[RELz] Wrye Bash -- Thread 88

Post » Wed May 09, 2012 3:15 am

I'll agree with eloise - I was using this behavior so that readme files were on the top level so one could get to them with a single (double) click from BAIN (+ one dclick to open them)
There is a fair number of BAINs around using this format apparently
Anyway - I personally would rather see those buttons being optional

- hope nobody will ban me being the annoying customization freak user

Thanks for update :smile:

I too would like them to be optional. I kinda like the way the current setup is. I just tend to prefer to have everything in one place, like the current right-click menu, than to have buttons around. Buttons wouldn't hurt, I'd just like the option of using them or not. I can see where others would like them, however.
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Emily abigail Villarreal
 
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Post » Wed May 09, 2012 1:32 am

I doubt there's anything that Bash can do in future to prevent such Win 64 bit behaviour? There will be problems with new UOP installing because of that (when it'll be released, at last final version)?
hmm you know I think there is... I remember PyFFI had a problem with those files and Amorilia making a workaround to get around win 64x's problem - I'll see if I can recall what/find/talk to him about it and see if I can't duplicate/do something similar for Bash.
no UOP has meshes with non-leading spaces to avoid that problem.

oh and Lojack from the readme:
* In the future, these will be updated to be __named formating characters__, which look like %(filename)s %(number)d %(formId)08X. With these, you must keep the same number and names of the placeholders, but you are free to rearrange them as necessary for your translation.
do you mean str.format() (such as 'i'm a string about {filename}'.format(filename=thefile'sname)) as I'm thinking which has {} instead of ()? or if not what are you thinking of doing.
(reason I was asking was I'm doing quite a few strings that are translateable and I was thinking might as well do any new strings with str.format() method instead of the modulo based formating)
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Tiff Clark
 
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Post » Tue May 08, 2012 6:09 pm

I've uploaded an update to my work on the readme - see the third post of this thread for the links. I've also rewritten the post to give a clearer indication of what I've still got to do.

:biggrin: *I* for one am quite happy with the improvements. The highlighting of command strings and folder/file names is an excellent thought.
Regarding the "General Usage Guide":

In the "Installation" section, you should also point Vista & Win7 users to the "Troubleshooting | File Permissions" section of the "General Usage Guide" before they install WB.

Suggest in the "Setting Up A Bashed Patch | Overview" section where you mention that there can be multiple Bashed Patches and then follow with the paragraph showing 'the plugin being called "Bashed Patch, 0.esp".', that examples of other (multiple) version names also be given. For instance, is it required that the name be in the "Bashed Patch, #.esp" format? Is the number limited to single digits? If you feel this would be better in the "Advanced Guide" (didn't find it there), then I suggest a pointer here would be appropriate.

In the "Game-Specific Utilities" and the "Other Applications" tables there is an "up arrow" symbol after each link. This symbol does not appear to be explained.

In the "Troubleshooting | Backing Up & Restoring Settings" section, a pointer to WHERE the backups are stored by the command would be helpful. (The table of Bash related folders there does not point this out. It also does not appear in the "Advanced Guide" "Settings Menu" section either.)

Re: "wordiness". Despite having experience with the "joys" of trying to keep two sets of documentation synchronized, perhaps this would be best solved by having a separate "Quick Reference Guide" [QRG] (which is really what I think the "ReadMe" should be), beginning with pointing to the 'more wordy' "General Usage" and "Advanced" guides for explanations? Barely having any familiarity with HTML, would it be possible to use something akin to "include files" for the sections, menus, color coding, and commands (the primary components of a QRG) that would be common to both sets of documentation? Then the QRG could be optimized for browser searching or have a linked "combined" ToC, as well as serving as the desired "single reference" requested by the more experienced modders/users.

-Dubious-
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Soraya Davy
 
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Post » Tue May 08, 2012 7:55 pm

I'll agree with eloise - I was using this behavior so that readme files were on the top level so one could get to them with a single (double) click from BAIN (+ one dclick to open them)
There is a fair number of BAINs around using this format apparently
Well, I suppose I'll just have to go back and figure out how to fix that then :)

Anyway - I personally would rather see those buttons being optional
No worries, I'm all for UI customization. I don't like the buttons myself, but I do see how they could speed up someone's time while using Bash.

