[RELZ] Wrye Bash -- Thread No. 40

Post » Tue May 17, 2011 4:44 am

I updated 282 with 283 but it now refuses to start? I went back to 279 (thought it was was 282) and that ran out of the box. I grabbed a copy of 282 (which I was using without a problem) and now that does not start either.
User avatar
Sxc-Mary
 
Posts: 3536
Joined: Wed Aug 23, 2006 12:53 pm

Post » Tue May 17, 2011 1:45 am

Seems I had a bugged file in my download. Re-did it and it works fine now.
User avatar
Strawberry
 
Posts: 3446
Joined: Thu Jul 05, 2007 11:08 am

Post » Tue May 17, 2011 12:10 pm

Also, this:

MERGE/SCAN ERROR: The Ayleid Steps.espTraceback (most recent call last):  File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\basher.py", line 4567, in Execute    patchFile.scanLoadMods(SubProgress(progress,0.2,0.8))  File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 13744, in scanLoadMods    self.scanModFile(modFile,nullProgress)  File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 13798, in scanModFile    block.updateRecords(modFile.tops[blockType],mapper,mergeIds)  File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 4175, in updateRecords    fids = set([record.fid for record in self.records])MemoryError

User avatar
JERMAINE VIDAURRI
 
Posts: 3382
Joined: Tue Dec 04, 2007 9:06 am

Post » Tue May 17, 2011 8:21 am

283
They are they higher res icons. Something got borked again in 283. It['s not a biggie complain, but the download icons for the certain icons got screwed up again.

If anyone helping with dev would do this, this will cure the problem with icons res in further updates.

Oh ************ I forgot to update images folder... OUCH!... sorry... fixed, thanks.
So far so good with the ini.

well now that is nice.

(Maybe) bug report... I'm assuming that the bold text is the new "Deactivate" tag... (as an aside, and this is purely aesthetic, the bold is out of place... better it be a different color to remain consistent with the rest of the indicators) not just the things with "Deactivate" are getting bolded. Lots of stuff that shouldn't be is, including the Bashed Patch itself.

yes Bold was the 'Deactivate' tag (as per the readme)... I've changed it to slanted. The reason it isn't a colour is since there are already many colours fighting for superiority, so this way more info can be represented than if just using colour.
It can only be applied if the 'Deactivate' tag is on the mod... at least that's what the check says (the code for checking is: if 'Deactivate' in bosh.modInfos[fileName].getBashTags(): which although I've had some fun with crashing has never once been inaccurate) ... so no idea on that; try refreshing your whole list with Ctrl-A and mark mergeable.


So I should deactivate the mods with bold text? :o

import(and for some also merge) and deactivate.

Also, I'm still not sure the race import stuff is working right... the EVE_Khajiit fix is tagged for Body-F, because it changes the texture for the female body. It's also merged into the Bashed Patch, but the entire Khajiit record is still being merged into the patch, not just the texture path for the female body. I marked it NoMerge, and (even though the Race Record header says that the mods MUST be active or merged to be imported) it imported just that over top the RBP changes. The same was true for Diverse Voices.esp.

nope it definitely has to be merged.
that is totally bizarre... my tests have all been fine now. Also fine for both Corepc (he also reported a speed improvement - while I was there I did a couple optimizations) and Daemondarque... so I really don't know what to say on that (and I use RBP)
And, as an aside (but on a similar note), if I have an .esp that changes only the model and texture paths for the ears of, say, high elves, what should it be tagged with so that the entire record isn't overwritten? [EDIT] I'll bet it's graphics, isn't it?

nope... in fact it should be the racepatcher but the race patcher does nothing with the ear subrecord!... I'll fix that up (guess theres gonna be an R.Ears tag shortly).

Seems I had a bugged file in my download. Re-did it and it works fine now.

okay glad to hear its working now.

