[RELZ]Wrye Bash -- Thread 36

Post » Thu Sep 30, 2010 3:53 am

I have the same problem tried the fix You suggested "Automatic ON then Off" because it was already Off all I get then while I do the togle is

I also have another Problem that I hope someone can answer for me I have a Bash tag that got inputed not by me CWater for Better cities and I cannt make the dang thing uncheck i sellect the Esp and then go to the bottom right and right click and try to uncheck the Cwater tag it acts like it does this but when I double check it It is still there i have tried to rebash after unchecking it but it just does not want to let go of it. do I have to delete the bash tag. Or can I uninstall the mod and rebash and then reinstall?


My suggestion is remove the mopy folder and bash patches folder, and reinstall 2.79..

Better Cities you need to deselect auto-tagging then you can change the tags all you like or edit taglist.txt and remove the cwater tags..
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Clea Jamerson
 
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Post » Wed Sep 29, 2010 2:08 pm

Getting the same errors with some mods as reported by others, just DLC Spell Tomes at the moment. Disabling Auto-tagging just returns a different error.

Traceback (most recent call last):  File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\basher.py", line 1350, in OnItemSelected    self.details.SetFile(modName)  File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\basher.py", line 1462, in SetFile    tagsStr = '\n'.join(sorted(modInfo.getBashTags()))TypeError: sequence item 0: expected string, Path found


On disabling automatic

Traceback (most recent call last):  File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\basher.py", line 1651, in DoAutoBashTags    modList.RefreshUI(self.modInfo.name)  File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\basher.py", line 1135, in RefreshUI    modDetails.SetFile(detail)  File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\basher.py", line 1462, in SetFile    tagsStr = '\n'.join(sorted(modInfo.getBashTags()))TypeError: sequence item 0: expected string, Path found


Clicking the mod with Auto disabled.

Traceback (most recent call last):  File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\basher.py", line 1350, in OnItemSelected    self.details.SetFile(modName)  File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\basher.py", line 1462, in SetFile    tagsStr = '\n'.join(sorted(modInfo.getBashTags()))TypeError: sequence item 0: expected string, Path found


Completely clean and new install, latest version of Wrye Bash, only things installed so far are (GotY) O, SI, KotN and all the DLC except Fighters Stronghold (which I either deleted by mistake or the installer nuked itself after x amount of time. Plus the store has been down for a year, but I can buy yet another copy of the entire game to get FS. Wee. /endunrelatedpointlessrant)
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trisha punch
 
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Post » Thu Sep 30, 2010 2:10 am

Getting the same errors with some mods as reported by others, just DLC Spell Tomes at the moment. Disabling Auto-tagging just returns a different error.

I'm thinking you must be suing 278... try using the 279 beta (linked last page I think... might be the one before... it ishttp://www.4shared.com/file/232452570/53f1cf9d/Wrye_Bash_279_--_Beta_Release.html... I think I'm going to do the full release of 279 today; no new bugs reported in it fixes that nasty bug (though sometimes Bash remembers those tags so you have to toggle autotagging to reset it).
Completely clean and new install, latest version of Wrye Bash, only things installed so far are (GotY) O, SI, KotN and all the DLC except Fighters Stronghold (which I either deleted by mistake or the installer nuked itself after x amount of time. Plus the store has been down for a year, but I can buy yet another copy of the entire game to get FS. Wee. /endunrelatedpointlessrant)

none of the full copy's of the game that I know of for sale include ny of the DLC's except for KotN... if you still have the receipt I'd suggest you contact Gstaff or another Staff member of gamesas.
Pacific Morrowind
(edited to fix the url... linked to the older version sorry about that)
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Jeff Tingler
 
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Post » Wed Sep 29, 2010 5:34 pm

Upgraded to the 279 beta, clicking on the mod still pops an error, but disabling Auto does not, and it returns no further errors after it is disabled. Thanks :)

The new Steam and D2D Deluxe GotY editions include all the DLC. I emailed the store a few times about 6 months ago but never heard anything back. I do actually have a copy of the reciept page, maybe it's worth pinging a Beth employee.
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Sheila Esmailka
 
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Post » Wed Sep 29, 2010 5:01 pm

"Export Scripts" seems not to work on 278b & 279alpha.
When I clicked "Export Scripts", nothing happen. But it worked on 277.