oh and Lojack from the readme:

do you mean str.format() (such as 'i'm a string about {filename}'.format(filename=thefile'sname)) as I'm thinking which has {} instead of ()? or if not what are you thinking of doing.
Nope, I meant like this:
_(u'There was a problem saving %s to the %s directory!') % (fileName.s, destDir.s)
Would become:
_(u'There was a problem saving %(filename)s to the %(destination)s directory!') % (dict(filename=fileName.s,destination=destDir.s))OR_(u'There was a problem saving %(filename)s to the %(destination)s directory!') % ({'filename':fileName.s,'destination':destDir.s})

Edit: also, if it's not too much trouble, while you're doing that could you perhaps update the translation files, since it will invalidate the old translations (or figure out a script to do it)?
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priscillaaa
 
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Post » Wed May 09, 2012 3:49 am

No worries, I'm all for UI customization. I don't like the buttons myself, but I do see how they could speed up someone's time while using Bash.
:wub:

As for the space in the filenames issue - when you manipulate the files via explorer it will trim the leading space - zipping, unziping etc is no problem. Also there is a syntax which permits one to manipulate files with names which explorer won't accept - explorer is much more strict than NTFS itself : ///? I think or something on these lines - ahh got it : http://blog.dotsmart.net/2008/06/12/solved-cannot-read-from-the-source-file-or-disk/ -->
\\?\


Yes sounds that maintaining 2 docs is rather awkward - so either the complete reference would be a concatenation of those 2 or it would be dropped - I am rather reluctant to suggest this being one of the proponents of wall of text searchable docs

:)
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LijLuva
 
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Post » Tue May 08, 2012 7:25 pm

The "up arrow" on some links is a temporary distinction made for non-local destinations (ie. links to sites rather than parts of the docs). Like how Wikipedia has a similar thing.

If a complete reference is desired, it would be no issue to join the two guides together in whatever arrangement is desired, and this could be done by a script.

I really don't want a third quick reference guide though, that would just be a pain. There's also the issue that there is no such thing as a quick reference for Wrye Bash - that's what I started with, and it grew into the general usage guide. There's just too much to quickly summarise anything. I think it's possible to retain the same amount of information but make it more accessible, so that's what I'm focussing on.

The general usage guide will also be more searchable for stuff it doesn't cover - ie. you could Ctrl-F a topic or command and it'll find its keyword, either being in the general usage guide's section for it, or linking to the advanced usage guide's section on it. Before I can really do that though, I need to have all the information transferred into the guides.

The rest of the suggestions I don't have any comments to make on, they'll be taken on board.
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Ebou Suso
 
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Post » Tue May 08, 2012 5:43 pm

SVN 2259, language: English
Plugin Encoding: Western European
http://www.bild.me/bild.php?file=8987768defaulticon.png
Plugin Encoding: Chinese Simplified
http://www.bild.me/bild.php?file=1058780book.png
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Rudi Carter
 
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Post » Wed May 09, 2012 4:39 am

I reinstalled Oblivion and Wyre Bash recently, and all seemed fine, until I got an error message. I can't post the entire thing for some stupid reason, but it ends with this 'UnicodeDecodeError: 'ascii' codec can't decode byte 0xd7 in position 9: ordinal not in range(128)'

Any idea what's happening?
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Emily Graham
 
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Post » Wed May 09, 2012 6:47 am

I reinstalled Oblivion and Wyre Bash recently, and all seemed fine, until I got an error message. I can't post the entire thing for some stupid reason, but it ends with this 'UnicodeDecodeError: 'ascii' codec can't decode byte 0xd7 in position 9: ordinal not in range(128)'

Any idea what's happening?
Which version of Bash ? Try to post the whole message - this just says it is a unicode error.


Is it just me or rearranging buttons in the status bar does not work ? - svn 2259
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Ana Torrecilla Cabeza
 
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Post » Tue May 08, 2012 11:00 pm

If only :wink: I started working on the buttons thing, but got sidetracked a little with one issue for Skyrim - that's why there's a newer 295.5 on TES/Skyrim Nexus. It's only important for Standalone users, the repackaged version allows it to load the updated Game Definition files that I also uploaded, which corrected one record definition for Skyrim. Anyway, http://img27.imageshack.us/img27/6050/buttonsgf.png how far I've gotten so far - basically as far as putting buttons there, that don't do anything yet or even have real images. But, it shouldn't be too hard to flesh it out now that I've got the basics working.
hmm you know I think there is... I remember PyFFI had a problem with those files and Amorilia making a workaround to get around win 64x's problem - I'll see if I can recall what/find/talk to him about it and see if I can't duplicate/do something similar for Bash. no UOP has meshes with non-leading spaces to avoid that problem. Pacific Morrowind
:wub: As for the space in the filenames issue - when you manipulate the files via explorer it will trim the leading space - zipping, unziping etc is no problem. Also there is a syntax which permits one to manipulate files with names which explorer won't accept - explorer is much more strict than NTFS itself : ///? I think or something on these lines - ahh got it : http://blog.dotsmart.net/2008/06/12/solved-cannot-read-from-the-source-file-or-disk/ --> \\?\


