[RELZ] Wrye Bash -- Thead 59

Post » Mon Mar 14, 2011 6:57 pm

Download: http://tesnexus.com/downloads/file.php?id=22368 or https://sourceforge.net/projects/oblivionworks/files
Readme: the file named Wrye Bash.html in the mopy folder)
External Reading: (ie tutorials, user created help files that may be easier to understand than the giant readme)
  • Wrye Bash Wiki: http://www.uesp.net/wiki/Tes4Mod:Wrye_Bash
  • http://www.tesnexus.com/downloads/file.php?id=35230

Screenshots: http://wryemusings.com/images/WryeBash_01.png, http://wryemusings.com/images/WryeBash_02.png, http://wryemusings.com/images/WryeBash_03.png, http://wryemusings.com/images/WryeBash_05.png
Previous Topic: http://www.gamesas.com/index.php?/topic/1156281-relz-wrye-bash-thead-58/
Requirements:
  • It's easiest to just download the WryePython03a package from http://tesnexus.com/downloads/file.php?id=22368 unless you like to customize your install.
    (http://www.python.org/ftp/python/2.6.5/python-2.6.5.msi or http://www.python.org/ftp/python/2.6.6/python-2.6.6.msi), http://downloads.sourceforge.net/wxpython/wxPython2.8-win32-ansi-2.8.11.0-py26.exe, http://sourceforge.net/projects/comtypes/files/comtypes/0.6.2/comtypes-0.6.2.win32.exe/download, http://www.voidspace.org.uk/downloads/psyco-1.6.win32-py2.6.zip, and http://sourceforge.net/project/platformdownload.php?group_id=78018
    Older/Newer versions _may_ work but those are probably the most widely used and tested


Overview:
  • Wrye Bash has a lot of features. I mean a LOT. It's like twenty tools rolled into one. It includes as subfeatures the entire feature sets of other tools, and offers plenty of other features that no other mod tool has. Except installation. It's the "everything but installation" tool! Now with installation too!

Installation:
  • First time installation is still a little difficult, but later updates are easy (just unzip latest version into Oblivion directory). However, for first time installation you have to preinstall two other packages and then (sometimes) tweak a shortcut. You can't just download and press the pretty buttons -- you have to follow the readme instructions. If you have followed the instructions and still have problems, post the bugdump. If you haven't followed the instructions and whine that it won't work without posting the bugdump, Wrye will bite your fingers off (it's a monkey thing). Otherwise he's quite helpful.

Linking:
  • If you'd like to link to Bash from somewhere else, please do! But be sure to link to either http://tesnexus.com/downloads/file.php?id=22368 or http://sourceforge.net/projects/oblivionworks/. Don't link to the actual Bash zip file, since that changes fairly frequently.

Bain
  • Install/uninstall mods from zip, 7z, archives, etc. No OMODs required!

Bashed Patchers
  • Configure and build a custom patch mod to...
  • Merge leveled lists
  • Merge TNR faces over other changes to npcs
  • Merge race eye/hair/body/voice changes over other changes to races
  • Tweak clothes: Show amulets with robes, zero weight rings and amulets, etc.
  • Tweak misc. GMST settings.

Repair/Edit Stuff
  • Repair animation bug (various animations freezing)
  • Repair hair bug (game ctds when viewing race menu after removing a hair mod)
  • Remove spells from spell list
  • Rename created spells, enchanted items
  • Remove bloating (one use of this reduced a 158 Mb savegame to 2.5 Mb)
  • Import NPC levels into an existing savegame (essential when switching to/from OOO, Frans, etc.)
  • Import PC face from other savegame or any mod (e.g., import any of TNR's faces into game)
  • Easily generate html readmes using wiki-like syntax.

Mod, Savegame, Screenshot Management
  • Auto-Ghost mods to reduce espm thrashing.
  • Launch Oblivion and TESCS (with or without OBSE).
  • Mod, save, screenshot file management. (Rename, duplicate, etc.)
  • Save Profiles: Have different sets of saves for different npcs with different loadlists, etc.
  • Screenshots: View, delete, batch rename, open, etc.
  • Readme Browser: Quickly view readme of currently selected mod.
  • Quick/Autoswap between SI and pre-SI versions of Oblivion.esm.

