd Muldowney
 
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Post » Tue Mar 01, 2011 5:33 am

Load Order:
Oblivion.esm (active)
Unofficial Oblivion Patch.esp (active)
Open Cities Reborn Road Record.esp (not active, import road checked, added to TES4Edit's load order for comparison)


Strange. That works for me too, regardless of which road file I select to import from.

However, building with a large load order:
Spoiler
Active Mod Files:00  Oblivion.esm01  TR_OoT_Main.esm  [Version 17]02  Hammerfell.esm03  Cobl Main.esm  [Version 1.73]04  Harvest[Containers].esm05  All Natural Base.esm  [Version 1.2]06  Open Cities Resources.esm  [Version 3.5.7]07  Armamentarium.esm  [Version 1.35]08  Artifacts.esm  [Version 1.1]09  VASE - core.esm0A  TamrielTravellers.esm  [Version 1.39c]0B  CM Partners.esm0C  Cybiades.esm  [Version 2.0]0D  Children Of Rourken.esm0E  Kvatch Rebuilt.esm0F  Windfall.esm10  GTAesgaard_2.esm11  Oblivifall Master File.esm  [Version 1.0]12  Unofficial Oblivion Patch.esp  [Version 3.3.4]13  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]14  DLCShiveringIsles.esp15  Enhanced Economy.esp  [Version 5.1]**  MOBS SI.esp  [Version 1.2.2a]++  Harvest[Containers] - Vanilla.esp++  Harvest[Containers] - SI.esp16  All Natural.esp  [Version 1.2]17  All Natural - SI.esp  [Version 1.2]18  All Natural - Real Lights.esp  [Version 1.2]19  Immersive Interiors.esp  [Version 0.7]1A  Immersive Interiors - Lights Addon.esp  [Version 0.7]++  TamrielTravellersItemsNPC.esp  [Version 1.39c]1B  ShiveringIsleTravellers.esp  [Version 1.39c]1C  Happyhannah's Wines.esp  [Version 1.1]1D  BHC_Expanded.esp  [Version 1.2]1E  Cliff_BetterLetters.esp  [Version 1.2]++  ArmamentariumLL.esp  [Version 1.35]++  ArmamentariumLLMagic.esp  [Version 1.35]1F  ArmamentariumArtifacts.esp  [Version 1.35]++  ArmamentariumLLArmaVendor.esp  [Version 1.35]++  Artifacts - ArmaCompleteAddon.esp  [Version 1.0]20  AFK_Tweaks.esp  [Version 1.4]21  TIE.esp  [Version 1.43]22  IlluminateStaves.esp23  Immersive Travelers.esp24  Alternative Start by Robert Evrae.esp  [Version 1.67]25  Oblivifall - Losing My Religion.esp  [Version 1.3]++  VASE - Vanilla Cyrodiil.esp++  VASE - Vanilla SI.esp26  Cyrodiil Travel Services.esp  [Version 2.0.6]27  AFK_PrayerIdles.esp  [Version 1.0]28  DLCHorseArmor.esp29  DLCOrrery.esp2A  DLCFrostcrag.esp2B  DLCThievesDen.esp2C  DLCVileLair.esp2D  DLCMehrunesRazor.esp2E  DLCSpellTomes.esp2F  Knights.esp30  DLCBattlehornCastle.esp31  SM Plugin Refurbish(Merged).esp  [Version 1.30]32  OCC-KOTN-Patch.esp  [Version 3.0]33  OCOD+FrostcragSpire Patch.esp34  AFK_Frostcrag.esp  [Version 1.0.COBL]35  Whispered Warning.esp36  Kvatch Rebuilt.esp  [Version 1.1]++  Kvatch Rebuilt Weather Patch.esp37  