Thanks for your answers guys and for improvments you are constantly doing making this game really better! :)
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tiffany Royal
 
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Post » Tue May 08, 2012 10:52 pm

Which version of Bash ? Try to post the whole message - this just says it is a unicode error.


Is it just me or rearranging buttons in the status bar does not work ? - svn 2259

Wyre Bash 295.5. Installed everthing it required before hand.

I can't post the full message. Whenever I do I'm told 'you don't have permission to post links yet'

I can't even copypaste the thing, because it counts as a link!?
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Emma Pennington
 
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Post » Wed May 09, 2012 1:47 am

I can't post the full message. Whenever I do I'm told 'you don't have permission to post links yet'

I can't even copypaste the thing, because it counts as a link!?
Ridiculus lol
Try and copy paste the part of it that does not look like a link - idiotic forum bugs - probably omit the "Traceback" line
Just the line you posted is very generic for the devs to make smth out of it
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ANaIs GRelot
 
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Post » Wed May 09, 2012 4:36 am

Ridiculus lol
Try and copy paste the part of it that does not look like a link - idiotic forum bugs - probably omit the "Traceback" line
Just the line you posted is very generic for the devs to make smth out of it

He could also try the code tag.
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Jason King
 
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Post » Tue May 08, 2012 7:01 pm

Seeing you guys (I believe) starting to implement new features - I would like to bring back to the table the refactoring of settings/directories. I just realized that the relevant ini entries
Spoiler
[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=F:\Oblivion Mods;--sInstallersData is the directory containing data about which installers;  are installed by Wrye Bash.  This is where 'Installers.dat' and 'Converters.dat';  are stored.  Only change this for advanced configuration, such as when using;  mTES4 Manager or MOM to manage multiple Oblivion installs.  In those cases,;  it is recommended to set this to a subdirectory of either "My Games/Oblivion";  or "Oblivion/Mopy", so mTES4 Manager/MOM will move these files when changing;  clones/images.sInstallersData=http://forums.bethsoft.com/topic/1331739-relz-wrye-bash-thread-88/C:/Dropbox/OBLIVION/!/TESIV/Bash Installers/Bash;--sBashModData is the directory containing data about your mods, ini edits, etc.;  Only change this for advanced configuration, such as when using mTES4 Manager;  or MOM to manage multiple Oblivion installs.  In those cases, it is recommended;  to set this to a subdirectory of either"My Games/Oblivion" or "Oblivion/Mopy",;  so mTES4 Manager/MOM will move these files when changing clones/images.sBashModData=http://forums.bethsoft.com/topic/1331739-relz-wrye-bash-thread-88/C:/Dropbox/OBLIVION/!/TESIV/Bash Mod Data
though very helpful in the case of the Installers.dat have the great disadvantage of treating the whole Bash Mod Data directory as one - but in there there is the notorious Hidden data dir which in my case is a daunting 14 GB

What I do is point them to my dropbox and syncing them (Hidden, Backup, Snapshots) out - I am on a free account - and creating junctions to F;\ (my data partition) so I can sync the whole bunch (along with the installers) to my back up medium. But it is getting rather messy.

I think this is one of the problems that need to be addressed - the spreading of settings and dirs here and there. There was a lot of discussion on this as of old and several items in the tracker :
  • http://sourceforge.net/support/tracker.php?aid=3059673 Each profile has its own data
  • http://sourceforge.net/support/tracker.php?aid=2985605 Restructure Bash directories - comprehensive work by gaticus
  • http://sourceforge.net/support/tracker.php?aid=2985293 Relocate Bash Files
Those are related to my all times favorite enhancement (I do understand that the part on collapsible markers is err a pain) :

http://sourceforge.net/support/tracker.php?aid=3127326 BAIN install order list improvements

but is also related to:
  • http://sourceforge.net/support/tracker.php?aid=2985295 Customizable Hidden installer directory
  • http://sourceforge.net/support/tracker.php?aid=3380280 Revamp hidden files system
as far as the hidden folder is concerned - whose functionality is necessary IMO

There are also a couple other features that would need some love (like bsa support (tab) and docs in BAIN) as detailed in http://www.gamesas.com/topic/1236811-relz-wrye-bash/page__view__findpost__p__18769920

All this in case you will be implementing new features - I guess after 296

Btw are those :
  • http://sourceforge.net/support/tracker.php?aid=2985586 Extended Character Set Support
  • http://sourceforge.net/support/tracker.php?aid=3329058 Errors using Chinese translation, utf8 doesn't work
taken care of with lojack's work on Unicode?

