[RELZ] Wrye Bash -- Thread No. 41

Post » Sat Feb 19, 2011 4:05 am

Can changes to the downloaded version of 7zip have any effect on the 7z.dll included with Wrye Bash? I remember someone mentioned a bug from upgrading the 7z.dll a while back, and several of the more obscure bugs that have been popping up lately seem to be centered on the archive packages. I know i screwed up another program a while back by choosing 64-bit options for my archiving, which that program couldn't read properly.


If you use the version included in the download it will work fine, however if you update it to a newer version from the 7z website, you will run into problems.
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Milad Hajipour
 
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Post » Sat Feb 19, 2011 7:05 am

Nah, it's unlikely anyone would have done that.
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Nikki Hype
 
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Post » Sat Feb 19, 2011 4:36 am

straub666 - I and others had this problem. A complete reinstall of python and then WB 283 fixed it for me. I was using the previous python install and upgrading WB stopped BAIN working.

This might help you
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Chavala
 
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Post » Sat Feb 19, 2011 12:15 am

Not much help for the OP reference 7zips but I have no problems with installers using WinRar, all my installers are converted to .rar format. I have seen on tesnexus people having problems with 7zips which were also solved by incompatabilities between versions used, so this may add weight to the users installed version compared with the version used with Wrye Bash being part of the problem.
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xemmybx
 
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Post » Sat Feb 19, 2011 6:02 am

Thanks everyone for their helpful responses:

Tomlong75210 - no joy removing docs :( Also, to get the Package Structure go to the Installers tab, right click on the archive or project, and select List Structure (I think this is what you meant?)

Lojack - all my BAIN settings are default, I haven't ticked any of the additional option is the right click context menu for the installers

Showler/Lojack - I was using v4.65 of 7Zip (64bit), so tried a few things out of interest - upgraded to the latest beta, tried the 32bit version of both, also tried replacing the dll and exe in Wyre for 7zip from the different version, no joy. I've gone back to the original v4.65 64 bit which was working fine before all this started, and reverted to the version of the dll and exe that came with Wyre 283, same result. I then used the dll and exe that came with Wyre 375 but still no luck (I'm almost certan that things were working when I was using that version).

Torrello - gave that a try, unfortunately no joy :(

alt3rn1ty - worked a treat for me (so far - fingers crossed).

I also tried reverting completely to Wyre 275, but still no joy :(

Looks like RAR it is for me as that seems to work OK.

The only thing I haven't done is a completely fresh install of Oblivion (and probably Windows, in case something's screwed up somwhere) but I don't want to go through that if I don't have to.

Cheers,

Straub666
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Steph
 
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Post » Sat Feb 19, 2011 8:54 am

Showler/Lojack - I was using v4.65 of 7Zip (64bit), so tried a few things out of interest - upgraded to the latest beta, tried the 32bit version of both, also tried replacing the dll and exe in Wyre for 7zip from the different version, no joy. I've gone back to the original v4.65 64 bit which was working fine before all this started, and reverted to the version of the dll and exe that came with Wyre 283, same result. I then used the dll and exe that came with Wyre 375 but still no luck (I'm almost certan that things were working when I was using that version).


Just to be clear, you shouldn't do anything to the 7z dll and exe in the Mopy folder. The version included is the lastest version known to work with WB. On another note, I'm pretty sure it has nothing to do with 7z at all. WB has no problem reading your archive and seeing what files are in it, so it's some other problem. When you create the archive from within WB, I'm assuming it does that sucessfully, but just shows up as "unrecognized" right?

If you could PM me a screenshot of this, and also the "List Structure..." from both the project before archiving it, and afterwards, maybe I can take a look into it.
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Erika Ellsworth
 
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Post » Sat Feb 19, 2011 4:12 am

Just to be clear, you shouldn't do anything to the 7z dll and exe in the Mopy folder. The version included is the lastest version known to work with WB. On another note, I'm pretty sure it has nothing to do with 7z at all. WB has no problem reading your archive and seeing what files are in it, so it's some other problem. When you create the archive from within WB, I'm assuming it does that sucessfully, but just shows up as "unrecognized" right?

If you could PM me a screenshot of this, and also the "List Structure..." from both the project before archiving it, and afterwards, maybe I can take a look into it.


Understood Lojack, just thought I'd try it on the off chance :)

I'm sending you a PM shortly, but I'm now starting to think something has gone wrong with Wyre, Python or Oblivion. I just tried to create a really simple archive with RAR, which was working for my issue above, and it is showing up as unrecogized as well. I might try a fresh install of Oblivion, Python and Wyre.

Update - damn, same thing on a fresh install of the above. May just have to work with projects where I can't create RAR or 7z archives, as I really don't want to reinstall windows.

Cheers,

Straub666
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LijLuva
 
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Post » Fri Feb 18, 2011 7:33 pm

So, I have a few questions... if I change my Oblivion install directory, what do I need to do with Bash to change where it looks for the Oblivion Mods folder, etc.? And is there anything other than the registry entry for InstallPath (or whatever it is) that I need to change to get it to work?
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victoria johnstone
 
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Post » Fri Feb 18, 2011 6:57 pm

Question regarding the Combat Max Actors tweak.

