[RELZ] Wrye Bash -- Thead 59

Post » Tue Mar 15, 2011 3:00 am

Finally! v291 and it's awesome installer. :)

Maybe whoever is the warden of Nexus page could clean the mess there when you get time? For example leave only 291 and Wrye Python as main files, change version in description, ...

yep done as soon as both files finished uploading successfully :)

I used the installer over my current installation, and it takes care of everything, even giving you the option to remove older stuff.

sure should :) (actually the uninstaller doesn't yet take all user created files out but oh well it will soon)

Congratulations on the release of v291 and many thanks for the incredible amount of work you have done to make this available.

Some questions...

1. Does the installer migrate your INI settings or do you need to do something to migrate your settings?

ooh #1 that's something I hadn't thought about... I suppose I can add in some code to do that... no actually best to do that in the Wrye Bash initialization code so it'll in case the user does a manual install... consider it in 292 unless I forget.
Pacific Morrowind
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Erika Ellsworth
 
Posts: 3333
Joined: Sat Jan 06, 2007 5:52 am

Post » Tue Mar 15, 2011 5:41 am

looking into that error (its erroring in the race patcher section so it'll *probably* work if you disable that section)... not a problem in the way you enabled; probably an error in the code just debugging it.


Thanks... Unchecking the Race patcher, we have progress but still no success. New error code:
Traceback (most recent call last):  File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\basher.py", line 5377, in Execute    patchFile.buildPatch(SubProgress(progress,0.1,0.9)) #try to speed this up!  File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 17532, in buildPatch    patcher(self, subProgress)  File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 28922, in finishPatch    book = getBook(patchFile, objectId)  File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 28902, in getBook    if book.recType != 'BOOK':AttributeError: 'NoneType' object has no attribute 'recType'


I see this line is associated with the COBL catalogs... I will uncheck that & see if it helps.
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Keeley Stevens
 
Posts: 3398
Joined: Wed Sep 06, 2006 6:04 pm

Post » Mon Mar 14, 2011 11:36 pm

7zExtraCompressionArgument ini option error (just ain't working)

hmmm I really do have to figure out why it isn't working... I keep saying I will.

oh that is almost funny.. fixed and an easy fix for any users as well
if you just want to fix that in your existing ini just change the s7zCustomCompressionArguments to s7zExtraCompressionArguments (for somereason that description and the python file agreed but the valuename in the ini had that typo.
Pacific Morrowind
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Kaylee Campbell
 
Posts: 3463
Joined: Mon Mar 05, 2007 11:17 am

Post » Tue Mar 15, 2011 3:00 am

Unchecking the COBL catalog updater allowed the patch rebuild to finish without errors. CBash/WB tells me the resulting file is 1KB in size (the options I checked usually generate a 16MB file with Bash's patch builder), and the Details readout gives me this:
GMST  D7000803 fArrowAgeMax  D7000805 fArrowSpeedMult  D7000806 fCrimeGoldSteal  D7000818 fHostileActorExteriorDistance  D7000819 fHostileActorInteriorDistance  D7000811 fJumpHeightMax  D7000812 fMagicProjectileBaseSpeed  D7000809 fMaxArmorRating  D7000813 iAICombatMaxAllySummonCount  D7000801 iAINumberActorsComplexScene  D7000807 iAllowAlchemyDuringCombat  D700080A iAllowRechargeDuringCombat  D700080B iAllowRepairDuringCombat  D7000804 iArrowInventoryChance  D7000802 iArrowMaxRefCount  D700080C iCrimeAlarmRecDistance  D700080D iCrimeGoldPickpocket  D700080E iCrimeGoldTresspass  D700080F iHorseTurnDegreesPerSecond  D7000810 iInventoryAskQuantityAt  D7000814 iMaxPlayerSummonedCreatures  D7000808 iNumberActorsInCombatPlayer  D7000815 iPerkExtraBarterGoldMaster  D7000817 iVampirismAgeOffset  D7000816 sCantEquipGeneric


Very strange that only these things are in there.
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A Boy called Marilyn
 
Posts: 3391
Joined: Sat May 26, 2007 7:17 am

Post » Tue Mar 15, 2011 9:05 am

oh that is almost funny.. fixed and an easy fix for any users as well
if you just want to fix that in your existing ini just change the s7zCustomCompressionArguments to s7zExtraCompressionArguments (for somereason that description and the python file agreed but the valuename in the ini had that typo.
Pacific Morrowind


So... what am I doing wrong here? :P
;--s7zExtraCompressionArguments: if set to something other than Default adds these as command line switches for compressing with 7z.;  If you always want Solid on and a block size of 1mb you would specific: -ms=on -ms=1ms7zExtraCompressionArguments=-ms=on -ms=1m


It doesn't work.
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nath
 
Posts: 3463
Joined: Mon Jan 22, 2007 5:34 am

Post » Tue Mar 15, 2011 2:47 am

This is really interesting...

