[RELZ] Wrye Bash -- Thead 60

Post » Mon May 02, 2011 11:15 pm

yep, I keep meaning to do some backporting and other stuff... any particular desires for Mash to have?
Pacific Morrowind

Probably better to ask that in the http://www.gamesas.com/index.php?/topic/1068986-wrye-mash-thread-5/ on the Morrowind forum - there you will have a higher chance of feedback from users who use both.

But it also might look like commitment if you ask.
User avatar
Tom
 
Posts: 3463
Joined: Sun Aug 05, 2007 7:39 pm

Post » Tue May 03, 2011 1:10 am

myk002 is coming up with a proposal to replace the Installers tab and sharing the development for the Wrye Bash team to have a look, looks very nice too a lot of work has gone into it already - I would stick to the Data and Mopy folders if just trying out the svn, you dont need the experimental one.


Well, I wanted to see what the new stuff was, so I kept it. BAIT is shaping up to be pretty cool.
User avatar
Lavender Brown
 
Posts: 3448
Joined: Tue Jul 25, 2006 9:37 am

Post » Mon May 02, 2011 8:31 pm

Well, I wanted to see what the new stuff was, so I kept it. BAIT is shaping up to be pretty cool.

hehe thanx : ) yeah, every time when people post a feature request for the installers tab and I've said "it's on my list", this is what I've been referring to. BAIT stands for "Bash Asynchronous Installers Tab", and you can kinda infer how it's going to work from the title (think no waiting for data preloading). Just remember that it's just a GUI mockup at the moment -- it doesn't actually /do/ anything (other than display fake data), so don't read too much into it quite yet. There is still a /lot/ of work that needs to go into it before it's ready to even appear as a beta.
User avatar
Jose ordaz
 
Posts: 3552
Joined: Mon Aug 27, 2007 10:14 pm

Post » Tue May 03, 2011 5:39 am

hehe thanx : ) yeah, every time when people post a feature request for the installers tab and I've said "it's on my list", this is what I've been referring to. BAIT stands for "Bash Asynchronous Installers Tab", and you can kinda infer how it's going to work from the title (think no waiting for data preloading). Just remember that it's just a GUI mockup at the moment -- it doesn't actually /do/ anything (other than display fake data), so don't read too much into it quite yet. There is still a /lot/ of work that needs to go into it before it's ready to even appear as a beta.


Yeah, I tried to play around with it and nothing really did anything, so I figured it was just for show.
User avatar
Klaire
 
Posts: 3405
Joined: Wed Sep 27, 2006 7:56 am

Post » Tue May 03, 2011 7:12 am

I right clicked a copy of DLCShiveringIsles.esp and Import -> Scripts... pointed to a folder containing only a file called "new 2.txt" which contained this:
Spoiler
;--DO NOT MODIFY THIS SCRIPT!!!
; DOING SO WILL CAUSE CTDS AND STRANGE BEHAVIOR FOR USERS.
; If you need this script to do more, have a suggestion, or an alteration:
; contact the Cobl team at: http://www.uesp.net/wiki/Tes4Mod:Cobl/Modding/Board

;--VERSION HISTORY
; V1.69 Allow silent swapping.
; v1.63 Ignore cobOldsigCoblizeItems
; v1.60 First version.

scn cobPatch1QS
;--Fixes various things. Mainly it replaces inventory items.

;--Internal
float fQuestDelayTime
long sleepMode ;--Will do quick return when in sleep mode
long count ;--UNUSED
long state ;--UNUSED
long converted

begin menuMode
if cobSigCoblizeItems && (menuMode 1002 || menuMode 1008)
set sleepMode to 0
endif
end

begin gameMode
set fQuestDelayTime to 0.2
if sleepMode
return
elseif cobSigCoblizeItems == 0
return
endif
set cobPatchSwapFAR.[censored] to 0
set cobPatchSwapFAR.rCont to player
set cobPatchSwapFAR.mode to ( cobSigCoblizeItems < 3 ) * ( 1 + ( cobSigSe.version >= 15 ) )