You should add a few more things to that list, Wrye. Almost none of the items from my list of the most compelling features in Wrye Bash are on your list:

For everyone:
  • Accurately and quickly managing your load order (correctly sorts ESMs)
  • Locking your load order (so updated mods automatically load in the exact same spot as the old version)
  • Checking your load list for problems (missing mod dependencies)
  • Checking savegames against load list and syncing load list to savegame
  • Cleaning bloated savegames
  • Archive Invalidation (now supports BSA-alteration BSA-redirection method)
  • Replacers (install/remove texture replacement mods -- really any mod, too)
  • Change master entry in savegame (to avoid losing items, quest progress, etc. when the name of a mod has changed)


For mod-makers:
  • Add a master to a plugin (for mod de-isolation)
  • Change master entry in plugin (for mod de-isolation)
  • Locking your load order (so changes you make don't move the plugin to the end of your load list)
  • Savegame profiles (so you can easily test with only your mod active, then easily switch back to playing with all your mods active)


Fallout 3:
  • TheLORDofDOOM has taken on making a FO3 version, Wrye4Fallout3... and here's the first little bit of it (not all translated to account for FO3 but it's showing promise). And another, a bit further along, by Valda called http://www.gamesas.com/index.php?/topic/1079607-relz-garybash/.

Other news:
  • There is now a listserve for the svn and bug/request/patch/support trackers; if you want to get emails whenever changes to those items happen just join over https://lists.sourceforge.net/lists/listinfo/oblivionworks-committers. You can also use it for support requests/questions if you desire.

Latest Versions:
=== 290 [15/10/2010] [PacificMorrowind]
=== 289 [14/10/2010] [myk002,PacificMorrowind,roxahris,valda68k]
Spoiler

    === 290 [15/10/2010] [PacificMorrowind]
  • fix fatal typo in non-CBash Bashed Patch build introduced in 289 (reported by Tokc.D.K.)
  • added Disable/Enable ini tweaks for Screenshots.

    === 289 [14/10/2010] [myk002,PacificMorrowind,roxahris,valda68k]
  • Bashed Patch:
    • Fixed Reweigh Staff logger
    • Fixed some missing gmstIds for non-CBash build of the tweak settings (gmst tweaker)
    • Added CBash version of Import Actors: Spells
    • optimizations/fixes applied to Import Actors: Spells (both CBash & non-CBash versions)
    • Actors.Skeleton importer added
    • skeleton removed from graphics import for creatures.
    • NpcFacesForceFullImport tag added.

  • Improved Nehrim Support (contributed by roxahris)
  • A slight fix so that if the user has BOSS version 1.6 but hasn't created a masterlist yet it'll still work fine.
  • 7z reverted to version 9.15 and then updated to version 9.17
  • Unicode/ansi fatal installer errors fixed. (it still may copy slightly er funkified file names of some non-ASCII char files).
  • DnD ordering in Installers fixed for Non-English installs (contributed by valda68k)
  • Escaping of quotations in names export (contributed by valda68k)
  • fix/improvement for oneInstanceChecker (contributed by myk002)

User avatar
ILy- Forver
 
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Post » Mon Mar 14, 2011 11:21 pm

CBash isn't assuming on this, injected records are an exception to the no new records rule and should be fine to merge (assuming the mod authors using injected records know what they're doing, the potential pitfalls of injected records, etc...). For injected records, it is the mod author's responsibility to ensure the injected record is safe. In general terms, this means that the injected formID doesn't change across releases, and doesn't conflict with a record in the esm.

I think the reason the records in OOO.esp were made injected was to workaround some issue with placed creatures/npcs. Not sure of the details, but I do know that it was done deliberately, and that the OOO team is extremely careful when using them.

As for the other mod being mergeable for some and not others....no idea. Definitely sounds like a bug unless we're talking about different versions of the same file and one happens to be mergeable while the other isn't.

I think you missed out on an important part of the problem though: ok, OOO.esp is marked as mergeable and all's fine and dandy. But some mods that depend on it such as Mart's Monsters Mod for OOO are not and require it to be activated as master, which doesn't prevent Wrye Bash from proposing to deactivate OOO.esp (which silently deactivates all its children).
The end result in my setup was that MMM for OOO.esp was left deactivated and marked with a dot (since some things are still imported from it) without my noticing it. And then I was wondering why my game would crash as soon as I waited.
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Paula Rose
 
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Post » Mon Mar 14, 2011 9:35 pm

I think the reason the records in OOO.esp were made injected was to workaround some issue with placed creatures/npcs. Not sure of the details, but I do know that it was done deliberately, and that the OOO team is extremely careful when using them.


