Wrye Bash -- Thread 67

Post » Wed May 18, 2011 9:21 pm

@PacificMorrowind

Thank you for apply a patch :)
I saw the latest svn. It's not a good idea to try 'mbcs' codec first. Because the 'mbcs' codec doesn't throw an exception even if meets the unhandle character.
>>> data = http://forums.bethsoft.com/index.php?/topic/1196710-wrye-bash-thread-67/u'\u7b80\u4f53\u5b57'                  # Simplified Chinese (简体字)>>> print data.encode('cp932')                    # 'cp932' is Japanese SJIS-winTraceback (most recent call last):  File "", line 1, in UnicodeEncodeError: 'cp932' codec can't encode character u'\u7b80' in position 0: illegal multibyte sequence>>> print data.encode('mbcs')                     # 'mbcs' same as 'cp932' on Japanese Windows.?体字                                             # The exception doesn't happen, but is garbled. (But Python 3.2 and later seems to be raise an exception)

Similarly, It's not so preferable to try U16(UTF-16) and cp500(International EBCDIC) first because likely to mis-conversion.
>>> data = http://forums.bethsoft.com/index.php?/topic/1196710-wrye-bash-thread-67/u'萌え萌え'                                # Japanese>>> data =http://forums.bethsoft.com/index.php?/topic/1196710-wrye-bash-thread-67/= data.encode('cp932').decode('U16')    # mis-conversion, but exception doesn't happenFalse>>> data =http://forums.bethsoft.com/index.php?/topic/1196710-wrye-bash-thread-67/= data.encode('cp932').decode('cp500')  # EBCDIC too.False>>> data = http://forums.bethsoft.com/index.php?/topic/1196710-wrye-bash-thread-67/u'Panzerkampfwagen VI Ausführung'      # Umlaut>>> data =http://forums.bethsoft.com/index.php?/topic/1196710-wrye-bash-thread-67/= data.encode('cp1252').decode('U16')   # mis-conversion, but exception doesn't happenFalse>>> data =http://forums.bethsoft.com/index.php?/topic/1196710-wrye-bash-thread-67/= data.encode('cp1252').decode('cp500') # EBCDIC too.False

Therefore, maybe better order is
cp1252 -> UTF8 -> cp932 (and other codepages) -> U16 -> cp500 -> mbcs??

Thanks.
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Jennifer May
 
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Post » Thu May 19, 2011 7:22 am

Still busted. Will not start, same output as before.

Maybe it's something to do with < python 2.7. I'll test it out and get back to you.

EDIT: well python 2.5 and 2.7 worked fine. Is there any chance you're using a translation file for python (maybe accidentally). I'm not sure but I think just dumping the translator would cause it to happen. Anyway, it'll probably work now, if I understand what's going on.
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Amanda savory
 
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Post » Wed May 18, 2011 10:51 pm

This seems contradictory. If something is tagged NoMerge, why would the advice be to basically merge it? Or am I misunderstanding the advice?

Importing refers to checking boxes in the "create bashed patch" dialog. There's a good explanation http://www.uesp.net/wiki/Tes4Mod:Wrye_Bash/Bashed_Patch#What.27s_the_Difference_Between_Import_and_Merge.3F
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*Chloe*
 
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Post » Thu May 19, 2011 12:27 am

Maybe it's something to do with < python 2.7. I'll test it out and get back to you.

EDIT: well python 2.5 and 2.7 worked fine. Is there any chance you're using a translation file for python (maybe accidentally). I'm not sure but I think just dumping the translator would cause it to happen. Anyway, it'll probably work now, if I understand what's going on.