if player.getItemCount LCGargoyleHorn
set cobPatchSwapFAR.rOldType to LCGargoyleHorn
set cobPatchSwapFAR.rnewType to cobTiGargoyleHorn
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount LCScrapMetal
set cobPatchSwapFAR.rOldType to LCScrapMetal
set cobPatchSwapFAR.rnewType to cobTiDwemerScrapMetal
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount MeatBear
set cobPatchSwapFAR.rOldType to MeatBear
set cobPatchSwapFAR.rnewType to cobTiBearMeat
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount MeatGuar
set cobPatchSwapFAR.rOldType to MeatGuar
set cobPatchSwapFAR.rnewType to cobTiGuarMeat
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount MeatHorse
set cobPatchSwapFAR.rOldType to MeatHorse
set cobPatchSwapFAR.rnewType to cobTiHorseMeat
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount MeatWolf
set cobPatchSwapFAR.rOldType to MeatWolf
set cobPatchSwapFAR.rnewType to cobTiWolfMeat
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount AyleidArrowBASE
set cobPatchSwapFAR.rOldType to AyleidArrowBASE
set cobPatchSwapFAR.rnewType to cobAmwArrow
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount AyleidArrowEnchBurden
set cobPatchSwapFAR.rOldType to AyleidArrowEnchBurden
set cobPatchSwapFAR.rnewType to cobAmwArrowBurden
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount AyleidArrowEnchDeathstrike
set cobPatchSwapFAR.rOldType to AyleidArrowEnchDeathstrike
set cobPatchSwapFAR.rnewType to cobAmwArrowDeathstrike
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount AyleidArrowEnchFire
set cobPatchSwapFAR.rOldType to AyleidArrowEnchFire
set cobPatchSwapFAR.rnewType to cobAmwArrowFire
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount AyleidArrowEnchFireblast
set cobPatchSwapFAR.rOldType to AyleidArrowEnchFireblast
set cobPatchSwapFAR.rnewType to cobAmwArrowFireblast
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount AyleidArrowEnchFrost
set cobPatchSwapFAR.rOldType to AyleidArrowEnchFrost
set cobPatchSwapFAR.rnewType to cobAmwArrowFrost
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount AyleidArrowEnchFrostblast
set cobPatchSwapFAR.rOldType to AyleidArrowEnchFrostblast
set cobPatchSwapFAR.rnewType to cobAmwArrowFrostblast
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount AyleidArrowEnchShock
set cobPatchSwapFAR.rOldType to AyleidArrowEnchShock
set cobPatchSwapFAR.rnewType to cobAmwArrowShock
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount AyleidArrowEnchShockblast
set cobPatchSwapFAR.rOldType to AyleidArrowEnchShockblast
set cobPatchSwapFAR.rnewType to cobAmwArrowShockblast
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount AyleidArrowStandard
set cobPatchSwapFAR.rOldType to AyleidArrowStandard
set cobPatchSwapFAR.rnewType to cobAmwArrowStandard
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount ZBook1CheapHerHands
set cobPatchSwapFAR.rOldType to ZBook1CheapHerHands
set cobPatchSwapFAR.rnewType to cobLofXuiHandsAlmalexia
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount ZBook2CheapImperialNavy
set cobPatchSwapFAR.rOldType to ZBook2CheapImperialNavy
set cobPatchSwapFAR.rnewType to cobLofXuiImperialNavy
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount ZBook2CommonAnvilPiracy
set cobPatchSwapFAR.rOldType to ZBook2CommonAnvilPiracy
set cobPatchSwapFAR.rnewType to cobLofXuiAnvilPiracy
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount ZBook3ValuableTelvanniConstruction
set cobPatchSwapFAR.rOldType to ZBook3ValuableTelvanniConstruction
set cobPatchSwapFAR.rnewType to cobLofXuiBasicsTelvanniConstruct
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount ZBook4RarePsjjjInfluence
set cobPatchSwapFAR.rOldType to ZBook4RarePsjjjInfluence
set cobPatchSwapFAR.rnewType to cobLofXuiPsjjjInfluence
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount Bearmeat
set cobPatchSwapFAR.rOldType to Bearmeat
set cobPatchSwapFAR.rnewType to cobTiBearMeat
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount DiamondDust
set cobPatchSwapFAR.rOldType to DiamondDust
set cobPatchSwapFAR.rnewType to cobGeoDiamondDust
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount EmeraldDust
set cobPatchSwapFAR.rOldType to EmeraldDust
set cobPatchSwapFAR.rnewType to cobGeoEmeraldDust
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount GargoyleHorn
set cobPatchSwapFAR.rOldType to GargoyleHorn
set cobPatchSwapFAR.rnewType to cobTiGargoyleHorn
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount GoldDust
set cobPatchSwapFAR.rOldType to GoldDust
set cobPatchSwapFAR.rnewType to cobGeoGoldDust
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount GuarMeat
set cobPatchSwapFAR.rOldType to GuarMeat
set cobPatchSwapFAR.rnewType to cobTiGuarMeat
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount Horsemeat
set cobPatchSwapFAR.rOldType to Horsemeat
set cobPatchSwapFAR.rnewType to cobTiHorseMeat
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount PearlDust
set cobPatchSwapFAR.rOldType to PearlDust
set cobPatchSwapFAR.rnewType to cobGeoPearlDust
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount RubyDust
set cobPatchSwapFAR.rOldType to RubyDust
set cobPatchSwapFAR.rnewType to cobGeoRubyDust
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount SapphireDust
set cobPatchSwapFAR.rOldType to SapphireDust
set cobPatchSwapFAR.rnewType to cobGeoSapphireDust
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount SilverDust
set cobPatchSwapFAR.rOldType to SilverDust
set cobPatchSwapFAR.rnewType to cobGeoSilverDust
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount TopazDust
set cobPatchSwapFAR.rOldType to TopazDust
set cobPatchSwapFAR.rnewType to cobGeoTopazDust
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount Wolfmeat
set cobPatchSwapFAR.rOldType to Wolfmeat
set cobPatchSwapFAR.rnewType to cobTiWolfMeat
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount Gold002
set cobPatchSwapFAR.rOldType to Gold002
set cobPatchSwapFAR.rnewType to cobTiAyleidCoin
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount Gold002a
set cobPatchSwapFAR.rOldType to Gold002a
set cobPatchSwapFAR.rnewType to cobTiAyleidCoin
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount AyleidStaff
set cobPatchSwapFAR.rOldType to AyleidStaff
set cobPatchSwapFAR.rnewType to cobAmwStaff
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount AyleidStaffEnchDisintegrate
set cobPatchSwapFAR.rOldType to AyleidStaffEnchDisintegrate
set cobPatchSwapFAR.rnewType to cobAmwStaffDisintegrate