The injected records go way beyond just placed NPCs and creatures though. Anything that's been placed has been done through an injected record.
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john page
 
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Post » Mon Mar 14, 2011 11:35 pm

The issue with injected records is probably a question better asked to the OOO team.

As for KR being mergeable for Gratis_monsta and not for Arthmoor, I think both of you should take a look at the ESP in TES4Edit and check whether there are new cell and land records present. Arthmoor's version should have new records present while Gratis' version shouldn't.
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Monique Cameron
 
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Post » Tue Mar 15, 2011 6:53 am

Perhaps, but the issue of injected records is affecting the work CBash is doing and resulting in a plugin file being marked as mergeable which shouldn't be and that numerous other patch files and other things have been made dependent on. Building the patch without CBash treats it properly because however they did it and why they did it don't matter in the end - they're still new records that don't exist in the master file. Merging is supposed to be about being able to drop an ESP for edits made to already existing records, not injections of non-existing ones.

As far as KR, it has an overwhelmingly large number of injections into its master file index (01) except for one solitary landscape edit in cell -36,-5 in the stage 2 worldspace. I can't say for sure why it's there but it's not bogus landscape data.

There are no records under the CELL branch that have been injected though. Only that one buried in the WRLD branch.
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jennie xhx
 
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Post » Mon Mar 14, 2011 8:03 pm

It seems as if the 291 installer version is up on Nexus as of today (yesterday for me now), and it says check the changelog. But I cannot find the changelog here or on Nexus.

am I blind?
User avatar
Nauty
 
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Joined: Wed Jan 24, 2007 6:58 pm

Post » Tue Mar 15, 2011 1:59 am

It seems as if the 291 installer version is up on Nexus as of today (yesterday for me now), and it says check the changelog. But I cannot find the changelog here or on Nexus.

am I blind?

Confirmed. No Psymon you're not blind.
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Mark
 
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Joined: Wed May 23, 2007 11:59 am

Post » Tue Mar 15, 2011 1:14 am

It seems as if the 291 installer version is up on Nexus as of today (yesterday for me now), and it says check the changelog. But I cannot find the changelog here or on Nexus.

am I blind?


/Oblivion/Mopy/Wrye Bash.html#Versions
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Jennifer Rose
 
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Post » Mon Mar 14, 2011 7:23 pm

I'm still running 287 and have been looking forward to 291. Think I'll wait for the non-exe version before installing. Either that or good solid upgrade directions posted somewhere. I wanna make sure all goes well and my current settings are maintained (excepting those that are improved or made obsolete by the update).
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Sxc-Mary
 
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Joined: Wed Aug 23, 2006 12:53 pm

Post » Mon Mar 14, 2011 6:19 pm

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, ...
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Mr. Ray
 
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Post » Mon Mar 14, 2011 11:36 pm

I'm still running 287 and have been looking forward to 291. Think I'll wait for the non-exe version before installing. Either that or good solid upgrade directions posted somewhere. I wanna make sure all goes well and my current settings are maintained (excepting those that are improved or made obsolete by the update).


I used the installer over my current installation, and it takes care of everything, even giving you the option to remove older stuff.
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Charleigh Anderson
 
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Post » Tue Mar 15, 2011 4:27 am

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?
2. Am I correct in thinking that if I want to do it manually, I can simply use the contents of the $_OUTDIR folder?

Thanks for any help or comment.

EDIT:
1. Looks like you have to migrate your settings to the new INI file.
2. Seems to woek, but the shortcut I had didn't work - used the Installer rather than mess about and it works beautifully

Everything seems to be working well. Now to decide whether it is worth trying out Cbash - any gotchas that people already know about?
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Crystal Clear
 
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Post » Tue Mar 15, 2011 10:27 am

Hi All.

A quick question please?

I have a couple of Mods Boxes showing Orange. Master load order changed.

I'm 100% certain the masters are corrct.