I wouldn't even know where to look to see if I'm using a Python translator file. So I doubt I could have done so accidentally :P

Anyway, r1136 is working again so whatever you did fixed it.
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Jessica Stokes
 
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Post » Wed May 18, 2011 11:10 pm

Please let me report a minor fix one more.
--- a/Mopy/bolt.py+++ b/Mopy/bolt.py@@ -635,7 +635,7 @@ class Path(object):         if self.isdir() and safety and safety.lower() in self._cs:             # Clear ReadOnly flag if set             cmd = r'attrib -R "%s\*" /S /D' % (self._s)-            cmd = Encode(cmd,mbcs)+            cmd = Encode(cmd,'mbcs')             ins, err = Popen(cmd, stdout=PIPE, startupinfo=startupinfo).communicate()             shutil.rmtree(self._s)

Thanks :)
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Mario Alcantar
 
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Post » Thu May 19, 2011 6:58 am

Ah yeah, committed that one for you valda.
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le GraiN
 
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Post » Wed May 18, 2011 6:09 pm

I took some new screenshots for the thread starter post (the ones that were there were woefully out of date). I tried to give a hint of the functionality in each tab. I updated Forum thread starter post.txt. If you have a sec, lojack, could you update the OP?
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Anna Beattie
 
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Post » Thu May 19, 2011 6:03 am

It's a mod conflict or something similar
Once you figure out what's causing it, I'd love to know.


I took some new screenshots for the thread starter post (the ones that were there were woefully out of date). I tried to give a hint of the functionality in each tab. I updated Forum thread starter post.txt. If you have a sec, lojack, could you update the OP?
Done :tops:
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stevie critchley
 
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Post » Wed May 18, 2011 8:18 pm

I'm Having an odd problem with bash. I'm using Bash 291 with Boss 1.65 with a new install of Nehrim.
MY load Order

Spoiler
Special Mod Detection


Userlist Messages
"Duke Patricks - Near Miss Magic And Arrows Alert The Target.esp" has been sorted after "Duke Patricks - Who Goes There.esp".

"Duke Patricks - Actors Can Miss Now.esp" has been sorted after "Duke Patricks - Who Goes There.esp".

"OBGE - Liquid Water Nehrim.esp" has been sorted after "NehrimEnglish.esp".

"Map_Lvl_Info_Begone.esp" has been sorted after "Streamline 2.1.esp".

"kuerteeAutoSaveAndTime.esp" has been sorted after "kuerteeInventoryIsABackpack.esp".

"kuerteeCleanUp.esp" has been sorted after "kuerteeAutoSaveAndTime.esp".

"Progress.esm" has been sorted after "Nehrim.esm".

"Refscope.esp" has been sorted after "Streamline 2.1.esp".

"RealSleepExtended.esp" has been sorted after "Spell Delete.esp".

"Sneaking Detection Recalibrated.esp" has been sorted after "Lightweight Potions.esp".

"ProgressArmorer.esp" has been sorted after "Attribute_steps.esp".

"ProgressMBSP.esp" has been sorted after "ProgressArmorer.esp".

"ProgressRBSP.esp" has been sorted after "ProgressMBSP.esp".

"ProgressSBSP.esp" has been sorted after "ProgressRBSP.esp".

"ProgressMercantile.esp" has been sorted after "ProgressMBSP.esp".

"ProgressGSD.esp" has been sorted after "ProgressArmorer.esp".

"Rainbows.esp" has been sorted after "Nehrim Improvment.esp".

"NehrimWeaponsRebalanceMBAD.esp" has been sorted after "FastRoasting(EN).esp".

"ELN_M_D.esp" has been sorted after "Attribute_steps.esp".

"ClaimThatInterior.esp" has been sorted after "kuerteeCleanUp.esp".

"HUD Status Bars.esp" has been sorted after "Side's EAX Control.esp".

"Armorer's Advantage.esp" has been sorted after "DropLitTorchOBSE.esp".

"Enchanted Hands.esp" has been sorted after "Nehrim - New Rune Spells.esp".

"PTFallingStars.esp" has been sorted after "Rainbows.esp".

"Creature Damage Fix.esp" has been sorted after "Nehrim_Bigger_Bears_and_Smaller_Foxes.esp".

"Natural_Weather_HDR_2.1.2_coloroverride.esp" has been sorted after "Nehrim - Refractionless Chameleon.esp".