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount AyleidStaffEnchElectrocute
set cobPatchSwapFAR.rOldType to AyleidStaffEnchElectrocute
set cobPatchSwapFAR.rnewType to cobAmwStaffElectrocute
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount AyleidStaffEnchExhaustion
set cobPatchSwapFAR.rOldType to AyleidStaffEnchExhaustion
set cobPatchSwapFAR.rnewType to cobAmwStaffExhaustion
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount AyleidStaffEnchFire
set cobPatchSwapFAR.rOldType to AyleidStaffEnchFire
set cobPatchSwapFAR.rnewType to cobAmwStaffFire
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount AyleidStaffEnchFireblast
set cobPatchSwapFAR.rOldType to AyleidStaffEnchFireblast
set cobPatchSwapFAR.rnewType to cobAmwStaffFireblast
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount AyleidStaffEnchFrost
set cobPatchSwapFAR.rOldType to AyleidStaffEnchFrost
set cobPatchSwapFAR.rnewType to cobAmwStaffFrost
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount AyleidStaffEnchFrostblast
set cobPatchSwapFAR.rOldType to AyleidStaffEnchFrostblast
set cobPatchSwapFAR.rnewType to cobAmwStaffFrostblast
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount AyleidStaffEnchMagiDrain
set cobPatchSwapFAR.rOldType to AyleidStaffEnchMagiDrain
set cobPatchSwapFAR.rnewType to cobAmwStaffMagiDrain
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount AyleidStaffEnchMasterOpen
set cobPatchSwapFAR.rOldType to AyleidStaffEnchMasterOpen
set cobPatchSwapFAR.rnewType to cobAmwStaffMasterOpen
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount AyleidStaffEnchMindFrak
set cobPatchSwapFAR.rOldType to AyleidStaffEnchMindFrak
set cobPatchSwapFAR.rnewType to cobAmwStaffMindFrak
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount AyleidStaffEnchParalyze
set cobPatchSwapFAR.rOldType to AyleidStaffEnchParalyze
set cobPatchSwapFAR.rnewType to cobAmwStaffParalyze
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount AyleidStaffEnchShock
set cobPatchSwapFAR.rOldType to AyleidStaffEnchShock
set cobPatchSwapFAR.rnewType to cobAmwStaffShock
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount AyleidStaffEnchShockblast
set cobPatchSwapFAR.rOldType to AyleidStaffEnchShockblast
set cobPatchSwapFAR.rnewType to cobAmwStaffShockblast
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount WeapAyleidBattleAxe
set cobPatchSwapFAR.rOldType to WeapAyleidBattleAxe
set cobPatchSwapFAR.rnewType to cobAmwBattleAxe
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount WeapAyleidBattleAxeEnchFire
set cobPatchSwapFAR.rOldType to WeapAyleidBattleAxeEnchFire
set cobPatchSwapFAR.rnewType to cobAmwBattleAxeFire
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount WeapAyleidBattleAxeEnchFireblast
set cobPatchSwapFAR.rOldType to WeapAyleidBattleAxeEnchFireblast
set cobPatchSwapFAR.rnewType to cobAmwBattleAxeFireblast
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount WeapAyleidBattleAxeEnchFrost
set cobPatchSwapFAR.rOldType to WeapAyleidBattleAxeEnchFrost
set cobPatchSwapFAR.rnewType to cobAmwBattleAxeFrost
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount WeapAyleidBattleAxeEnchFrostblast
set cobPatchSwapFAR.rOldType to WeapAyleidBattleAxeEnchFrostblast
set cobPatchSwapFAR.rnewType to cobAmwBattleAxeFrostblast
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount WeapAyleidBattleAxeEnchPanic
set cobPatchSwapFAR.rOldType to WeapAyleidBattleAxeEnchPanic
set cobPatchSwapFAR.rnewType to cobAmwBattleAxePanic
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount WeapAyleidBattleAxeEnchShock
set cobPatchSwapFAR.rOldType to WeapAyleidBattleAxeEnchShock
set cobPatchSwapFAR.rnewType to cobAmwBattleAxeShock
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount WeapAyleidBattleAxeEnchShockblast
set cobPatchSwapFAR.rOldType to WeapAyleidBattleAxeEnchShockblast
set cobPatchSwapFAR.rnewType to cobAmwBattleAxeShockblast
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount WeapAyleidBow
set cobPatchSwapFAR.rOldType to WeapAyleidBow
set cobPatchSwapFAR.rnewType to cobAmwBow
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount WeapAyleidBowEnchFire
set cobPatchSwapFAR.rOldType to WeapAyleidBowEnchFire
set cobPatchSwapFAR.rnewType to cobAmwBowFire
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount WeapAyleidBowEnchFireburn
set cobPatchSwapFAR.rOldType to WeapAyleidBowEnchFireburn
set cobPatchSwapFAR.rnewType to cobAmwBowFireburn
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount WeapAyleidBowEnchFrost
set cobPatchSwapFAR.rOldType to WeapAyleidBowEnchFrost
set cobPatchSwapFAR.rnewType to cobAmwBowFrost
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount WeapAyleidBowEnchFrostburn
set cobPatchSwapFAR.rOldType to WeapAyleidBowEnchFrostburn
set cobPatchSwapFAR.rnewType to cobAmwBowFrostburn
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount WeapAyleidBowEnchShock
set cobPatchSwapFAR.rOldType to WeapAyleidBowEnchShock
set cobPatchSwapFAR.rnewType to cobAmwBowShock
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount WeapAyleidBowEnchShockburn
set cobPatchSwapFAR.rOldType to WeapAyleidBowEnchShockburn
set cobPatchSwapFAR.rnewType to cobAmwBowShockburn
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount WeapAyleidBowEnchSpeedDrain
set cobPatchSwapFAR.rOldType to WeapAyleidBowEnchSpeedDrain
set cobPatchSwapFAR.rnewType to cobAmwBowSpeedDrain
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount WeapAyleidClaymore
set cobPatchSwapFAR.rOldType to WeapAyleidClaymore
set cobPatchSwapFAR.rnewType to cobAmwClaymore
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount WeapAyleidClaymoreEnchDmgHealth
set cobPatchSwapFAR.rOldType to WeapAyleidClaymoreEnchDmgHealth
set cobPatchSwapFAR.rnewType to cobAmwClaymoreDmgHealth
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount WeapAyleidClaymoreEnchFire
set cobPatchSwapFAR.rOldType to WeapAyleidClaymoreEnchFire
set cobPatchSwapFAR.rnewType to cobAmwClaymoreFire
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount WeapAyleidClaymoreEnchFireblast
set cobPatchSwapFAR.rOldType to WeapAyleidClaymoreEnchFireblast
set cobPatchSwapFAR.rnewType to cobAmwClaymoreFireblast
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount WeapAyleidClaymoreEnchFrost
set cobPatchSwapFAR.rOldType to WeapAyleidClaymoreEnchFrost
set cobPatchSwapFAR.rnewType to cobAmwClaymoreFrost
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount WeapAyleidClaymoreEnchFrostblast
set cobPatchSwapFAR.rOldType to WeapAyleidClaymoreEnchFrostblast
set cobPatchSwapFAR.rnewType to cobAmwClaymoreFrostblast