Can I change the load order in the load Master section of Mods Page? If so how please?

Thank you in advance for any advice.

Regards,

James. :)
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Lou
 
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Post » Mon Mar 14, 2011 6:09 pm

Um... drag 'n drop, as ever. :shrug:

Though I must admit, I'm not entirely sure what you're asking...
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Josee Leach
 
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Post » Tue Mar 15, 2011 7:06 am

Um... drag 'n drop, as ever. :shrug:

Though I must admit, I'm not entirely sure what you're asking...


Hi Breton.

Thank you for your reply.

Sorry for not being clearer.

In the Mods section. To the far right is a small section showing the masters when highlighting the esp.
Can the respective load order positions be changed there to turn esp back to green?

Thank you for your time.

James.
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Tamara Primo
 
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Post » Tue Mar 15, 2011 9:14 am

In the Mods section. To the far right is a small section showing the masters when highlighting the esp.
Can the respective load order positions be changed there to turn esp back to green?

As far as I can see you can only use WB to chnage the names of the masters - you can't change the order. To change the order, use TES4Gecko - really easy and you can see your mod go green as you move the mods in TES5Gecko.
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Nana Samboy
 
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Post » Tue Mar 15, 2011 2:04 am

In the Mods section. To the far right is a small section showing the masters when highlighting the esp.
Can the respective load order positions be changed there to turn esp back to green?

I meant, you could rearrange the masters, to suit, via drag 'n drop. Like, in the actual load order proper. Seems I was equally unclear - if not more so! ;)

Alternatively, you could use TES4Edit to "Sort Masters". Or, so it seems, TES4Gecko. :shrug:

Depends, of course, which is "wrong" (i.e., the mod with the "orange masters" as more or less decided by its creator, or BOSS for example, that might've put the masters themselves in the wrong order [for the particular context].)
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Chloe Mayo
 
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Post » Mon Mar 14, 2011 7:32 pm

Everything seems to be working well. Now to decide whether it is worth trying out Cbash - any gotchas that people already know about?


CBash doesn't yet have the Actors.AIPackages patcher, so if your load order needs them, keep it in mind that those changes won't be brought forward.

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.
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Dona BlackHeart
 
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Post » Tue Mar 15, 2011 7:51 am

CBash doesn't yet have the Actors.AIPackages patcher, so if your load order needs them, keep it in mind that those changes won't be brought forward.

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.

291 still has CBash disabled by default; still needs more testing and I need to get around to Actors.AIPackages.
and of course massive mod mergeing seems to need some work still.

non installer version upload failed overnight (left em both uploading); but yes as Surazal asked you can just use 7z (and probably some other archivers) to open the installer and manaully grab the contentes of the Outdir folder.

just realized there was a slight typo in the readme that was in that installer but I don't think I'm going to worry about it; listed release date for 291 should have been January 22nd but was listed as January 1st.

As Hickory noted the changelog is in mopy/wrye bash.html (&.txt)... but here it is as well (GULP!):
Spoiler

=== 291 [22/1/2011] [Gaticus,Gratis_monsta,Lojack,myk002,PacificMorrowind,Smooth,Spotty42,Waruddar]
  • Bashed Patch:
    • typo fix for Actor Strength Encumbrance Multiplier (Multifier -> Multiplier).
    • Tweak Actors:
      • Quiet Feet patcher added.
      • Irresponsible Creatures tweaker added (thanks to Joben for the idea).

    • Tweak Assorted:
      • another skip added to All Clothes Playable patcher
      • Script Effect Silencer added.
      • Default Icons tweaker added.

    • Import Names
      • Crowded Roads Revisited NPC names csv file added (contributed by Smooth)
      • Crowded Roads Revamped NPC names csv file added (contributed by Spotty42)
      • Crowded Roads Revisited NPC names alternate csv file added (contributed by Gratis_monsta)
      • Crowded Cities 30/15 NPC names csv file added (contributed by Gratis_monsta)
      • Crowded Cities 30/15 NPC names alternate csv file added (contributed by Gratis_monsta)
      • PT_RoamingNPCs names csv file added (contributed by Gratis_monsta)
      • TamrielTravellers/SITamrielTravellers NPC names csv file added (contributed by Gratis_monsta)

    • Race Patcher: skips adjusting eyes instead of fatal error with races that have either left or right eyes unset (or both).