"kuerteeDetectLifeEffectNightEyeShader.esp" has been sorted after "Nehrim - Refractionless Chameleon.esp".

"MIS Low Wind.esp" has been sorted after "QZ Easy Menus.esp".

"Glider Wind Sounds Remover.esp" has been sorted after "MIS Low Wind.esp".

"ActorValueUncapper_Example.esp" has been sorted after "NehrimEnglish.esp".



Recognised And Re-ordered Mod Files
Nehrim.esm

Note: Masterlist Revision: 2653
Progress.esm [Version 2.2]

NehrimData.esp

NehrimEnglish.esp

ActorValueUncapper_Example.esp

OBGE - Liquid Water Nehrim.esp

Nehrim Improvment.esp

Rainbows.esp

PTFallingStars.esp

Duke Patricks - Who Goes There.esp [Version 1.1]
Requires: master reassigned to Nehrim.esm
Duke Patricks - Actors Can Miss Now.esp

Duke Patricks - Near Miss Magic And Arrows Alert The Target.esp [Version 7.1]

Immersive Combat Music.esp [Version 1.00]
Requires: master reassigned to Nehrim.esm
QZ Easy Menus.esp [Version 1.03]

MIS Low Wind.esp

Glider Wind Sounds Remover.esp

HUD Status Bars.esp [Version 4.1.1]

Display Stats.esp [Version 2.0.1]

whN-HHSOA.esp

Streamline 2.1.esp
Requires: master reassigned to Nehrim.esm
RefScope.esp [Version 2.1.2]

Map_Lvl_Info_Begone.esp

FastEquippingNehrim.esp
Note: Don't use hotkeys to change Warcry-style 'set' equipment. Game bug.
DropLitTorchOBSE.esp [Version 2.4]
Requires: requires master reassigned to Nehrim.esm
Armorer's Advantage.esp [Version 1.2]

FastRoasting(EN).esp

NehrimWeaponsRebalanceMBAD.esp [Version 32674]

kuerteeInventoryIsABackpack.esp
Requires: master reassigned to Nehrim.esm
kuerteeAutoSaveAndTime.esp

kuerteeCleanUp.esp

ClaimThatInterior.esp [Version 1.0]

Nehrim_Bigger_Bears_and_Smaller_Foxes.esp

Creature Damage Fix.esp [Version 2.4]

NIE.esp [Version 1.30]

Toggleable Quantity Prompt.esp [Version 3.2.0]

Spell Delete.esp [Version 3.2]
Requires: master reassigned to Nehrim.esm
RealSleepExtended.esp [Version 2.5]

Nehrim - New Rune Spells.esp

Enchanted Hands.esp

Nehrim Bonegrinder.esp

Lightweight Potions.esp [Version 1.1]

Sneaking Detection Recalibrated.esp [Version 2.00.]

ZumbsLockpickingMod - OBSE.esp [Version 1.2]
Requires: master reassigned to Nehrim.esm
NehrimSneakFix.esp

Enhanced Grabbing.esp [Version 0.5]
Requires: master reassigned to Nehrim.esm
BetterBlocking.esp [Version 3]
Requires: master reassigned to Nehrim.esm
kuerteeAttributeAndSkillBasedDamageModifiers.esp
Note: Make sure to set calculateFromVanilla in the included ini file to 0 when used alongside other combat mods.
marksman_challenge_alpha5.esp

martial.esp

Phitt's Phighting Phixes.esp
Requires: master reassigned to Nehrim.esm
Attribute_steps.esp

ELN_M_D.esp

ProgressArmorer.esp [Version 1.0]

ProgressGSD.esp [Version 2.0]

ProgressMBSP.esp [Version 2.0]

ProgressMercantile.esp [Version 1.11]

ProgressRBSP.esp [Version 1.0]

ProgressSBSP.esp [Version 1.0]

Initial_Glow-all.esp

Nehrim - Refractionless Chameleon.esp

kuerteeDetectLifeEffectNightEyeShader.esp

Natural_Weather_HDR_2.1.2_coloroverride.esp [Version 0.2]

Bashed Patch, 0.esp [Version 31/05/2011 10:43:55 PM]


If there are any obvious load order issues please let me know

I'm having a great deal of instability in game, crashes to desktop while trying to sell items or fight critters & so on & have started looking for possible causes.