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount WeapAyleidClaymoreEnchShock
set cobPatchSwapFAR.rOldType to WeapAyleidClaymoreEnchShock
set cobPatchSwapFAR.rnewType to cobAmwClaymoreShock
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount WeapAyleidClaymoreEnchShockblast
set cobPatchSwapFAR.rOldType to WeapAyleidClaymoreEnchShockblast
set cobPatchSwapFAR.rnewType to cobAmwClaymoreShockblast
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount WeapAyleidClaymoreEnchWeakNormal
set cobPatchSwapFAR.rOldType to WeapAyleidClaymoreEnchWeakNormal
set cobPatchSwapFAR.rnewType to cobAmwClaymoreWeakNormal
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount WeapAyleidDagger
set cobPatchSwapFAR.rOldType to WeapAyleidDagger
set cobPatchSwapFAR.rnewType to cobAmwDagger
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount WeapAyleidDaggerEnchFire
set cobPatchSwapFAR.rOldType to WeapAyleidDaggerEnchFire
set cobPatchSwapFAR.rnewType to cobAmwDaggerFire
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount WeapAyleidDaggerEnchFireburn
set cobPatchSwapFAR.rOldType to WeapAyleidDaggerEnchFireburn
set cobPatchSwapFAR.rnewType to cobAmwDaggerFireburn
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount WeapAyleidDaggerEnchFrost
set cobPatchSwapFAR.rOldType to WeapAyleidDaggerEnchFrost
set cobPatchSwapFAR.rnewType to cobAmwDaggerFrost
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount WeapAyleidDaggerEnchFrostburn
set cobPatchSwapFAR.rOldType to WeapAyleidDaggerEnchFrostburn
set cobPatchSwapFAR.rnewType to cobAmwDaggerFrostburn
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount WeapAyleidDaggerEnchKaze
set cobPatchSwapFAR.rOldType to WeapAyleidDaggerEnchKaze
set cobPatchSwapFAR.rnewType to cobAmwDaggerKaze
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount WeapAyleidDaggerEnchParalyze
set cobPatchSwapFAR.rOldType to WeapAyleidDaggerEnchParalyze
set cobPatchSwapFAR.rnewType to cobAmwDaggerParalyze
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount WeapAyleidDaggerEnchShock
set cobPatchSwapFAR.rOldType to WeapAyleidDaggerEnchShock
set cobPatchSwapFAR.rnewType to cobAmwDaggerShock
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount WeapAyleidDaggerEnchShockburn
set cobPatchSwapFAR.rOldType to WeapAyleidDaggerEnchShockburn
set cobPatchSwapFAR.rnewType to cobAmwDaggerShockburn
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount WeapAyleidGlaive
set cobPatchSwapFAR.rOldType to WeapAyleidGlaive
set cobPatchSwapFAR.rnewType to cobAmwGlaive
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount WeapAyleidGlaiveEnchAbsStr
set cobPatchSwapFAR.rOldType to WeapAyleidGlaiveEnchAbsStr
set cobPatchSwapFAR.rnewType to cobAmwGlaiveAbsStr
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount WeapAyleidGlaiveEnchFire
set cobPatchSwapFAR.rOldType to WeapAyleidGlaiveEnchFire
set cobPatchSwapFAR.rnewType to cobAmwGlaiveFire
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount WeapAyleidGlaiveEnchFireburn
set cobPatchSwapFAR.rOldType to WeapAyleidGlaiveEnchFireburn
set cobPatchSwapFAR.rnewType to cobAmwGlaiveFireburn
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount WeapAyleidGlaiveEnchFrost
set cobPatchSwapFAR.rOldType to WeapAyleidGlaiveEnchFrost
set cobPatchSwapFAR.rnewType to cobAmwGlaiveFrost
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount WeapAyleidGlaiveEnchFrostburn
set cobPatchSwapFAR.rOldType to WeapAyleidGlaiveEnchFrostburn
set cobPatchSwapFAR.rnewType to cobAmwGlaiveFrostburn
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount WeapAyleidGlaiveEnchShock
set cobPatchSwapFAR.rOldType to WeapAyleidGlaiveEnchShock
set cobPatchSwapFAR.rnewType to cobAmwGlaiveShock
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount WeapAyleidGlaiveEnchShockburn
set cobPatchSwapFAR.rOldType to WeapAyleidGlaiveEnchShockburn
set cobPatchSwapFAR.rnewType to cobAmwGlaiveShockburn
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount WeapAyleidGreatmace
set cobPatchSwapFAR.rOldType to WeapAyleidGreatmace
set cobPatchSwapFAR.rnewType to cobAmwGreatmace
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount WeapAyleidGreatmaceEnchDmgHlth
set cobPatchSwapFAR.rOldType to WeapAyleidGreatmaceEnchDmgHlth
set cobPatchSwapFAR.rnewType to cobAmwGreatmaceDmgHlth
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount WeapAyleidGreatmaceEnchFire
set cobPatchSwapFAR.rOldType to WeapAyleidGreatmaceEnchFire
set cobPatchSwapFAR.rnewType to cobAmwGreatmaceFire
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount WeapAyleidGreatmaceEnchFireblast
set cobPatchSwapFAR.rOldType to WeapAyleidGreatmaceEnchFireblast
set cobPatchSwapFAR.rnewType to cobAmwGreatmaceFireblast
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount WeapAyleidGreatmaceEnchFrost
set cobPatchSwapFAR.rOldType to WeapAyleidGreatmaceEnchFrost
set cobPatchSwapFAR.rnewType to cobAmwGreatmaceFrost
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount WeapAyleidGreatmaceEnchFrostblast
set cobPatchSwapFAR.rOldType to WeapAyleidGreatmaceEnchFrostblast
set cobPatchSwapFAR.rnewType to cobAmwGreatmaceFrostblast
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount WeapAyleidGreatmaceEnchShock
set cobPatchSwapFAR.rOldType to WeapAyleidGreatmaceEnchShock
set cobPatchSwapFAR.rnewType to cobAmwGreatmaceShock
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount WeapAyleidGreatmaceEnchShockblast
set cobPatchSwapFAR.rOldType to WeapAyleidGreatmaceEnchShockblast
set cobPatchSwapFAR.rnewType to cobAmwGreatmaceShockblast
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount WeapAyleidGreatmaceEnchWeakNormal
set cobPatchSwapFAR.rOldType to WeapAyleidGreatmaceEnchWeakNormal
set cobPatchSwapFAR.rnewType to cobAmwGreatmaceWeakNormal
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount WeapAyleidHalberd
set cobPatchSwapFAR.rOldType to WeapAyleidHalberd
set cobPatchSwapFAR.rnewType to cobAmwHalberd
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount WeapAyleidHalberdEnchAbsFat
set cobPatchSwapFAR.rOldType to WeapAyleidHalberdEnchAbsFat
set cobPatchSwapFAR.rnewType to cobAmwHalberdAbsFat
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount WeapAyleidHalberdEnchFire
set cobPatchSwapFAR.rOldType to WeapAyleidHalberdEnchFire
set cobPatchSwapFAR.rnewType to cobAmwHalberdFire
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount WeapAyleidHalberdEnchFireburn
set cobPatchSwapFAR.rOldType to WeapAyleidHalberdEnchFireburn
set cobPatchSwapFAR.rnewType to cobAmwHalberdFireburn