Also, this:

MERGE/SCAN ERROR: The Ayleid Steps.espTraceback (most recent call last):  File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\basher.py", line 4567, in Execute    patchFile.scanLoadMods(SubProgress(progress,0.2,0.8))  File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 13744, in scanLoadMods    self.scanModFile(modFile,nullProgress)  File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 13798, in scanModFile    block.updateRecords(modFile.tops[blockType],mapper,mergeIds)  File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 4175, in updateRecords    fids = set([record.fid for record in self.records])MemoryError


that is according tot he python site (I had to look it up since I've never seen it):
exception MemoryError
Raised when an operation runs out of memory but the situation may still be rescued (by deleting some objects). The associated value is a string indicating what kind of (internal) operation ran out of memory. Note that because of the underlying memory management architecture (C’s malloc() function), the interpreter may not always be able to completely recover from this situation; it nevertheless raises an exception so that a stack traceback can be printed, in case a run-away program was the cause.

... so try restarting Bash and doing whatever you were doing from start; also how many times with how big a LO had you already built the patch without closing bash?
thanks;
Pacific Morrowind
User avatar
Doniesha World
 
Posts: 3437
Joined: Sun Jan 07, 2007 5:12 pm

Post » Tue May 17, 2011 4:22 am

So as most of you should be able to tell 283 is out; changelog:
=== 283 [18/04/2010] [Lojack,PacificMorrowind,Warrudar]
  • Taglist: updated to masterlist version 824 and a bunch of cruft removed.
  • Fixes:
    • Fixed untranslatable strings reported by ThreeD.
    • Remaining scrolling issues in installers tab fixed.

  • BAIN Wizard strings now translateable.
  • INI Tweaks tab edits:
    • Fixed sorting on the INI Tweaks tab.
    • Added option to sort valid ini tweaks to the top.
    • Added option to see what is causing an INI tweak to be considered invalid (Right Click->List Errors).

  • Check added at start of patch build dialogue to detect (with warning and choice of proceeding or not) missing/delinquent masters.
  • Option to show/hide ruleset info from Mod Checker added.
  • Import Scripts can now add new scripts to the esp (optional).
  • Fixed major bug and a slight optimization in Race Patcher.
  • Slight optimization to translation feature (only affects you if you have a Non-English OS).
  • Some more random strings made translateable.
  • New tag __Deactivate__: suggests when you should import & deactivate (if mergeable or mergeable but with NoMerge you always should merge & deactivate).
  • Fix for potential type of bashsettings.dat corruption
  • NPC patchers optimized.


Pacific Morrowind
User avatar
Liv Staff
 
Posts: 3473
Joined: Wed Oct 25, 2006 10:51 pm

Post » Tue May 17, 2011 5:57 am

So as most of you should be able to tell 283 is out; changelog:
=== 283 [18/04/2010] [Lojack,PacificMorrowind,Warrudar]
  • Taglist: updated to masterlist version 824 and a bunch of cruft removed.
  • Fixes:
    • Fixed untranslatable strings reported by ThreeD.
    • Remaining scrolling issues in installers tab fixed.

  • BAIN Wizard strings now translateable.
  • INI Tweaks tab edits:
    • Fixed sorting on the INI Tweaks tab.
    • Added option to sort valid ini tweaks to the top.
    • Added option to see what is causing an INI tweak to be considered invalid (Right Click->List Errors).

  • Check added at start of patch build dialogue to detect (with warning and choice of proceeding or not) missing/delinquent masters.
  • Option to show/hide ruleset info from Mod Checker added.
  • Import Scripts can now add new scripts to the esp (optional).
  • Fixed major bug and a slight optimization in Race Patcher.
  • Slight optimization to translation feature (only affects you if you have a Non-English OS).
  • Some more random strings made translateable.
  • New tag __Deactivate__: suggests when you should import & deactivate (if mergeable or mergeable but with NoMerge you always should merge & deactivate).
  • Fix for potential type of bashsettings.dat corruption
  • NPC patchers optimized.


Pacific Morrowind

Nice update. I look forward to trying this one out.


Thanks!
- Tomlong75210
User avatar
claire ley
 
Posts: 3454
Joined: Fri Aug 04, 2006 7:48 pm

Post » Tue May 17, 2011 10:30 am

Just tried out 283 - brilliant release. Really like the way the Deactivate tag has been implemented - seems to work perfectly. I even used BOMM to override the LoadingScreens.esp to include the Deactivate tag, re-ran BOSS and WB changed the text to Italics without having to do anything else :)

Btw, my bashed patch is NOT in italics.