Is there any chance to add "Export Book" option? thx.
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Carys
 
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Post » Thu Sep 30, 2010 4:09 am

Its a bug with the autotagger, select a mod that errors out then close the error dialog, right click in the grayed out bash tag box (bottom right of Wrye) like your are going to manually add a tag, at the top is 'Automatic' and turn it off, it is off you may have to toggle on then off again.


No joy, tried the auto toggle on and off as you said and I'm getting the same thing, no change what so ever.

My suggestion is remove the mopy folder and bash patches folder, and reinstall 2.79..


Also tried that one as well, it's actually a fresh install of both wrye bash and wrye python because I completely removed everything to do with oblivion from my computer..

Any other ideas and is it something that will cause me problems?
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Nikki Lawrence
 
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Post » Wed Sep 29, 2010 12:58 pm

Sorry to hassle, just posting something from the old thread that I wanted to confirm...

(PacificMorrowind @ Feb 26 2010, 10:52 PM)
any change to an preexisting NPC in a NPCfaces tagged file (presuming that it is being imported as well as tagged), will be the complete face data from that mod - and mergeing happens first so nothing except the race patcher if active and hair/eyes were not assigned should be changing any facial data for the imported npc(s).

Many thanks for taking the time to respond - very much appreciated.

Still on the face thing. I wonder whether my Sensual Walks mods are what causes the problem...
All Sensual Walks mods (Vwalk in the ESP name) are merged. But each of them is a duplicate (in terms of the NPC records) of its associated master. They therefore, also contain NPC face data but are not marked as NPCfaces.

Could this be causing the "merge" of face data subrecords?

Should all of these be tagged as Actors.Anims, NoMerge and deactivate?

In theory, only the NPC's associated walk forward animation file would be included, leaving all the AI, Face Data, etc to the masters.

Have I got it right or am I still missing something?
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kat no x
 
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Post » Thu Sep 30, 2010 1:04 am

No joy, tried the auto toggle on and off as you said and I'm getting the same thing, no change what so ever.


You can turn off Automatic, add the appropriate tags manually, then Copy to Description, and Save. This places the tags in the header of the .esp, and you should not receive errors from the plugin after that.
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lauren cleaves
 
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Post » Thu Sep 30, 2010 2:29 am

You can turn off Automatic, add the appropriate tags manually, then Copy to Description, and Save. This places the tags in the header of the .esp, and you should not receive errors from the plugin after that.


Okay I'll do that instead regarding each mod, but I just got another error box thing and this time it happened when rebuilding my bash patch and this one says:

Traceback (most recent call last):
File "F:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\basher.py", line 4514, in Execute
raise
File "F:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\basher.py", line 4473, in Execute
patchFile.initData(SubProgress(progress,0,0.1))
File "F:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 13716, in initData
patcher.initData(SubProgress(progress,index))
File "F:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 14458, in initData
masterInfo = modInfos[master]
File "F:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\bolt.py", line 676, in __getitem__
return self.data[key]
KeyError: bolt.Path('Knights.esp')

Whats that about because it's not letting the bash patch finish successfully just cuts out half way through with that?
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Rusty Billiot
 
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Post » Wed Sep 29, 2010 8:49 pm

Okay I'll do that instead regarding each mod, but I just got another error box thing and this time it happened when rebuilding my bash patch and this one says:

Whats that about because it's not letting the bash patch finish successfully just cuts out half way through with that?


Shut down and restart bash and try it again can you duplicate the same problem..< check load order of mod that may depend on knights has well..
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Dawn Porter
 
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Post » Wed Sep 29, 2010 8:04 pm

When are we going to get an option to make all weapon enchantments cost zero charge per strike? :cake:
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Donald Richards
 
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Post » Thu Sep 30, 2010 3:54 am

Shut down and restart bash and try it again can you duplicate the same problem..< check load order of mod that may depend on knights has well..


