[RELZ]Wrye Bash -- Thread 36

Post » Wed Sep 29, 2010 7:15 pm

As a contrast to all the problem reports - here is a goodness report on v279 - it is great!!!

The new bash tags work well and the integration with the BOSS master list works like a dream. My NPC face merge problem has gone away so I am now using the NpcFaces tag to good effect. The Actors.Anims tag is brilliant.

I did have the dictionary problem, reverted to v277, did a full refresh, then back to v279 and now the Installers tab is functioning well. Have done updates to my BAIN installers and it all worked as it should.

Thanks for all your hard work and for a great release - I am now back to playing the game :)
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Cody Banks
 
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Post » Thu Sep 30, 2010 4:54 am

I'd also like to be able to move the Docs folder... I'd prefer to keep it in the oblivion mods\ tree, with everything else. I also wish I could access the Docs folder directly from Bash. Yes, I know there's the docs browser feature, but it's pretty cumbersome. I'd like to see a shortcut with all the other buttons on the bottom: "Explore Docs folder" or somesuch.

I'm going to create a Modders/Development tab soon. When I do, I think it would make sense to simplify the Doc Browser, and move the Modder functions (.txt -> .html, or all of the buttons in the right panel).
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Farrah Barry
 
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Post » Thu Sep 30, 2010 5:26 am

Wrye bash won't seem to esmify files anymore. Downloading latest version didn't help.
It turns blue, with no error, but in the CS the file shows up as a plugin, and not a master. Is this a problem with wrye bash, or the CS?


Re-installing both wrye python and bash as well as the construction set did not help. I am still having this issue. Help!
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helen buchan
 
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Post » Thu Sep 30, 2010 8:47 am

Should I import cells and inventory from the unofficial patches into my bashed patch?
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megan gleeson
 
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Post » Thu Sep 30, 2010 1:57 am

When i try to install the lame portion from RBP I get this

Traceback (most recent call last):
File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\basher.py", line 2414, in OnCheckSubItem
self.refreshCurrent(installer)
File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\basher.py", line 2402, in refreshCurrent
installer.refreshStatus(self.data)
File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 9890, in refreshStatus
for file,sizeCrc in dirty_sizeCrc.iteritems():
RuntimeError: dictionary changed size during iteration

................................................................................
Turning off auto refresh projects fixed this error and more for me.
Traceback (most recent call last):
File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\basher.py", line 3492, in OnShowPage
self.GetPage(event.GetSelection()).OnShow()
File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\basher.py", line 2197, in OnShow
if data.refresh(progress,what,self.fullRefresh):
File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 10676, in refresh
if 'S' in what or changed: changed |= self.refreshStatus()
File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 10967, in refreshStatus
changed |= installer.refreshStatus(self)
File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 9890, in refreshStatus
for file,sizeCrc in dirty_sizeCrc.iteritems():
RuntimeError: dictionary changed size during iteration
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Solina971
 
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Post » Wed Sep 29, 2010 8:53 pm

Lol, Arthmoor, can I guess what project that is? :P Hey, I can be hopeful, right?

Anyway, I'm getting the same error as zone22: "dictionary size changed during iteration". I'm using v279, and deleting BashSettings.dat didn't seem to help. Guess I'll roll back to 277 for now. If nothing else, I've gained an appreciation for how hard it is to put together such a complex piece of software. Here's hoping v280 will be the magic number!

:D ( or in other words I've figured out what I did there... and that is fixed now: I had changed all the .items() calls to .iteritems() calls; which is a little bit faster because .items() creates a duplicate of the dictionary or whatever and then iterates through all the items; whereas .iteritems() just iterates through all the items... thanks for all your patience everyone)

I haven't updated yet because there seem to be more issues with the new version.

I'm still using v2.77 and lately this error seems to be popping up quite frequently:
Traceback (most recent call last):  File "D:\Bethesda Softworks\Oblivion\Mopy\basher.py", line 1225, in OnItemSelected    self.details.SetFile(modName)  File "D:\Bethesda Softworks\Oblivion\Mopy\basher.py", line 1338, in SetFile    tagsStr = '\n'.join(sorted(modInfo.getBashTags()))  File "D:\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 7254, in getBashTags    tags = self.getRow().get('bashTags')  File "D:\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 6987, in getRow    return self.getFileInfos().table[self.name]  File "D:\Bethesda Softworks\Oblivion\Mopy\bolt.py", line 676, in __getitem__    return self.data[key]KeyError: bolt.Path('KohdiBladesofAnkewan.esp')


Maybe this might have come up before, but, could this be due to a large number of mod packages?
It always comes up when I switch tabs from Installers to Mods in a seesion.
If I close Bash and reopen, the error does not appear when switching views.
TIA

edited for spelling

I'm 98% certain I know enough to fix this now... tried before and failed (that was probably 3 or 4 months back though when I only had 6 or 7 months experience with any other code than tescript) (yes it has come up occasionally).