From the BP report:
Spoiler
Overview
Date/Time
? 1/23/2011 2:05:41 AM
? Elapsed Time: 0:00:08.886
Active Mods
? 00 Oblivion.esm
? 01 Francesco's Leveled Creatures-Items Mod.esm [Version 4.5bSI]
? 02 Francesco's Optional New Creatures Add-On.esm [Version 4.5bSI]
? 03 Francesco's Optional New Items Add-On.esm [Version 4.5bSI]
? 04 AWS-Core.esm
? 05 Natural Interiors.esm [Version 0.9.5]
? 06 Mart's Monster Mod.esm [Version 3.7b1]
? 07 Crafting Skill Engine.esm
? 08 HorseCombatMaster.esm
? 09 Cobl Main.esm [Version 1.71]
? 0A Better Cities Resources.esm
? 0B You Are Here.esm
? 0C Open Cities Resources.esm [Version 3.3.2]
? 0D Waalx Animals & Creatures.esm
? 0E UnnecessaryViolence.esm
? 0F Toaster Says Share v3.esm
? 10 VASE - core.esm
? 11 Duke Patricks - Dont Be A Soch.esp [Version 2.6]
? ++ Give Me My Shader Effects.esp
? 12 Unofficial Oblivion Patch.esp [Version 3.2.0]
? 13 Blackmarsh.esp
? 14 Valenwood.esp
? 15 Summerset.esp
? ++ Oblivion Citadel Door Fix.esp
? 16 Unofficial Shivering Isles Patch.esp [Version 1.4.0]
? ++ Let There Be Darkness - Cyrodiil + SI.esp
? ++ Item interchange - Extraction.esp [Version 0.75]
? 17 WAC - BlackBootDungeon.esp
? 18 WAC - Crowded Roads Revisited.esp [Version 1.1]
? 19 WAC - Dead Knights.esp
? 1A WAC - Magic.esp
? 1B WAC - Player Summons.esp
? 1C WAC - TCOS Shops.esp [Version 03]
? 1D WAC - TCOS.esp
? 1E Enemy Actors AutoHeal.esp
? 1F attack and hide v1.0.esp
? 20 KT_DetectHostility.esp
? ++ No psychic guards v1.2.esp
? 21 CallSteed3.0a.esp [Version 3.0]
? 22 More Realistic Encumbrance.esp
? 23 TimboeMultiMark & Recall.esp
? 24 DLCThievesDen.esp
? 25 GalerionLeveling-v11.esp
? 26 DLCMehrunesRazor.esp
? ++ Let There Be Darkness - Mehrunes Razor.esp
? 27 DLCSpellTomes.esp
? 28 Book Jackets Oblivion.esp
? ++ CM_Better Wine.esp
? 29 CyrodiilicBrandy.esp
? 2A kt_dancingweaponbeta.esp
? ++ doofdillas_potions_recolored_sorted_v0_3_1.esp [Version 0.3.1]
? ++ LouderNirnroot.esp
? 2B SM Spell Leveller.esp
? ++ Slof's Horses Essential.esp
? 2C Q - More and Moldy Ingredients v1.1.esp
? 2D Piratelords Trade Fixes.esp
? 2E DLCShiveringIsles.esp
? 2F Enhanced Quest Roleplaying.esp [Version 2.03]
? ++ Dremora Lord Fix.esp
? 30 Rowboats.esp
? 31 Slof's Oblivion Robe Trader.esp
? 32 SSEE.esp
? 33 Francesco's Optional Chance of More Enemies.esp
? 34 Francesco's Optional Chance of Stronger Bosses.esp
? 35 Francesco's Optional Chance of Stronger Enemies.esp
? ++ Francesco's Optional Vendor Tweaks.esp
? 36 Francesco's Optional House Chest Loot.esp
? 37 Francesco's Optional Dungeon Chest Loot.esp
? 38 Francesco's Optional Dungeon Chest Locks.esp
? 39 Francesco's Optional Leveled Guards.esp
? 3A Francesco's Optional New Adventurers.esp
? ++ FranDarkSeducerWeapFix.esp
? ++ FineWeapons.esp
? ++ RustyItems.esp
? 3B AWS-ShiveringIsles.esp
? 3C Mart's Monster Mod for Fran.esp [Version 3.7b1]
? 3D Mart's Monster Mod - Fran's leveled quests.esp [Version 3.7b1]
? ++ Mart's Monster Mod - Diverse NPC faces.esp
? 3E Mart's Monster Mod - Diverse Imperial Armor.esp [Version 3.7b1]
? 3F Mart's Monster Mod - Gems & Gem Dust.esp [Version 3.7b1]
? ++ Mart's Monster Mod - Diverse Creature Skins.esp [Version 3.5.5b4]
? ++ Mart's Monster Mod - Less Bone Loot.esp [Version 3.7b1]
? ++ Mart's Monster Mod - Looting NPCs & Creatures.esp [Version 3.7b1]
? 40 Mart's Monster Mod - Zombies for Body Meshes.esp [Version 3.7b1]
? 41 Mart's Monster Mod - Additional Enemy NPC Vars.esp [Version 3.7b1]
? 42 Mart's Monster Mod - Vindasel.esp [Version 3.7b1]
? 43 Mart's Monster Mod - More Wilderness Life.esp [Version 3.7b1]
? ++ Mart's Monster Mod - Safer Roads.esp [Version 3.7b1]
? ++ Mart's Monster Mod - Spawn Rates - Reduced.esp [Version 3.7b1]
? ++ Mart's Monster Mod - Less Rats.esp [Version 3.7b1]
? 44 Mart's Monster Mod - No Carrion Rats.esp [Version 3.7b1]
? ++ Mart's Monster Mod - No Giants.esp [Version 3.7b1]
? ++ Mart's Monster Mod - No Werewolves.esp [Version 3.7b1]
? ++ Mart's Monster Mod - No Wyvern.esp [Version 3.7b1]
? 45 Mart's Monster Mod - Extra Wounding.esp [Version 3.7b1]
? 46 Mart's Monster Mod - Foxes.esp [Version 3.7b1]
? ++ Mart's Monster Mod - Friendlier Factions MMM+Fran.esp [Version 3.7b1]
? ++ Mart's Monster Mod - No Adventurers.esp [Version 3.7b1]
? ++ Mart's Monster Mod - No Bone Loot.esp [Version 3.7b1]
? ++ Mart's Monster Mod - No Reavers.esp [Version 3.7b1]
? ++ Mart's Monster Mod - No Beholdens.esp [Version 3.7b1]
? 47 Mart's Monster Mod - Farm Animals.esp [Version 3.7b1]
? ++ Mart's Monster Mod - No Balrogs.esp [Version 3.7b1]
? 48 Mart's Monster Mod - Shivering Isles.esp [Version 0.18]
? 49 Mart's Monster Mod - Durzog Addon.esp [Version 0.10]
? 4A Mart's Monster Mod - Dungeons of MMM.esp [Version 3.7b1]
? ++ Mart's Monster Mod - Resized Races.esp [Version 3.7b1]
? 4B Special Abilities.esp
? 4C AliveWaters.esp
? 4D AliveWaters - Koi Addon.esp
? 4E RenKnockOutArrow.esp
? ++ dbpoisonapple.esp
? 4F StealthOverhaul.esp
? 50 PortableOblivionPortal.esp
? 51 Blackpowder_bombs.esp
? 52 Shields Of Antiquity.esp
? ++ LFox Archmage Chest Ingred Lite.esp
? ++ Better Scrolls.esp