I've tried that the last time it happened (yes this ain't the first) and it didn't work then hopefully better luck this time....and knights.esp, I don't know what the hell it's talking about there I don't even have knights installed so why it's mentioned that i don't know :huh:
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cheryl wright
 
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Post » Wed Sep 29, 2010 10:55 pm

knights.esp, I don't know what the hell it's talking about there I don't even have knights installed so why it's mentioned that i don't know :huh:


check your load order to see if you have any mod that may be dependent on knights.esp..? or post your load order with bash?
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Hearts
 
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Post » Thu Sep 30, 2010 1:27 am

check your load order to see if you have any mod that may be dependent on knights.esp..? or post your load order with bash?



Ahh yeah, EVEknightsofthenine.esp (I think it was called) was dependent on it, deleted it and it worked thanks for that. :foodndrink:
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cosmo valerga
 
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Post » Wed Sep 29, 2010 2:09 pm

When I try to refresh/"click on" the installer tab I get this in 279

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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Jessica Colville
 
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Post » Thu Sep 30, 2010 2:00 am

I got similar error when I updated one of BAIN packages. The way to fix it is to right click on Package Tab and tick Anneal All.
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CArla HOlbert
 
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Post » Wed Sep 29, 2010 10:58 pm

My suggestion is remove the mopy folder and bash patches folder, and reinstall 2.79..

Better Cities you need to deselect auto-tagging then you can change the tags all you like or edit taglist.txt and remove the cwater tags..

Thanks for the help Corepc BUT did not work on either fix for the better Cities automatic is not sellected, I am just going to uninstall that and rebash and then reinstall boss and try it again. also I think I will just reinstall 277 for wyre Bash Less problems that way.
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Angela
 
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Post » Thu Sep 30, 2010 1:24 am

Here is the main code from the Sensual Walks OBMM (see sig for link). For WB, the menu generation is not what I am after, except for where there are prompts to choose which version of a mod they have installed (where there is more than one ESP using the same name and the version is not detectable). Also the LoadAfter and LoadEarly are not relevant for BAIN..
...

Does this help?


Yes, greatly! Looks like I'll have to expand the variables to include strings and such, then a few string manipulation things. I've been doing reading up on script parsing and such, so I have a good idea how to do it, but I can't promise anything in the near future, I'll be working shiftwork here for a couple weeks starting monday.
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Dewayne Quattlebaum
 
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Post » Thu Sep 30, 2010 4:32 am

I have tried all the different corrections that have been suggested and I found 1 major reason why they all are not working I dont care how often you click on the Offending mod that causes the error for me OOO and UOP are two of them no matter how I try the name does not come up in the box for the mod on the right it stays with the last name that worked. Also I still cant get the dang nabit C.Water to let go I tried to remove better cities and then rebashed it then loaded the game and then saved then reloaded it then right clicked on the offending better cities tag "Automatic" is not checked if I check it and then uncheck it and try to remove C.Water: C.Water stays there like it is hard coded in the program. I am about to give up on it and back tracking to a previous install did not get rid of the errors it just made them into different line #'s. :brokencomputer:
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Rhysa Hughes
 
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Post » Wed Sep 29, 2010 7:26 pm

Upgraded to the 279 beta, clicking on the mod still pops an error, but disabling Auto does not, and it returns no further errors after it is disabled. Thanks :)

The new Steam and D2D Deluxe GotY editions include all the DLC. I emailed the store a few times about 6 months ago but never heard anything back. I do actually have a copy of the reciept page, maybe it's worth pinging a Beth employee.

should also work if you just disable and reenable auto (so it is back on auto but that will reset the records for that plugin).

"Export Scripts" seems not to work on 278b & 279alpha.
When I clicked "Export Scripts", nothing happen. But it worked on 277.

Is there any chance to add "Export Book" option? thx.

Export Scripts fixed (had a fix in there for in case f.e. you clicked 'cancel' on the skip prefix prompt... which worked except that it was an almost identical situation which also returned true to my if question if you entered nothing in the box (a single x would work but blank would fail)).. thanks.
Export (and I guess Import as well) book text coming up :) sometime next week or so.
Pacific Morrowind
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elliot mudd
 
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Post » Thu Sep 30, 2010 2:41 am

Is there something wrong with Export Spell Stats (as in, it's not present at all in the export context menu)? Or am I doing wrong?
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Marion Geneste
 
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Post » Wed Sep 29, 2010 8:38 pm