The purple text only seems to show up by marking the mod as mergeable - so although easy to correct, I think it would be great if it detected it automatically (test done by installing a new mod via the Installers tab).

Thanks so much for all the hard work you do and the fantastic responsiveness - very much appreciated.

Edit:
Here are some ESPs that are erroneously being shown in italics...

  • RumpleMod.esp
  • LostSpires-DarkForest patch.esp
  • xulBeachesOfCyrodiilLostCoast.esp
  • VeronaHouseBloodlines-LushWoodlands fix.esp
  • xulRiverEthe.esp
  • xulCheydinhalFalls.esp
  • Colourwheels sixy Imperial Legion.esp

...can't see any pattern for these exceptions, but listed thenm in case it helps.

There were some others, but trying to mark them as mergeable seemed to remove the italics.
User avatar
Emma Copeland
 
Posts: 3383
Joined: Sat Jul 01, 2006 12:37 am

Post » Tue May 17, 2011 7:04 am

Thank you for the update - Scrolling BAIN installers with ctrl up/down problem gone, yey. Have not experienced the window focus problem with this version but its early days yet, I understand that is still a to-do. Love the new deactivate tag, very useful and a clearer indication. :goodjob:
User avatar
Lew.p
 
Posts: 3430
Joined: Thu Jun 07, 2007 5:31 pm

Post » Tue May 17, 2011 9:44 am

What do italics signify again? Are merged mods supposed to have italics?

Edit: Oh, the deactivate tag, gotcha. I have a few to recommend in the BOSS thread then.
User avatar
Mrs shelly Sugarplum
 
Posts: 3440
Joined: Thu Jun 15, 2006 2:16 am

Post » Tue May 17, 2011 7:32 am

Italics are meant to signify mods that should be deactivated, but it seems a bit buggy.

I think a restart is needed to get the right ones marked.
User avatar
Melung Chan
 
Posts: 3340
Joined: Sun Jun 24, 2007 4:15 am

Post » Tue May 17, 2011 2:33 pm

How is the functionality buggy? Are merged mods not supposed to have italics?
User avatar
Jay Baby
 
Posts: 3369
Joined: Sat Sep 15, 2007 12:43 pm

Post » Tue May 17, 2011 3:11 am

A whole bunch of my mods were italicized at first, including ones that obviously shouldn't have been.

When I restarted, though, most of them went back to normal and the ones that were left in italics seemed to be correct.
User avatar
Chloe :)
 
Posts: 3386
Joined: Tue Jun 13, 2006 10:00 am

Post » Tue May 17, 2011 4:09 am

How is the functionality buggy? Are merged mods not supposed to have italics?

My understanding is that mods that will get a dot in them should be in italics (ie the ones that are not merged but which should be deactivated). Merged mods (plus) should not.

There do seem to be one or two anomalies with mods that should not be deactivated being in italics.
User avatar
ijohnnny
 
Posts: 3412
Joined: Sun Oct 22, 2006 12:15 am

Post » Tue May 17, 2011 6:31 am

The Alternative faces add-on for Integration is italicized. I need to go edit my BOSS post now...
User avatar
Georgia Fullalove
 
Posts: 3390
Joined: Mon Nov 06, 2006 11:48 pm

Post » Tue May 17, 2011 7:41 am

I downloaded the latest 283, and the Deactivate indicator bugginess seems to have calmed down. However, the RBP changes to the Khajiit race are still being overwritten in the patch... I think it's the EVE fix, even though it's tagged with Body-F. I'm going to keep looking for another mod that might be getting merged into the Patch with vanilla Khajiit data, but every time I try to check my merged mods in TES4Edit, it doesn't work right :shrug: And for the Diverse Voices, I'm not sure, but I think it's getting imported properly, except the Bashed Patch entry for the relevant race voices is a "NULL" record. I don't know what that means XD

And, last thing for now, whenever I select everything in my modlist using Ctrl-A, this error pops up:

Traceback (most recent call last):  File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\basher.py", line 1389, in OnItemSelected    self.details.SetFile(modName)  File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\basher.py", line 1501, in SetFile    tagsStr = '\n'.join(sorted(modInfo.getBashTags()))TypeError: sequence item 3: expected string, Path found


[EDIT] The above error is ONLY in the mods tab. Ctrl-A works fine for all other tabs.