EDIT : there is probably a deeply Wrye C++ reason settings are spread here and there - but that is for you to ponder on

Also - AFAIK the dats are saved every time Bash is closed even when no changes are made - need it be so ?
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Chloe Mayo
 
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Post » Tue May 08, 2012 11:16 pm

SVN 2259, language: English
Plugin Encoding: Western European
http://www.bild.me/bild.php?file=8987768defaulticon.png
fixed, thanks
Plugin Encoding: Chinese Simplified
http://www.bild.me/bild.php?file=1058780book.png
hmm not sure instantly, looking into it.
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Skrapp Stephens
 
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Post » Tue May 08, 2012 4:47 pm

A suggestion regarding making BCFs easier to use:

Instead of the current system, why not the following:

1. Place BCF in "[Game] Mods\Bash Installers\Bain Converters".
2. Right-click package, select "Apply BCF" submenu, then BCF name from list of applicable BCFs.
3a. BCF produces dialog saying "the following packages will be converted: ..., OK/Cancel".
3b. BCF produces dialog saying "the following dependencies are missing: ...".
4. If 3a, prompt for new package name, and ask if the old packages should be deleted.

I think that the whole selecting multiple packages, with *s displaying how many unselected dependencies a BCF has, is a bit too complicated. It requires a lot more knowing what is going on than the average newbie is likely to possess.

The above would require that the BCF knows the data CRCs of the archives it converts, and can supply names for missing packages (the latter being a relatively minor point - useful but not necessary). This is AFAIK already a part of BCFs though, so I'm not sure why the system is as complicated as it is. Personally, I'd rather restructure things manually, it's less effort, and a new user would likely see the instructions and go cross-eyed. I know I do.

EDIT: Also, I went through UESP's WB stuff and decided that only the Mod Checker and PM Archive Conversion pages contain new info. Let me know if I missed anything.
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Albert Wesker
 
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Post » Tue May 08, 2012 8:39 pm

A suggestion regarding making BCFs easier to use:

Instead of the current system, why not the following:

1. Place BCF in "[Game] Mods\Bash Installers\Bain Converters".
2. Right-click package, select "Apply BCF" submenu, then BCF name from list of applicable BCFs.
3a. BCF produces dialog saying "the following packages will be converted: ..., OK/Cancel".
3b. BCF produces dialog saying "the following dependencies are missing: ...".
4. If 3a, prompt for new package name, and ask if the old packages should be deleted.

I think that the whole selecting multiple packages, with *s displaying how many unselected dependencies a BCF has, is a bit too complicated. It requires a lot more knowing what is going on than the average newbie is likely to possess.

The above would require that the BCF knows the data CRCs of the archives it converts, and can supply names for missing packages (the latter being a relatively minor point - useful but not necessary). This is AFAIK already a part of BCFs though, so I'm not sure why the system is as complicated as it is. Personally, I'd rather restructure things manually, it's less effort, and a new user would likely see the instructions and go cross-eyed. I know I do.
I believe BCFs warrant their own tab - in time
Btw - great job on the readme - thanks for adding on skipped files :goodjob:
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x_JeNnY_x
 
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Post » Tue May 08, 2012 10:57 pm

Is it just me or rearranging buttons in the status bar does not work ? - svn 2259
It's just you ;) Not really, I was kidding. I'll figure what I did to break that and fix it here shortly.
Edit: Fixed.