  • BAIN:
    • fix so that the end of the display of the number of packages does not get cut off.
    • Read-Only files in installers (or in Data on uninstall) will no longer throw errors (automatically converted to non-ReadOnly).
    • Subpackages are recognized if they have a broader range of folders\files in them (i.e. no more need to include a dummy texture to force subpackages to be recognized in some instances).
    • Fixed 'Open at TesNexus' to work with the new format (still works with the old format ofc)
    • Delete Project will no longer fail if there are Read-Only files in the Project; they are set to Write access first.
    • New keyboard shortcuts added:
      • Enter: Open archive/project.
      • F2: Rename archive/project.

    • New ini option for (extra) 7z compression arguments - if set and has the solid specification will not prompt for solid details on archive creation.
    • 3 new skip options: Skip Lod Meshes, Skip Lod Normals and Skip Lod Textures.
    • 7z dll/exe updated to version 9.20
    • New Option to enable installation of OBSE Plugin dlls with large warning.
      . Also main menu options for import/export of the dll installation permissions.
    • hackish fix for errors emptying temp - try twice since it'll usually work the second time when it fails the first with a "Windows Error".
    • new 'Open at Planet Elderscrolls' menu item.
    • new 'Open at Google' menu item
    • all Open at
    • menu items moved into 'Open At' submenu.
    • added .001 as a valid read extension - as in BAIN now supports multipart archives.
    • slow double click renames packages (on an default windows installation that is two clicks at least 1/2 second apart and at most 2 second aparts).
    • fix for an couple at exit crash bug.
    • Installers panel now allows dropping files onto it, giving the option of copying or moving the files.
    • Esp/ms can now be renamed via the Esp/m Filter box (just right click them).
    • Changed the rename installer dialog for in place renaming.
    • Moved the 'enter' pressed detection so it doesn't get activated after pressing enter in other dialogs.
    • Widgets on installers tab made resizable (contributed by myk002).


  • BAIN Wizards:
    • packages may now have a 'Wizard Images' directory that won't be installed but may contain images for use with the wizard
    • added ability to use default images located in the 'Mopy\Wizard Images' directory
      • Example: If you use 'Wizard Images\Yes.jpg'
        • BAIN Wizards first checks if it exists in your package. If it does, it uses that and stops looking.
        • Then BAIN Wizards then checks to see if it exists in 'Mopy\Wizard Images'. If it does, it uses that and stops looking.

    • 3 new Wizard functions
      • RenameEspm "original name" "new name".
      • ResetEspmName "original name".
      • ResetAllEspmNames.

  • Saves Tab:
    • Rename Save(s) command added (in the saves menu->file).
    • Re-number Save(s) command added (in the saves menu->file).
    • Rename Player command added.

  • General:
    • fix for launcher code which prevented launching in some cases (contributed by myk002)
    • fix for move/copy saves so that Default is not selectable if already in Default profile.
    • fix for launcher code to avoid a rare instance in which is was possible for multiple instances to be launched (contributed by Gaticus)
    • Refresh mergeables is now run on CBash Enable/Disable and Version upgrade/downgrade.
    • Backup/Restore settings options added (contributed by Gaticus)
    • Updated BOSS Launcher code to better handle different versions and to give the correct args to BOSS version 1.6.2+.
    • Ini Tweaking fixed to work fine with Nehrim.
    • [[#|Launch Buttons]] for more applications are now supported via Bash.ini (contributed by Metallicow).
      . Sculptris, Softimage Mod Tool, SpeedTree, Tree[d], Mudbox, Tabula, MyPaint, Pixia, PhotoSEAM, TextureMaker, DeepPaint, Crazy Bump, xNormal, WinSnap, WTV, MaPZone, NVIDIA Melody, Switch, Freeplane.
    • Also improved 3dsMax, Notepad++, Twisted Brush icons (contributed by Metallicow).
    • Bash.ini typo fixes (contributed by Metallicow).
    • Exception handling fixes to maintain Python 2.5 compatibility.
    • Bash Installer automatically handling requirements created... still a bit fuzzy but
    • should
    • work in most cases.
    • File read error warning printout fixed
    • Import/Export NPC Levels has been updated to work with more than one mod at a time (when exporting).
    • The csv file must now end in "
    • _NPC_Levels.csv".
    • [[#|Export/Import Factions]] may now be used directly on a mod.
    • [[#|Export/Import Relations]] may now be used directly on a mod.
    • Creating/Duplicating a file will no longer cause a time conflict and suggests non-conflicting file names.
    • Minor improvements to Export/Import Map Markers .
    • [[#|Export/Import Sigil Stones]] added.
    • [[#|Export/Import Spell Stats]] re-added and expanded to support the export/import of flags and all spell effects. It does not support JRoush's OBME yet.
    • [[#|Export/Import Ingredients]] added.
    • Status bar text when mousing over improved to display all applicable messages instead of only one.
    • Fixes/clarifications in wizards.txt/html.
    • Fix so that if Wrye Bash (usually the user account) doesn't have permission to change the date on an esp/m file on startup instead of silently dieing warns ands continues to launch.
    • Experimental unicode support re-added as an option that is disabled by default.
      • Allows Bash and BAIN to work with extended character sets.
      • Requires the unicode version of wxPython to be installed.
      • Set bEnableUnicode in bash.ini to True to test it.

