[RELZ] Wrye Bash -- Thread No. 40

Post » Tue May 17, 2011 3:35 am

Wasn't there recently some issues with trying to update the 7z.dll file? All those errors seem to be archive related. Any chance an error crept in from that?

Also, regarding the italicizing issue I had that got lost in the Purple Haze: The behaviour I was seeing was that while adding or changing tags on a different mods, and reordering some of them (testing the new placements for race mods), at times a group of mods would become italicized. I didn't see any particular pattern to it, but it always corrected itself after closing and reopening Bash.

If it happens again I'll grab a screenshot.

edit:Arthmoor, you didn't have a Bash.ini set up did you?

Actually, even if you did it should have been deleted as well when you started over.
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remi lasisi
 
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Post » Tue May 17, 2011 10:48 am

I did have a bash.ini, but yes, it was deleted when I started over. I don't have one now as it's no longer necessary for me to edit it to get what I want.

If it's related to a problem with the 7z.dll file, I wouldn't know. I wasn't aware they had plans to update that. It also failed to spot a .zip file too though, so unless that 7z.dll file is handling all formats.....
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[Bounty][Ben]
 
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Post » Tue May 17, 2011 2:45 am

Greetings,

Thank you for the rename-installer improvements, and other updates.

In Wrye Bash 283, when I rename an already-installed installer, the data in the 'Mod[Tab]-->Installer' column is not updated with the new installer filename.
(Currently the user must reinstall the ESP to update this data.)

Thank you for your continual efforts with Wrye Bash.
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bonita mathews
 
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Post » Tue May 17, 2011 10:09 am

not quite... muahahahaha... I can at least partially please everyone; the wonders of the ini! I had already been thinking of letting users set what colour exactly the green/black/purple where. Well in that case you can set purple to black or green or something else... should be in 284.

Having read the colour thread with interest, I have to say that for me (especially now that I understand Deactivate much more clearly - amazing that my game has been working quite well), the key information I want to know is "Which mods should I deactivate". So I would opt for Green meaning merged (which it already does) and the delightful purple colour meaning Deativate because evrything required from the mod has been imported. Nice and simple for a stupid guy like me.

I mentioned all of this so that if you do put some INI options on this, you allow Italics to be set to Purple as well as being able to specify the other colour preferences you mentioned.

Edit: Question/Clarification

I would like to check if my understanding of what can be deactivated after creating a bashed patch is correct...

  • Merged mods
  • Mods that could be merged but have the NoMerge tag and have their other tags imported (for example {{BASH:Actors.Anims,NoMerge}})
  • Mods that have tags and do not include anything else - for example, {{BASH:Graphics}}
    This means that I need to actually examine the mod (using something like TES4Edit) to establish whether are not any other changes are introduced. If there are other changes, then I should NOT deactivate the mod, otherwise I should deactivate it.

Does this make sense and is my understanding correct?

Many thanks for any comments and guidance.
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Emma louise Wendelk
 
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Post » Tue May 17, 2011 5:26 am

REQ: Is it possible for the show XX tweaks to only be applied to playable items? That would get around some of the troubles with RGO and SM, which use rings to carry out certain functionality I think.

@Suruzal: Yes to #1 and #2. Regarding the last one, some mods with import graphics contain other content but can still be deactivated. If all of the mods newly-added content is for the purpose of the graphical override, then it can still be deactivated.
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Chrissie Pillinger
 
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Post » Tue May 17, 2011 2:37 am

hi, i get this error while creating a new bashed patch

MERGE/SCAN ERROR: M.O.E. - Main Quest Delayer.esp
Traceback (most recent call last):
File "E:\TES4Oblivion\Mopy\basher.py", line 4567, in Execute
patchFile.scanLoadMods(SubProgress(progress,0.2,0.8))
File "E:\TES4Oblivion\Mopy\bosh.py", line 13748, in scanLoadMods
patcher.scanModFile(modFile,nullProgress)
File "E:\TES4Oblivion\Mopy\bosh.py", line 17236, in scanModFile
if record.eid.lower() == tweak.key:
AttributeError: 'NoneType' object has no attribute 'lower'

im running just over a hundred mods
the esp is not mergeable nor flagged or set to be merged
i'm using wrye 283, i installed it over 280 which was working fine
my os is winxp x64

loadorder before bashed patch loads doesnt matter
M.O.E. - Main Quest Delayer.esp is dependent on Kvatch Rebuilt.esm
im guessing wrye scans the esp and finds some missing stuff
for now ill just load it after the bashed patch

everything else with 283 runs just fine for me, im not using bain

regards and godspeed
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Alexxxxxx
 
