[RELZ]Wrye Bash -- Thread 36

Post » Wed Sep 29, 2010 9:56 pm

Download: http://tesnexus.com/downloads/file.php?id=22368 or https://sourceforge.net/projects/oblivionworks/files
Readme: http://wryemusings.com/Wrye%20Bash.html (at time slightly outdated... most up to date readme in the download - the file named Wrye Bash.html in the mopy folder)
Wrye Bash Wiki: http://www.uesp.net/wiki/Tes4Mod:Wrye_Bash
Screenshots: http://wryemusings.com/images/WryeBash_01.png, http://wryemusings.com/images/WryeBash_02.png, http://wryemusings.com/images/WryeBash_03.png, http://wryemusings.com/images/WryeBash_05.png
Previous Topic: http://www.gamesas.com/bgsforums/index.php?showtopic=1075540
Requirements
Python 2.5.4 and wxpython 2.8.7.1 ansi (the old "official" setup) - if using this best to just download the installer package from http://tesnexus.com/downloads/file.php?id=22368
or
http://www.python.org/ftp/python/2.6.4/python-2.6.4.msi, http://downloads.sourceforge.net/wxpython/wxPython2.8-win32-ansi-2.8.10.1-py26.exe and http://pypi.python.org/pypi/comtypes/0.6.1. (the newer stuff so should be faster, needed for newer versions of Blender/Nifscripts/PyFFI, tested as working well other than one bug to be fixed)

Wrye Bash has a lot of features. I mean a LOT. It's like twenty tools rolled into one. It includes as subfeatures the entire feature sets of other tools, and offers plenty of other features that no other mod tool has. Except installation. It's the "everything but installation" tool! Now with installation too!

Bain
* Install/uninstall mods from zip, 7z, archives, etc. No OMODs required!

Bashed Patchers
* Configure and build a custom patch mod to...
* Merge leveled lists
* Merge TNR faces over other changes to npcs
* Merge race eye/hair/body/voice changes over other changes to races
* Tweak clothes: Show amulets with robes, zero weight rings and amulets, etc.
* Tweak misc. GMST settings.

Repair/Edit Stuff
* Repair animation bug (various animations freezing)
* Repair hair bug (game ctds when viewing race menu after removing a hair mod)
* Remove spells from spell list
* Rename created spells, enchanted items
* Remove bloating (one use of this reduced a 158 Mb savegame to 2.5 Mb)
* Import NPC levels into an existing savegame (essential when switching to/from OOO, Frans, etc.)
* Import PC face from other savegame or any mod (e.g., import any of TNR's faces into game)
* Easily generate html readmes using wiki-like syntax.

Mod, Savegame, Screenshot Management
* Auto-Ghost mods to reduce espm thrashing.
* Launch Oblivion and TESCS (with or without OBSE).
* Mod, save, screenshot file management. (Rename, duplicate, etc.)
* Save Profiles: Have different sets of saves for different npcs with different loadlists, etc.
* Screenshots: View, delete, batch rename, open, etc.
* Readme Browser: Quickly view readme of currently selected mod.
* Quick/Autoswap between SI and pre-SI versions of Oblivion.esm.

Installation: First time installation is still a little difficult, but later updates are easy (just unzip latest version into Oblivion directory). However, for first time installation you have to preinstall two other packages and then (sometimes) tweak a shortcut. You can't just download and press the pretty buttons -- you have to follow the readme instructions. If you have followed the instructions and still have problems, post the bugdump. If you've havent followed the instructions and whine that it won't work without posting the bugdump, Wrye will bite your fingers off (it's a monkey thing). Otherwise he's quite helpful.

Linking: If you'd like to link to Bash from somewhere else, please do! But be sure to link to either Wrye Musings or the Bash Readme. Don't link to the actual Bash zip file, since that changes fairly frequently.