? 53 RenGuardOverhaul.esp
? ++ Less Creepy Guild Porters.esp
? 54 Guiding Beacons.esp
? 55 Adrenaline Fuelled Archery- Bow Sway.esp
? 56 SuddenViolence_Push.esp
? 57 Bound_Arrows_with_Bow.esp
? 58 Thieves Arsenal.esp
? 59 DLCThievesDen - Unofficial Patch - SSSB.esp [Version 1.0.2]
? 5A P1DsafeContainers.esp
? ++ FormIDReferenceBugFix.esp
? 5B PersuasionOverhaul.esp
? 5C PersuasionSI.esp
? 5D Arena Immersion Upgrade.esp
? ++ NoGuildmasterKick.esp
? 5E Harvest [Flora].esp [Version 3.0.0]
? ++ Harvest [Flora] - Shivering Isles.esp [Version 3.0.0]
? 5F Roleplaying Dialogues.esp
? 60 Essence Extracter.esp
? 61 Poison Maker.esp
? 62 Poison Combiner.esp
? 63 Dungeon Actors Have Torches 1.6 DT.esp
? 64 Exterior Actors Have Torches 1.3 DT.esp
? ++ DremoraFemales.esp
? 65 SpellDeflection.esp
? 66 Unlimited Wear.esp
? 67 Fran Armor Add-on.esp
? 68 _Real_Lights.esp
? 69 RTSWelkyndClstrTreasure.esp [Version 2.0]
? 6A Ayleid Loot EXtension.esp
? 6B Daedric Lord Armor.esp
? ++ Daedric Lord Summon – McMuffin.esp
? 6C AgarMoreVariedSpellEffects.esp
? 6D SupremeMagicka.esp [Version 0.89]
? 6E SM_ShiveringIsles.esp [Version 0.86]
? 6F Pestilent Afflictions.esp
? 70 Intelligence Overhaul.esp
? ++ Summon_Bear.esp
? ++ Real Lava 1.3.esp
? 71 Enchanting Skill.esp
? ++ IngredientsInBulk.esp
? ++ Symphony of Violence.esp
? ++ Hear-Me-Not.esp
? 72 Gather Ye Rosebuds.esp
? 73 CDEP-UnderpallCave.esp
? 74 RegainMagicka.esp
? 75 Cobl Glue.esp [Version 1.69]
? 76 Cobl Si.esp [Version 1.63]
? ++ Cobl Tweaks.esp [Version 1.44]
? 77 COBL Sorters Placed.esp
? 78 UFF_Nails.esp
? 79 Harvest[Containers].esp
? 7A Harvest[Containers] - Flat-Top Barrels Add-on.esp
? 7B Harvest[Containers] - Player Home Add-on.esp
? ++ vendorchest-fix Shivering Isles.esp
? ++ vendorchest-fix.esp
? 7C Kyoma's Spell Renamer.esp [Version 2.0.4]
? ++ BladeofWoe.esp
? 7D Mage_Guild_Teleport.esp
? 7E Salmo the Baker, Cobl.esp [Version 3.08]
? 7F Speedy Disrobe OBSE.esp [Version 1.3]
? 80 Real Hunger, Cobl.esp [Version 1.6]
? 81 Wogs!.esp
? 82 FF_Real_Thirst.esp
? 83 FF_Real_Thirst, Cobl.esp
? 84 Wrye Shivering Death.esp [Version 05]
? 85 Unofficial Fran Add-on also.esp
? 86 Enhanced Mercantile Progress.esp [Version 1.0a]
? 87 ReneersContainerMod.esp
? 88 FormID Finder.esp
? 89 Streamline 3.1.esp
? 8A alchemybugfix.esp
? 8B CLS-AlchemyTools.esp
? 8C P1DkeyChain.esp [Version 5.00]
? ++ Loner Manly Strides.esp
? 8D 300_Lore_Dialogue_Updated.esp
? 8E Enchanting Enhanced.esp
? 8F Open Cities Full + Leyawiin Reborn.esp [Version 3.3.3]
? ++ Rebel_Disallow_SpellAbsob-Reflect.esp
? 90 P1DmenuEscape.esp
? 91 WAC.esp
? 92 WAC - OverSpawn.esp
? 93 WAC - WWW.esp
? 94 WAC - 8th Gate.esp
? ++ WAC - QuietFeet.esp
? 95 Legendary Abilities-Fortify Health MOJ.esp [Version 2.0]
? 96 Grandmaster of Alchemy.esp
? ++ OCC-COBL-Wells.esp
? 97 1-Hit Kill.esp
? 98 Chapel Tithe.esp
? 99 SoT_Holiday.esp
? 9A Storms & Sound.esp
? 9B Natural Interiors - Cities.esp [Version 0.9.5]
? 9C Natural Interiors - Windows to the World.esp [Version Preview]
? 9D Stronger Wortcraft.esp
? ++ Paralysis.esp
? 9E SnakeLightningSpeed.esp
? 9F Quest Stacks - Black Bows and Vampire Dust.esp
? A0 Bullettimemodsetkey.esp
? A1 Telekinetic Mastery.esp [Version 2]
? ++ TFF_FantasyFigures_Clothing_Base.esp
? A2 TFF_FantasyFigures_Clothing_SI.esp
? A3 TFF_FantasyFigures_Armour_Base.esp
? ++ Smaller Elf ears.esp
? ++ Diverse Voices.esp [Version 0.3]
? A4 bgBalancingEVCore.esp [Version 9.12EV-D]
? ++ bgBalancingEVOptionalBetterRedguards.esp [Version 9.12EV-D]
? ++ bgBalancingOptionalFranAddition.esp [Version 9.0EV-D]
? A5 Carry four times more loot.esp
? ++ MMM-Cobl.esp [Version 1.69]
? A6 Extinguish the Lights.esp
? ++ Thieves Arsenal - Extinguish the Lights Patch.esp
? A7 Disenchant.esp
? A8 MoveQuestItems - OBSE.esp
? A9 Dude Wheres My Horse.esp
? AA P-Froggys Wall Climbing EV.esp
? AB WindowLightingSystem.esp
? AC UnnecessaryViolence.esp
? AD Lock Bash Omega.esp [Version 1.5]
? AE marksman_challenge.esp
? AF HRMHorseCommands.esp
? ++ ArenaNoWaitingTime.esp
? B0 DS Storage Sacks.esp [Version 1.21]
? B1 SimpleSprinting.esp
? B2 ConduitMagic.esp
? B3 DS Flaming Arrows.esp [Version 1.2]
? B4 sycHearNoEvil.esp [Version 1.0]
? B5 RshAlchemy.esp
? B6 Map Marker Overhaul.esp [Version 3.4]
? B7 Map Marker Overhaul - SI additions.esp [Version 3.0.2]
? B8 Creature Diversity.esp
? B9 Toaster Says Share Faction Recruitment.esp
? BA Auto Potion.esp
? BB MUTE.esp [Version 0.1]
? BC Merged Plugin BLOB.esp
? BD Kragenir's Death Quest.esp
? BE KDQ - Rural Line Additions.esp
? BF Oblivifall - Closing Time.esp [Version 1.0]
? C0 Oblivifall - Something's Not Right.esp [Version 1.0]
? C1 Oblivifall - Let's Talk!.esp [Version 1.1]
? C2 BHC_Expanded.esp [Version 1.2]
? C3 za_less_NPC_conversations.esp
? C4 Shining Creatures.esp
? C5 aaBlazesPlusMod.esp
? C6 Medic!.esp
? C7 StealthOverhaul, Cobl.esp [Version 1.1]
? C8 Vacuity.esp [Version 0.2]
? C9 Oblivifall - Ambiant Dungeon SFX.esp [Version 1.0]
? CA Crossbows of Cyrodiil.esp
? CB Open Cities new script for city doors.esp
? CC PTArtifacts.esp