Seeing you guys (I believe) starting to implement new features - I would like to bring back to the table the refactoring of settings/directories. I just realized that the relevant ini entries
Spoiler
[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=F:\Oblivion Mods;--sInstallersData is the directory containing data about which installers;  are installed by Wrye Bash.  This is where 'Installers.dat' and 'Converters.dat';  are stored.  Only change this for advanced configuration, such as when using;  mTES4 Manager or MOM to manage multiple Oblivion installs.  In those cases,;  it is recommended to set this to a subdirectory of either "My Games/Oblivion";  or "Oblivion/Mopy", so mTES4 Manager/MOM will move these files when changing;  clones/images.sInstallersData=http://forums.bethsoft.com/topic/1331739-relz-wrye-bash-thread-88/C:/Dropbox/OBLIVION/!/TESIV/Bash Installers/Bash;--sBashModData is the directory containing data about your mods, ini edits, etc.;  Only change this for advanced configuration, such as when using mTES4 Manager;  or MOM to manage multiple Oblivion installs.  In those cases, it is recommended;  to set this to a subdirectory of either"My Games/Oblivion" or "Oblivion/Mopy",;  so mTES4 Manager/MOM will move these files when changing clones/images.sBashModData=http://forums.bethsoft.com/topic/1331739-relz-wrye-bash-thread-88/C:/Dropbox/OBLIVION/!/TESIV/Bash Mod Data
though very helpful in the case of the Installers.dat have the great disadvantage of treating the whole Bash Mod Data directory as one - but in there there is the notorious Hidden data dir which in my case is a daunting 14 GB
Well actually, these entries are exactly the one that make using a bash.ini still not work with having one game manage multiple installs. What I'm thinking is moving these one out, into a 'game_default.ini'. Then, to setup one for, say Oblivon, you'd rename that to 'oblivion.ini', and Bash would only use it when managing Oblivion. This way, it's still generic - if we add more games, we don't have to change any code, since it's loading the ini with the game name. Thoughts?

Btw are those :
  • http://sourceforge.net/support/tracker.php?aid=2985586 Extended Character Set Support
  • http://sourceforge.net/support/tracker.php?aid=3329058 Errors using Chinese translation, utf8 doesn't work
taken care of with lojack's work on Unicode?
Yeah, probably, thanks. As for the rest of your post - all in good time my friend. I'm still going through and making sure we have all bugs eradicated from the 295 branch. I'm also working on a feature to download update files (just for game definitions, not for Wrye Bash itself) from SourceForge. Then, it's a combination of record definitions for Skyrim, plus things like what you posted.

Also - AFAIK the dats are saved every time Bash is closed even when no changes are made - need it be so ?
Yes - there isn't a good way to detect if the settings have changed or not, since there's a whole lot of data there.

fixed, thanks
Missed a couple though ;) I got the rest.

A suggestion regarding making BCFs easier to use:
I like the suggestion. Don't know if you noticed, but I also added Embedded BCF's, which optionally can be automatically applied by BAIN. However, these are only single-target BCF's, and must be provided by the mod author, so their target is kind of narrow.
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Jonathan Windmon
 
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Post » Wed May 09, 2012 12:20 am

Ridiculus lol
Try and copy paste the part of it that does not look like a link - idiotic forum bugs - probably omit the "Traceback" line
Just the line you posted is very generic for the devs to make smth out of it

He could also try the code tag.

Hmmm

Nope, doesn't work, I'm still getting the you don't have permission to post links yet message. [censored] dumb.

Nothing in it looks like a link.
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D IV
 
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Post » Wed May 09, 2012 7:17 am

svn 2262
Import Faces
Traceback (most recent call last):  File "D:\Bethesda Softworks\Oblivion\Mopy\bash\basher.py", line 15091, in Execute	self.FromSave(fileInfo,srcPath)  File "D:\Bethesda Softworks\Oblivion\Mopy\bash\basher.py", line 15104, in FromSave	srcFaces = bosh.PCFaces.save_getFaces(saveFile)  File "D:\Bethesda Softworks\Oblivion\Mopy\bash\bosh.py", line 12991, in save_getFaces	playerFace = PCFaces.save_getPlayerFace(saveFile)  File "D:\Bethesda Softworks\Oblivion\Mopy\bash\bosh.py", line 13071, in save_getPlayerFace	namePos = PCFaces.save_getNamePos(saveFile.fileInfo.name,data,saveFile.pcName)  File "D:\Bethesda Softworks\Oblivion\Mopy\bash\bosh.py", line 12966, in save_getNamePos	namePos = data.find(pcName)UnicodeDecodeError: 'ascii' codec can't decode byte 0x83 in position 0: ordinal not in range(128)

Also, http://www.bild.me/bild.php?file=9187301location.png.
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Aman Bhattal
 
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Post » Tue May 08, 2012 7:39 pm

Hmmm

Nope, doesn't work, I'm still getting the you don't have permission to post links yet message. [censored] dumb.