You should add a few more things to that list, Wrye. Almost none of the items from my list of the most compelling features in Wrye Bash are on your list:

For everyone:
* Accurately and quickly managing your load order (correctly sorts ESMs)
* Locking your load order (so updated mods automatically load in the exact same spot as the old version)
* Checking your load list for problems (missing mod dependencies)
* Checking savegames against load list and syncing load list to savegame
* Cleaning bloated savegames
* Archive Invalidation (now supports BSA-alteration BSA-redirection method)
* Replacers (install/remove texture replacement mods -- really any mod, too)
* Change master entry in savegame (to avoid losing items, quest progress, etc. when the name of a mod has changed)

For mod-makers:
* Add a master to a plugin (for mod de-isolation)
* Change master entry in plugin (for mod de-isolation)
* Locking your load order (so changes you make don't move the plugin to the end of your load list)
* Savegame profiles (so you can easily test with only your mod active, then easily switch back to playing with all your mods active)


=== 278.1 [24/02/2010] [PacificMorrowind] (most recent but still a couple BUGS... fixing in 279 which I'm hoping to have out Tonight/Monday (or Tuesday at the latest))
* Fixed an issue with launching via bash.py instead of the launcher (reported by daemondarque)
* Fixed a fatal bug with with new autocheck inisettings(reported by Gabba)
* Fixed a bug in autotagging (reported by Gabba)

=== 278 [23/02/2010] [PacificMorrowind, Haama, Lojack]
* NoMerge tag now correctly makes mods not show up as mergeable in the main window
* The Mark Mergeable command now shows all reasons for the mod to be not mergeable (and now includes having a NoMerge tag).
* New export/import options; Item Data, Prices
* INI Tweaks tab instead of Ini tweaks menu, showing status of the tweak etc. (contributed by Lojack)
* Bashed patch changes:
* New patchers:
* Actors.DeathItems
* Actors.Animations
* Actors.AIData
* Actors.AIPackages
* Actors.Stats
* Redguard FGTS nuller
* Cell Names importer (C.Name) (added to to Import Cells)
* Changes:
* Import Scripts modified to only import the script record on a record if the script record doesn't match the master's script record for that particular importing mod.
* Import Graphics, Sound, ScriptContents, (Actors.X all built to follow that new system) also changed like Import Scripts (Import Inventory, Relations, Factions already doing a merge rather than straight import so don't need changing)
* Timescale tweaked
* All items() calls changed to iteritems() since iteritems() is (slighty) faster.
* Tool Launchers:
* Artweaver
* Audacity
* DDSConverter
* Fraps
* Notepad++
* Paint.NET
* Custom 1, 2, 3, 4
* All icons now are in either 32*32 or 16*16 - defaults to 16*16, change if desired in the ini ofc.
* Options to show/hide some of them added to the INI
* NEW! Wizard based install system (contributed by: Lojack)
* Updated 7z dll & exe to latest version
* Various small fixes and code cleanups
* Fixes to
* A few memory usage optimizations when building the bashed patch
* Bash tags list now looks in all of header description, tags list, BOSS masterlist, LLPatch list (instead of stopping and returning the tags from the first of those that had tags).
* A new ini setting to determine whether or not to autocheck new items in the bashed patch dialogue (previously was determined per patcher in the code).

and just to repeat the links and news:
Wrye4Fallout3. TheLORDofDOOM of has taken on making a FO3 version... and here's the first little bit of it (not all translated to account for FO3 but it's showing promise).

and a bit more news:
There is now a listserve for the svn and bug/request/patch/support trackers; if you want to get emails whenever changes to those items happen just join over https://lists.sourceforge.net/lists/listinfo/oblivionworks-committers. You can also use it for support requests/questions if you desire.
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lillian luna
 
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Post » Wed Sep 29, 2010 5:37 pm

and I'll reply to everyone's posts on the last page or two of the last topic soon.
main thing for 279 is that bug with clicking UOP/OOO (and others but those are the most commonly noticed)... one tester and me it's working fine... another one is still getting it ARGH!... basically as soon as this is squashed 279 goes up.
Pacific Morrowind
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Chris Jones
 
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Post » Wed Sep 29, 2010 3:39 pm

I don't know if this related to the auto-check of the ini, but I have a custom ini tweak (disable joystick) and it doesn't allow for it to be applied. The box is orange (yellow) and is highlighted in orange (yellow).
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Imy Davies
 
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Post » Wed Sep 29, 2010 11:22 am

To PacificMorrowind
Will be in future versions of "Wrye Bash" separate option for "Vwalk" animations?
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Sophie Morrell
 