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount WeapAyleidHalberdEnchFrost
set cobPatchSwapFAR.rOldType to WeapAyleidHalberdEnchFrost
set cobPatchSwapFAR.rnewType to cobAmwHalberdFrost
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount WeapAyleidHalberdEnchFrostburn
set cobPatchSwapFAR.rOldType to WeapAyleidHalberdEnchFrostburn
set cobPatchSwapFAR.rnewType to cobAmwHalberdFrostburn
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount WeapAyleidHalberdEnchShock
set cobPatchSwapFAR.rOldType to WeapAyleidHalberdEnchShock
set cobPatchSwapFAR.rnewType to cobAmwHalberdShock
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount WeapAyleidHalberdEnchShockburn
set cobPatchSwapFAR.rOldType to WeapAyleidHalberdEnchShockburn
set cobPatchSwapFAR.rnewType to cobAmwHalberdShockburn
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount WeapAyleidLongsword
set cobPatchSwapFAR.rOldType to WeapAyleidLongsword
set cobPatchSwapFAR.rnewType to cobAmwLongsword
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount WeapAyleidLongswordEnchDisWeap
set cobPatchSwapFAR.rOldType to WeapAyleidLongswordEnchDisWeap
set cobPatchSwapFAR.rnewType to cobAmwLongswordDisWeap
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount WeapAyleidLongswordEnchFire
set cobPatchSwapFAR.rOldType to WeapAyleidLongswordEnchFire
set cobPatchSwapFAR.rnewType to cobAmwLongswordFire
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount WeapAyleidLongswordEnchFireburn
set cobPatchSwapFAR.rOldType to WeapAyleidLongswordEnchFireburn
set cobPatchSwapFAR.rnewType to cobAmwLongswordFireburn
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount WeapAyleidLongswordEnchIce
set cobPatchSwapFAR.rOldType to WeapAyleidLongswordEnchIce
set cobPatchSwapFAR.rnewType to cobAmwLongswordIce
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount WeapAyleidLongswordEnchIceburn
set cobPatchSwapFAR.rOldType to WeapAyleidLongswordEnchIceburn
set cobPatchSwapFAR.rnewType to cobAmwLongswordIceburn
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount WeapAyleidLongswordEnchShock
set cobPatchSwapFAR.rOldType to WeapAyleidLongswordEnchShock
set cobPatchSwapFAR.rnewType to cobAmwLongswordShock
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount WeapAyleidLongswordEnchShockburn
set cobPatchSwapFAR.rOldType to WeapAyleidLongswordEnchShockburn
set cobPatchSwapFAR.rnewType to cobAmwLongswordShockburn
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount WeapAyleidLongswordEnchVamp
set cobPatchSwapFAR.rOldType to WeapAyleidLongswordEnchVamp
set cobPatchSwapFAR.rnewType to cobAmwLongswordVamp
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount WeapAyleidMace
set cobPatchSwapFAR.rOldType to WeapAyleidMace
set cobPatchSwapFAR.rnewType to cobAmwMace
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount WeapAyleidMaceEnchDisArmor
set cobPatchSwapFAR.rOldType to WeapAyleidMaceEnchDisArmor
set cobPatchSwapFAR.rnewType to cobAmwMaceDisArmor
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount WeapAyleidMaceEnchFire
set cobPatchSwapFAR.rOldType to WeapAyleidMaceEnchFire
set cobPatchSwapFAR.rnewType to cobAmwMaceFire
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount WeapAyleidMaceEnchFireburn
set cobPatchSwapFAR.rOldType to WeapAyleidMaceEnchFireburn
set cobPatchSwapFAR.rnewType to cobAmwMaceFireburn
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount WeapAyleidMaceEnchIce
set cobPatchSwapFAR.rOldType to WeapAyleidMaceEnchIce
set cobPatchSwapFAR.rnewType to cobAmwMaceIce
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount WeapAyleidMaceEnchIceburn
set cobPatchSwapFAR.rOldType to WeapAyleidMaceEnchIceburn
set cobPatchSwapFAR.rnewType to cobAmwMaceIceburn
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount WeapAyleidMaceEnchShock
set cobPatchSwapFAR.rOldType to WeapAyleidMaceEnchShock
set cobPatchSwapFAR.rnewType to cobAmwMaceShock
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount WeapAyleidMaceEnchShockburn
set cobPatchSwapFAR.rOldType to WeapAyleidMaceEnchShockburn
set cobPatchSwapFAR.rnewType to cobAmwMaceShockburn
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount WeapAyleidMaceEnchVamp
set cobPatchSwapFAR.rOldType to WeapAyleidMaceEnchVamp
set cobPatchSwapFAR.rnewType to cobAmwMaceVamp
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount WeapAyleidShortsword
set cobPatchSwapFAR.rOldType to WeapAyleidShortsword
set cobPatchSwapFAR.rnewType to cobAmwShortsword
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount WeapAyleidShortswordEnchFire
set cobPatchSwapFAR.rOldType to WeapAyleidShortswordEnchFire
set cobPatchSwapFAR.rnewType to cobAmwShortswordFire
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount WeapAyleidShortswordEnchFireburn
set cobPatchSwapFAR.rOldType to WeapAyleidShortswordEnchFireburn
set cobPatchSwapFAR.rnewType to cobAmwShortswordFireburn
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount WeapAyleidShortswordEnchFrost
set cobPatchSwapFAR.rOldType to WeapAyleidShortswordEnchFrost
set cobPatchSwapFAR.rnewType to cobAmwShortswordFrost
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount WeapAyleidShortswordEnchFrostburn
set cobPatchSwapFAR.rOldType to WeapAyleidShortswordEnchFrostburn
set cobPatchSwapFAR.rnewType to cobAmwShortswordFrostburn
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount WeapAyleidShortswordEnchShock
set cobPatchSwapFAR.rOldType to WeapAyleidShortswordEnchShock
set cobPatchSwapFAR.rnewType to cobAmwShortswordShock
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount WeapAyleidShortswordEnchShockburn
set cobPatchSwapFAR.rOldType to WeapAyleidShortswordEnchShockburn
set cobPatchSwapFAR.rnewType to cobAmwShortswordShockburn
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount WeapAyleidShortswordEnchUndead
set cobPatchSwapFAR.rOldType to WeapAyleidShortswordEnchUndead
set cobPatchSwapFAR.rnewType to cobAmwShortswordUndead
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount WeapAyleidWarAxe
set cobPatchSwapFAR.rOldType to WeapAyleidWarAxe
set cobPatchSwapFAR.rnewType to cobAmwWarAxe
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount WeapAyleidWarAxeEnchFire
set cobPatchSwapFAR.rOldType to WeapAyleidWarAxeEnchFire
set cobPatchSwapFAR.rnewType to cobAmwWarAxeFire
cobPatchSwapFAR.activate player 1
endif
if player.getItemCount WeapAyleidWarAxeEnchFireburn
set cobPatchSwapFAR.rOldType to WeapAyleidWarAxeEnchFireburn
set cobPatchSwapFAR.rnewType to cobAmwWarAxeFireburn
cobPatchSwapFAR.activate player 1
endif