    • Applications started by Bash no longer prevent Bash from being run if Bash is closed and then attempted to be reopened while the application is still running.
    • INI Tweaks renamed to be more consistent
    • Added default grass fade INI Tweak (provided by Metallicow)


User avatar
Richard Thompson
 
Posts: 3302
Joined: Mon Jun 04, 2007 3:49 am

Post » Mon Mar 14, 2011 10:54 pm

CBash doesn't yet have the Actors.AIPackages patcher, so if your load order needs them, keep it in mind that those changes won't be brought forward.

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.

Ahh yes, I recall seeing some stuff about that - I think I will hold off Cbash for a while longer (as OM mentions below) - there are some items that will cause issues with my LO. Thanks for clarifying

non installer version upload failed overnight (left em both uploading); but yes as Surazal asked you can just use 7z (and probably some other archivers) to open the installer and manaully grab the contentes of the Outdir folder.

just realized there was a slight typo in the readme that was in that installer but I don't think I'm going to worry about it; listed release date for 291 should have been January 22nd but was listed as January 1st.

As I mentioned, a little hickup with the manual install made me try the Installer - will be using the installer from now on - thank you so much for making it all much easier to not have problems.
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Danny Warner
 
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Post » Tue Mar 15, 2011 3:36 am

Thanks for the new release! I'm going to finally try upgrading from 287 :) Keeping fingers crossed... I had so much trouble getting WB running under Win 7 that I've been reluctant to try any of the upgrades. :lol:
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Far'ed K.G.h.m
 
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Joined: Sat Jul 14, 2007 11:03 pm

Post » Mon Mar 14, 2011 10:29 pm

New ini option for (extra) 7z compression arguments - if set and has the solid specification will not prompt for solid details on archive creation.


Never noticed this before. Thought I'd try it, but it doesn't seem to be working. I'm still getting asked if I want solid compression and what size to specify for it.

Neither of these work:
;--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


;--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=1ms7zCustomCompressionArguments=-ms=on -ms=1m

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Kit Marsden
 
Posts: 3467
Joined: Thu Jul 19, 2007 2:19 pm

Post » Tue Mar 15, 2011 1:49 am

Just tried v291. Loving it.

I also tried CBash for the 1st time, and rebuilding the BP gives me this:
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 30671, in finishPatch    subProgress.setFull(len(ObCollection.LoadOrderMods) * 2)  File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bolt.py", line 1431, in setFull    if (1.0*full) == 0: raise ArgumentError('Full must be non-zero!')bolt.ArgumentError: Full must be non-zero!


...and no, I don't have an empty Import checked. The same options were fine in Bash, but CBash doesn't like it.

I guess I must have missed some important step in setting it up. All I did was rename "Rename_CBash.dll" to "CBash.dll". Hopefully I'll figure out for myself what I've done wrong... but IDK how much time I'll be able to devote to that given my situation. If anyone else knows what I missed, please feel free to toss me a bone. Most of my time is spent in caring for someone disabled so running into a need for troubleshooting usually means running into a wall.