If I have FCOM which as I understand it due to the inclusion of MMM and OOO already sets the max actors to 40 - would setting it lower override FCOM? Would that be good or bad for FCOM?

Which would increase stability ... allowing more to fight or limiting those than can fight?

Does this also apply to other AI activities or only combat?

thanks
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Mizz.Jayy
 
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Post » Sat Feb 19, 2011 6:02 am

Question regarding the Combat Max Actors tweak.

If I have FCOM which as I understand it due to the inclusion of MMM and OOO already sets the max actors to 40 - would setting it lower override FCOM? Would that be good or bad for FCOM?

Which would increase stability ... allowing more to fight or limiting those than can fight?

Does this also apply to other AI activities or only combat?

thanks

Setting that tweak to 40 would lower one of the limits for FCOM (and OOO). It says in combat, but I would like to know if it touches the other setting as well. Psymon, you should check out the last few pages of the MMM thread, where Corepc explained the actor limits for the three FCOM-related overhauls (excluding WarCry.) I will try to get that information up somewhere at some point, but there is not much to remember. Using the bashed patch will override FCOM's settings. MMM and OOO's limits do not matter with FCOM_Convergence overriding them. That should not affect stability, but you may notice more actors freezing up. If you take out the extra fish and wildlife plugins, then that effect should be alleviated.
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ZANEY82
 
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Post » Sat Feb 19, 2011 7:27 am

It will definitely overwrite the MMM/FCOM setting.

I think setting that to a lower number might result in having actors stand around in combat instead of attacking, but only when the numbers are very high. You'd probably have to be using a increased spawn rate plugin to get those numbers.
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Charles Mckinna
 
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Post » Sat Feb 19, 2011 2:50 am

In general it basically means if set lower less actors that are farther from you fight each other so lower numbers make you more central to combat - but in very crowded situations some visible actors won't attack you until some other actors die. It will decrease CPU usage if less actors are fighting - no guarrantee that it will give an increase in performance at any particular time but if CPU is at all taxed it should give some boost when you are outside/in very full dungeons etc.
Pacific Morrowind
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Emily Rose
 
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Post » Sat Feb 19, 2011 4:11 am

Not much help for the OP reference 7zips but I have no problems with installers using WinRar, all my installers are converted to .rar format. I have seen on tesnexus people having problems with 7zips which were also solved by incompatabilities between versions used, so this may add weight to the users installed version compared with the version used with Wrye Bash being part of the problem.

that is very odd... because guess what Bash uses to read rar (and zip) files? 7z.dll/exe provides the reading code for that! \
I know that Bash can only access the 7z.exe in the Mopy folder. However once there 7z.exe access the dll - and maybe it only uses the 7z.dll in the mopy folder if there isn't a 7z installed on the system... but then it wouldn't work for all archives you would think... I'll have to do some indepth testing with some very deep tools to see what exact dlls are being hooked when.
Pacific Morrowind
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Alexxxxxx
 
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Post » Fri Feb 18, 2011 10:28 pm

Hey!

Bringing this back from the dead as now I have some time on my hands - finally.

For "3" which was the Swamp Troll - I tried disabling the filter mods, one by one, I removed all the "tweaks" from the bashed patch. The thing remains just as silly (I mean the troll, of course).

Easy answer to this (and sorry for taking so long asnwering it):
1. it is Actors.Stats that imports the intelligence...
2. all the import X (as of 280 or so depending on the individual patcher) only imports each particular value if it is different than the master - which that 35 for intelligence is not...
3. now you may be wondering why doesn't it get the 35 anyways because it is the last loading mod... because (I can tell with that one screenie) you have UOP also tagged with Actors.Stats and selected in import actors; the intelligence (and one AI pckg) is the only change UOP makes to troll and it gets imported since nothing later is importing for that particular value.
the assumption basically is that if a value isn't changed it is not as important to stay that way... and let others before/after change that (inlcuidng non import X mods)... way safer for many thing (ie import scripts)
Hope that explains it
For "1", I can confirm that it's not Item Interchange, it's not COBL, it's not All Natural (only mentioning this because it was the only other "filter" mod.

I should note that, while typing this, I've rebuilt the patch deselecting all the "Merge Patches". The changes persist even then.

Any ideas? 'Cause I'm out of them.

Cheers!

cc

for that one I really am not sure... sorry.

For the troll, check to see if TIE is tagged with Actors.ACBS and that it is selected under Import Actors.

Also check if a later loading merged mod alters the Troll in any way and is also tagged Actors.ACBS and selected under Import Actors.

For the weapon list, Check if TIE is tagged with "Delev" and/or "inventory". I believe those two tags allow a mod to specifically remove items from a levelled list. If it wasn't done intentionally, then it's a bad edit that needs to be cleaned.