I installed this game using only bash installers & BOSS from within Bash there are no conflicts showing & I have used Tes4Edit to clean most of my ESP's.


One anomaly, all my ESM's & ESP's have the same date not in the zip files, only after install & if I add an Esp with a different date, it will be redated by bash the next time I load Bash

I have multiple nTes4 Installs & in one of them all files are dated 1/05/2006 11:23:00 AM & in the other one 22/09/2010 4:15:47 AM.

All files in the folder are dated in the same arbitrary fashion.

I have no idea what is happening here, this is my first full bash install, & I really thought I was beginning to get a handle on it, but this issue has me flummoxed .

The only bash settings I have ticked are Lock Times, Boss disable Lock times & always update BOSS Masterlist

& the only extra Installers setting I have turned on is Enable installation of OBSE Plugins. I'm not using BSA redirection in Installers as the only time i ever turned it on it the install crashed on start up & in the end I dumped that install.

I tried changing the Date on the Nehrim Data & the Nehrim English ESP but after a day or so they had been changed to 22/09/2010 4:16:47 AM the Default dates for this game. I just opened Bash & got this message Modified Dates have been reset for some mod files; & it then lists the esp's that have had their dates changed

I am using Boss from within Bash & it all seems to work so well together & I have Quarns Archive invalidation invalidated installed as I no longer have OBMM to do that job.

I was feeling quite pleased with myself, I seemed to have gained some kind of handle on using the tools but now I seem to be back to square 1, Beebee

I am starting another install & will start this time with only my essential mods & slowly add others but the date issue really has me stumped Regards Beebee

PS: I'm not feeling particularly Adept at the moment :sadvaultboy:

Iv'e just been talking to Psymon & he asked me about the time in my mod list & although the dates are the same on all my mods the time of day changes by a minute or 2 with each mod so I think I'm going to have to look elsewhere for the cause of my Problems Beebee
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Benjamin Holz
 
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Post » Wed May 18, 2011 5:33 pm

For what's causing your instabilities - I'm not an expert on which mod conflict and which don't, so you're better off making a new thread on that. However, I can clear a few things up for you:

One anomaly, all my ESM's & ESP's have the same date not in the zip files, only after install & if I add an Esp with a different date, it will be redated by bash the next time I load Bash

I have multiple nTes4 Installs & in one of them all files are dated 1/05/2006 11:23:00 AM & in the other one 22/09/2010 4:15:47 AM.

All files in the folder are dated in the same arbitrary fashion.

I have no idea what is happening here, this is my first full bash install, & I really thought I was beginning to get a handle on it, but this issue has me flummoxed .

The only bash settings I have ticked are Lock Times, Boss disable Lock times & always update BOSS Masterlist
That right there. First off, BOSS would be the one setting the dates ~1 minute apart or so. Since load order is determined by modfile date, that's all BOSS has to do to set your load order. Since you have 'BOSS disable Lock times', Wrye Bash knows that the times were set by BOSS and doesn't reset them, like:

I tried changing the Date on the Nehrim Data & the Nehrim English ESP but after a day or so they had been changed to 22/09/2010 4:16:47 AM the Default dates for this game. I just opened Bash & got this message Modified Dates have been reset for some mod files; & it then lists the esp's that have had their dates changed

This is what 'Lock Times' does. It's meant so you don't accidentally change your load order by editing (like in TES4Edit, the CS, etc) your mods. Wrye Bash restores the dates to keep your load order the same


Also:
I'm not using BSA redirection in Installers as the only time i ever turned it on it the install crashed on start up & in the end I dumped that install.
...I have Quarns Archive invalidation invalidated installed...
These are the same thing. So actually, you do have BSA redirection installed, just not from Wrye Bash ;)

Anyway, hope that explains at least a few things a little better. Sorry I'm not of any help with any crashed though (seriously, best bet is start a new thread).
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Liii BLATES
 
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Post » Thu May 19, 2011 1:26 am

It seems that often enough that the pid.file isn't getting blown up on exit. for whoknows whatever reason.