[EDIT again] Okay, I'm sure of it... the ONLY files that contain data for the Khajiit race are Oblivion.esm, Slof's Oblivion Better Beasts.esp, bgBalancingEVCore.esp, EVE_KhajiitFix.esp, and Bashed Patch, 0.esp. Bash is importing the entire race record from the EVE file or from Slof's plugin. Either way, the tags aren't working right. http://i227.photobucket.com/albums/dd171/misterPEB/TES4Edit.jpg's an image of TES4Edit at the Khajiit race entry.
User avatar
Amysaurusrex
 
Posts: 3432
Joined: Wed Aug 09, 2006 2:45 pm

Post » Tue May 17, 2011 1:22 pm

Move the Eve_KhajiitFix.esp above the RBP core mod. Leave the Body-F tag on it and merge it with the Race entry for it checked as well.

That solves the issue. I've added the recommendation to the BOSS thread to move the EVE_KhajiitFix.esp file to the same section as MMM - ResizedRaces.esp.
User avatar
victoria gillis
 
Posts: 3329
Joined: Wed Jan 10, 2007 7:50 pm

Post » Tue May 17, 2011 4:18 am

Thanks for pointing that our :) I think the issue still stands that the tag isn't working. The way I understand it (the only way that makes sense), is that the tag means that Bash should only merge the part that's tagged. That's not what's happening :(
User avatar
Lisha Boo
 
Posts: 3378
Joined: Fri Aug 18, 2006 2:56 pm

Post » Tue May 17, 2011 2:54 am


[EDIT again] Okay, I'm sure of it... the ONLY files that contain data for the Khajiit race are Oblivion.esm, bgBalancingEVCore.esp, EVE_KhajiitFix.esp, and Bashed Patch, 0.esp. Bash is importing the entire race record from the EVE file.


How are you loading it..

Make sure that is Khajiit Race is tagged with Body-f, Graphics, Load it before BgBalancingEVCore.esp, do not activate in load order and select it under merge patches, and race patches, rebuild patch,. Any ohter mods that modify races ?
User avatar
Rachel Hall
 
Posts: 3396
Joined: Thu Jun 22, 2006 3:41 pm

Post » Tue May 17, 2011 6:32 am

How are you loading it..

Make sure that is Khajiit Race is tagged with Body-f, Graphics, Load it before BgBalancingEVCore.esp, do not activate in load order and select it under merge patches, and race patches, rebuild patch,. Any ohter mods that modify races ?


Slof's Better Oblivion Beasts... as in my above comment, though, why should I have to load it before bgBalancingEVCore.esp? If it has to be loaded earlier than RBP in order to not override the entire record, then what is the Body-F tag even for?
User avatar
Ellie English
 
Posts: 3457
Joined: Tue Jul 11, 2006 4:47 pm

Post » Tue May 17, 2011 4:17 am

Thanks for pointing that our :) I think the issue still stands that the tag isn't working. The way I understand it (the only way that makes sense), is that the tag means that Bash should only merge the part that's tagged. That's not what's happening :(
Unfortunately, that's not how it works. Since Race record entries require the mod to be either active or merged, the complete changes of the mod are entered into the bashed patch. The Body-F tag only gives priority to that entry which allows it to over-ride any other mod that A: Doesn't change that particular record as well and/or B: Doesn't also have a Body-F tag.

If the tag allowed for true "import" of that data, like the NPCFaces tag, then the load order wouldn't matter at all.

For the record, in my bashed patch the RBP relations information, and most other data was getting through even before I moved the EVE_KhajiitFix.esp. The main thing I was losing was the changes to the racial powers, which were getting reset by the EVE mod. This is because Spell imports aren't supported yet, I believe.