OCC-KR-Patch.esp  [Version 2.0.1]38  Lost Paladins of the Divines.esp39  RTT.esp  [Version 3.01]3A  RTT-Weye Relocation Patch.esp  [Version 2.0.1]3B  OCC-RTTv3 Patch.esp  [Version 2.0]3C  Malevolent.esp  [Version 1.02]3D  OCC-Malevolent-Patch.esp  [Version 3.0]3E  GTAesgaard.esp3F  GTAesgaard_2.esp40  Cybiades.esp  [Version 2.1]41  CybiadesDungeon.esp  [Version 2.1]42  Nascosto Isles 3.esp43  All Natural - Nascosto Isles Weather Patch.esp  [Version 2.0]44  COR-Episode1 Secret of Enourk.esp45  Ivellon.esp  [Version 1.8]46  WeynonRetreat.esp  [Version 1.4]47  The Lost Spires.esp  [Version 1.4]48  OCC-Lost Spires-Patch.esp  [Version 2.1]49  OldCrowInn.esp  [Version 1.5.1]4A  HeartOftheDead.esp  [Version 6.5]4B  Windfall.esp4C  LetThePeopleDrink.esp  [Version 2.5]4D  The Ayleid Steps.esp  [Version 3.4]4E  HackdirtCaverns.esp4F  Mimics!.esp50  BrotherhoodRenewed.esp  [Version 1.0.11]51  EaglesRest.esp  [Version 1.0]52  Better Benirus Manor - Interior Only.esp53  Better Benirus Manor - Helping Hands.esp54  Better Dark Brotherhood Sanctuary.esp55  BDBS - Chapel Memorial.esp56  Gaelendryl.esp57  Dungeons Merger.esp58  Unique Dungeons - Lost Glory.esp59  Unique Dungeons - Lichs Lair.esp5A  JQ-Return_of_Dagoth_Ur.esp5B  TheOubliette.esp5C  DarknessHollows.esp5D  PTArtifacts.esp5E  Valley_View_Estate.esp5F  InnsOfCyrodill.esp60  ShezriesTownsMaster.esp61  LostSpires+PellsGate Patch.esp  [Version 1.0]62  TR_Stirk.esp63  Stirk_Compatibility_Patch.esp64  To Feed an Empire - Wickmere Farm.esp  [Version 1.0]65  VHBloodlines 1.2.esp  [Version 1.5.1]66  AFK_Weye.esp  [Version 2.21.Non-COBL]67  Wellspring Vale.esp68  ElsweyrAnequina.esp69  road+bridges.esp  [Version 4.6]6A  Feldscar.esp  [Version 1.0.6]6B  Vergayun.esp  [Version 1.0.7]6C  Faregyl.esp  [Version 2.0]6D  Faregyl+Anequina Patch.esp  [Version 2.0]6E  Molapi.esp  [Version 1.0.1]6F  JDNT_Brina Cross.esp70  PTMudwater.esp71  StalhrimVillage.esp72  Ancient Ruins - Ayleid Edition.esp73  xulStendarrValley.esp  [Version 1.2.2]74  xulAncientRedwoods.esp  [Version 1.6]75  xulCloudtopMountains.esp  [Version 1.0.3]76  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.4]77  xulEntiusGorge.esp  [Version 1.2]78  xulImperialIsle.esp  [Version 1.6.6]79  xulAncientYews.esp  [Version 1.4.3]7A  xulArriusCreek.esp  [Version 1.1.4]7B  xulPatch_AY_AC.esp  [Version 1.1]7C  xulRollingHills_EV.esp  [Version 1.3.3]7D  xulFallenleafEverglade.esp  [Version 1.3.1]7E  xulChorrolHinterland.esp  [Version 1.2.2]7F  xulRiverEthe.esp  [Version 1.0.2]80  xulDarkForest.esp  [Version 1.0.5]81  xulLushWoodlands.esp  [Version 1.3.1]82  xulColovianHighlands_EV.esp  [Version 1.2.2]83  xulTheHeath.esp  [Version 1.1.1]84  xulPantherRiver.esp85  xulBravilBarrowfields.esp  [Version 1.3.3]86  xulBrenaRiverRavine.esp  [Version 1.1]87  xulBlackwoodForest.esp  [Version 1.1.0]88  xulCheydinhalFalls.esp  [Version 1.0.1]89  xulAspenWood.esp  [Version 1.0.2]8A  xulSkingradOutskirts.esp  [Version 1.0.1]8B  xulSnowdale.esp  [Version 1.0.2]8C  xulCliffsOfAnvil.esp8D  West Roads.esp  [Version 1.3]8E  WellspringVale+WestRoads Patch.esp8F  Castle_Seaview.esp90  EaglesRest+LostCoast+CastleSeaview Patch.esp  [Version 1.0]++  LostSpires-Everglade patch.esp  [Version 1.2]++  LostSpires-DarkForest patch.esp  [Version 1.1]91  WeynonRetreat-ChorrolHinterland-Patch.esp  [Version 1.1]92  HeartoftheDead-ArriusCreek patch.esp  [Version 2.2]93  ValleyViewEstate-RiverEthe patch.esp  [Version 1.1.1]++  Anequina-Fallenleaf-Patch.esp  [Version 1.0]94  Mimics+Ravenview+Cloudtop Patch.esp  [Version 2.0]95  Gaelendryll-BrenaRiver patch.esp  [Version 1.2.1]96  KvatchRebuilt-CheydinhalFalls patch.esp++  Lakewood+AspenWood Patch.esp  [Version 2.0]97  Feldscar+Snowdale Patch.esp  [Version 1.0]++  AFK_Weye Arrius_Creek Patch.esp98  Verwen Brewery.esp  [Version wen.]99  ImpeREAL Empire - Unique Forts.esp++  ImpeREALForts+BrinaCross Patch.esp  [Version 1.0]++  ImpeREALForts+LostSpires Patch.esp  [Version 1.0.1]9A  A Imperial Outpost - Fort Novi Sad.esp9B  ClocksOfCyrodiil_BC_OBC_OC_OCLR_Vanilla.esp9C  AFK_ICTempleCleanup.esp  [Version 1.0.LtPD]9D  bartholm.esp9E  Open Cities New Sheoth.esp  [Version 1.1]9F  Open Cities Bartholm.esp  [Version 1.1.1]A0  Open Cities Outer Districts.esp  [Version 3.5.6]A1  Open Cities Reborn - Full Merge.esp  [Version 0.8.1]A2  OCR+ULCH Patch.esp  [Version 1.0]++  NRB4+UL-II+LtPD+OCOD Patch.esp  [Version 3.0.3]A3  OCLR+ULBWForest Patch.esp  [Version 1.0.2]A4  OCC+Cheydinhal Falls Patch.esp  [Version 1.0.1]A5  OC+ULSkingradOutskirts Patch.esp  [Version 1.0.1]A6  AFK_Blades_EQ.esp  [Version 1.2]A7  WindowLightingSystem.espA8  Map Marker Overhaul.esp  [Version 3.8]A9  Map Marker Overhaul - SI additions.esp  [Version 3.5]AA  Dynamic Map.esp  [Version 1.0.1]++  Enhanced Water v2.0 HDMI.esp++  Enhanced Vegetation [100%].esp++  Symphony of Violence.esp++  Louder Nirnroot Sound.esp++  Visually Realistic Lava.esp++  TrollfLoadingScreens.esp**  Rusty+Fine Items.esp**  Book Jackets OB+SI+DLC.esp**  Clutter Graphics.esp++  QuestDialogueFix.espAB  PersonalMerge.espAC  Streamline.esp  [Version 3.1]AD  RefScope.esp  [Version 2.1.2]**  NRB4 OCReborn Road Record.esp <------------------------------------------- Says it's imported, but it's not.AE  Weather Debug Ring.esp**  All Natural - Indoor Weather Filter For Mods.esp  [Version 1.2]++  Bashed Delayers - MERGE ONLY.esp  [Version 2.09]++  Harvest Containers Filter patch for mods.esp  [Version 1.00]AF  Bashed Patch, 1.esp