Nothing in it looks like a link.

OT: Chances are the moderators implemented a post number check on new accounts. Likely due to a recent rash of spammers attacking IP.Board sites.
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Daniel Lozano
 
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Post » Wed May 09, 2012 2:15 am

With latest tarball on my Nehrim install:
Traceback (most recent call last):  File "F:\Bethesda Games\Oblivion\Mopy\bash\bash.py", line 346, in main	import bosh  File "F:\Bethesda Games\Oblivion\Mopy\bash\bosh.py", line 67, in 	from chardet.universaldetector import UniversalDetector  File "F:\Bethesda Games\Oblivion\Mopy\bash\chardet\universaldetector.py", line 31, in 	from mbcsgroupprober import MBCSGroupProber # multi-byte character sets  File "F:\Bethesda Games\Oblivion\Mopy\bash\chardet\mbcsgroupprober.py", line 36, in 	from eucjpprober import EUCJPProberImportError: cannot import name EUCJPProber
[edit] :brokencomputer: :gun:
I had just finished transfering over all my installs to a new computer (same hard drive the games were on) ... I had even updated a few packages.

Now the main BAIN archive cannot be opened with Windows explorer ... I get a message saying that hard drive location not available and that the file or directory is corrupt and unreadable.

WTF

I've never experienced this before ... what do I do?

[edit 2] Hmm restarting and the computer did a chck disc and found errors in the indixes (not files). It said it corrected them and on restart bash and windows explorer allowed access to the folders.

I hope this does not mean the drive is going bad.
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Skivs
 
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Post » Tue May 08, 2012 10:01 pm

Hmmm

Nope, doesn't work, I'm still getting the you don't have permission to post links yet message. [censored] dumb.

Nothing in it looks like a link.
Try deleting the backslashes in, say, "D:\Bethesda Softworks\Oblivion\Mopy\bash\basher.py" - maybe those backslashes confuse it - so it becomes D-Bethesda Softworks-Oblivion-Mopy-bash-basher.py
Notepad>Edit>replace \ with - replace all and : with empty replace all
And post to the general forums with a couple of flames here and there - they just got the reg ex for links wrong I 'd say - tell them your regex confuses paths and links

@Lojack - thanks :smile:

Yes - in time - what I was suggesting was a complete refactoring of settings though - maybe also breaking them up more - and moving them to a default dir like Mopy\config a la eMule - which then could be placed wherever via ini settings. Then make the location of Hidden, Snapshot, Backups etc dirs customizable. Do have a look to the tracker items - there was a thorough discussion by gaticus and Haama IIRC.

And related :
One basic such issue is the refactoring of settings/install (game) profiles. It would be great now if apart from the settings being moved in Mopy\config\ [1] the "save profiles" would be generalized to include the BAIN data. So maybe a Mopy\config\ folder for program settings and a Mopy\profiles\ (initially Mopy\profiles\default) for profile settings.
I still think that Bash should live in the game folder - so if one wants its Skyrim and Oblivion Bashes have the same settings then points the ini (which should be made completely game independent and Uber settings only - and updatable via installers) to a shared config\ dir (the config dir would have program options - not game ones) - and has all the game specific info in Mopy\profiles\profileN - where those profiles will be a generalization of save profiles to include also BAIN data - then I woke up and lo ! it was Bash 333


Edit : on settings update - this is a good question for SO really - check CRC of dat and update only on change or just update on close full stop

EDIT2 ; also when this settings refactoring takes place it would be nice if settings were further split as including : Saved LOs.dat, Installers.dat (maybe further splitting), UI - Mods tab.dat, UI - Installers.dat, BAIN Comments.dat, etc -so that corruption would result in loss of a small number of settings
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john page
 
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Post » Tue May 08, 2012 10:55 pm

@demlaros - I had exactly the same issue as you.
Someone on here, I forget who - apologies - suggested I use v295 instead and that appears to have sorted it.

Suggest you try that?

Cheers,
Mat :)
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dell
 
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Post » Tue May 08, 2012 7:20 pm

@demlaros - I had exactly the same issue as you.
Someone on here, I forget who - apologies - suggested I use v295 instead and that appears to have sorted it.
Well - 295.5 has a ton of bugfixes and since he has the unicode wxpython (apparently) probably the devs need the info on demlaros' bug

Status bar DnD fixed :smile:
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Anthony Santillan
 
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