? CD Feldscar.esp [Version 1.0.1]
? CE Shivering Isles Root System.esp
? ++ Heretic Robe Replacer.esp
? ++ VASE - Vanilla SI.esp
? ++ VASE - Cyrodiil for MMM.esp
? CF ElsweyrAnequina.esp
? D0 Valenwood_Anequina_Patch.esp
? D1 Creature Damage Fix.esp [Version 2.4]
? D2 kuerteeClothingMatters.esp
? D3 DropLitTorchOBSE.esp [Version 2.4]
? D4 Enemy Actors Use Powers.esp
? D5 Morrowind Lockpicking.esp
? D6 Alluring Potion Bottles.esp
? D7 LoadingScreens.esp
? ++ MD-Leveled Dremora Armors lootable.esp
? ++ Item interchange - Option, Ingredients in Bulk.esp [Version 0.75]
? ++ Item interchange - Placement.esp [Version 0.75]
? ++ Cobl Filter Late MERGE ONLY.esp [Version 1.53]
Import Actors
Source Mods
? Francesco's Leveled Creatures-Items Mod.esm
? Mart's Monster Mod.esm
? Unofficial Shivering Isles Patch.esp
? DLCThievesDen.esp
? Francesco's Optional Leveled Guards.esp
? Mart's Monster Mod for Fran.esp
? Mart's Monster Mod - Shivering Isles.esp
? RenGuardOverhaul.esp
? Salmo the Baker, Cobl.esp
Modified Records
Import Actors: Death Items
Source Mods
? Unofficial Shivering Isles Patch.esp
? Imported Death Items: 0
Import Actors: Spells
Source Mods
? Mart's Monster Mod.esm
? WAC - Player Summons.esp
? Imported Spell Lists: 0
Import Cells
? Cells/Worlds Patched: 0
Import Graphics
Source Mods
? Give Me My Shader Effects.esp
? Book Jackets Oblivion.esp
? CM_Better Wine.esp
? CyrodiilicBrandy.esp
? [GFX]_Initial_Glow-all.esp
? Slof's Horses Essential.esp
? Slof's Oblivion Robe Trader.esp
? FineWeapons.esp
? RustyItems.esp
? Mart's Monster Mod for Fran.esp
? Mart's Monster Mod - Shivering Isles.esp
? Harvest [Flora].esp
? SupremeMagicka.esp
? Real Lava 1.3.esp
? BladeofWoe.esp
? Salmo the Baker, Cobl.esp
? Book Jackets DLC.esp
? GrimbotsSpellTomes.esp
? SnakeLightningSpeed.esp
? TFF & ROBERT & Slof's Better Beasts.esp
? TFF_FantasyFigures_Clothing_Base.esp
? TFF_FantasyFigures_Clothing_SI.esp
? Alluring Potion Bottles.esp
? LoadingScreens.esp
Modified Records
Import NPC Faces
Source Mods
? TFF & ROBERT & Slof's Better Beasts.esp
? Smaller Elf ears.esp
? bgBalancingOptionalNPCDiversity, TNR Merge Better Redguards.esp
? Faces Patched: 0
Import Names
Source Mods/Files
? Mana.esp
? Custom_Names.csv
? Guard_Names.csv
Renamed Items
Import Relations
? Re-Relationed Records: 0
Import Scripts
Source Mods
? Mart's Monster Mod.esm
? Unofficial Oblivion Patch.esp
? Unofficial Shivering Isles Patch.esp
? Mart's Monster Mod for Fran.esp
? Mart's Monster Mod - Shivering Isles.esp
? DLCHorseArmor - Unofficial Patch.esp
? Harvest [Flora].esp
Modified Records
Import Sounds
Source Mods
? AgarMoreVariedSpellEffects.esp
Modified Records
Tweak Actors
As Intended: Boars
? Boars Tweaked: 0
As Intended: Imps
? Imps Tweaked: 0
Irresponsible Creatures
? Creatures Tweaked: 0
Redguard FGTS Patcher
? Redguard NPCs Tweaked: 0
Vanilla Beast Skeleton
? Skeletons Tweaked: 0
Tweak Settings
? AI: Max Active Actors: MMM Default: 40
? Arrow: Litter Count: 50
? Arrow: Litter Time: 5 Minutes
? Arrow: Recovery from Actor: 100%
? Arrow: Speed: x 2.0
? Bounty: Theft: Custom 0.20
? Combat: Alchemy: Allow
? Combat: Max Actors: 15
? Combat: Maximum Armor Rating: 95
? Combat: Recharge Weapons: [Allow]
? Combat: Repair: Allow
? Crime Alarm Distance: 3000
? Crime: Pickpocketing Fine: 100
? Crime: Trespass Fine: 20
? Horse Turning Speed: x 2.0
? Inventory Quantity Prompt: 10
? Jump Higher: x 1.6
? Magic: Bolt Speed: x 2.0
? Magic: Max NPC Summons: [3]
? Magic: Max Player Summons: 3
? Master of Mercantile extra gold amount: Custom 5000.00
? Msg: Equip Misc. Item: .
? UOP Vampire Aging and Face Fix.esp
? Warning: Exterior Distance to Hostiles: 10
? Warning: Interior Distance to Hostiles: 10
Import Stats
Source Mods/Files
? Francesco's Leveled Creatures-Items Mod.esm
? Mart's Monster Mod.esm
? Unofficial Oblivion Patch.esp
? Unofficial Shivering Isles Patch.esp
? Mart's Monster Mod for Fran.esp
? Mart's Monster Mod - Shivering Isles.esp
Imported Stats
Tweak Clothes
Gloves Show Rings
? Clothing Pieces Tweaked: 0
Max Weight Amulets
? Clothes Reweighed: 0
Max Weight Hoods
? Clothes Reweighed: 0
Max Weight Rings
? Clothes Reweighed: 0
Robes Show Amulets
? Clothing Pieces Tweaked: 0
Tweak Assorted
Armor Shows Amulets
? Armor Pieces Tweaked: 0
Bow Reach Fix
? Bows fixed: 0
Clothing Shows Amulets
? Clothing Pieces Tweaked: 0
Clothing Shows Rings
? Clothing Pieces Tweaked: 0
DarNified Books
? Books DarNified: 0
Default Icons
? Default Icons set: 0
Harvest Chance
? Harvest Chances Changed: 0
Set Enchantment Number of Uses
? Enchantments set: 0
Reweigh: Potions (Maximum)
Potions set to maximum weight of 0.100000
? Potions Reweighed: 0
Reweigh: Staffs
Staffs set to maximum weight of 1.000000
? Staffs Reweighed: 0
Right Hand Rings
? Rings fixed: 0
Tweak Names
Armor
? ARMO Renamed: 0
Clothes
? CLOT Renamed: 0
Lore Friendly Names: Dwarven -> Dwemer
? Items Renamed: 0
Notes and Scrolls
? Items Renamed: 0
Potions
? ALCH Renamed: 0
Weapons
? Items Renamed: 0
Cobl Exhaustion
? Powers Tweaked: 0
SEWorld Tests
Quests Patched
Leveled Lists
? Modified LVL: 0