This small bit would go nicely in the Why Bash Doesn't Start section of the readme.
with maybe a small link leading to Unlocker if the user has problems deleting it.
http://www.emptyloop.com/unlocker/
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Marie Maillos
 
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Post » Wed May 18, 2011 10:37 pm

How about a feature to tag certain files as locked so you won't overwrite them when you anneal all? Should be useful for heavily customized ini.
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Gisela Amaya
 
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Post » Thu May 19, 2011 5:24 am

I'm still looking for an answer on what is recommended to select under Import Names. Do you select Guard_Names.csv or Rational_Names.csv if your not using those mods? Does Oblivion.esm need to be checked? What about the .csv's for the Crowded Cities and Crowded Roads mods, there is 2-4 different .csv's for each and I'm wondering if I should only select 1 or all of them since I'm using both of those mods.
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Tyrel
 
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Post » Thu May 19, 2011 12:26 am

I personally don't use any of those CSV files. Mainly because the guard names one gives all the roving patrols specific names, but doesn't do anything about their ability to respawn and frankly it seems just weird to run into the same guy later if you KNOW he was dead before. So it all depends really on whether you want generic NPCs to get specific names or not.
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StunnaLiike FiiFii
 
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Post » Thu May 19, 2011 4:02 am

I'm still looking for an answer on what is recommended to select under Import Names. Do you select Guard_Names.csv or Rational_Names.csv if your not using those mods? Does Oblivion.esm need to be checked? What about the .csv's for the Crowded Cities and Crowded Roads mods, there is 2-4 different .csv's for each and I'm wondering if I should only select 1 or all of them since I'm using both of those mods.


Not sure on what gets overwritten when using more than one, would be nice for the documentation as to the order they appear on in the patch rebuild and which ones take precedence....

I do know that if you have a patch/csv that changes all of them(is there an order yet...) then slight chance others will over-ride it if late in the order...Pac...?...DEVS....
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Add Me
 
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Post » Wed May 18, 2011 6:50 pm

How about a feature to tag certain files as locked so you won't overwrite them when you anneal all? Should be useful for heavily customized ini.

Added to the TODO list. (well, kind of already there. I'm trying to figure out the best way to present "locked' files, i.e. cleaned esps and ini files)
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TASTY TRACY
 
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Post » Thu May 19, 2011 9:49 am

Added to the TODO list. (well, kind of already there. I'm trying to figure out the best way to present "locked' files, i.e. cleaned esps and ini files)


IMO it would be best to have them in a new tab just right of the Mismatched tab, that's where all customized esps and ini files go. As for how to manage them on your side, I don't have the slightest idea : )

As a workaround I made a special folder with the very same data folder structure and usually copy into it every customized file, so after annealing I just have to overwrite the files of the original archives. That way I keep the original archives intact, just in case I have to do a full restore.
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Carlos Rojas
 
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Post » Wed May 18, 2011 6:19 pm

Not sure on what gets overwritten when using more than one, would be nice for the documentation as to the order they appear on in the patch rebuild and which ones take precedence....

I do know that if you have a patch/csv that changes all of them(is there an order yet...) then slight chance others will over-ride it if late in the order...Pac...?...DEVS....
For the csv stuff, Importing occurs from mods first (in load order, like all patchers), then any .csv options selected get applied, in the order listed. This way the .csv files take precedence. For the most part the .csv files don't overlap, except for example when they start with the same name (like Random_NPC_Alternate_Names and Random_NPC_Names). They're purely cosmetic, some options giving names to generic NPC's, others naming items so the sort better or have a different naming scheme.

