[RELZ] Wrye Bash -- Thead 60

Post » Mon May 02, 2011 9:16 pm

:) I was just popping back to say nvm figured it out - But, further request - Could we have a mouse-over comment/description for the Wrye bash provided .csv's similar to the tweaks ones?
User avatar
Andres Lechuga
 
Posts: 3406
Joined: Sun Aug 12, 2007 8:47 pm

Post » Tue May 03, 2011 8:06 am

Need the wizard window to be bigger.

I found the same (minor) annoyance in the "Mods" and "Saves" tab.

I would personally suggest to make it resizable (and remember last size (?))

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....

Good suggestions. I'll see if I can get this done.

I wonder if it would be possible to have a Cancel button on the Bashed Patch window pop-up when rebuilding it?

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:

This one's a bit more work (though I would personally love to have this too). Could one of you possibly write that up as a feature request at the https://sourceforge.net/tracker/?group_id=284958&atid=1207904 page?
User avatar
laila hassan
 
Posts: 3476
Joined: Mon Oct 09, 2006 2:53 pm

Post » Tue May 03, 2011 5:05 am

I have a question that I was going to ask in the main forum, but then realized this is probably the more respectful choice. (I dont want mods becoming less visible because of my petty question)


Can I redirect my bain installer to another location other than DRIVEGAME IS INSTALLED ON / OBLIVION MODS

Say, for instance, my oblivion is

C:\oblivion

However it is a SSD, so I cant store upwards of 30gb of mods on it because I need that for the oblivion install itself.

so I want to use E:\Oblivion Mods\Bash Installers as the root area for my mods, but I can't find how to redirect it via the installer tab of Wrye Bash

Open Folder, is there. But not a way to redirect the data folder.

Stumped, anyone?
User avatar
willow
 
Posts: 3414
Joined: Wed Jul 26, 2006 9:43 pm

Post » Tue May 03, 2011 8:33 am

I have a question that I was going to ask in the main forum, but then realized this is probably the more respectful choice. (I dont want mods becoming less visible because of my petty question)


Can I redirect my bain installer to another location other than DRIVEGAME IS INSTALLED ON / OBLIVION MODS

Say, for instance, my oblivion is

C:\oblivion

However it is a SSD, so I cant store upwards of 30gb of mods on it because I need that for the oblivion install itself.

so I want to use E:\Oblivion Mods\Bash Installers as the root area for my mods, but I can't find how to redirect it via the installer tab of Wrye Bash

Open Folder, is there. But not a way to redirect the data folder.

Stumped, anyone?


I'd guess it's this section in the bash_default.ini:

[General]
;--sOblivionMods is the Alternate root directory for installers, etc.

; It is strongly recommended that you do NOT put it anywhere under the
; Oblivion install directory itself, because Oblivion.exe will search through
; every directory under the install directory.
; This "directory thrashing" can then cause performance problems during gameplay.
; sOblivionMods is defined specifically to circumvent this bug by storing files elsewhere.
sOblivionMods=..\Oblivion Mods

User avatar
Cedric Pearson
 
Posts: 3487
Joined: Fri Sep 28, 2007 9:39 pm

Post » Mon May 02, 2011 9:08 pm

I'd guess it's this section in the bash_default.ini:


Strangely seems not to work at all.

Just comes up with blank.

And yeah, I did it correctly. Russian one for kicks as well. Hmmmm. What am i missing here.
User avatar
Louise Andrew
 
Posts: 3333
Joined: Mon Nov 27, 2006 8:01 am

Post » Tue May 03, 2011 7:50 am

I seem to recall plans/dreams of making a Unicode version of WB. Or, indeed, making WB Unicode.

Either way, is that still on the agenda, if it ever was? And, if so, how long 'til it might be available?

Until then, there are still quite a few mods (for Oblivion and for Fallout 3, and probably FO:NV) that WB continues to "choke on". Which is most annoying, really.
User avatar
Anna Krzyzanowska
 
Posts: 3330
Joined: Thu Aug 03, 2006 3:08 am

Post » Tue May 03, 2011 2:36 am

I seem to recall plans/dreams of making a Unicode version of WB. Or, indeed, making WB Unicode.

Either way, is that still on the agenda, if it ever was? And, if so, how long 'til it might be available?

Until then, there are still quite a few mods (for Oblivion and for Fallout 3, and probably FO:NV) that WB continues to "choke on". Which is most annoying, really.
If you check the latest ini there is an option to enable unicode. It is still beta though - which means bug reports are welcome :)
User avatar
Kayleigh Williams
 
Posts: 3397
Joined: Wed Aug 23, 2006 10:41 am

Post » Tue May 03, 2011 1:46 am

If you check the latest ini there is an option to enable unicode. It is still beta though - which means bug reports are welcome :)

Oh. :blush:

Well, um, thanks for letting me know, anyway. And yes, I'll be sure to post any problems I have with it. :yes:
User avatar
Shianne Donato
 
Posts: 3422
Joined: Sat Aug 11, 2007 5:55 am

Post » Tue May 03, 2011 12:39 am

also, bash_default.ini will get overwritten when you upgrade. If you wish to make changes that you wish to keep, copy the file to bash.ini and make changes there.
User avatar
rheanna bruining
 
Posts: 3415
Joined: Fri Dec 22, 2006 11:00 am

Post » Tue May 03, 2011 2:52 am

This one's a bit more work (though I would personally love to have this too). Could one of you possibly write that up as a feature request at the https://sourceforge.net/tracker/?group_id=284958&atid=1207904 page?