Many thanks for all the hard work you do - please don't take problem reporting as a lack of appreciation for both your efforts and the difficulties in supporting so many different environments.

I have encountered these anomalies using the "real" v279
  • TRoN Vwalk.ESP
    Shows: Names
    Taglist: % {{BASH:Actors.Anims,NoMerge}} and deactivate

  • eyja Vwalk.esp
    Shows: Nothing selected
    Taglist: % {{BASH:Actors.Anims,NoMerge}} and deactivate

  • Unofficial Oblivion Patch.esp
    Same problem everyone else seems to get - not sure on the implication of this error message - any guidance will be appreciated...
    Traceback (most recent call last):
    File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\basher.py", line 1350, in OnItemSelected
    self.details.SetFile(modName)
    File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\basher.py", line 1462, in SetFile
    tagsStr = '\n'.join(sorted(modInfo.getBashTags()))
    TypeError: sequence item 0: expected string, Path found
Edit:
Problem 3. Noticed that the tag list has the % line following the oblivion patch line (Unofficial Oblivion Patch.esp%). Corrrected this, cleared a few settings on the bash tags and then set it to automatic and the problem has gone away.


putting up a note myself: ALWAYS CLICK THE UOP BEFORE RELEASEING ANYTHING UPDATES!... seems to hate me right now... sorry :( ... fixed UOP part.
eyja I have absolutely zero clue why it wouldn't pick up the tag - TRoN Vwalk; have a very vague idea that is probably incorrect... but worth a test.


Ahh I see, so we have the BOSS guy maintaining Bash now? :P Good stuff.
I have a request, I would like the ability to move the BAIN mod installation folder to somewhere else. Having it outside the Oblivion folder kinda bugs me, I'm a total neat freak with my computer hah.

I'm been involved with both for a while... around 10 months for Bash, BOSS I can't recall... since it went SVN instead of just Random solely entering everything.

As a contrast to all the problem reports - here is a goodness report on v279 - it is great!!!

:D thank-you; that is nice to hear :) (not that bug reports are not very much appreaciate because they certainly are)

Re-installing both wrye python and bash as well as the construction set did not help. I am still having this issue. Help!

Looking into it

Should I import cells and inventory from the unofficial patches into my bashed patch?

Yes (but if using an old UOP remove the C.Water tag)
Pacific Morrowind
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Jinx Sykes
 
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Post » Wed Sep 29, 2010 9:15 pm

I just upgraded to 279 by doing nothing other than extracting the files to Oblivion folder, and I have no errors whatsoever. All the tags work. No errors upon selecting UOP or Fran's, etc. Just happiness and building the biggest darn bashed patch I've ever built with all the new tags!

gothemasticator
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Mason Nevitt
 
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Post » Wed Sep 29, 2010 10:24 pm

Hi,
Can someone more experienced than me with BAIN help me with a problem? The latest versions of Enhanced Economy comes with a folder named "02 price files". Inside it is an "Enhanced Economy" folder that contains .txt files with price info. The "Enhanced Economy" folder (and all its content) is supposed to be installed as a sub-folder inside the "Oblivion/data" folder, but BAIN skips the folder as described in the readme:

Directory Skipping

Bain will skip files from directories that it does not recognize. I.e. it will only install files that go directly into the Oblivion\Data directory or one of its regular subdirectories (Meshes, Textures, Sound, etc.). Files from irregular directories will be skipped. If this happens, you'll find them listed in the debug pane on the right.


I think I've read somewhere that you can force BAIN to not skip such files, but if it's in the readme I overlooked it, so could someone point me in the right direction?
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lisa nuttall
 
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Post » Thu Sep 30, 2010 3:54 am

Does it skip all of them?

Every once in a while I run across a txt file that will not install, but most do.

I've heard several reasons why but have not seen a consistent pattern.

and oh a new version out. I've been geeking out so much with the new http://www.gamesas.com/bgsforums/index.php?showtopic=1079607&st=0 I've hardly had time to read this forum. Getting my F3 install uber BAINed!