;--Done
if cobPatchSwapFAR.[censored]
set converted to converted + cobPatchSwapFAR.[censored]
elseif converted
if cobSigCoblizeItems > 1
message "Coblized: %g." converted
endif
set converted to 0
set sleepMode to 1
endif
end


... and Python stopped responding:
Problem signature:  Problem Event Name:	APPCRASH  Application Name:	pythonw.exe  Application Version:	0.0.0.0  Application Timestamp:	4c73f7f0  Fault Module Name:	StackHash_0a6e  Fault Module Version:	6.1.7600.16695  Fault Module Timestamp:	4cc7ab86  Exception Code:	c0000374  Exception Offset:	000cea27  OS Version:	6.1.7600.2.0.0.256.1  Locale ID:	1033  Additional Information 1:	0a6e  Additional Information 2:	0a6ee9a08eb5498093105e425d9f3705  Additional Information 3:	6749  Additional Information 4:	6749ce4f9930c50879fb18057afa2b2d

User avatar
Mrs. Patton
 
Posts: 3418
Joined: Fri Jan 26, 2007 8:00 am

Post » Tue May 03, 2011 4:48 am

Feature request.

A back button on the BAIN wizard.
User avatar
Myles
 
Posts: 3341
Joined: Sun Oct 21, 2007 12:52 pm

Post » Tue May 03, 2011 10:27 am

Another Feature Request:

Umm...gee how should I put this...
What I would like is another tab for the installers tab.
Next to the Conflicts tab, I would like a Non-Conflicts tab.
I don't need a full list of something as with the general tab, and I don't need a conflicting resources list.

I need a full list minus the conflicts.
I know it sounds strange to want that, but it would be rather helpful for resource developers.
User avatar
alicia hillier
 
Posts: 3387
Joined: Tue Feb 06, 2007 2:57 am

Post » Mon May 02, 2011 6:27 pm

A back button on the BAIN wizard.

On my list (but this one isn't as easy as you might think..)

Next to the Conflicts tab, I would like a Non-Conflicts tab.
....
I know it sounds strange to want that, but it would be rather helpful for resource developers.

This wouldn't be too hard, technically, but just to make sure I understand the context, what exactly is the use case?
User avatar
Neil
 
Posts: 3357
Joined: Sat Jul 14, 2007 5:08 am

Post » Tue May 03, 2011 2:06 am

Yet another feature request: yes to all and no to all when managing save files, i.e. if moving a bunch of them to a back up folder. Then I could manage my saves via WB as well. :)
User avatar
Tha King o Geekz
 
Posts: 3556
Joined: Mon May 07, 2007 9:14 pm

Post » Tue May 03, 2011 3:45 am

Newbie requesting help. I recently upgraded Wrye Bash from v287 to v291 - properly I believe - and now I'm getting the well-known "no module named wx" error. When I double-click it I just get the GNU License, and when I run it from the command line I get this bug report:

File "C:\Python26\Lib\site-packages\pythonwin\pywin\framework\scriptutils.py", line 325, in RunScript
exec codeObject in __main__.__dict__
File "C:\Games\Steam\steamapps\common\oblivion\Mopy\Wrye Bash Launcher.pyw", line 24, in
import bash
File "C:\Games\Steam\steamapps\common\oblivion\Mopy\bash.py", line 38, in
import bosh
File "C:\Games\Steam\steamapps\common\oblivion\Mopy\bosh.py", line 78, in
import balt
File "C:\Games\Steam\steamapps\common\oblivion\Mopy\balt.py", line 39, in
import wx
ImportError: No module named wx
>>>

I've read that this error is common when wxpython is not installed, or when running Oblivion's been installed in Program Files under Windows 7. Neither is the case in my case. Is there something obvious I'm missing? Thanks in advance for any help.

UPDATE: Managed to fix this by installing an older build of Wrye Python, then reinstalling v3a . Have no idea why this worked, but glad it did.
User avatar
Sunnii Bebiieh
 
Posts: 3454
Joined: Wed Apr 11, 2007 7:57 pm

Post » Mon May 02, 2011 6:41 pm

Feature request.

A back button on the BAIN wizard.

Can be done as :
bMenus = truewhile (bMenus)selectOne...case "option n"     selectOne     ...     case "take me back to the menus"     break     case "go on with installation"     bMenus = False     break     EndSelectBreakEndSelectLoop

Yet another feature request: yes to all and no to all when managing save files, i.e. if moving a bunch of them to a back up folder. Then I could manage my saves via WB as well. :)

There is an issue with moving which actually works as copying - dunno if fixed already.

BAIT ? what's this ? going to check at once

EDIT : I'd vote for Warrudar's guide to be included in the first post in a nice spoiler tag- would be really helpful judging from (repeated) questions in the forum
User avatar
Andrew
 
Posts: 3521
Joined: Tue May 08, 2007 1:44 am

Post » Mon May 02, 2011 7:13 pm

RE Standalone Bash: possibly in the future (as in its been on my list for a while but nowhere near the top end)... nasty to upload/download from a dialup... in fact pretty much killer to upload... when I have cable it'll be higher on my list of things to investigate/work on.
Pacific Morrowind

Is there any chance of us users of Wrye Mash getting some love for the new developments going into Wrye Bash? There are still quite a few of us using this great tool.

yep, I keep meaning to do some backporting and other stuff... any particular desires for Mash to have?
Pacific Morrowind

I suggest that anyone of you who want to make a request or do an update of Wrye Mash (a least for http://www.gamesas.com/index.php?/topic/1106095-wrye-mash-stand-alone/) would have a better chance if you contact Melchor directly with such questions. :)

Probably better to ask that in the http://www.gamesas.com/index.php?/topic/1068986-wrye-mash-thread-5/ on the Morrowind forum - there you will have a higher chance of feedback from users who use both.