And for the second one, you've confirmed that it's an empty levelled list, and apparently bash removed it for that. I didn't know it removed empty levelled lists, which is odd because I thought they were sometimes used to purposefully overwrite other entries (FCOM does this, I think, for compatibility reasons). I'll have to ask about that.

Invent doesn't tag LLs - only container, creature, npc inventories.
in regards to empty LLs being remove, it has done that as long as I can remember... like 200 or so when I first installed FCOM... and I haven't yet done anything with LL or content checker - some of the very few patchers that I haven't changed.
Pacific Morrowind
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Siobhan Thompson
 
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Post » Fri Feb 18, 2011 9:40 pm

It will definitely overwrite the MMM/FCOM setting.

I think setting that to a lower number might result in having actors stand around in combat instead of attacking, but only when the numbers are very high. You'd probably have to be using a increased spawn rate plugin to get those numbers.

Thanks all - I figured like Pacific Morrowind says that reducing the number would mean less fighting further off where I can't see.

Heck even without a city overhaul or any kind of crowded road and certainly no increased spawn rate I find cells in the wilderness where there is NPCs teaming (or clusters of cells) ... I do have EDI and the Oblivion Crisis is in full swing though - and then also those hot spots like the waterfront or modded Weye - trying to find a way to be able to have them playable.

Will read up in MMM thread, but was curious if it effects more than just combat (that tweak) and wanted to make sure it didn't 'break' anything FCOM related to lower it to 30 or so.

thanks
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Melis Hristina
 
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Post » Sat Feb 19, 2011 5:26 am

It is just a global setting. The best person to ask would be Corepc I guess. Thought I do not think that lowering it would break anything, more NPCs frozen in action maybe... You should add the reduce spawn plugins because the NPCs are still there, albeit frozen for a bit.

Edit: already taken care of...:)
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Nathan Barker
 
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Post » Sat Feb 19, 2011 12:24 am

Is there a way to update the tag list without waiting for the next version of Wyre Bash?
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Laura Cartwright
 
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Post » Sat Feb 19, 2011 2:53 am

Is there a way to update the tag list without waiting for the next version of Wyre Bash?
You can manually update the tags for any mod by right-clicking the tag box on the lower right of the screen and selecting the tags you want to add/remove.

You can also get constant updates by using the google code side listed in the BOSS thread to download the latest BOSS revision. Make sure you use the "view raw file" option.
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Flesh Tunnel
 
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Post » Sat Feb 19, 2011 8:13 am

You can also get constant updates by using the google code side listed in the BOSS thread to download the latest BOSS revision. Make sure you use the "view raw file" option.


I have the latest version of masterlist.txt. How do I get Wrye Bash to match what is in that file without changing all the esps manually?
(I want to get the deactivate tags straight to make sure I haven't messed up anything but am being lazy about checking every single ESP.)
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Ridhwan Hemsome
 
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Post » Sat Feb 19, 2011 3:21 am

Run BOSS. Wrye Bash will automatically pick up the tags from the Bosslog.txt file it generates.

Those tags will be added to any already on the mods in your load order, but it can't remove a tag. That has to be done manually if it is required.
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El Khatiri
 
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Post » Sat Feb 19, 2011 12:16 am

Ok, Purple just means "No Merge", and italics are Deactivate?? (just had to reassure myself)
Is MMM-Cobol good to use now??
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GPMG
 
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Post » Sat Feb 19, 2011 2:37 am

Yes to the plugin distinctions, but, no to MMM-Cobl. Wait for the next UFCOM/MMM/COBL update.
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lydia nekongo
 
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Post » Sat Feb 19, 2011 5:44 am

Yes to the plugin distinctions, but, no to MMM-Cobl. Wait for the next UFCOM/MMM/COBL update.

Thanks!! :goodjob:

**So Why is "FCOM_HungersUnitySI.esp" in Black italics if it's tagged NoMerge Deactivate ?? when directly below it I have FCOM_Archery.esp in purple italics(with those same two tags..) :blink:
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Gavin Roberts
 
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Post » Fri Feb 18, 2011 8:34 pm

Thanks!! :goodjob:

**So Why is "FCOM_HungersUnitySI.esp" in Black italics if it's tagged NoMerge Deactivate ?? when directly below it I have FCOM_Archery.esp in purple italics(with those same two tags..) :blink:

So purple means that you should desctivate the mod (dot in the square) because it is mergeable but has the nomerge tag. Deactivate tag means you should deactivate the mod because it is recommended via the bash tag.

At the moment there are some anomalies with WB's flagging. If a mergeable mod is tagged nomerge and does not show purple, right-click on the mod and select mark mergeable - this should get the colour coding corrected. Italics will go a bit wrong if you have adjusted the load order - just restart WB after changing the load order and the correct mods will be shown in italics.
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No Name
 
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Post » Sat Feb 19, 2011 3:46 am

Ok, it had no effect untill I removed the nomerge tag, allowing it to turn Green, then retagging nomerge to make it Purple.. :wacko:
(just when I Start to think some of this is making sense)
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Quick Draw III
 
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