For whatever reason, CBash is doing virtually none of the things I set it to do. :shrug:

Well, she's going to sleep so I must as well. Done fiddling with this for now. Good night, all.
User avatar
Mimi BC
 
Posts: 3282
Joined: Sat Oct 07, 2006 10:30 pm

Post » Mon Mar 14, 2011 5:58 pm

Congrats for the new release :celebration:

A few remarks based on svn 843 (which is the same as Bash v291 except for maybe the changelog date bump):
- Compared to Bash v290, installing and uninstalling BAIN packages has become significantly slower with the exact same settings (I haven't enabled obse plugin install for now, and I have added a few more packages to the list, but nothing significant compared to the current total of 738).

- I was looking at my (CBash) bashed patch in TES4Edit and I came across this, which I didn't like much:
http://imagebin.org/133966
Apparently with the mods I have installed, Julienne Fanis is supposed to sell lights and offer alchemy training, but (as the readme confirms) the Actors.AIData patcher works by overwriting not by merging. Just to make sure I understand, does this mean she'll never sell the torches (i.e. Lights) added by the Torch Compendium? I was wondering if it was possible to modify this patcher so it merges instead of overwriting; contrary to other patchers here merging always seems to be a clear benefit with little chance of stupid results.
I'm also a bit surprise that the "Teaches" and "Maximum training level" are carried through from Universitum Arcanorum.esp, even though the last mod tagged with Actors.AIData in my list is Mart's Monsters Mod for OOO. Or maybe they are managed by a different patcher?

All in all this makes me question the wisdom of adding all these Actors.* tags to huge mods like OOO and MMM. It kind of forces every other mod loading later to have the proper tags enabled unless they want to suffer a big messup such as an essential quest vendor not selling the right stuff.

- Also, I have ideas for:
-- a new tweak patcher: "Remove loading screen quotes" (keep the pictures of course).
-- a new patcher for applying some loading screen quotes from a .csv file
-- a new tag to remove loading screens from specific mods. I think that a "remover" tag would be a novelty, but the point of the idea is to clear any mod-added loading screens that don't fit your theme. For instance you're using DarkUI loading screens and then a Unique Lanscapes one comes up with the vanilla colors... very jarring. You can always hand-edit the esp, but I'm looking for a less intrusive solution.
-- a new DontTweakME tag or something of the sort. The reason being that some utility mods such as StatCleaner or Kuertee's Clean Up end up as masters to the bashed patch (probably because their quest didn't have an icon and I activated the missing icon tweak), and not only is that useless, it's pretty annoying since those are utility mods I like to enable/disable at will. My current solution is a custom BOSS userlist.txt to move them after the bashed patch, but it's getting a bit long.

- Wrye Bash has this to say if you don't deactivate a NoMerge tagged mod:
Following mods are tagged NoMerge and should be deactivated and imported into the bashed patch but are currently active.

I think this is wrong, since the NoMerge tag actually has a valid use to indicate that a mod should stay active and not be merged: when a bsa depends on it for loading. This happens in particular with Alluring potion bottles, a graphical replacer with assets compressed in a bsa.
For mods that really should be deactivated and imported, I suggest we use the NoMerge + Deactivate + . It's much more explicit. Actually I'm in the process of adding the Deactivate tag to a few pure graphical replacers in the BOSS masterlist. I reverted those BOSS changes until we can come to an agreement on these tags and update the documentation.
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LADONA
 
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Post » Tue Mar 15, 2011 12:52 am

I think this is wrong, since the NoMerge tag actually has a valid use to indicate that a mod should stay active and not be merged: when a bsa depends on it for loading. This happens in particular with Alluring potion bottles, a graphical replacer with assets compressed in a bsa.
For mods that really should be deactivated and imported, I suggest we use the NoMerge + Deactivate + . It's much more explicit. Actually I'm in the process of adding the Deactivate tag to a few pure graphical replacers in the BOSS masterlist.

