[RELZ] Wrye Bash -- Thead 60

Post » Tue May 03, 2011 8:05 am

An issue remains from as far back as v286: a number of mods is erroneously recognized as mergeable. I'm sure about MM_TextLocks, ChaseCameraMod, MM_TextHorse, MM_TextLoading, there may be others. It would frankly be a bit of a PITA to check them all manually to find out whether they all work when mergeable or not. Can you fix it?
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hannaH
 
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Post » Tue May 03, 2011 8:00 am

Quick question. What does the "AI: Max Dead Actors: " tweak exactly do? Thanks.
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kirsty joanne hines
 
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Post » Mon May 02, 2011 6:36 pm

Quick question. What does the "AI: Max Dead Actors: " tweak exactly do? Thanks.

The maximum number of dead actors allowed before Oblivion begins to remove them.
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Silvia Gil
 
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Post » Mon May 02, 2011 8:32 pm

The maximum number of dead actors allowed before Oblivion begins to remove them.

Thanks. I guess what I mean is what constitutes a dead actor? If you leave the tweak default as "1", I don't see any clean up going on.
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Bigze Stacks
 
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Post » Tue May 03, 2011 12:47 am

Hmm, never checked this actually, maybe needs a cell refresh and where say you left behind three dead, after the cell refresh you would find only one?. PM or one of the team will probably confirm later
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Bek Rideout
 
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Post » Tue May 03, 2011 2:39 am

Hmm, never checked this actually, maybe needs a cell refresh and where say you left behind three dead, after the cell refresh you would find only one?. PM or one of the team will probably confirm later

I have always left the tweaks at default. But lately, I have been digging into them a little more. This is the only the has me stumped as to what it is actually doing.

edit: for lack of coffee............................
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Brittany Abner
 
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Post » Tue May 03, 2011 5:47 am

Immersively it would make sense to work the way I think it does, so they do not evaporate before your eyes but get cleaned up behind you and cause less save bloat if you have laid waste to cyrodiil, also sort of simulating decomposing or taken away by disgusted/horrified locals in time using the games (3-4 days) clean out of cells - I'm off on a rampage to find out :)
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priscillaaa
 
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Post » Tue May 03, 2011 5:31 am

Immersively it would make sense to work the way I think it does, so they do not evaporate before your eyes but get cleaned up behind you and cause less save bloat if you have laid waste to cyrodiil, also sort of simulating decomposing or taken away by disgusted/horrified locals in time using the games (3-4 days) clean out of cells - I'm off on a rampage to find out :)

Makes sense. I'll let you know what I find.
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The Time Car
 
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Post » Tue May 03, 2011 5:28 am

a number of mods is erroneously recognized as mergeable. I'm sure about MM_TextLocks, ChaseCameraMod, MM_TextHorse, MM_TextLoading, there may be others.

I haven't looked at them yet (links would be nice), but what about these mods makes them unmergeable that bash misses noticing?
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Marquis T
 
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Post » Tue May 03, 2011 12:57 am

Just trying 860 ... Behaving as expected so far, nothing seems amiss that shouldn't be :thumbsup:

great :)

An issue remains from as far back as v286: a number of mods is erroneously recognized as mergeable. I'm sure about MM_TextLocks, ChaseCameraMod, MM_TextHorse, MM_TextLoading, there may be others. It would frankly be a bit of a PITA to check them all manually to find out whether they all work when mergeable or not. Can you fix it?

huh never noticed that (and if it was previously reported I missed it - sorry)... will look into it.


Quick question. What does the "AI: Max Dead Actors: " tweak exactly do? Thanks.

AFAIK when the number of dead actors (well killed actors not including placed dead characters) in the game exceeds that number it deletes the ones farthest from the player (least likely to be visible)... I've never actually tested it but that's how I beleive it to work.
Pacific Morrowind
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Devils Cheek
 
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Post » Mon May 02, 2011 7:38 pm

Regarding max actors/dead actors.

I once had a pernicious case of ctds in a heavily populated Ayleid ruin using FCOM with carrion rats from MMM. There were so many NPCs in that dungeon and it was taking a long time for my mid level character to take them out being stealthy and all.

So some would be dead for several minutes and then I'd come back to their bodies to find rats there. This was before the bash tweaks for these. I saw the rats push the max actor limit over the top and the result was crashing.

I tried killing the rats en masse and then found that they contributed to max dead actors and crashing.