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Post » Wed Sep 29, 2010 8:21 am

quick question. i got a mod that seems to wants two masters loaded in the wrong order, can i just reverse the order without any problems if i right-clicked 1stESM and clicked "change to" 2ndESM, and then right-clicked 2ndESM and clicked "change to" 1stESM?
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Kelly James
 
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Post » Wed Sep 29, 2010 6:35 pm

I don't know if this related to the auto-check of the ini, but I have a custom ini tweak (disable joystick) and it doesn't allow for it to be applied. The box is orange (yellow) and is highlighted in orange (yellow).

hmmm can't really say without knowing the contents of the ini tweak... could you post either the contents of the tweak or the tweak file?

To PacificMorrowind
Will be in future versions of "Wrye Bash" separate option for "Vwalk" animations?

probably

quick question. i got a mod that seems to wants two masters loaded in the wrong order, can i just reverse the order without any problems if i right-clicked 1stESM and clicked "change to" 2ndESM, and then right-clicked 2ndESM and clicked "change to" 1stESM?

that is likely to run into errors... better to just open with the construction set, and save... wrong order on load is usually resolved fine by the engine... but reordering them without adjusting formids in the file will almost certainly cause failures in game for some of the stuff/ctds etc.
Pacific Morrowind
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cheryl wright
 
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Post » Wed Sep 29, 2010 12:23 pm

PacificMorrowind, thanks for You work!
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Joe Alvarado
 
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Post » Wed Sep 29, 2010 6:24 pm

I have a question regarding BALO usability. ATM it reorders (via grouping) certain plugins in a way contrary to BOSS recommendations. Is it useful at all ATM to prefer BALO (and subsequent manual assigning to groups) to BOSS?
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He got the
 
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Post » Wed Sep 29, 2010 6:54 am

please delete this post
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Steve Fallon
 
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Post » Wed Sep 29, 2010 11:14 pm

I'm bashing my head to the desk. Can't figure this one out. Every time I try to select Unofficial Oblivion Patch.esp, I get following error:
Traceback (most recent call last):  File "D:\pelit\Oblivion\Mopy\basher.py", line 1210, in OnItemSelected	self.details.SetFile(modName)  File "D:\pelit\Oblivion\Mopy\basher.py", line 1323, in SetFile	tagsStr = '\n'.join(sorted(modInfo.getBashTags()))TypeError: sequence item 0: expected string, Path found


edit:

Installing hotfix that BOSS recommended and then doing simple enable->disable->enable trick seems to have fixed it, at least for now. What an annoyance.
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Céline Rémy
 
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Post » Wed Sep 29, 2010 9:04 pm

better to just open with the construction set, and save... wrong order on load is usually resolved fine by the engine... but reordering them without adjusting formids in the file will almost certainly cause failures in game for some of the stuff/ctds etc.

that did the trick, thnx :)
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Wayne W
 
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Post » Wed Sep 29, 2010 12:21 pm

Recently got this error when selecting the Installers tab, it's unusable now. I'm not entirely sure what caused it, since I modified quite a few things in my BAIN packages before I got this.

Traceback (most recent call last):  File "E:\Program Files\Bethesda Softworks\Oblivion\Mopy\basher.py", line 3492, in OnShowPage    self.GetPage(event.GetSelection()).OnShow()  File "E:\Program Files\Bethesda Softworks\Oblivion\Mopy\basher.py", line 2197, in OnShow    if data.refresh(progress,what,self.fullRefresh):  File "E:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 10693, in refresh    if 'S' in what or changed: changed |= self.refreshStatus()  File "E:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 10984, in refreshStatus    changed |= installer.refreshStatus(self)  File "E:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 9907, in refreshStatus    for file,sizeCrc in dirty_sizeCrc.iteritems():RuntimeError: dictionary changed size during iteration

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Anne marie
 
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Post » Wed Sep 29, 2010 5:22 pm

I was having a play around and wanted to try Colourwheels HGEC SI replacer. I repacked the archive into a BAIN friendly one, but it won't install it. Here the error code
 File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\basher.py", line 6075, in Execute    self.data.install(self.selected,progress,last,override)  File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 11135, in install    installer.install(archive,destFiles,self.data_sizeCrcDate,SubProgress(progress,index,index+1))  File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 10405, in install    self.unpackToTemp(archive,dest_src.values(),SubProgress(progress,0,0.9))  File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 10389, in unpackToTemp    raise StateError(_("%s: Extraction failed\n%s") % (archive.s,"\n".join(errorLine)))bolt.StateError: Colourwheels sixy SI Armor & Clothing Replacer.7z: Extraction failedError:Cannot use absolute pathnames for this command

What's the reason for this? Is it the REALLY long folder name, i.e. "textures\colourwheels sixy SI clothing & armor Replacer\gnd texture.dds2"?