Given that NoMerge means the mod is mergeable, but don't merge it - just include the appropriate tag, I think the way it works at present is very clear and logical. Perhaps you need an Activate tag to indicate that a NoMerge tagged mod should remain active to cater for BSA issues. Also, there are likely to be more instances where the current way NoMerge works applies than the few BSA related cases - means that you can avoid a lot of BOSS changes being required by dealing with the exceptions.
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Nuno Castro
 
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Post » Tue Mar 15, 2011 12:04 am

Congrats for the new release :celebration:

Seconded! :foodndrink:

However...


- Compared to Bash v290, installing and uninstalling BAIN packages has become significantly slower with the exact same settings (I haven't enabled obse plugin install for now, and I have added a few more packages to the list, but nothing significant compared to the current total of 738).

Same here. My list hasn't changed at all, in fact. And yes, much slower. With or without CBash renamed (though, I suppose that only affects Bash anyway, right?)

I *think* it's also significantly slower than the earlier 2.91 installer version that was linked in some post, a while back. That's what I was using until I picked up the very recent tarball (of svn 843, IIRC), which was likewise slow, and now the new archive version of 2.91 [release], of course.


Still, there are some nice features, and it's great to see so much work ongoing. Little issues like the above, even if they *weren't* going to be fixed ASAP (which I'm pretty confident they will be), don't detract from the awesomeness that is Wrye Bash very much at all. The increasing awesomeness, let it be said. :)

So thanks, regardless.
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ImmaTakeYour
 
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Post » Tue Mar 15, 2011 9:46 am

Blade of the Haunted has a Faction tag, however, it does not seem that the faction it adds is imported into the Bashed patch. DLCFrostcrag also has the Factions tag and is imported into the bashed patch correctly.

I am under the impression that the factions should be merged into the bashed patch - is this correct?

If it is, then there seems to be something wrong with v291 (although I had not specifically checked this on v287, which I was running previously).

Many thanks for any guidance or comment.
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Alexandra Louise Taylor
 
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Post » Tue Mar 15, 2011 6:33 am

Suggested change to existing BOSS entry...

001_LM_ElvenGardenRetreat.esp
I reported earlier that an Elven Garden Retreat might conflict with the latest version of Better Cities. I can now confirm that the latest versions of both mods (v1.21 and v4.8.4 respectively) definitely work well together so probably a good idea to remove the current comment for 001_LM_ElvenGardenRetreat.esp. Also, I think that Invent tag should be added for 001_LM_ElvenGardenRetreat.esp to accommodate the vendor having the required inventory.

Here is a list of my BOSS Unrecognised mod files...

BladeSong - High Imperial Tess by Xtudo.esp: Loading after BladeSong Vwalk.esp seems to work for me
http://www.tesnexus.com/downloads/file.php?id=34600

ViljainAleswell.esp: Loading after 1em_Vilja.esp seems to work for me although I have changed the order of the Master ESPs in this mod to comply with the current BOSS recommended LO (reported to author)
http://www.tesnexus.com/downloads/file.php?id=28702

Many thanks for all the hard work you do to maintain BOSS and its Master List.
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Jason White
 
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Post » Tue Mar 15, 2011 8:38 am

Little issues like the above, even if they *weren't* going to be fixed ASAP (which I'm pretty confident they will be), don't detract from the awesomeness that is Wrye Bash very much at all. The increasing awesomeness, let it be said. :)

So thanks, regardless.

I'm on board with that. Bash is rockin' harder all the time. Thanks, guys!!! :thumbsup: :thanks:
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Markie Mark
 
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Post » Tue Mar 15, 2011 9:16 am

Silly request, but minor, so hopefully super easy: could you guys change the tags WB uses to wrap the load order from [codebox] to [xml] so that when people post their LO on the forums, we don't get the psychedelic colours?

Thanks!
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marina
 
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Post » Tue Mar 15, 2011 9:59 am

Could just drop the code/codebox tag entirely and stick with spoiler since it wraps it in a nice convenient window that hides easily. Although I like the colors as it helps distinguish things more against the background.
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Javier Borjas
 
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Post » Tue Mar 15, 2011 4:02 am

Is the version 291 released to Nexus contain newer changes than the SVN revisions found on the Sourceforge page. I ask because I took a look at the change log, and I thought I saw some changes that were not in the SVN revision I have.
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Ernesto Salinas
 
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Post » Tue Mar 15, 2011 9:39 am

I don't have much time to post, so this will be a bit short.

There's also one HUGE gotcha that didn't get addressed. It wants to mark OOO and in some cases Kvatch Rebuilt as mergable when they really aren't and this can (and already has) generated bogus reports about missing masters. I hpe this particular issue isn't left this way for very long because it's going to start http://www.gamesas.com/index.php?/topic/1158727-the-unique-landscapes-project/page__view__findpost__p__17040899. Basically any mod that's configured to inject it's changes back into its own master when it really shouldn't have done so.


I'm sorry, but this is extremely misleading and inaccurate. As I've stated, injected records are not the problem. Injected records are tricky for the mod author to work with but they are a valid technique. It is completely fine for injected records to be merged as long as the mod author(s) know what they're doing. The problem is that the mergeability check got broken at some point. It is supposed to mark any mod as unmergeable if any active mods depend on that mod as a master. In fact, this is the #1 reason why CBash checks mergeability before opening the Bashed Patch dialog window. I don't know when this check got broken, but it will be easy to fix once I'm back at my regular computer.

As for the other posts regarding CBash...
Gabba, thanks for the ideas. I'll consider them more in depth later.
lyobovnik, I don't know what's going on. It sounds like CBash is erroring out. You may try opening a console window and using "bash.py -d" to start Bash. Due to technical limitations, CBash only prints out its error messages to the console. Hopefully it will give more light on what's going on.
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Javaun Thompson
 
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Post » Tue Mar 15, 2011 3:22 am

I suppose we'll just have to disagree on the point of how the injected records have been used. Yes, they can be useful, and I've used them, but NEVER for the ENTIRE content of an ESP attached to an ESM. There just doesn't seem to be any valid reason to have done so. If it was just NPCs, the previous explanation might make some sense, but it's been used for everything from map markers to rocks added to the landscape.
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Nicole Elocin
 
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Post » Tue Mar 15, 2011 3:26 am

Surazal, I'm gonna quote you as well from the BOSS thread so we don't have a split conversation.
I seem to recall a discussion on NoMerge and Deactivate when it was first introduced. I beleive the conclusion was that if a mod has the NoMerge tag, it should NOT have the Deactivate tag as well because it is redundant. A NoMerge tagged mod will be deactivated automatically when doing the Bash build (assuming you answer OK to the propmt asking if you want to).