If it helps to know, the BP builder only runs for 9 seconds. It skips all the merges and imports I have set, goes straight to Patching, then dies spitting out the above error.
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Dalley hussain
 
Posts: 3480
Joined: Sun Jun 18, 2006 2:45 am

Post » Tue Mar 15, 2011 6:48 am

Bug reports about version 291:

* The install overwrote my icon for Custom Tool 1 without warning. Luckily I had a back up on another computer to replace with.

* The install obse dll feature does not seem to work. I took FastExit and modified the archive to a Simple format (i.e. an obse directory - removed the src directory altogether). Now when I select the archive it says that it has 1 file but does not show anything in the Configured Files list below. Right-click on the archive and check "Has Extra Directories" - still nothing in the Configured Files list. Right-click on the archive and check "Override skipped files" - still nothing in the Configured Files list.

On the assumption that it is just a "visual" error, I install the archive - no warning pops up like I expected - the install "appears" to have succeeded. (Since I actually do already have FastExit installed I can't say whether the install actually did anything.)

I do an uninstall on the archive and Wrye Bash goes "Not responding" for a long time. When it comes back, the FastExit dll which was in obseplugins still is there.

EDIT: Here is the structure of the archive I created for my test -
Package Structure:
obse\
plugins\
FastExit2.dll

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Queen
 
Posts: 3480
Joined: Fri Dec 29, 2006 1:00 pm

Post » Mon Mar 14, 2011 10:21 pm

Thanks for the new release! I'm going to finally try upgrading from 287 :) Keeping fingers crossed... I had so much trouble getting WB running under Win 7 that I've been reluctant to try any of the upgrades. :lol:

works no problems on Win7 64bit... my new main dev environment; if you currently have it working shouldn't have any problems.

Never noticed this before. Thought I'd try it, but it doesn't seem to be working. I'm still getting asked if I want solid compression and what size to specify for it.

Neither of these work:
;--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


;--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=1ms7zCustomCompressionArguments=-ms=on -ms=1m


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

Just tried v291. Loving it.

I also tried CBash for the 1st time, and rebuilding the BP gives me this:
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 30671, in finishPatch    subProgress.setFull(len(ObCollection.LoadOrderMods) * 2)  File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bolt.py", line 1431, in setFull    if (1.0*full) == 0: raise ArgumentError('Full must be non-zero!')bolt.ArgumentError: Full must be non-zero!


...and no, I don't have an empty Import checked. The same options were fine in Bash, but CBash doesn't like it.

I guess I must have missed some important step in setting it up. All I did was rename "Rename_CBash.dll" to "CBash.dll". Hopefully I'll figure out for myself what I've done wrong... but IDK how much time I'll be able to devote to that given my situation. If anyone else knows what I missed, please feel free to toss me a bone. Most of my time is spent in caring for someone disabled so running into a need for troubleshooting usually means running into a wall.

If it helps to know, the BP builder only runs for 9 seconds. It skips all the merges and imports I have set, goes straight to Patching, then dies spitting out the above error.

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.

Bug reports about version 291:

* The install overwrote my icon for Custom Tool 1 without warning. Luckily I had a back up on another computer to replace with.

* The install obse dll feature does not seem to work. I took FastExit and modified the archive to a Simple format (i.e. an obse directory - removed the src directory altogether). Now when I select the archive it says that it has 1 file but does not show anything in the Configured Files list below. Right-click on the archive and check "Has Extra Directories" - still nothing in the Configured Files list. Right-click on the archive and check "Override skipped files" - still nothing in the Configured Files list.

On the assumption that it is just a "visual" error, I install the archive - no warning pops up like I expected - the install "appears" to have succeeded. (Since I actually do already have FastExit installed I can't say whether the install actually did anything.)

I do an uninstall on the archive and Wrye Bash goes "Not responding" for a long time. When it comes back, the FastExit dll which was in obseplugins still is there.

EDIT: Here is the structure of the archive I created for my test -
Package Structure:
obse\
plugins\
FastExit2.dll


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?
to use the obse installation you have to select the option in the rightclick header menu on the installers tab... did you do that? (Has Extra Directories should in most cases not be required).
Pacific Morrowind
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Kelly James
 
Posts: 3266
Joined: Wed Oct 04, 2006 7:33 pm

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