http://img828.imageshack.us/img828/2632/missingroad.jpg

The road record is NOT being imported despite the mods list in Bash giving every indication that it should be. TES4Edit confirms only the one for the UOP is present in the game in this config.
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Christine
 
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Post » Tue Mar 01, 2011 5:47 am

Strange indeed.

Wait, I have an idea.

Do any of your merged mods contain that road record?
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Jessica Raven
 
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Post » Tue Mar 01, 2011 8:36 am

No. None of the merges have it either, as the pic I just added to the previous post shows. The UOP has the only active version of the road record and the AE mod was added via TES4Edit to show it's not been imported to the patch.
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Evaa
 
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Post » Tue Mar 01, 2011 1:28 pm

The only thing I could think of atm is that the road record was somehow getting into the patchfile before the road importer is run.

If that happened, the record wouldn't be copied properly...when CBash tries to copy a record as an override into a mod that already contains that record, it returns the existing record. It doesn't clobber the existing record since it may have already been affected by other patchers. None of the other patchers import a full record, so this wouldn't affect them. They just take whatever record is returned by CBash and make their changes.

I'll go ahead and fix that potential bug, but it doesn't solve this case.

Does the bashed patch log show that the road was imported?
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sophie
 
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Post » Tue Mar 01, 2011 11:33 am

? Roads Imported: 0
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Steve Smith
 
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Post » Tue Mar 01, 2011 2:17 am

Well, that simplifies it.

Here are the possible points of failure:
  • The import mod doesn't get scanned
  • The winning road is exactly equal to the imported road
  • The new road formID doesn't belong to an active (or merged) mod and the winning road doesn't either.
  • Bash fails to copy the parent world over as an override
  • Bash fails to copy the road over as an override


#1 shouldn't happen unless it isn't checked off in the import road setup.
#2 isn't the case.
#3 would be logged at the top of the patch log
#4 & #5 could be it. Please run bash from the console with "bash.py -d", and see if CBash prints out any error messages.

If there aren't any, you can also try moving the import mod to the beginning of your load order (before UOP at the least) and see if there's any difference. If it works, that would indicate a problem with #1.
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Maria Leon
 
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Post » Tue Mar 01, 2011 10:11 am

C:\Games\Bethesda Softworks\Oblivion\Mopy>bash.py -dWarning: 0E085285 uses an unknown function (18)!Warning: 0E085285 uses an unknown function (18)!Warning: 0003AF05 uses an unknown function (18)!Warning: 0003AF05 uses an unknown function (18)!Warning: 0003AF05 uses an unknown function (18)!Warning: 0003AF05 uses an unknown function (18)!Warning: 0003AF05 uses an unknown function (18)!Warning: 0003AF05 uses an unknown function (18)!Warning: 0003AF05 uses an unknown function (18)!Warning: 0003AF05 uses an unknown function (18)!Warning: 4D01017A uses an unknown function (1)!Warning: 4D0048E0 uses an unknown function (1)!Warning: 4D00CDB5 uses an unknown function (1)!Warning: 4D009A8E uses an unknown function (1)!Warning: 4D009A8E uses an unknown function (1)!Warning: 4D001B7B uses an unknown function (1)!Warning: 62009F2B uses an unknown function (1)!


Is this the sort of thing you're looking for? Pushing the road file above the UOP made no difference. It still didn't get imported.
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Marie
 
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Post » Tue Mar 01, 2011 6:01 pm

BTW, those are all quests, in case you were wondering.
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Becky Palmer
 
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Post » Tue Mar 01, 2011 5:00 pm

Yeah, that's the type of thing, though not that in specific. It's quite helpful, but not for your problem. It looks like the last update of CBash accidentally forgot about some of the condition functions....luckily, that last update added that warning message too :tongue:

The only one that will make a difference is function (1), which is GetDistance. That's the only one that got left out that uses a formID argument. Function (18) is GetCurrentTime which doesn't use any arguments.

I'm compiling the new dll now to re-add those missing functions.

I'm still trying to figure out why it isn't importing. In every instance where CBash fails to return a record when the CopyAsOverride function is called, it prints the reason out to the console. So #4 & #5 should be ruled out. #1 should be ruled out since moving the import mod didn't help. When the import mod is before the winning record, it should always get scanned. If it's after the winning record, it should still get scanned, but it isn't part of the main patch routine.

At this point, all I can suggest is to start disabling your mods. First disable all your merges, then try it. Then disable half your mods, and try it. Repeat until it works, and hopefully isolate the mod combination that's causing it not to work. While you're doing that, I'll review things again on my end. If I could just replicate it...

Edit: Just uploaded the fixed dll. Let me make another quick commit after I add some debug statements to the patcher before you try it again.
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LijLuva
 
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Post » Tue Mar 01, 2011 6:35 am

Okay, revision 817 has a metric ton of debugging statements added to it.

It should look like the following:
Spoiler
newRoad: NoneScanning non-active record Open Cities Reborn Road Record.esp (Oblivion.esm, 0x00003C)Open Cities Reborn Road Record.esp : (Oblivion.esm, 0x00003C) contains a road that was addednewRoad: Testing equality: NoneNot equal (probably)copy record, newRoadcopyRoad world override road override copy road attributescopied road attributesroad imported


There will be a lot of "newRoad: None" clustered together, but that's normal.