Given that NoMerge means the mod is mergeable, but don't merge it - just include the appropriate tag, I think the way it works at present is very clear and logical. Perhaps you need an Activate tag to indicate that a NoMerge tagged mod should remain active to cater for BSA issues. Also, there are likely to be more instances where the current way NoMerge works applies than the few BSA related cases - means that you can avoid a lot of BOSS changes being required by dealing with the exceptions.

In all honesty, I think the tags should limit themselves to do what their description in the readme says:
NoMerge: Mod should not be merged even though they're technically mergeable.
Deactivate: Mod should be imported through whatever imports are tagged and then deactivated.

Note that here they don't appear redundant: NoMerge supposedly including deactivate is a kind of undocumented ghost feature. Just by searchin the changelog you can see that the history of those tags is a bit messy and unclear.

Now you may be right that the change would be too much effort for nothing. The BOSS changes are actually a simple search and replace ("NoMerge" -> "NoMerge,Deactivate"), but I guess the big effort would be getting the info out there, now that most people "in the loop know" how the NoMerge tag really works. But on the other hand, reserving the "deactivate this mod" prompt to the Deactivate tag would have the merit of being clear.

If nothing gets changed in the tag behavior, I think the readme needs to be clarified.

Edit: Regarding your new tag suggestion, instead of a confusing generic "Activate" tag a "BSAloader" one would at least have the merit of indicating what it's for.
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casey macmillan
 
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Post » Tue Mar 15, 2011 3:05 am

just to say I tried renaming the ini entry to s7zExtraCompressionArguments and got :
Traceback (most recent call last):  File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\basher.py", line 8077, in Execute    installer.packToArchive(project,archive,isSolid,blockSize,SubProgress(progress,0,0.8))UnboundLocalError: local variable 'isSolid' referenced before assignment
All that in svn 839 - haven't still installed 291
EDIT : I had : s7zExtraCompressionArguments= -ms=on -mx=9
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Channing
 
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Post » Tue Mar 15, 2011 3:52 am

Blade of the Haunted has a Faction tag, however, it does not seem that the faction it adds is imported into the Bashed patch. DLCFrostcrag also has the Factions tag and is imported into the bashed patch correctly.


From the Bash Readme

Factions: Import changes to factions of npcs and creatures - (So If the mod above is adding or changing faction on Npc or Creatures then use Faction Tag)

Relations: Mod changes faction relationships - (If the mod is changing faction relationship itself aka Disposition toward each other use - Relations Tag) -

It just may be tagged incorrectly

======

No problem has of yet, but, I have not tried out everything yet with CBASH ..
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Cathrin Hummel
 
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Post » Mon Mar 14, 2011 11:02 pm

ah yes the installer doesn't ask if you want to overwrite existing files; then it would in most cases have to ask about every file for a no... I guess I could set a yes to all enabled overwrite dialogue up if that would be good?


How about only asking about the custom icons since those have a set name that we have to use if we want to change the image? Aside from the icons, the ini file is the only file likely to have been changed by a user.

to use the obse installation you have to select the option in the rightclick header menu on the installers tab... did you do that?



Nope, I didn't see that option - only the import/export options - and the docs did not mention it. Sorry.

However, when I do select obse installs in the header menu, it now lists the dll as configured in the righthand pane, but says that it is missing even though the dll is already present in the obse\\plugins directory. When I install it, the dll is still in the directory and the installer pane recognises that it is there finally. When I then uninstall, the dll is removed from the directory.
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ONLY ME!!!!
 
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Post » Tue Mar 15, 2011 6:47 am

Congrats for the new release :celebration:

A few remarks based on svn 843 (which is the same as Bash v291 except for maybe the changelog date bump):
- Compared to Bash v290, installing and uninstalling BAIN packages has become significantly slower with the exact same settings (I haven't enabled obse plugin install for now, and I have added a few more packages to the list, but nothing significant compared to the current total of 738).

738... ouch... er lets see... hmm... uninstalling speeded up in rev 847 (at virtually no loss in functionality/etc); installing I can speed up but only at the loss of the function I added in (that's the one that prevents stupid readonly files in installer packages then crashing Bash when deleting the temporary copy of them.) - would you like an option to disable it? (but it should only have an even noticeable impact on speed in cases like (non BSA versions of course) MMM/OOO/WarCry/anything else with 5 gazillion files).
- I was looking at my (CBash) bashed patch in TES4Edit and I came across this, which I didn't like much:
http://imagebin.org/133966
Apparently with the mods I have installed, Julienne Fanis is supposed to sell lights and offer alchemy training, but (as the readme confirms) the Actors.AIData patcher works by overwriting not by merging. Just to make sure I understand, does this mean she'll never sell the torches (i.e. Lights) added by the Torch Compendium? I was wondering if it was possible to modify this patcher so it merges instead of overwriting; contrary to other patchers here merging always seems to be a clear benefit with little chance of stupid results.
I'm also a bit surprise that the "Teaches" and "Maximum training level" are carried through from Universitum Arcanorum.esp, even though the last mod tagged with Actors.AIData in my list is Mart's Monsters Mod for OOO. Or maybe they are managed by a different patcher?