I have tried all the different corrections that have been suggested and I found 1 major reason why they all are not working I dont care how often you click on the Offending mod that causes the error for me OOO and UOP are two of them no matter how I try the name does not come up in the box for the mod on the right it stays with the last name that worked. Also I still cant get the dang nabit C.Water to let go I tried to remove better cities and then rebashed it then loaded the game and then saved then reloaded it then right clicked on the offending better cities tag "Automatic" is not checked if I check it and then uncheck it and try to remove C.Water: C.Water stays there like it is hard coded in the program. I am about to give up on it and back tracking to a previous install did not get rid of the errors it just made them into different line #'s. :brokencomputer:

and that is with 279?
If so try one last thing: delete table.dat & table.dat.bak from Oblivion Mods/bash mod data/
Pacific Morrowind

Is there something wrong with Export Spell Stats (as in, it's not present at all in the export context menu)? Or am I doing wrong?

totally not linked to from the GUI :(... sorry about that I'll fix is soon.
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m Gardner
 
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Post » Thu Sep 30, 2010 5:55 am

Hi, BashTeam... I'm having a problem with importing names into my bashed patch. I'm reinstalling after not playing for many months, going with a full BAIN/BALO install. I'd like to use my old custom _names.csv, but I'm finding that all the names aren't getting imported. So I ran a little test.

I exported names from cobl main.esm, and pared the file down to
Bashed Patch 1.esp?  Overview?  Import NamesOverviewDate/Time?  04 Mar 10 11:38:20 PM Active Mods?  00 Unofficial Oblivion Patch.esp [Version 3.2.4] ?  01 Cobl Glue.esp [Version 1.73] ?  02 Atmospheric Loading Screens - No Text.esp ?  03 MiniMap.esp ?  04 FormID Finder4.esp ?  05 QZ Easy Menus.esp ?  06 sr_super_hotkeys.esp ?  07 Streamline 3.1.esp ?  08 Toggleable Quantity Prompt.esp [Version 3.1.1] ?  09 nGCD.esp ?  0A bgBalancingEVCore.esp [Version 10.52EV-D] ?  0B Harvest [Flora].esp [Version 3.0.0] ?  0C Harvest[Containers].esp ?  0D Armorer's Advantage.esp ?  0E DropLitTorchOBSE.esp [Version 2.1] ?  0F Fizzle.esp [Version 3.0] ?  10 kuerteeCustomisableHUDComponents.esp ?  11 Lock Bash Omega.esp [Version 1.5] ?  12 ProgressArmorer.esp [Version 1.0] ?  13 ProgressGSD.esp [Version 2.0] ?  14 ProgressMBSP.esp [Version 2.0] ?  15 ProgressMercantile.esp [Version 1.11] ?  16 ProgressRacial.esp ?  17 ProgressRBSP.esp [Version 1.0] ?  18 ProgressSBSP.esp [Version 1.0] ?  19 TFE.esp ?  1A TFE Cobl Glue.esp ?  1B Willful Resistance.esp [Version 4.0] ?  1C DS Misc Tweaks.esp ?  1D Bashed Patch 0.esp Import NamesSource Mods/Files?  Cobl Main_Names.csv Renamed Items