Since the primary purpose (possibly only purpose) of the EVE_KhajiitFix.esp is to redirect the foot model to a different one, moving it and using the Body-F tag is the easiest solution.

One more thing, just as a disclaimer, my copy of the RBP core file was still tagged with Body-F and Body-M from when I was working around the Race bug from the 282 version. I've removed them and am currently rebuilding my patch to see if it alters the results at all.
User avatar
Mrs Pooh
 
Posts: 3340
Joined: Wed Oct 24, 2007 7:30 pm

Post » Tue May 17, 2011 10:11 am

Unfortunately, that's not how it works. Since Race record entries require the mod to be either active or merged, the complete changes of the mod are entered into the bashed patch. The Body-F tag only gives priority to that entry which allows it to over-ride any other mod that A: Doesn't change that particular record as well and/or B: Doesn't also have a Body-F tag.

If the tag allowed for true "import" of that data, like the NPCFaces tag, then the load order wouldn't matter at all.

For the record, in my bashed patch the RBP relations information, and most other data was getting through even before I moved the EVE_KhajiitFix.esp. The main thing I was losing was the changes to the racial powers, which were getting reset by the EVE mod. This is because Spell imports aren't supported yet, I believe.

Since the primary purpose (possibly only purpose) of the EVE_KhajiitFix.esp is to redirect the foot model to a different one, moving it and using the Body-F tag is the easiest solution.

One more thing, just as a disclaimer, my copy of the RBP core file was still tagged with Body-F and Body-M from when I was working around the Race bug from the 282 version. I've removed them and am currently rebuilding my patch to see if it alters the results at all.


Oh... okay, I just misunderstood what the race record tags were doing... why can't they be like other imports, importing just what's been tagged? If that was considered, but canned because it would cause problems, then that's the way it is :sheug: But if it's just that no one's brought it up, then consider this a feature request :)
User avatar
sam westover
 
Posts: 3420
Joined: Sun Jun 10, 2007 2:00 pm

Post » Tue May 17, 2011 1:20 pm

Can the purple highlighting be removed? The italics and the deactivate tag are cool, but I do not think the purple is very useful anymore.
User avatar
Jeffrey Lawson
 
Posts: 3485
Joined: Tue Oct 16, 2007 5:36 pm

Post » Tue May 17, 2011 11:07 am

Slof's Better Oblivion Beasts... as in my above comment, though, why should I have to load it before bgBalancingEVCore.esp? If it has to be loaded earlier than RBP in order to not override the entire record, then what is the Body-F tag even for?


Slof Better Beast with EVE, tricky, they need to load before RBP once again so that rbp changes are kept and records from Slof and EVE are imported in . Has Showler stated.

Tag Slof with Graphics, R. Teeth, R. Mouth only , select under graphics and races

Rebuild you should have wiskers, claw etc..

That is how mine is setup ..

I am having to load most mods that change races before RBP or Cobl Races, where has older version some of them loaded after. It is dues to how the racepatcher is working now. And how race changes need to be merged when possible. or imported when possible.
User avatar
Bigze Stacks
 
Posts: 3309
Joined: Sun May 20, 2007 5:07 pm

Post » Tue May 17, 2011 9:15 am

There appears to be a problem with BAIN in 283. I've dropped a couple of files into the Bash Installers folder and the installers tab is not registering that they've shown up there. Even a full data refresh did not fix this. This was working fine with 282.
User avatar
Anna Kyselova
 
Posts: 3431
Joined: Sun Apr 01, 2007 9:42 am

Post » Tue May 17, 2011 5:08 am

Can the purple highlighting be removed? The italics and the deactivate tag are cool, but I do not think the purple is very useful anymore.


I disagree... I think the purple is just as useful as the green mergeable indications, and MORE useful than the the italics. It was actively requested, many people like it, and it's not caused any problems... why should it be rescinded?
User avatar
james kite
 
Posts: 3460
Joined: Sun Jul 22, 2007 8:52 am

PreviousNext

Return to IV - Oblivion