Edit: I'm rewriting the patcher a bit. You may want to wait for it before continuing.
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Megan Stabler
 
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Post » Tue Mar 01, 2011 11:13 am

You said to wait, but r817 spit all this out. I've activated all the ESMs in my normal load order, no ESPs at all, plus the record file for import. It's long, and looks like it has bugs galore:
Spoiler
C:\Games\Bethesda Softworks\Oblivion\Mopy>bash.py -dScanning non-active record NRB4 OCReborn Road Record.esp (Oblivion.esm, 0x00003C)NRB4 OCReborn Road Record.esp : (Oblivion.esm, 0x00003C) contains a road that was addednewRoad: Testing equality: Not equal (probably)copy record, newRoadcopyRoad world override road override copy road attributesSetField: Error  Invalid RecordID or RecordEditorID. Record not found.CollectionID: 0, ModID: 18, RecordID: 00068BC3, RecordEditorID: (null)FieldID: 1, ListIndex: 0, ListFieldID: 0, ListX2Index: 0, ListX2FieldID: 0, ListX3Index: 0, ListX3FieldID: 0ArraySize: 0SetField: Error  Invalid RecordID or RecordEditorID. Record not found.CollectionID: 0, ModID: 18, RecordID: 00068BC3, RecordEditorID: (null)FieldID: 3, ListIndex: 0, ListFieldID: 0, ListX2Index: 0, ListX2FieldID: 0, ListX3Index: 0, ListX3FieldID: 0ArraySize: 0GetField: Error  Invalid RecordID or RecordEditorID. Record not found.CollectionID: 0, ModID: 18, RecordID: 00068BC3, RecordEditorID: (null)FieldID: 4, ListIndex: 0, ListFieldID: 0, ListX2Index: 0, ListX2FieldID: 0, ListX3Index: 0, ListX3FieldID: 0SetField: Error  Invalid RecordID or RecordEditorID. Record not found.CollectionID: 0, ModID: 18, RecordID: 00068BC3, RecordEditorID: (null)FieldID: 5, ListIndex: 0, ListFieldID: 0, ListX2Index: 0, ListX2FieldID: 0, ListX3Index: 0, ListX3FieldID: 0ArraySize: 1292GetFieldAttribute: Error  Invalid RecordID or RecordEditorID. Record not found.CollectionID: 0, ModID: 18, RecordID: 00068BC3, RecordEditorID: (null)FieldID: 5, ListIndex: 0, ListFieldID: 0, ListX2Index: 0, ListX2FieldID: 0, ListX3Index: 0, ListX3FieldID: 0WhichAttribute: 1SetField: Error  Invalid RecordID or RecordEditorID. Record not found.CollectionID: 0, ModID: 18, RecordID: 00068BC3, RecordEditorID: (null)FieldID: 6, ListIndex: 0, ListFieldID: 0, ListX2Index: 0, ListX2FieldID: 0, ListX3Index: 0, ListX3FieldID: 0ArraySize: 2660GetFieldAttribute: Error  Invalid RecordID or RecordEditorID. Record not found.CollectionID: 0, ModID: 18, RecordID: 00068BC3, RecordEditorID: (null)FieldID: 6, ListIndex: 0, ListFieldID: 0, ListX2Index: 0, ListX2FieldID: 0, ListX3Index: 0, ListX3FieldID: 0WhichAttribute: 1copied road attributesroad importednewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NonenewRoad: NoneNRB4 OCReborn Road Record.esp : (Oblivion.esm, 0x00003C) contains a road that was added

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Alyce Argabright
 
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Post » Tue Mar 01, 2011 1:44 pm

Try revision 818.

The road importer now directly works with road records. Before, it worked with world records, and then got the road record from that.

You'll notice that this decreases the debug log quite a bit.

Most importantly, I fixed a bug in CBash that prevented records from being properly indexed if they were copied from a non-active (imported) mod. Active and non-active mods are indexed separately so that Bash can ignore the non-active mods unless it explicitly asks otherwise. Copying from the non-active mod caused the record to be indexed as being non-active even though it was now in an active mod (the patch). This never came up before because it's against the program design for entire records to be copied from imported mods. C'est la vie.