EDIT or an unsupported symbol? BAIN doesn't like his other mods either :shrug:
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jess hughes
 
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Post » Wed Sep 29, 2010 2:51 pm

hmmm can't really say without knowing the contents of the ini tweak... could you post either the contents of the tweak or the tweak file?
Pacific Morrowind


Sure. Here it is:
[General]bUse Joystick=0


I think it has soemthing to do with the space between "bUse" and "Joystick", but that's the way it is written in the Oblivion.ini file.
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suniti
 
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Post » Wed Sep 29, 2010 8:21 am

Hey, I had an idea for a utility addon for BASH, but I'm not up to snuff on coding enough to build it as a plugin and was wondering both if it might be a neat idea (or a dumb one) and if the folks working on BASH, or anyone intimately familiar with it might be willing to create it if it's not just a dumb idea :D

Some explanation:

When folks install certain mods, or groups of mods, they generally tend to install the same file or group of files over and over again, having developed a preference. Prime examples of this are the plugins for MMM and FCOM/uFCOM.

Because it is beyond the scope of the author's prescience to know what plugins any given person is going to desire, the best authors either combine their plugins into a menu controlled .esp/.esm and give the player a way to activate and deactivate features in-game, OR they simply provide a large number of individual plugins the end user can apply to suit their tastes. The second option seems to be the most popular, hence my idea:

Give BASH a plugin that allows you to highlight a group of files in the BASH screen, then right click on them (or go to the utilities or batch actions button maybe) and select from one of two options:

1. Create merged active .esp - Creates a standard .esp file that has to be activated in BASH/OBMM to have any effect.

2. Create merged mergefile. - Creates a special merge-only .esp file that you 'merge' using BASH the normal way. This option only appears if the files are all merge types.

A couple of simple checks in the plugin would report to the user whether the selected files are valid for either install procedure by checking to make sure they are all either normal or mergeables and would either NOT allow people to select a mixed bag of the two types, OR...

If mergeable/merge required AND normal (active) plugins got selected, would inform the user of this, ask them if they meant to do it, and then create *TWO* esp files...one containing only the 'activateable' mods, and one containing the mergeable/merge required mods.

Because this would be handled in BASH, and because BASH already can read and set the bash tags on files, having BASH automate this task would remove the guessing game from manually combinining mods, and make it possible for the average user to dramatically shorten their load list by combining dozens of compatible .esp files into a single large .esp.

A side option to this would be for BASH to detect what, if any meshes and textures are being accessed by the mods in question and, if they are loose files installed into the data/meshes and data/textures directories (and sound, video, et al), would then combine THOSE into a .BSA file and delete the originals from DATA.

With a system like this, if its possible, a load order for FCOM consisting of 200+ files that I use *every* time I install the game could be reduced, theoretically...to about 20 files and 5 to 10 extra .bsa's.

Anyway, just food for thought :)
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Shiarra Curtis
 
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Post » Wed Sep 29, 2010 9:55 am

I'm getting the same BAIN instal error on other mods as stated above

  File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\basher.py", line 6075, in Execute    self.data.install(self.selected,progress,last,override)  File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 11135, in install    installer.install(archive,destFiles,self.data_sizeCrcDate,SubProgress(progress,index,index+1))  File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 10405, in install    self.unpackToTemp(archive,dest_src.values(),SubProgress(progress,0,0.9))  File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 10389, in unpackToTemp    raise StateError(_("%s: Extraction failed\n%s") % (archive.s,"\n".join(errorLine)))bolt.StateError: OCC-KOTN_Compatibility_Patch-.7z: Extraction failedError:Cannot use absolute pathnames for this command


This time's it for
Open_Cities_-_Skingrad_Outskirts_Patch_v1.0-.7z
OCC-KOTN_Compatibility_Patch-.7z

Both Arthmoorian, so nothing wrong with them
Could this be a Bash 279b problem?