I then disabled the rats and redid the dungeon and thankfully less NPCs spawned - no crashing.
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Mackenzie
 
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Post » Tue May 03, 2011 1:28 am

Hey there guys, it's me again :)

I'm having an issue with this one mod:

MERGE/SCAN ERROR: M.O.E. - Main Quest Delayer.espTraceback (most recent call last):  File "C:\Games\Bethesda\Oblivion\Base\Mopy\basher.py", line 5335, in Execute    patchFile.scanLoadMods(SubProgress(progress,0.2,0.8)) #try to speed this up!  File "C:\Games\Bethesda\Oblivion\Base\Mopy\bosh.py", line 17062, in scanLoadMods    patcher.scanModFile(modFile,nullProgress)  File "C:\Games\Bethesda\Oblivion\Base\Mopy\bosh.py", line 25077, in scanModFile    if record.eid.lower() == tweak.key:AttributeError: 'NoneType' object has no attribute 'lower'


The mod in question is: "M.O.E. - Main Quest Delayer.esp" and can be downloaded from here: http://www.tesnexus.com/downloads/file.php?id=19949

Inspecting the mod with TES4Edit I was able to find the cause: that mod has a global record flagged as deleted, and hence it has no editor id. That part of the Bash code assumes that all globals always have a valid editor id.

I would suggest to add a check for the 'deleted' flag there just to skip the record for that patcher if the flag is set. For now, I can just disable the mod before rebuuilding the bashed patch! :)

Cheers!
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how solid
 
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Post » Tue May 03, 2011 5:27 am

SVN 860 builds the bashed patch like a pro :) Thanks

PS: Would it be possible to combine all the name.csvs to a single .csv like the Guard_Names.csv? (instead of separate ones for each mod)

PS2: Should Replace FormIDs really make the bash patch take around 1 hour to complete? (I'm using the "deactivated" Assorted to Cobl_FormIDs.csv though)
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Kelsey Anna Farley
 
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Post » Tue May 03, 2011 2:54 am

Hey there guys, it's me again :)

I'm having an issue with this one mod:

MERGE/SCAN ERROR: M.O.E. - Main Quest Delayer.espTraceback (most recent call last):  File "C:\Games\Bethesda\Oblivion\Base\Mopy\basher.py", line 5335, in Execute    patchFile.scanLoadMods(SubProgress(progress,0.2,0.8)) #try to speed this up!  File "C:\Games\Bethesda\Oblivion\Base\Mopy\bosh.py", line 17062, in scanLoadMods    patcher.scanModFile(modFile,nullProgress)  File "C:\Games\Bethesda\Oblivion\Base\Mopy\bosh.py", line 25077, in scanModFile    if record.eid.lower() == tweak.key:AttributeError: 'NoneType' object has no attribute 'lower'


The mod in question is: "M.O.E. - Main Quest Delayer.esp" and can be downloaded from here: http://www.tesnexus.com/downloads/file.php?id=19949

Inspecting the mod with TES4Edit I was able to find the cause: that mod has a global record flagged as deleted, and hence it has no editor id. That part of the Bash code assumes that all globals always have a valid editor id.

I would suggest to add a check for the 'deleted' flag there just to skip the record for that patcher if the flag is set. For now, I can just disable the mod before rebuuilding the bashed patch! :)

Cheers!

fixed, thanks :)
Pacific Morrowind
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Manny(BAKE)
 
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Post » Mon May 02, 2011 9:26 pm

SVN 860 builds the bashed patch like a pro :) Thanks

PS: Would it be possible to combine all the name.csvs to a single .csv like the Guard_Names.csv? (instead of separate ones for each mod)

PS2: Should Replace FormIDs really make the bash patch take around 1 hour to complete? (I'm using the "deactivated" Assorted to Cobl_FormIDs.csv though)

ach keep forgeting to apply those... done, thanks for the reminder (and the files ofc)
In non CBash mode yeah that doesn't sound unreasonable (War did mention that that was only added to non CBash for equlity not because it is particularly useable... in CBash mode it is still slow but is actually useable (say 10 or so minutes... way more than the rest of the patch combined but still not terrible).
Pacific Morrowind
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Mandy Muir
 
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Post » Tue May 03, 2011 1:04 am

Simple request:
Need the wizard window to be bigger.

A bit more space would help since the window is not resizeable.
esp/esm names getting cut off and can't read.

Here is a pic
http://img29.imageshack.us/img29/886/wizardwindowsizerequest.jpg
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jesse villaneda
 
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Post » Tue May 03, 2011 12:45 am

I found the same (minor) annoyance in the "Mods" and "Saves" tab. Primarily because this is not he case in the "Installers" and "Screenshots" tabs (making the lack more notable.)
The areas on the right are often not wide enough to see everything, and are not resizeable to cater for that issue.

Making them movable (or at least a little wider?) would be a fine cosmetic update. ;)
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Louise
 
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Post » Tue May 03, 2011 8:29 am

In non CBash mode yeah that doesn't sound unreasonable (War did mention that that was only added to non CBash for equlity not because it is particularly useable... in CBash mode it is still slow but is actually useable (say 10 or so minutes... way more than the rest of the patch combined but still not terrible).