The thing I noticed immedately is that the mods listed do not accurately reflect the mods I have installed:
Active Mod Files:00  Oblivion.esm01  Cobl Main.esm  [Version 1.73]02  Progress.esm  [Version 2.2]==  FIRST====================03  Unofficial Oblivion Patch.esp  [Version 3.2.4]==  LIBRARY==================04  Cobl Glue.esp  [Version 1.73]++  Item interchange - Extraction.esp  [Version 0.78]==  LIBRARY+1================**  Salmo the Baker, Cobl.esp  [Version 3.08]==  UI=======================05  Atmospheric Loading Screens - No Text.esp06  MiniMap.esp==  UTILITIES================07  FormID Finder4.esp08  QZ Easy Menus.esp09  sr_super_hotkeys.esp0A  Streamline 3.1.esp0B  Toggleable Quantity Prompt.esp  [Version 3.1.1]==  RACE AND BODY-1==========0C  nGCD.esp==  RACE AND BODY============0D  bgBalancingEVCore.esp  [Version 10.52EV-D]++  bgBalancingEVNoSIVersion_Core_still_required.esp  [Version 10.5DV-D]++  bgBalancingEVOptionalClasses.esp  [Version 9.0EV-U]++  bgBalancingEVOptionalFangs.esp  [Version 10.0EV-D]++  bgBalancingEVOptionalMoreEyes.esp  [Version 10]**  bgBalancingEVOptionalNPCDiversity, TNR Merge Better Redguards.esp  [Version 10.0EV-D]==  ENVIRONMENTAL============0E  Harvest [Flora].esp  [Version 3.0.0]==  OVERHAUL+1===============0F  Harvest[Containers].esp==  GAMEPLAY=================10  Armorer's Advantage.esp11  DropLitTorchOBSE.esp  [Version 2.1]12  Fizzle.esp  [Version 3.0]13  kuerteeCustomisableHUDComponents.esp14  Lock Bash Omega.esp  [Version 1.5]15  ProgressArmorer.esp  [Version 1.0]16  ProgressGSD.esp  [Version 2.0]17  ProgressMBSP.esp  [Version 2.0]18  ProgressMercantile.esp  [Version 1.11]19  ProgressRacial.esp1A  ProgressRBSP.esp  [Version 1.0]1B  ProgressSBSP.esp  [Version 1.0]1C  TFE.esp1D  TFE Cobl Glue.esp1E  Willful Resistance.esp  [Version 4.0]==  OVERRIDES================1F  DS Misc Tweaks.esp==  BASH-2===================++  Item interchange - Placement.esp  [Version 0.78]==  BASH-1===================++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]++  Item interchange - Option, Ingredients in Bulk, reduced.esp  [Version 0.78]==  BASH=====================20  Bashed Patch 0.esp21  Bashed Patch 1.esp


... in particular, the list from the bashed patch result is missing the three ESMs that automatically come before my ==FIRST==== balo tag.

Any thoughts?
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Alexis Acevedo
 
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Post » Thu Sep 30, 2010 12:50 am

Hi, BashTeam... I'm having a problem with importing names into my bashed patch. I'm reinstalling after not playing for many months, going with a full BAIN/BALO install. I'd like to use my old custom _names.csv, but I'm finding that all the names aren't getting imported. So I ran a little test.

... in particular, the list from the bashed patch result is missing the three ESMs that automatically come before my ==FIRST==== balo tag.

Any thoughts?

well that explains why it is not importing names properly (if the mod isn't loaded it won't import data for it)... but no idea why it isn't seeing OB.esm and the other two as inactive... I'll se what I can figure out; what version of Bash?,
Pacific Morrowin
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luke trodden
 
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Post » Wed Sep 29, 2010 5:22 pm

Sorry to hassle, just posting something from the old thread that I wanted to confirm...


Many thanks for taking the time to respond - very much appreciated.

Still on the face thing. I wonder whether my Sensual Walks mods are what causes the problem...
All Sensual Walks mods (Vwalk in the ESP name) are merged. But each of them is a duplicate (in terms of the NPC records) of its associated master. They therefore, also contain NPC face data but are not marked as NPCfaces.

Could this be causing the "merge" of face data subrecords?

Should all of these be tagged as Actors.Anims, NoMerge and deactivate?

In theory, only the NPC's associated walk forward animation file would be included, leaving all the AI, Face Data, etc to the masters.

Have I got it right or am I still missing something?

that's pretty much right; the Vwalk mods should NOT have the npc face data import over anything marked NPCFaces... nor anything loading later than them so it should be fine but if there's been 'oddities' better safe than sorry :)
When are we going to get an option to make all weapon enchantments cost zero charge per strike? :cake:

umh I'll look into that for a new tweaker.
a feeture request for some update. is it possible to change the Coble Exhaustion to check all your active ESPs/ESMs for new Greater Powers? like osme of the Tweek clothing or Nvidia fog fix options?

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.

Ar the risk of sounding like a noob: let's say I have to texture packs that edit the same files, and they have Order 0 and 1 in the Installer section. If I switch their positions will BAIN automatically replace the textures in the Textures folders, or will I have to to Insall the new number 1?

Autoannealing only occurs if you uninstall one, so to do that you'd have to run anneal on one of them (that should fix it but might have to run anneal on both).
Pacific Morrowind
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Pants
 
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