Done.
User avatar
Beth Belcher
 
Posts: 3393
Joined: Tue Jun 13, 2006 1:39 pm

Post » Tue May 03, 2011 3:46 am

Strangely seems not to work at all.

Just comes up with blank.

And yeah, I did it correctly. Russian one for kicks as well. Hmmmm. What am i missing here.

You need to copy bash_default.ini to bash.ini before Wrye Bash will process it.I use the setting and it works perfectly.
User avatar
Calum Campbell
 
Posts: 3574
Joined: Tue Jul 10, 2007 7:55 am

Post » Tue May 03, 2011 6:58 am

Help would be appreciated.

I upgraded Wrye Bash to 290 from 271, and I have created a new bashed patch. Unfortunately, I checked several include options that newly appeared in this version. Hence, my build went from 5 minutes to 31 minutes. Or, at least I think that's what happened. The patch also inflated from 9Mb to 13Mb.

So, my question is simple: Is there a specific category or choice that would cause such a slowdown and patch growth? It works, but it takes so very long...


[img]http://dl.dropbox.com/u/20195017/forum_stuff/wryeBuild.jpg[/img]
User avatar
Holli Dillon
 
Posts: 3397
Joined: Wed Jun 21, 2006 4:54 am

Post » Tue May 03, 2011 7:48 am

I upgraded Wrye Bash to 290 from 271, and I have created a new bashed patch. Unfortunately, I checked several include options that newly appeared in this version. Hence, my build went from 5 minutes to 31 minutes. Or, at least I think that's what happened. The patch also inflated from 9Mb to 13Mb.

First of all, I would highly suggest version 291 over version 290. PM might know more, but just off the top of my head, I know the formIds patcher and contents checker take quite a bit of time. What were the new options that you checked?
User avatar
Joe Alvarado
 
Posts: 3467
Joined: Sat Nov 24, 2007 11:13 pm

Post » Tue May 03, 2011 9:54 am

Oh wow, just noticed that v291 is out. Time to update. Thanks for your hard work as always, guys! :D
User avatar
FoReVeR_Me_N
 
Posts: 3556
Joined: Wed Sep 05, 2007 8:25 pm

Post » Tue May 03, 2011 8:34 am

Hello,

Wrye is closing on me as soon as I access it. I'm on vista, btw. I ran a bug dump, and I got this:

Microsoft Windows [Version 6.0.6002]
Copyright © 2006 Microsoft Corporation. All rights reserved.

C:\Users\deacon

C:\Users\deacon>chdir c:\program files\Bethesda Softworks\Oblivion\Mopy
The system cannot find the path specified.

C:\Users\deacon>chdir C:\Bethesda Softworks\Oblivion\Mopy

C:\Bethesda Softworks\Oblivion\Mopy>c:\python25\python.exe bash.py -d
C:\Bethesda Softworks\Oblivion\Mopy\bosh.py:15124: Warning: 'with' will become a
reserved keyword in Python 2.6
Traceback (most recent call last):
File "bash.py", line 38, in
import bosh
File "C:\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 15124
with open(os.path.join(root, name),"r") as text:
^
SyntaxError: invalid syntax

C:\Bethesda Softworks\Oblivion\Mopy>



anyone know whats wrong? Thanks in advance...
User avatar
James Potter
 
Posts: 3418
Joined: Sat Jul 07, 2007 11:40 am

Post » Tue May 03, 2011 7:29 am

Seems like WB is confused when it comes to the install path. I think it's generally recommended to not install Oblivion in program files when on Vista. You can change the paths in the WB ini but I wonder why it finds two paths to begin with.
User avatar
Ashley Hill
 
Posts: 3516
Joined: Tue Jul 04, 2006 5:27 am

Post » Tue May 03, 2011 1:56 am

Thanks for following me, I thought this question would be better asked here :)

You are right about not installing to program files, but I was careful not to do that. I installed to C:\Bethesda instead of C:Program Files\Bethesda
User avatar
Mr.Broom30
 
Posts: 3433
Joined: Thu Nov 08, 2007 2:05 pm

Post » Mon May 02, 2011 7:34 pm

OK, but as seen in the report, WB seems to be looking for it in program files. Not an expert on this so you should probably wait for some advise.
User avatar
Nathan Hunter
 
Posts: 3464
Joined: Sun Apr 29, 2007 9:58 am

Post » Tue May 03, 2011 12:22 am

No, in the first entry I mistakenly specified program files, because I copy/pasted from the wrye readme. It then comes back as "The system cannot find the path specified." In the next command line I specified C:\bethesda.

p.s. when I posted this in the other thread I cut that part, for posterity's sake.
User avatar
butterfly
 
Posts: 3467
Joined: Wed Aug 16, 2006 8:20 pm

Post » Tue May 03, 2011 3:18 am

It looks like you're using Python 2.5, whereas 2.6.6 is the recommended version. Is that so?