Long story short, the csv's sort of act like a 'Filter' mod loaded late, tagged with 'Names'.
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Kelvin
 
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Post » Thu May 19, 2011 1:56 am

For the csv stuff, Importing occurs from mods first (in load order, like all patchers), then any .csv options selected get applied, in the order listed. This way the .csv files take precedence. For the most part the .csv files don't overlap, except for example when they start with the same name (like Random_NPC_Alternate_Names and Random_NPC_Names). They're purely cosmetic, some options giving names to generic NPC's, others naming items so the sort better or have a different naming scheme.

Long story short, the csv's sort of act like a 'Filter' mod loaded late, tagged with 'Names'.


So for example I have the Crowded Cities mod installed and I go to Import Names in my Bashed Patch I would only select 1 of the 4 available .csv for Crowded Cities (Crowded Cities 15_Alternate_Names.csv, Crowded Cities 15_Names.csv, Crowded Cities 30_Alternate_Names.csv, Crowded Cities 30_Names.csv) since selecting more than 1 would just overlap? And the Alternate versions are just the same NPC's given a different list of names?
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stevie trent
 
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Post » Wed May 18, 2011 6:42 pm

I have a request can Dremora be included in eye's and hair patchers.

And a Npc.HairOnly and Npc.EyesOnly Tags (Hair changes only, eyes changes only, avoid all other face data)
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Marlo Stanfield
 
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Post » Thu May 19, 2011 9:33 am

So for example I have the Crowded Cities mod installed and I go to Import Names in my Bashed Patch I would only select 1 of the 4 available .csv for Crowded Cities (Crowded Cities 15_Alternate_Names.csv, Crowded Cities 15_Names.csv, Crowded Cities 30_Alternate_Names.csv, Crowded Cities 30_Names.csv) since selecting more than 1 would just overlap? And the Alternate versions are just the same NPC's given a different list of names?
Yes. But again, only if you want the changes that those csv's make.


I have a request can Dremora be included in eye's and hair patchers..

And a Npc.HairOnly and Npc.EyesOnly Tags (Hair changes only, eyes changes only, avoid all other face data)
Well, I'll add it to the list. I wont try to do it before 292 is released, but PM might.
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sam westover
 
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Post » Thu May 19, 2011 8:30 am

Not sure what happened here....
C:\Games\Bethesda Softworks\Oblivion\Mopy\basher.py:1983: UnicodeWarning: Unicode unequal comparison failed to convert both arguments to Unicode - interpreting them as being unequal  (self.descriptionStr != modInfo.header.description ))Idle Dialogue.esp: Unexpected subrecord: TES4..Error loading TES4 record and/or subrecord: 00000000  eid = <>  subrecord = .Idle Dialogue.esp: Unexpected subrecord: TES4..Error loading TES4 record and/or subrecord: 00000000  eid = <>  subrecord = .


Immediately after the bug window opened a pop-up was displayed saying that a file had been corrupted on saving. Idle Dialogue.esp then vanished from the Data folder - and I wasn't doing anything with it when this happened, other than looking at it in the CS. I didn't edit it though, so there was no reason for it to complain about it.
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LADONA
 
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Post » Wed May 18, 2011 7:10 pm

IMO it would be best to have them in a new tab just right of the Mismatched tab, that's where all customized esps and ini files go. As for how to manage them on your side, I don't have the slightest idea : )

In the new installer tab I'm working on, the project details tabs will be: General, Dirty, Conflicts, Selected, Unselected, and Skipped, and each tab will have buttons that filter the list according to file attributes, like matched, mismatched, missing, has conflicts, and no conflicts. I could add "locked' or "user modified" as a filter. I'm worried that the filter list is getting long, though. I might just leave them classified as "mismatched", and show the conflict winner as the "user modified files" project.

I was also considering displaying them as "child" projects. it is basically like what you did, except it would be more closely tied with its parent project. a project could be expanded like a tree node to show the subordinate "locked files"/"user-modified files" project

As a workaround I made a special folder with the very same data folder structure and usually copy into it every customized file, so after annealing I just have to overwrite the files of the original archives. That way I keep the original archives intact, just in case I have to do a full restore.