[edit]

NiceOne - also try right clicking on the EE package and checking 'has extra directories' option.

You are so thorough with Omods though that both this and MMO get installed with OBMM in my install.

[edit 2]

oh yeah also with these txt files that don't install - most often they actually do install, but WB is saying they did not - so check it manually too.
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Abi Emily
 
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Post » Thu Sep 30, 2010 9:06 am

I think I've read somewhere that you can force BAIN to not skip such files, but if it's in the readme I overlooked it, so could someone point me in the right direction?

Rightclick on the package in Installers tab and check "Has Extra Directories" (or something like that).

EDIT: Psymon beat me with an edit:-)
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Jhenna lee Lizama
 
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Post » Thu Sep 30, 2010 12:59 am

Good time of the day everyone.
First of all BIG thanks to PacificMorrowind and others for great tool called Wrye Bash.

I used it for some time and it was working like a clock... until I reinstalled my OS.

I've encountered quite a famous bug

Traceback (most recent call last):  File "E:\Oblivion\Mopy\bash.py", line 94, in <module>	main()  File "E:\Oblivion\Mopy\bash.py", line 83, in main	app = basher.BashApp()  File "C:\Python25\Lib\site-packages\wx-2.8-msw-ansi\wx\_core.py", line 7836, in __init__	self._BootstrapApp()  File "C:\Python25\Lib\site-packages\wx-2.8-msw-ansi\wx\_core.py", line 7433, in _BootstrapApp	return _core_.PyApp__BootstrapApp(*args, **kwargs)  File "E:\Oblivion\Mopy\basher.py", line 3670, in OnInit	self.InitData(progress)  File "E:\Oblivion\Mopy\basher.py", line 3703, in InitData	bosh.modInfos = bosh.ModInfos()  File "E:\Oblivion\Mopy\bosh.py", line 7333, in __init__	FileInfos.__init__(self,dirs['mods'],ModInfo)  File "E:\Oblivion\Mopy\bosh.py", line 7029, in __init__	self.bashDir.join('Table.pkl')))  File "E:\Oblivion\Mopy\bolt.py", line 1011, in __init__	dictFile.load()  File "E:\Oblivion\Mopy\bosh.py", line 187, in load	result = bolt.PickleDict.load(self)  File "E:\Oblivion\Mopy\bolt.py", line 808, in load	self.data.update(cPickle.load(ins))cPickle.UnpicklingError: invalid load key, 'n'.


WB shows "Initializing ModInfos" window for a second and then crashes

There is a solution for this problem on this forum. Except it is somehow not working for me.
What did I tried so far:

- Reinstalled Oblivion
- Tried Clean Oblivion without mods
- Reinstalled Python 2.5.2
- Tried Python 2.5.4, 2.6.4
- Reinstalled Wrye Bash (I was using v275)
- Tried v271 v277 v278 v279 (more like out of desperation :P )
- Deleted BashSettings.dat and BashSettings.dat.bak
- Deleted the whole My Games directory (again out of desperation :) )

So now I'm a bit out of options. And need someone's clever advice. Because I use alot of mods and without WB playing Oblivion for me is impossible. And because I don't have a brain enough to solve it myself :(
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Maria Leon
 
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Post » Thu Sep 30, 2010 8:13 am

I just upgraded to 279 by doing nothing other than extracting the files to Oblivion folder, and I have no errors whatsoever. All the tags work. No errors upon selecting UOP or Fran's, etc. Just happiness and building the biggest darn bashed patch I've ever built with all the new tags!

gothemasticator

well now that is just great! I'm sure it is the biggest in terms of records but for subrecords it is probably less imported (ie compare import cells on uop with an older version and there is a significant difference)... actually if you import just the old tags you would (probably) get around 10% less records in the patch due to the identical to master record check on importing...

Hi,
Can someone more experienced than me with BAIN help me with a problem? The latest versions of Enhanced Economy comes with a folder named "02 price files". Inside it is an "Enhanced Economy" folder that contains .txt files with price info. The "Enhanced Economy" folder (and all its content) is supposed to be installed as a sub-folder inside the "Oblivion/data" folder, but BAIN skips the folder as described in the readme:

I think I've read somewhere that you can force BAIN to not skip such files, but if it's in the readme I overlooked it, so could someone point me in the right direction?

want me to tadd that to the extra dirs that is auto installed (like the _tejon dir is)?