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Post » Tue May 17, 2011 7:27 am

@Suruzal: Yes to #1 and #2. Regarding the last one, some mods with import graphics contain other content but can still be deactivated. If all of the mods newly-added content is for the purpose of the graphical override, then it can still be deactivated.

to further expand on Tom, you can deactivate a mod if all you want are the tagged changes...well, usually :P
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Alba Casas
 
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Post » Tue May 17, 2011 12:41 am

@Suruzal: Yes to #1 and #2. Regarding the last one, some mods with import graphics contain other content but can still be deactivated. If all of the mods newly-added content is for the purpose of the graphical override, then it can still be deactivated.



to further expand on Tom, you can deactivate a mod if all you want are the tagged changes...well, usually :P

Many thanks.

Looks quite complicated for a simple minded person like me. From what you said, if I follow my #3 I will not do any harm :)

I think as BOSS starts to add the Deactivate tag to more appropriate mods, I am really going to benefit from other people with greater knowledge and skill than me.
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Robert DeLarosa
 
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Post » Tue May 17, 2011 4:40 am

BOSS is going light on the deactivate tags, or that is how it sounded after I last queried into how the latest tag is being applied. I think that BOSS should add more deactivate suggestions, but that is up to the BOSS team. There are plenty of colors to tell you what to do even without the italics, however. Most of the colorful text plugins (excepting blue) are safe to deactivate.
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Clea Jamerson
 
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Post » Tue May 17, 2011 12:10 am

REQ: Is it possible for the show XX tweaks to only be applied to playable items? That would get around some of the troubles with RGO and SM, which use rings to carry out certain functionality I think.
Wrong tweak. It's the one that makes clothing playable that is causing this problem because it makes the items visible in the inventory. "Show XX tweaks" only make the armor/clothing stop hiding the amulets/rings, so that they are visible on the character.

A few "notweaks" tags have been requested and will be worked on after the immediate bugfixing is dealt with. Or when Waruddar comes back, since he's the one that volunteered to work on it.
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Destinyscharm
 
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Post » Tue May 17, 2011 9:34 am

Oh, well then there is not a work around...except for the one you just mentioned. That sounds good to me, thanks.
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Alex Vincent
 
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Post » Tue May 17, 2011 1:36 pm

Greetings,

Thank you for the rename-installer improvements, and other updates.

In Wrye Bash 283, when I rename an already-installed installer, the data in the 'Mod[Tab]-->Installer' column is not updated with the new installer filename.
(Currently the user must reinstall the ESP to update this data.)

Thank you for your continual efforts with Wrye Bash.


Yep, on our list of bugs in the tracker. I'll get to it eventually, I have a couple higher priority things to finish first, but it shouldn't be too hard to fix.
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George PUluse
 
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Post » Tue May 17, 2011 1:19 am

Just a note: I had the "italicizing without reason" issue last night and grabbed a screenshot: http://i39.tinypic.com/aw6t6e.png

All I had done, and I'm hoping I remember this correctly, is run BOSS, at which point everything was fine, then I moved the "EVE_KhajiitFix.esp" up to it's new position with Ctrl-uparrow. After it had be relocated I noticed that a whole group of mods, starting with "Let There Be Darkness - Mehrunes Razor.esp" and ending with "bgBalancingEVOptionalSeamReducerHighElfFix.esp".

The pattern appears to be this: "Let There Be Darkness - Mehrunes Razor.esp" was the topmost visible file in my Wrye Bash window. "bgBalancingEVOptionalSeamReducerHighElfFix.esp" was the file that "EVE_KhajiitFix.esp" previously followed. So, the first mod in the list, down to the last mod that got moved all went to italics.

Restarting fixed everything, of course.
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Claire Mclaughlin
 
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Post » Tue May 17, 2011 3:27 am

I still have the bug where Wrye Bash thinks DLCShiveringIsles.esp (renamed USIP installed from a project) is not installed too...
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Cameron Garrod
 
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Post » Tue May 17, 2011 9:04 am

Just re-read the last 4 pages about the colour discussion and whatnot and my head now hurts.