But it also might look like commitment if you ask.

Thanks for the reminder Psymon. :yes:

I know there is gonna to be an update of Wrye Mash Stand Alone soon, but I don't know when because Melchor hasn't been here for nearly 4 months now (early Nov-2010).
User avatar
Ross
 
Posts: 3384
Joined: Thu Aug 10, 2006 7:22 pm

Post » Tue May 03, 2011 12:40 am

Can anyone tell me why all of the sudden I cant rebuild my Bash Patch. When I try it says the esp is being used in another program, but nothing else associated with OB is running. I cant even delete the Bash Patch in the data file for the same reason.

Any idea what I can do to fix this?
User avatar
Life long Observer
 
Posts: 3476
Joined: Fri Sep 08, 2006 7:07 pm

Post » Mon May 02, 2011 10:01 pm

Did it somehow get switched to a readonly file?

right click and check properties.
User avatar
Laura Cartwright
 
Posts: 3483
Joined: Mon Sep 25, 2006 6:12 pm

Post » Mon May 02, 2011 11:14 pm

I right clicked a copy of DLCShiveringIsles.esp and Import -> Scripts... pointed to a folder containing only a file called "new 2.txt" which contained this:


... and Python stopped responding:
Problem signature:  Problem Event Name:	APPCRASH  Application Name:	pythonw.exe  Application Version:	0.0.0.0  Application Timestamp:	4c73f7f0  Fault Module Name:	StackHash_0a6e  Fault Module Version:	6.1.7600.16695  Fault Module Timestamp:	4cc7ab86  Exception Code:	c0000374  Exception Offset:	000cea27  OS Version:	6.1.7600.2.0.0.256.1  Locale ID:	1033  Additional Information 1:	0a6e  Additional Information 2:	0a6ee9a08eb5498093105e425d9f3705  Additional Information 3:	6749  Additional Information 4:	6749ce4f9930c50879fb18057afa2b2d



hmmm lts see not the format it expects for import... expect the exported format of for example
Spoiler

;Oblivion.esm
;0x07D463
;DawnfangScript
...the actual script doesn't care about how funky it is or wehther it is actually valid data just assumes that it is.


so to make import a new script you'd want to add something like
[code]
;example.esp
;0x000000
;examplescriptname
[code]
at the top of the file, then it will import it fine as a new script.
Pacific Morrowind
User avatar
Kill Bill
 
Posts: 3355
Joined: Wed Aug 30, 2006 2:22 am

Post » Tue May 03, 2011 7:58 am

I would really like to convert my installer archives to the .rar format, from .7z (for various reasons). However, I've got 301 archives carefully sorted in my installers folder, all of which are in .7z. Is there a simple way to edit the file order to point to .rar files instead of .7z's, rather than reorder everything by hand again?

I suppose I could just rename the extensions on the files instead, but I would prefer a cleaner solution if available.
User avatar
Horror- Puppe
 
Posts: 3376
Joined: Fri Apr 13, 2007 11:09 am

Post » Tue May 03, 2011 2:52 am

Yet another feature request: yes to all and no to all when managing save files, i.e. if moving a bunch of them to a back up folder. Then I could manage my saves via WB as well. :)

As mentioned there is a slight bug (move = copy) but I can easily add a Yes To All/Cancel button on the overwrite prompt if a save of the same name exists... or was there someother prompt somewhere else you were thinking of?

Newbie requesting help. I recently upgraded Wrye Bash from v287 to v291 - properly I believe - and now I'm getting the well-known "no module named wx" error. When I double-click it I just get the GNU License, and when I run it from the command line I get this bug report:

File "C:\Python26\Lib\site-packages\pythonwin\pywin\framework\scriptutils.py", line 325, in RunScript
exec codeObject in __main__.__dict__
File "C:\Games\Steam\steamapps\common\oblivion\Mopy\Wrye Bash Launcher.pyw", line 24, in
import bash
File "C:\Games\Steam\steamapps\common\oblivion\Mopy\bash.py", line 38, in
import bosh
File "C:\Games\Steam\steamapps\common\oblivion\Mopy\bosh.py", line 78, in
import balt
File "C:\Games\Steam\steamapps\common\oblivion\Mopy\balt.py", line 39, in
import wx
ImportError: No module named wx
>>>

I've read that this error is common when wxpython is not installed, or when running Oblivion's been installed in Program Files under Windows 7. Neither is the case in my case. Is there something obvious I'm missing? Thanks in advance for any help.

the Oblivion location should be fine. However Python isn't finding wx so.... make sure you have the correct version installed and set as default for wxPython and or try reinstalling - (easiest to use WryePython03a - unless you internet connect svcks in which case it is easier to downnload individual smaller files - in which case download wxPython 2.8.11.0 Ansi (or Unicode if you want to test Wrye Bash's beta support for unicode chars))


There is an issue with moving which actually works as copying - dunno if fixed already.

yes... not fixed yet... investigated and ran into a stone wall - as far as I can see it is coded correctly but somehow (don't ask me how though since it seems totally unexplainable to me) there is function bleeding and whichver one of those two is second is somehow remapping the first to be the same as it !:@#% weird and bizarre.
Pacific Morrowind
User avatar
Leah
 
Posts: 3358
Joined: Wed Nov 01, 2006 3:11 pm

Post » Tue May 03, 2011 4:15 am

Mayhaps third time lucky? :)

1) CBash SVN 841 still seems to want to merge OOO.esp and KvatchRebuilt.esp - http://www.mediafire.com/?4ou6shvul927eo1 contains both esps for review.

2) Even if it needs to merge an esp, PM did say the bash patch wasn't supposed to merge esps that are used as masters by other esps. Apparently, this doesn't work at the moment. It merges my esps and deactivates all its "slave" esps (???) cause they can't find their master

3) Feature Request - A Check/Uncheck All option for the header right click menu in the Mods tab

4) Feature Request - A Check/Uncheck option in the right click menu for individual mods (or selections of mods)
User avatar
Casey
 
Posts: 3376
Joined: Mon Nov 12, 2007 8:38 am

Post » Tue May 03, 2011 7:26 am

As mentioned there is a slight bug (move = copy) but I can easily add a Yes To All/Cancel button on the overwrite prompt if a save of the same name exists... or was there someother prompt somewhere else you were thinking of?