EDIT: Ok Weird, already have different version of OCC-KOTN installed, but problem persists with OC Skingrad outskirts patch
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sam smith
 
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Post » Wed Sep 29, 2010 11:10 pm

Hey, I had an idea for a utility addon for BASH...

The merging function is what Gecko is for. And, there are rules about what can and can't be merged into one plugin, so automating it for any program could be disastrous.

Also, even though users might install the same group of mods over and over again, versions change all the time, so this would have limited utility.

gothemasticator
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Ray
 
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Post » Wed Sep 29, 2010 10:05 am

@PacificMorrowind
Bash tags:
Is it possible to integrate a column into the mod list exp. after author (Autor), which shows the origin of the bash tags of a mod (exp. d = description, b = BOSS masterlist, t = taglist, m =manually set) and a switch integrated into the context menu to change this setting would be very nice and the bash tag list should show the used combination of tags, this would be perfect.
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Amanda Leis
 
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Post » Wed Sep 29, 2010 7:38 am

This time's it for
Open_Cities_-_Skingrad_Outskirts_Patch_v1.0-.7z
OCC-KOTN_Compatibility_Patch-.7z

Both Arthmoorian, so nothing wrong with them
Could this be a Bash 279b problem?

EDIT: Ok Weird, already have different version of OCC-KOTN installed, but problem persists with OC Skingrad outskirts patch


Arthmoorian.... I like that :)

Did you rename those files yourself? Those aren't the names I gave the archives before uploading them.

If not, where did you get them?
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Claire Jackson
 
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Post » Wed Sep 29, 2010 11:08 am

(Metallicow, last thread):
About the launch buttons/ini:
Got quite a few of the new icons made up already. They look a lot better. Will release them in a pack soon. Many other program icons will be included.
Not all the launch options seem to have a icon choice 16 or 32
The sCustom#txt= lines don't seem to work. The paths leading to the .exes does though. Would also like custom#16 and custom#32 icon options.
Also BSA Commander in the ini.
The fraps line has a 'C: in it. Remove the '
Typo: witht in iIconSize section.

typos fixed, thanks.
Icons in 16 and 32, done!; good idea.
sCustom#txt fixed, thanks.
If you have improved/better icons I'd be happy to use them instead (not my strongsuit that)... or other suggestions of programs to include in launchers.
I thought I'd made 32/16 for all of the icons... what ones are missing?
I'll add BSA Commander in, thanks. (just a quick question: what's the default path/exe name?)

I have a question regarding BALO usability. ATM it reorders (via grouping) certain plugins in a way contrary to BOSS recommendations. Is it useful at all ATM to prefer BALO (and subsequent manual assigning to groups) to BOSS?

It depends... any LO solution if you have a lot of mods you have to be willing to move a few to funny spots to get the meshup that you want... I prefer BOSS for initial setting but it depends on your experience, and personal work flow preferences.

I'm bashing my head to the desk. Can't figure this one out. Every time I try to select Unofficial Oblivion Patch.esp, I get following error:
Traceback (most recent call last):  File "E:\Program Files\Bethesda Softworks\Oblivion\Mopy\basher.py", line 3492, in OnShowPage    self.GetPage(event.GetSelection()).OnShow()  File "E:\Program Files\Bethesda Softworks\Oblivion\Mopy\basher.py", line 2197, in OnShow    if data.refresh(progress,what,self.fullRefresh):  File "E:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 10693, in refresh    if 'S' in what or changed: changed |= self.refreshStatus()  File "E:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 10984, in refreshStatus    changed |= installer.refreshStatus(self)  File "E:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 9907, in refreshStatus    for file,sizeCrc in dirty_sizeCrc.iteritems():RuntimeError: dictionary changed size during iteration

try deleting your Installers.dat from Oblivion Mods/Bash Installers/Bash... will loose you the record of what is installed, but should reset that dictionary.