All in all this makes me question the wisdom of adding all these Actors.* tags to huge mods like OOO and MMM. It kind of forces every other mod loading later to have the proper tags enabled unless they want to suffer a big messup such as an essential quest vendor not selling the right stuff.

hmmm pretty much all tags now adays nicely merge results in... seems those don't... I'll investigate and see whats the best way to handle those compound data groups and report back(if I remember... otherwise itll just be some obscure commit log message)

- Also, I have ideas for:
-- a new tweak patcher: "Remove loading screen quotes" (keep the pictures of course).
-- a new patcher for applying some loading screen quotes from a .csv file
-- a new tag to remove loading screens from specific mods. I think that a "remover" tag would be a novelty, but the point of the idea is to clear any mod-added loading screens that don't fit your theme. For instance you're using DarkUI loading screens and then a Unique Lanscapes one comes up with the vanilla colors... very jarring. You can always hand-edit the esp, but I'm looking for a less intrusive solution.
-- a new DontTweakME tag or something of the sort. The reason being that some utility mods such as StatCleaner or Kuertee's Clean Up end up as masters to the bashed patch (probably because their quest didn't have an icon and I activated the missing icon tweak), and not only is that useless, it's pretty annoying since those are utility mods I like to enable/disable at will. My current solution is a custom BOSS userlist.txt to move them after the bashed patch, but it's getting a bit long.

nice ideas... thinking/implementing, will say more later probably

- Wrye Bash has this to say if you don't deactivate a NoMerge tagged mod:

I think this is wrong, since the NoMerge tag actually has a valid use to indicate that a mod should stay active and not be merged: when a bsa depends on it for loading. This happens in particular with Alluring potion bottles, a graphical replacer with assets compressed in a bsa.
For mods that really should be deactivated and imported, I suggest we use the NoMerge + Deactivate + . It's much more explicit. Actually I'm in the process of adding the Deactivate tag to a few pure graphical replacers in the BOSS masterlist. I reverted those BOSS changes until we can come to an agreement on these tags and update the documentation.

hmmm I always have though of NoMerge as == should be deactivated but not merged despite being mergeable... never came across any BSALoading issues... but in that case it shouldn't be marked as mergeable... unless there is anything other than the BSALaoding reason I say just keep it the way it is but I'll clarify the readme that NoMerge does == deactivate if mergeable and doesn't have a BSA and make sure that Bash doesn't suggest to deactivate NoMerge mods that have a BSA... hows that sound?


Same here. My list hasn't changed at all, in fact. And yes, much slower. With or without CBash renamed (though, I suppose that only affects Bash anyway, right?)

I *think* it's also significantly slower than the earlier 2.91 installer version that was linked in some post, a while back. That's what I was using until I picked up the very recent tarball (of svn 843, IIRC), which was likewise slow, and now the new archive version of 2.91 [release], of course.


Still, there are some nice features, and it's great to see so much work ongoing. Little issues like the above, even if they *weren't* going to be fixed ASAP (which I'm pretty confident they will be), don't detract from the awesomeness that is Wrye Bash very much at all. The increasing awesomeness, let it be said. :)

So thanks, regardless.

try rev 847 or wait for 292 and it should be significantly improved (here I was marveling at how fast BAIN was acting on this awesome new computer of mine since its the most responsive its ever been)


Blade of the Haunted has a Faction tag, however, it does not seem that the faction it adds is imported into the Bashed patch. DLCFrostcrag also has the Factions tag and is imported into the bashed patch correctly.

I am under the impression that the factions should be merged into the bashed patch - is this correct?

If it is, then there seems to be something wrong with v291 (although I had not specifically checked this on v287, which I was running previously).

Many thanks for any guidance or comment.

the faction is only added if needed;
in other words if x.esp change faction y and so does z.esp then their changes will be merged and faction y will be in the patch;
but if x.esp also changes faction b and no other mods change it then faction b won't be copied to the patch as it would be an identical to master record.

Suggested change to existing BOSS entry...

001_LM_ElvenGardenRetreat.esp
I reported earlier that an Elven Garden Retreat might conflict with the latest version of Better Cities. I can now confirm that the latest versions of both mods (v1.21 and v4.8.4 respectively) definitely work well together so probably a good idea to remove the current comment for 001_LM_ElvenGardenRetreat.esp. Also, I think that Invent tag should be added for 001_LM_ElvenGardenRetreat.esp to accommodate the vendor having the required inventory.

Here is a list of my BOSS Unrecognised mod files...

BladeSong - High Imperial Tess by Xtudo.esp: Loading after BladeSong Vwalk.esp seems to work for me
http://www.tesnexus.com/downloads/file.php?id=34600

ViljainAleswell.esp: Loading after 1em_Vilja.esp seems to work for me although I have changed the order of the Master ESPs in this mod to comply with the current BOSS recommended LO (reported to author)
http://www.tesnexus.com/downloads/file.php?id=28702

Many thanks for all the hard work you do to maintain BOSS and its Master List.

hmmm... posting in two threads eh? well added, thanks :)
Pacific Morrowind
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Taylor Thompson
 
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Post » Tue Mar 15, 2011 3:42 am

lyobovnik, I don't know what's going on. It sounds like CBash is erroring out. You may try opening a console window and using "bash.py -d" to start Bash. Due to technical limitations, CBash only prints out its error messages to the console. Hopefully it will give more light on what's going on.

Thanks for the tip. You were right. Here is what I get:
Spoiler
Exception raised: Not enough storage is available to process this command.
Unable to memory map 'Oblivion.esm' for read only.
Failed Load Not enough storage is available to process this command.
LoadCollection error
Not enough storage is available to process this command.


"Not enough storage"? A surprise to me, because I have tons of HDD free space and 6GB of RAM (Windows XP can see 2.75GB, Win7.64 uses it all)... How much space does CBash need?

...wait. Does this have to do with my page file?

EDIT: OK, increasing my page file had no helpful effect on this problem.

EDIT 2: Adding registry thingy IRPStackSize and setting the value to 20 had no helpful effect on this problem. Must sleep now.
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Natalie Harvey
 
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Post » Tue Mar 15, 2011 8:00 am

Small issue with SVN 843 (because SVN 847 refuses to even start - there is a small white python console thing that pops up but vanishes almost immediately). The "Override Skips" option seems to work while annealing but every time WB is restarted, the skipped files are still reported missing and need annealing again.
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Kirsty Wood
 
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Post » Mon Mar 14, 2011 8:15 pm

SVN 847 refuses to even start - there is a small white python console thing that pops up but vanishes almost immediately

Likewise.

I simply copied it over "as is", as always.* 843 works fine (other than the minor speed issue), near as I can tell. But 847 *seems* to be fatally flawed. :shrug:

* Just Data and Mopy, I mean.


edit: I did try running the debug batch file. The resulting log was empty...
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Juan Cerda
 
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