If it is, try uninstalling all your Python stuff, then downloading and installing the latest Wrye Python package (from the Wrye bash page at the Nexus, for example). That's up to date.

If not, my mistake. It just looked that way, according to one of your posts there. :shrug:
User avatar
NO suckers In Here
 
Posts: 3449
Joined: Thu Jul 13, 2006 2:05 am

Post » Mon May 02, 2011 11:42 pm

with open(os.path.join(root, name),"r") as text:
^
SyntaxError: invalid syntax

This looks like a Python 2.5 error. Try updating to Python 2.6.6.

edit: hehe you beat me to it, Breton
User avatar
sarah taylor
 
Posts: 3490
Joined: Thu Nov 16, 2006 3:36 pm

Post » Tue May 03, 2011 9:53 am

A minor installer issue - when offering to download a python component it stops responding - would be useful to be able to cancel (my connection went down - the installer notified me about failing to download the file but only after ~5 mins, I could not cancel in the meantime)
http://www.bild.me/bild.php?file=8269751WB-INSTALLERHUNGS.jpg
User avatar
D IV
 
Posts: 3406
Joined: Fri Nov 24, 2006 1:32 am

Post » Mon May 02, 2011 7:48 pm

First of all, I would highly suggest version 291 over version 290. PM might know more, but just off the top of my head, I know the formIds patcher and contents checker take quite a bit of time. What were the new options that you checked?



I will try that. So, is there an easier way to list what I checked for the merge options, other than typing them all by hand?
User avatar
glot
 
Posts: 3297
Joined: Mon Jul 17, 2006 1:41 pm

Post » Mon May 02, 2011 6:27 pm

I will try that. So, is there an easier way to list what I checked for the merge options, other than typing them all by hand?

I dont think there is, apart from doing PrtSc and then ctrl-v into something like paint dot net and upload a screeny for your options.

Dont think theres a huge amount of New options in 291 since 271 though. Have you seen the second post of this topic (or screen 6 of the http://www.tesnexus.com/downloads/file.php?id=35230 - See the images tab there) - Just making sure you are only using the correct ones, noticed formids mentioned earlier which is a major bloater of the bashed patch and should not ordinarily be used.
User avatar
anna ley
 
Posts: 3382
Joined: Fri Jul 07, 2006 2:04 am

Post » Tue May 03, 2011 1:08 am

Update:

Ok, I found where I can export the merge settings. I also found out that I already had 291 loaded, whereas I said it was 290. My mistake.

When I removed and then reinstalled 291, the settings were reset to what I believe are the settings from by patch using 271. Later today I will see what happens when I build without any modifications. Then, I will see what items I really want to include. FWIW, I have a list of the additions I made to the merge settings. I sometimes make lists of things I do, and I was fortunate enough to do so this time:

Spoiler

Added:

Import Actors
{all}

Import Actors: AIPackages
{all}

Import Actors: DeathItems
{all}

Import Actors: Spells
{all}

Import Factions
Vampire Hunting - Order Of The Virtuous Blood

Import Inventory
{all}
except (previously checked)
Unofficial Shivering Isles Patch
OOO 1.32-Cobl
MMM-Cobl
Item Interchage - Placement for FCOM

Import Names
{all}
except (previously checked)
Oblivion
Marts Monster Mod
Unofficial Shivering Isles Patch
Oscuro's_Oblivion_Overhaul
SupremeMagicka
bgMagicEV
Guard_Names
Rational_Names

Import Relations
{all}
except (previously checked)
Mart's Monster Mod
FCOM_Convergence.ESM
Unofficial Shivering Isles Patch
Oscuro's_Oblivion_Overhaul

Import Scripts
{all}
except (previously checked)
Marts Monster Mod.esm
Unofficial Shivering Isles Patch
Marts Monster Mod - Hunting Crafting.esp

Import Stats
{all}
except (previously checked)
Francesco's Leveled Creatures-Items Mod
Marts Monster Mod.esm
Unofficial Shivering Isles Patch
Oscuro's_Oblivion_Overhaul

Tweak Actors
As Intended: Boars
As Intended: Imps
Irresponsible Creatures
Mayu's Animation Overhaul Skeleton Tweaker
Vanilla Beast Skeleton Tweaker

Tweak Names
Lore Friendly Names






User avatar
Esther Fernandez
 
Posts: 3415
Joined: Wed Sep 27, 2006 11:52 am

PreviousNext

Return to IV - Oblivion