I was having a play around and wanted to try Colourwheels HGEC SI replacer. I repacked the archive into a BAIN friendly one, but it won't install it. Here the error code
 File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\basher.py", line 6075, in Execute    self.data.install(self.selected,progress,last,override)  File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 11135, in install    installer.install(archive,destFiles,self.data_sizeCrcDate,SubProgress(progress,index,index+1))  File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 10405, in install    self.unpackToTemp(archive,dest_src.values(),SubProgress(progress,0,0.9))  File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 10389, in unpackToTemp    raise StateError(_("%s: Extraction failed\n%s") % (archive.s,"\n".join(errorLine)))bolt.StateError: Colourwheels sixy SI Armor & Clothing Replacer.7z: Extraction failedError:Cannot use absolute pathnames for this command

What's the reason for this? Is it the REALLY long folder name, i.e. "textures\colourwheels sixy SI clothing & armor Replacer\gnd texture.dds2"?

EDIT or an unsupported symbol? BAIN doesn't like his other mods either :shrug:

I'm guessing that it would be the '&' symbol... but that's in the area I have a) the least experience with b ) least succes changing... but I'll give it a try to make it work with '&' symbols.

Sure. Here it is:
[General]bUse Joystick=0


I think it has soemthing to do with the space between "bUse" and "Joystick", but that's the way it is written in the Oblivion.ini file.

that was my first guess but I was wrong... just enabled some debug printing and it was getting the setting perfectly... so I checked in my Oblivion.ini and use this instead: (note the different section header)
[Controls]bUse Joystick=0

@@ everyone I'll respond shortly
Pacific Morrowind
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Franko AlVarado
 
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Post » Thu Sep 30, 2010 12:15 am

Maybe I'm not sure how the Spell Stats thing works... the readme seems to say that you can export spell stats from an .esp to a spreadsheet... but when I right-click on an .esp and go to export, Spell Stats is not an option. Am I not understanding something?
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Elisabete Gaspar
 
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Post » Wed Sep 29, 2010 8:57 am

I'm bashing my head to the desk. Can't figure this one out. Every time I try to select Unofficial Oblivion Patch.esp, I get following error:
Traceback (most recent call last):  File "D:\pelit\Oblivion\Mopy\basher.py", line 1210, in OnItemSelected	self.details.SetFile(modName)  File "D:\pelit\Oblivion\Mopy\basher.py", line 1323, in SetFile	tagsStr = '\n'.join(sorted(modInfo.getBashTags()))TypeError: sequence item 0: expected string, Path found


edit:

Installing hotfix that BOSS recommended and then doing simple enable->disable->enable trick seems to have fixed it, at least for now. What an annoyance.


Iam geting the same thing only with Francesco's Leveled Creatures-Items Mod.esm & Francesco's Optional New Items Add-On.esm see http://www.gamesas.com/bgsforums/index.php?showtopic=1075069&st=160&start=160 ( Post #166 ) and what hot fix and were do i get it. ?
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Sarah Knight
 
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Post » Wed Sep 29, 2010 6:53 pm

Iam geting the same thing only with Francesco's Leveled Creatures-Items Mod.esm & Francesco's Optional New Items Add-On.esm see http://www.gamesas.com/bgsforums/index.php?showtopic=1075069&st=160&start=160 ( Post #166 ) and what hot fix and were do i get it. ?


Unselect Automatic tag see if that helps any?
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Kristian Perez
 
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Post » Wed Sep 29, 2010 4:01 pm

Iam geting the same thing only with Francesco's Leveled Creatures-Items Mod.esm & Francesco's Optional New Items Add-On.esm see http://www.gamesas.com/bgsforums/index.php?showtopic=1075069&st=160&start=160 ( Post #166 ) and what hot fix and were do i get it. ?


Francesco's Leveled Creatures-Items Mod.esm did give the same error with me too and so did ExnemRuneskulls.esp, I really don't know what fixed the former but the latter was fixed by simple reinstall.

The hotfix I mentioned was UOP 3.2.4 hotfix. I didn't even realize there was such thing until BOSSlog.txt mentioned it.
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quinnnn
 
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Post » Wed Sep 29, 2010 8:41 pm

Unselect Automatic tag see if that helps any?


it didn't have a Automatic tag and poting it on didnt fix it eather EDIT as for the hotfix allready have that installed
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Karl harris
 
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