No, that was the prompt I'm thinking of. I'm a compulsive saver and move most of the saves to backups folders regularly - but then Streamsaves etc will be overwritten of course, so it would be nice to have Yes/No to all then. But I guess the move = copy bug should be addressed first.
User avatar
Kristina Campbell
 
Posts: 3512
Joined: Sun Oct 15, 2006 7:08 am

Post » Mon May 02, 2011 11:22 pm

I'm really confused.

Using TES4Gecko I had merged TNR, NPC New Clothes, Cyrodiil NPC Remodeling Project, and Hemingwey's Capes (sans Citizens). I'd originally done this because I thought I had some issues using Bash to get them all to work together.

I was informed they should indeed all work together using Bash. So I attempted to do so again, importing inventory for all of those mods, except for Hemingwey's Capes, which was nowhere to be seen when I went to rebuild my patch, despite being tagged and marked mergeable.

It worked! I wondered why I had resorted to using TES4Gecko earlier. So at one point after that I went to rebuild my patch again, and this time Hemingwey's Capes was available for merging. Weird, but I tried it.

(EDIT: I determined Hemingwey's Cape mods weren't showing up because I had them after the Bashed Patch in the load order for some reason.)

I ended up with a bunch of naked NPCs, and it appeared the Capes were overriding most of the other clothing changes. Okay... I'll just rebuild my patch, this time without Hemingwey's Capes.

Still naked NPCs here and there, and now none of the clothing mods I have importing inventory in my bashed patch appear to be working. NPCs all wearing vanilla clothes. I've tried various configurations, but no matter what I do, I can't get any of the clothing mods to work via Bash. The only other thing I was doing at the time was trying to get Better Redguards to work, and I've tried rebuilding my patch numerous times with slight modifications so I'm sure I rebuilt it in the same way I did when I first got the clothing mods to work. The only other changes I made were to the load order at a couple points, but I of course made sure the bashed patch was loading last.

Does anyone have any idea what happened here? I'm at a total loss. No matter what I do it seems I can't get the clothing mods to work using Bash, even though I had done it successfully an hour before. How can the same configuration produce different results? I can only assume something was changed that I'm unaware of that 1) made Hem's Capes mergeable as they should be and 2) wrecked everything, because before that point I had the clothing mods working via Bash, but with the oddity of being unable to import inventory from Hem's Capes. Then for whatever reason when I went to rebuild my patch again the Cape mods were there, and after that it seems something permanently broke.

Bonus points: If anyone can tell me how to get Better Redguards working so I don't have Redguard NPCs with darker bodies and lighter heads, I'd like to know. I've tried every possible combination of settings I can think of, including the specific compatibility tweak in Bash.


EDIT: Today I learned to check boxes. Oh man.
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Margarita Diaz
 
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Joined: Sun Aug 12, 2007 2:01 pm

Post » Tue May 03, 2011 8:43 am

yep, I keep meaning to do some backporting and other stuff... any particular desires for Mash to have?
Pacific Morrowind


Yes. I have one: A bashed patch for Morrowind. The only working tool to merge object records (TesTool) is horribly broken.
Although this is a pretty huge request. :rolleyes:
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Manny(BAKE)
 
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Joined: Thu Oct 25, 2007 9:14 am

Post » Tue May 03, 2011 5:49 am

Yes. I have one: A bashed patch for Morrowind. The only working tool to merge object records (TesTool) is horribly broken.
Although this is a pretty huge request. :rolleyes:

That must be the Mashed Lists.esp you're referring to. :yes:
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Louise Dennis
 
Posts: 3489
Joined: Fri Mar 02, 2007 9:23 pm

Post » Tue May 03, 2011 2:36 am

That must be the Mashed Lists.esp you're referring to. :yes:

No, not merged leveled lists. I mean merged object records.
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brenden casey
 
Posts: 3400
Joined: Mon Sep 17, 2007 9:58 pm

Post » Tue May 03, 2011 2:45 am

What about adding IAllyHitAllowed to Tweak Settings in the Bashed Patch? The default's 4 or 5. I use several companions, along with Mart's, and there are a number of pitched battles where in-fighting becomes almost as bad as the scheduled combat. ("Hey, orc berserker, here! What about trying to kill me?") Putting in settings of 10, or even 15, sounds good. And it would save on using a mod to achieve the same purpose.
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Kara Payne
 
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Joined: Thu Oct 26, 2006 12:47 am

Post » Tue May 03, 2011 1:33 am

Today is a very dark day indeed, for I must ask a question. I hang my head in shame and beg that you hear my story before you stone me. I have read, and I have read, and I have poked and tweaked and sometimes cursed my keyboard, but none of that has helped. So today I turn to the experts. My game will CTD every time if the bashed patch is activated. Every time. I have stripped the game back down to the base game plus official content and unofficial patches. That is all. The game is perfect if I launch without the patch being activated, but no matter how I try to build it, the result is certain CTD if I activate the patch.

This all started as I came back to Oblivion and wanted to play with an updated FCOM setup. I kept having issues so thought I should make this as simple as possible and start from there. I stripped out all my mods and reinstalled a copy of the data folder with just the basics in it. This was no help. I tried starting with a clean copy of the bashed patch, and I tried deleting the Oblivion .ini file so it would regenerate a fresh one.

The game is installed on a dedicated hard drive (NOT in the default C drive) and is patched to the last version with Shivering Isles and the unofficial patches. I installed Wrye Python using the new 03a-22368 package and Wrye bash is currently at v.291. Everything seems to work exactly like it should, and even rebuilding the patch is much faster now that I have learned to de-select "replace form IDs" when I rebuild the patch. I looked for a bash bug-dump file and could not find it, but I created one per the instructions. All it says is "already started".

This is not my "first rodeo" so to speak. I have been running a modded Oblivion for quite a long time, and I installed everything very carefully and made sure that it all functioned correctly from the start. I continue to crash hard after the speech, The mod list is all green, and the mod checker shows no conflicts. Any help here could be appreciated.

Thank You
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SWagg KId
 
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Joined: Sat Nov 17, 2007 8:26 am

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