Edit: Revision 818 should fix those bugs in your log. The record wasn't being indexed, so later functions couldn't find the record even though it exists.
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john page
 
Posts: 3401
Joined: Thu May 31, 2007 10:52 pm

Post » Tue Mar 01, 2011 5:17 am

r818 looks good to go on road imports with the full load order. It didn't have a lot to say, but in case any of it is of use:
Spoiler
C:\Games\Bethesda Softworks\Oblivion\Mopy>bash.py -dnewRoad: Noneset([bolt.Path('Clutter Graphics.esp'), bolt.Path('NRB4 OCReborn Road Record.esp'), bolt.Path('Book Jackets OB+SI+DLC.esp'), bolt.Path('Rusty+Fine Items.esp'),bolt.Path('MOBS SI.esp')])Scanning non-active record NRB4 OCReborn Road Record.esp (Oblivion.esm, 0x068BC3)NRB4 OCReborn Road Record.esp : (Oblivion.esm, 0x068BC3) contains a road that was addednewRoad: set([bolt.Path('Clutter Graphics.esp'), bolt.Path('NRB4 OCReborn Road Record.esp'), bolt.Path('Book Jackets OB+SI+DLC.esp'), bolt.Path('Rusty+Fine Items.esp'),bolt.Path('MOBS SI.esp')])Testing equality: Not equal (probably)copy record, newRoadcopyRoad world override road override copy road attributescopied road attributesroad importednewRoad: Noneset([bolt.Path('Clutter Graphics.esp'), bolt.Path('NRB4 OCReborn Road Record.esp'), bolt.Path('Book Jackets OB+SI+DLC.esp'), bolt.Path('Rusty+Fine Items.esp'),bolt.Path('MOBS SI.esp')])newRoad: Noneset([bolt.Path('Clutter Graphics.esp'), bolt.Path('NRB4 OCReborn Road Record.esp'), bolt.Path('Book Jackets OB+SI+DLC.esp'), bolt.Path('Rusty+Fine Items.esp'),bolt.Path('MOBS SI.esp')])NRB4 OCReborn Road Record.esp : (Oblivion.esm, 0x068BC3) contains a road that was added


So that's one more patcher down. Now we just need PM to do the AI.Packages patcher.... :poke:
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rae.x
 
Posts: 3326
Joined: Wed Jun 14, 2006 2:13 pm

Post » Tue Mar 01, 2011 6:41 pm

Log shows that it's working...glad it's resolved. That was annoying to track down.

I've removed the debug statements if you care to update to the next revision.
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Megan Stabler
 
Posts: 3420
Joined: Mon Sep 18, 2006 2:03 pm

Post » Tue Mar 01, 2011 11:44 am

Hey,

I'm having trouble getting Wrye Bash to run. Below is my bug dump, which is pretty much entirely over my head.


C:\Users\[name]>Program Files\Bethesda Softworks\Oblivion\Mopy\python.exe bash.
py -d
'Program' is not recognized as an internal or external command,
operable program or batch file.

C:\Users\[name]>chdir C:\Program Files\Bethesda Softworks\Oblivion\Mopy

C:\Program Files\Bethesda Softworks\Oblivion\Mopy>c:\python25\python.exe bash.py
-d
Traceback (most recent call last):
File "bash.py", line 74, in
import bosh
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 1469
except Exception as error:
^
SyntaxError: invalid syntax
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Hazel Sian ogden
 
Posts: 3425
Joined: Tue Jul 04, 2006 7:10 am

Post » Tue Mar 01, 2011 5:15 pm

A few statements snuck in that aren't compatible with Python 2.5. This was corrected for 291, but 291 isn't released yet.

Either download the latest developers release from the http://sourceforge.net/projects/oblivionworks/ which fixes this, or update Python.
User avatar
dav
 
Posts: 3338
Joined: Mon Jul 30, 2007 3:46 pm

Post » Tue Mar 01, 2011 9:43 am

:blink: Quite a few revisions and work done since last I looked - Gave r819 a whirl with my load order (no roads records here, but for your confidence that all is well with other peoples load orders - stepping up as a test case - the more the merrier)... no problems runs to completion in CBash mode, on a core2duo elapsed time 1 min 14 - so slightly slower than my best recently.

Waruddar I dont want to take you away from doing what you do, you probably have reams of code floating around your dreams right now, but did you get round to giving the guide a look in?
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Love iz not
 
Posts: 3377
Joined: Sat Aug 25, 2007 8:55 pm

Post » Tue Mar 01, 2011 5:16 am

Ahh. Erm. No. :angel:

Completely forgot about that. I'll check it right now.
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SEXY QUEEN
 
Posts: 3417
Joined: Mon Aug 13, 2007 7:54 pm

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