Good time of the day everyone.
First of all BIG thanks to PacificMorrowind and others for great tool called Wrye Bash.

I used it for some time and it was working like a clock... until I reinstalled my OS.

I've encountered quite a famous bug

Traceback (most recent call last):<SNIP TO INTERESTING DATA>  File "E:\Oblivion\Mopy\bosh.py", line 7029, in __init__	self.bashDir.join('Table.pkl')))  File "E:\Oblivion\Mopy\bolt.py", line 1011, in __init__	dictFile.load()  File "E:\Oblivion\Mopy\bosh.py", line 187, in load	result = bolt.PickleDict.load(self)  File "E:\Oblivion\Mopy\bolt.py", line 808, in load	self.data.update(cPickle.load(ins))cPickle.UnpicklingError: invalid load key, 'n'.


WB shows "Initializing ModInfos" window for a second and then crashes

There is a solution for this problem on this forum. Except it is somehow not working for me.
What did I tried so far:

- Reinstalled Oblivion
- Tried Clean Oblivion without mods
- Reinstalled Python 2.5.2
- Tried Python 2.5.4, 2.6.4
- Reinstalled Wrye Bash (I was using v275)
- Tried v271 v277 v278 v279 (more like out of desperation :P )
- Deleted BashSettings.dat and BashSettings.dat.bak
- Deleted the whole My Games directory (again out of desperation :) )

So now I'm a bit out of options. And need someone's clever advice. Because I use alot of mods and without WB playing Oblivion for me is impossible. And because I don't have a brain enough to solve it myself :(

try deleting table.dat in Oblivion Mods/bash mod data/ (those toher things won't really impact this)
Pacific Morrowind
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Sebrina Johnstone
 
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Post » Thu Sep 30, 2010 1:05 am

just thought i'd say that v279 works flawlessly for me, and i've never had any issues. I had 277, then upgraded to 278b, and now have 279, and it's always been great :P Now, i'm usinf winXP, and i don't use BAIN, so i don't really have any interaction with the installer tab, but from what i do use (everything else) it all seems to be workin' like a champ.
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Michael Korkia
 
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Post » Thu Sep 30, 2010 8:15 am

try deleting table.dat in Oblivion Mods/bash mod data/ (those toher things won't really impact this)
Pacific Morrowind


Thank you very much Pacific Morrowind for your quick response. Finaly after two days of headache I've launched my WB. :)
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Chloe :)
 
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Post » Thu Sep 30, 2010 12:01 am

This happens whenever I try to access the Installers Tab.

Traceback (most recent call last):  File "E:\TES iV Oblivion\Mopy\basher.py", line 3492, in OnShowPage	self.GetPage(event.GetSelection()).OnShow()  File "E:\TES iV Oblivion\Mopy\basher.py", line 2197, in OnShow	if data.refresh(progress,what,self.fullRefresh):  File "E:\TES iV Oblivion\Mopy\bosh.py", line 10676, in refresh	if 'S' in what or changed: changed |= self.refreshStatus()  File "E:\TES iV Oblivion\Mopy\bosh.py", line 10967, in refreshStatus	changed |= installer.refreshStatus(self)  File "E:\TES iV Oblivion\Mopy\bosh.py", line 9890, in refreshStatus	for file,sizeCrc in dirty_sizeCrc.iteritems():RuntimeError: dictionary changed size during iteration


I think I read that someone on the previous page had nearly the same, any words on this? Or any idea how to fix? Deleting the table.dat didn't work.
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BethanyRhain
 
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Post » Thu Sep 30, 2010 5:01 am

This happens whenever I try to access the Installers Tab.

There are two ways I have found around this...
  • If it happens while you are on the Installers tab, don't exit! Do a Full Refresh and everything should be OK
  • If it happens when you click the Installers tab and you land up with an empty package list, install WB v277, click on the Installers tab and wait for it to finish refreshing. Exit and restore WB v279 - it should now be OK again. (I just overwrite the files both ways when installing the different versions of WB - I have different Bash.ini for each version which I have included in my local install version
Hope this helps.
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CHANONE
 
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Post » Thu Sep 30, 2010 10:16 am

This happens whenever I try to access the Installers Tab.