This is actually exactly how I was planning on handling it on the backend, and for the same reasons, too. It has the nice property of being external to the cached state, so if state is lost, your data is not harmed and the relationship between the modified files and the original package is maintained.

This is all planned a little later, though. Right now I'm still in the middle of getting basic functionality working.
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Alyce Argabright
 
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Post » Wed May 18, 2011 10:12 pm

I found more problems in bEnableUnicode=True. It happens at rebuild patch.
Traceback (most recent call last):  File "D:\Oblivion\Mopy\basher.py", line 5794, in Execute    patchFile.buildPatch(log,SubProgress(progress,0.8,0.9))#no speeding needed/really possible (less than 1/4 second even with large LO)  File "D:\Oblivion\Mopy\bosh.py", line 17944, in buildPatch    patcher.buildPatch(log,SubProgress(subProgress,index))  File "D:\Oblivion\Mopy\bosh.py", line 30489, in buildPatch    if mgef in actorEffects: effectName += actorNames[actorValue]UnicodeDecodeError: 'ascii' codec can't decode byte 0x89 in position 0: ordinal not in range(128)Traceback (most recent call last):  File "D:\Oblivion\Mopy\basher.py", line 5794, in Execute    patchFile.buildPatch(log,SubProgress(progress,0.8,0.9))#no speeding needed/really possible (less than 1/4 second even with large LO)  File "D:\Oblivion\Mopy\bosh.py", line 17944, in buildPatch    patcher.buildPatch(log,SubProgress(subProgress,index))  File "D:\Oblivion\Mopy\bosh.py", line 30492, in buildPatch    book.text = re.sub('\r\n','
\r\n',buff.getvalue()) File "C:\Python26\lib\StringIO.py", line 270, in getvalue self.buf += ''.join(self.buflist)UnicodeDecodeError: 'ascii' codec can't decode byte 0x89 in position 1: ordinal not in range(128)

Patch is here: https://github.com/valda/wryebash/commit/bccc9cbc37d901456498fbaed3346a3290d5cb25
Thanks.
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Dj Matty P
 
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Post » Thu May 19, 2011 4:36 am

Hi all,

Trying to rebuild the Bashed Patch with the last SVN rev (r1138) raises this error:
Traceback (most recent call last):  File "C:\Games\Bethesda\Oblivion\Oblivion\Mopy\basher.py", line 5866, in Execute    patchFile.buildPatch(SubProgress(progress,0.1,0.9)) #try to speed this up!  File "C:\Games\Bethesda\Oblivion\Oblivion\Mopy\bosh.py", line 18330, in buildPatch    patcher(modFile, record, bashTags)  File "C:\Games\Bethesda\Oblivion\Oblivion\Mopy\bosh.py", line 22084, in apply    override.items_list = items  File "C:\Games\Bethesda\Oblivion\Oblivion\Mopy\cint.py", line 570, in __set__    SetCopyList(oElements, nValues)  File "C:\Games\Bethesda\Oblivion\Oblivion\Mopy\cint.py", line 366, in SetCopyList    setattr(oElement, attr, nValue)  File "C:\Games\Bethesda\Oblivion\Oblivion\Mopy\cint.py", line 974, in __set__    else: _CSetField(instance._CollectionID, instance._ModID, instance._RecordID, instance._FieldID, instance._ListIndex, self._ListFieldID, 0, 0, 0, 0, byref(c_ulong(MakeShortFid(instance._CollectionID, nValue))), 0)  File "C:\Games\Bethesda\Oblivion\Oblivion\Mopy\cint.py", line 337, in MakeShortFid    raise AttributeError("Unable to convert long fid (None, %06X) into a short formID" % object)AttributeError: Unable to convert long fid (None, 009626) into a short formID


This is with CBash...

It has been reported before?



Regards,
Leandro
User avatar
Teghan Harris
 
Posts: 3370
Joined: Mon Mar 05, 2007 1:31 pm

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