Hmm. That would seem to contradict http://www.gamesas.com/index.php?/topic/1160924-relz-wrye-bash-thead-59/page__view__findpost__p__17093602. A normal Bashed Rebuild (without Replace FormIDs) takes me around 4-5 mins. Checking Replace FormIDs gave me the post I linked :P (although I'll repeat that I'd enabled the Assorted to Cobl.csv - it contains a HUGE list of stuff) The in-house converter in Cobl does seem to work nicely, but sadly, it doesn't detect the newer mods (Ayleid Steps, Order of Virtuous Blood etc)

Re: Name.csvs

Thanks! I didn't know you were gonna use my files :P I periodically update them whenever I find nameless NPCs in-game. So these files should have more stuff :)

http://www.mediafire.com/?1dxh82xwt8vwycz (contains Mannimarco Resurrected, Malevolent and Blood&Mud)
http://www.mediafire.com/?twrxm5al6ijm2ma (contains Mannimarco Resurrected and Origin of Mages Guild)
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Chloe Mayo
 
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Post » Mon May 02, 2011 6:34 pm

Simple request:
Need the wizard window to be bigger.

A bit more space would help since the window is not resizeable.
esp/esm names getting cut off and can't read.

Here is a pic
http://img29.imageshack.us/img29/886/wizardwindowsizerequest.jpg

I would personally suggest to make it resizable (and remember last size (?)) - non-resizable windows always prove annoying sooner or later.
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Emerald Dreams
 
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Post » Tue May 03, 2011 4:19 am

Yeah, resizeable would be best.

Another unaddressed issue is the images not scaling right in the wizard window.
Large images don't scale exactly right... and smaller than the window images get blown out of proportion....
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meghan lock
 
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Post » Tue May 03, 2011 8:03 am

I wonder if it would be possible to have a Cancel button on the Bashed Patch window pop-up when rebuilding it? If I have installed/uninstalled stuff via BAIN, then start to rebuild the Bashed Patch, then realize I have forgotten something in it I have to either wait 10 minutes for it to rebuild and then redo it - or force close WB and it won't remember what I did in BAIN previously. Also, generally I like to have control over processes that have some duration and that are running, i.e. having the option to cancel them.
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Courtney Foren
 
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Post » Tue May 03, 2011 1:03 am

I wonder if it would be possible to have a Cancel button on the Bashed Patch window pop-up when rebuilding it? If I have installed/uninstalled stuff via BAIN, then start to rebuild the Bashed Patch, then realize I have forgotten something in it I have to either wait 10 minutes for it to rebuild and then redo it - or force close WB and it won't remember what I did in BAIN previously. Also, generally I like to have control over processes that have some duration and that are running, i.e. having the option to cancel them.


I've wished for That a few times as well, (not Nearly as big a deal with CBASH though) might as well do the Same for BAIN... :nod:
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Roddy
 
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Post » Tue May 03, 2011 3:41 am

Quick question. What does the "AI: Max Dead Actors: " tweak exactly do? Thanks.

The maximum number of dead actors allowed before Oblivion begins to remove them.

Thanks. I guess what I mean is what constitutes a dead actor? If you leave the tweak default as "1", I don't see any clean up going on.

Immersively it would make sense to work the way I think it does, so they do not evaporate before your eyes but get cleaned up behind you and cause less save bloat if you have laid waste to cyrodiil, also sort of simulating decomposing or taken away by disgusted/horrified locals in time using the games (3-4 days) clean out of cells - I'm off on a rampage to find out :)

AFAIK when the number of dead actors (well killed actors not including placed dead characters) in the game exceeds that number it deletes the ones farthest from the player (least likely to be visible)... I've never actually tested it but that's how I beleive it to work.
Pacific Morrowind

Er, yes. Well, kind of. It only considers corpses in loaded cells, and it appears to remove corpses at random (probably goes by formid). I've had corpses literally disappear before my eyes when there have been lots. The main reason for removing them when there are too many is, I believe, the amount of processing that havok requires on a corpse.

If you're not using an overhaul such as OOO/MMM/FCOM, I don't think there's any need to worry about it. Actually, you probably only need to think about this setting if you're using one of the 'more spawns' options, the water life from OOO or MMM, or haven't disabled MMM's carrion rats. I've set both the Bash tweaks (max actors and max dead actors) to the maximum - 100 and x4 respectively - and it doesn't seem to put too much of a strain on the game.

Eloise
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Channing
 
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Post » Mon May 02, 2011 6:33 pm

latest svn863 - just overwriting data and mopy, results in 399 files replaced, usually thats 409. Have I got a full set of files or were there files no-longer needed? (possibly the change to .csv's?)
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Maeva
 
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Post » Mon May 02, 2011 5:58 pm

latest svn863 - just overwriting data and mopy, results in 399 files replaced, usually thats 409. Have I got a full set of files or were there files no-longer needed? (possibly the change to .csv's?)

yep 10 cvs files were deleted (at least I presume it was that many I haven't counted them but it was around that) - the installer/uninstaller of course correctly deletes them (script does anyways; no built versions of it floating around as of yet). So you got all the files you need.
Pacific
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Inol Wakhid
 
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