Traceback (most recent call last):  File "E:\TES iV Oblivion\Mopy\basher.py", line 3492, in OnShowPage	self.GetPage(event.GetSelection()).OnShow()  File "E:\TES iV Oblivion\Mopy\basher.py", line 2197, in OnShow	if data.refresh(progress,what,self.fullRefresh):  File "E:\TES iV Oblivion\Mopy\bosh.py", line 10676, in refresh	if 'S' in what or changed: changed |= self.refreshStatus()  File "E:\TES iV Oblivion\Mopy\bosh.py", line 10967, in refreshStatus	changed |= installer.refreshStatus(self)  File "E:\TES iV Oblivion\Mopy\bosh.py", line 9890, in refreshStatus	for file,sizeCrc in dirty_sizeCrc.iteritems():RuntimeError: dictionary changed size during iteration


I think I read that someone on the previous page had nearly the same, any words on this? Or any idea how to fix? Deleting the table.dat didn't work.

I mentioned I figured out how to fix that last page too... I'll upload a fixed file wiht that (and some other stuff too); or in the mean time on line 9890 you can replace .iteritems() with .items()
Pacific Morrowind
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Sophie Louise Edge
 
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Post » Wed Sep 29, 2010 6:23 pm

Yes (but if using an old UOP remove the C.Water tag)
Pacific Morrowind


I guess I'm still a little unclear as to how the import functions work, especially as it pertain to FCOM and other mods. Importing something into a Bashed Patch causes it to override the effects of any other mod that changes the same thing, right? So wouldn't this mean that if I import the Unofficial Patches into my Bashed Patch, something from FCOM or another mod that touches the same thing will be ignored? That would be very bad in this case since it is recommended that UOP be early in the load order so that other mods can take precedence over it when necessary.
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Britney Lopez
 
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Post » Thu Sep 30, 2010 11:01 am

I guess I'm still a little unclear as to how the import functions work, especially as it pertain to FCOM and other mods. Importing something into a Bashed Patch causes it to override the effects of any other mod that changes the same thing, right? So wouldn't this mean that if I import the Unofficial Patches into my Bashed Patch, something from FCOM or another mod that touches the same thing will be ignored? That would be very bad in this case since it is recommended that UOP be early in the load order so that other mods can take precedence over it when necessary.
Partly right. The thing that makes it okay is that when you import the same item from multiple ESP files, Wrye Bash follows the load order correctly. So, if you import a cell from the UOP and that same cell is changed by OOO, OOO will take precedence as long as you also import cells from OOO.
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Astargoth Rockin' Design
 
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Post » Thu Sep 30, 2010 5:26 am

or in the mean time on line 9890 (note by Antheus: in bosh.py) you can replace .iteritems() with .items()
Pacific Morrowind


Seems to work again, thanks :) .
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Rach B
 
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Post » Wed Sep 29, 2010 10:01 pm

thank you for your work on this PM. just updated and i wanted to make another suggestion for bashed patch feetures. checking all y o ur active mods for greater powers so the y can be used with Cobl Exhaustion?
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Luis Longoria
 
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Post » Thu Sep 30, 2010 12:43 am

in the mean time on line 9890 you can replace .iteritems() with .items()


Thanks a lot, looks like that did it for me too. :)
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Kortniie Dumont
 
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Post » Thu Sep 30, 2010 12:31 am

thank you for your work on this PM. just updated and i wanted to make another suggestion for bashed patch feetures. checking all y o ur active mods for greater powers so the y can be used with Cobl Exhaustion?


http://www.gamesas.com/bgsforums/index.php?s=&showtopic=1079336&view=findpost&p=15729467


There is an existing one tweaker that does basically that; except it does ti based on a csv file and your mods - safer this way since otherwise could accidentally modify a power that really has to be a greater power or will cause errors.

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Robert DeLarosa
 
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Post » Thu Sep 30, 2010 9:24 am

Partly right. The thing that makes it okay is that when you import the same item from multiple ESP files, Wrye Bash follows the load order correctly. So, if you import a cell from the UOP and that same cell is changed by OOO, OOO will take precedence as long as you also import cells from OOO.


The logic was also updated in 278/279 so that if you tag something to import cells (for example) it won't import the information from EVERY cell. Only those cells the mod actually touched with a real edit. It should certainly help solve a lot of issues with C.Water style problems but you can still get bad results if the changed cell isn't one you want being changed.
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Rude_Bitch_420
 
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Post » Wed Sep 29, 2010 9:41 pm

I mentioned I figured out how to fix that last page too... I'll upload a fixed file wiht that (and some other stuff too); or in the mean time on line 9890 you can replace .iteritems() with .items()
Pacific Morrowind

Thanks for this - 279 is now rock solid - brilliant stuff!!!
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Kara Payne
 
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