Just to clarify, mods in italics should be deactivated? All of them, or is it dependant on each one (I know about green and purple ones ;))
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Paula Ramos
 
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Post » Tue May 17, 2011 3:34 pm

Just re-read the last 4 pages about the colour discussion and whatnot and my head now hurts.

Just to clarify, mods in italics should be deactivated? All of them, or is it dependant on each one (I know about green and purple ones ;))

Yes, but I recommend looking in the tags panel to check that the Deactivate tag is set - there does seem to be a few scenarios when WB shows italics when the tag is *not* set (usually fixed by restarting WB).
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Amy Cooper
 
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Post » Tue May 17, 2011 12:01 pm

The Deactivate tag was set automatically for now and needs some review, but generally mods with the deactivate tag should be deactivated except under exceptional circumstances.

Note that merged mods, with the [+] are considered "deactivated".

Just as an addendum to my report on the random italicizing when moving the mods from earlier. I also noticed just now that if you sort your mods in a different way (alphabetically, or reverse alphabetical by clicking the "File" header) the italicizing doesn't move. That is to say, if the fourth through eighth mods displayed in the window are italicized, when you resort, the fourth through eighth will stay italicized although they are now different mods.
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Caroline flitcroft
 
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Post » Tue May 17, 2011 12:27 pm

Hello-

I've just installed Wrye Bash but when I try to load it, i get a window that says "incorrect command line" . Followed the installation instructions, am running oblivion on Vista (installed both bash and oblivion to the c:\ directory)... Curious as to what i am doing wrong..

Thank You..

Squee
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Angel Torres
 
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Post » Tue May 17, 2011 5:58 am

Check what you did against the Bash installation instructions here: http://sites.google.com/site/oblivionpoinfo/prep. You need to make sure you are launching it properly.

Edit: You should have downloaded either the Python 01 pack, or the Python 26 + ComTypes + WxPythong requirements. After that, you need to either download v283 and extract it in the Oblivion folder, or first run the v275 installer and then extract the v283 archive in the Oblivion folder on top of it.
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Euan
 
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Post » Tue May 17, 2011 6:37 am

Yes, but I recommend looking in the tags panel to check that the Deactivate tag is set - there does seem to be a few scenarios when WB shows italics when the tag is *not* set (usually fixed by restarting WB).

The Deactivate tag was set automatically for now and needs some review, but generally mods with the deactivate tag should be deactivated except under exceptional circumstances.
Note that merged mods, with the [+] are considered "deactivated".

Thanks for the clarification. I just checked and all my italicised are already! I love Bash :touched:
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Steven Nicholson
 
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Post » Tue May 17, 2011 3:27 am

While instaling my mod archives via BAIN I got the following error message:

Traceback (most recent call last):
File "C:\Games\Bethesda Softworks\Oblivion\Mopy\basher.py", line 6245, in Execute
self.data.install(self.selected,progress,last,override)
File "C:\Games\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 11097, in install
installer.install(archive,destFiles,self.data_sizeCrcDate,SubProgress(progress,index,index+1))
File "C:\Games\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 10311, in install
srcFull.moveTo(destFull)
File "C:\Games\Bethesda Softworks\Oblivion\Mopy\bolt.py", line 488, in moveTo
os.remove(destPath._s)
WindowsError: [Error 5] Access is denied: 'c:\\Games\\Bethesda Softworks\\Oblivion\\Data\\DLCfrostcrag.esp'


Am I okay? If I understood what I saw I know I have to manually copy DLCfrostcrag.esp. I'm not sure what the rest means, though.
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Richard Thompson
 
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Post » Tue May 17, 2011 10:32 am

That error message looks like it is showing that Bash does not have access to your Data folder. Do you have a firewall stopping Bash from doing this?
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Nomee
 
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Post » Tue May 17, 2011 12:16 am

Also make sure you're running Bash as an administrator.
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Vickytoria Vasquez
 
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Post » Tue May 17, 2011 3:23 am

The problem was I didn't run as administrator. I did it that way and no error. Thanks!
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Emily Rose
 
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Post » Tue May 17, 2011 8:56 am

I will note that on my site too, so thanks to you two for that.
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Monique Cameron
 
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