[RELZ] Wrye Bash -- Thread No. 41

Post » Fri Feb 18, 2011 9:40 pm

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.)

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.

not quite - Bash grabs the tags directly from the masterlist it doesn't look at or care about the bosslog, as soon as the masterlist is changed/put in the data folder it should see it and update tags - and if it doesn't immediately a simple restart of Bash will force it to update tags.

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)

that probably just Bash being naughty (since I coded that segment that would also be me being less than skillful) (and most of those errors are fixed in the current dev files)
Pacific Morrowind
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yessenia hermosillo
 
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Post » Sat Feb 19, 2011 6:54 am

Hello. Will the added support for multicore processors?
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Krista Belle Davis
 
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Post » Sat Feb 19, 2011 1:46 am

Two questions or semi-disguised requests. Is it possible to include the overview in a BCF (the one you see after it is done creating the BCF)? I think it would greatly help to keep track of what exactly the BCF requires and it wouldn't really bloat things up either. :shrug:

Another thing, I noticed while playing with the wizard option (which is awesome btw) that any picture used by SelectOne or SelectMany isn't resized when it is bigger than the actual image window. Which can become annoying when you want to preview stuff without having to resize each image (even if it is just a little).

-kyoma
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Nicole M
 
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Post » Fri Feb 18, 2011 6:16 pm

Two questions or semi-disguised requests. Is it possible to include the overview in a BCF (the one you see after it is done creating the BCF)? I think it would greatly help to keep track of what exactly the BCF requires and it wouldn't really bloat things up either. :shrug:

Another thing, I noticed while playing with the wizard option (which is awesome btw) that any picture used by SelectOne or SelectMany isn't resized when it is bigger than the actual image window. Which can become annoying when you want to preview stuff without having to resize each image (even if it is just a little).

-kyoma


For the BCF's that shouldn't be too hard to do, but I think I'll let Waruddar take care of that, since he's the most familiar with that.

With the wizard image resize thing - I had to pick a good method to both try to fit the image in the window, and still not make it too small if it wasn't nice and square. So it does get resized, just maybe not as small as you want it to. I can change the method around a bit, but I thought it looked nicest the way it currently is. You did give me an idea however - I think I'll add an option to double click on the picture to open up a full image of it.
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tannis
 
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Post » Sat Feb 19, 2011 4:41 am

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


Yes, they both support each others compression/de-compression code so either can be used. I can do anything with 7zips with or without any 7zip installation, and I presume the reverse would be true if I did not have WinRAR installed for rar files.

Occasionally when one is updated with a significant overhaul to the compression techniques used and the other lags behind, incompatibilities with the resulting archives can occur, usually solved with an update to the archive utility.

Whether windows intercepts any hook for compression routines depending on what you have installed, and therefore overriding I am not sure, but if it does not, then at least you know the current 7zip install with Wrye bash is compatible with WinRAR 3.93 produced archives at the moment, thats the version I have installed and use to create the BAIN installers.
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Andres Lechuga
 
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Post » Fri Feb 18, 2011 7:02 pm

I've noticed that WB allows one more plugin to be activated than Oblivion can handle.
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Lisha Boo
 
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Post » Sat Feb 19, 2011 2:17 am

7zip v4.65 installed on WinXP SP3.
Oblivion SI Goty. 150+ mods.

I was running PyFFI on a mod. I also had Wrye Bash 283 open and decided to launch OB+OBSE. I got as far as the load bar ~80%. Then either OB CTD or PyFFI finished and became the active window. I closed PyFFI and when back to Bash. I tried to uninstall NPCs with Jobs and it took a long time. The system didn't seem 100% stable. I tried to close Bash and it hanged. After awhile I had to end the process. I rebooted my PC and check the partitions for errors. None. Went back into Bash and tried to install NPCs with Jobs again. That's when I saw a window containing the following (stderr):

Traceback (most recent call last):
File "D:\Program Files\Bethesda Softworks\Oblivion\Mopy\basher.py", line 6245, in Execute
self.data.install(self.selected,progress,last,override)
File "D:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 11097, in install
installer.install(archive,destFiles,self.data_sizeCrcDate,SubProgress(progress,index,index+1))
File "D:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 10300, in install
self.unpackToTemp(archive,dest_src.values(),SubProgress(progress,0,0.9))
File "D:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 10280, in unpackToTemp
progress(index,_("%s\nExtracting files...\n%s") % (archive.s, maExtracting.group(1).strip()))
File "D:\Program Files\Bethesda Softworks\Oblivion\Mopy\bolt.py", line 1404, in __call__
self.parent(self.baseFrom+self.scale*state/self.full,message)
File "D:\Program Files\Bethesda Softworks\Oblivion\Mopy\bolt.py", line 1404, in __call__
self.parent(self.baseFrom+self.scale*state/self.full,message)
File "D:\Program Files\Bethesda Softworks\Oblivion\Mopy\bolt.py", line 1375, in __call__
self.doProgress(1.0*state/self.full, self.message)
File "D:\Program Files\Bethesda Softworks\Oblivion\Mopy\balt.py", line 884, in doProgress
self.dialog.Update(int(state*100),message)
File "C:\Programs\Python26\lib\site-packages\wx-2.8-msw-unicode\wx\_windows.py", line 2966, in Update
return _windows_.ProgressDialog_Update(*args, **kwargs)
File "C:\Programs\Python26\lib\encodings\cp1252.py", line 15, in decode
return codecs.charmap_decode(input,errors,decoding_table)
UnicodeDecodeError: 'charmap' codec can't decode byte 0x81 in position 61: character maps to

Should have worn chainmail gloves.
When I uninstall a mod, does Bash rebuild the archive? or does it just remove the files from the data folder? In other words, could the original NPCs with Jobs.7z in the BASH Installers folder have been corrupted?
Should I unintall/reinstall the Python components?
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Amy Melissa
 
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Post » Sat Feb 19, 2011 5:04 am

7zip v4.65 installed on WinXP SP3.
Oblivion SI Goty. 150+ mods.

I was running PyFFI on a mod. I also had Wrye Bash 283 open and decided to launch OB+OBSE. I got as far as the load bar ~80%. Then either OB CTD or PyFFI finished and became the active window. I closed PyFFI and when back to Bash. I tried to uninstall NPCs with Jobs and it took a long time. The system didn't seem 100% stable. I tried to close Bash and it hanged. After awhile I had to end the process. I rebooted my PC and check the partitions for errors. None. Went back into Bash and tried to install NPCs with Jobs again. That's when I saw a window containing the following (stderr):

Traceback (most recent call last):
File "D:\Program Files\Bethesda Softworks\Oblivion\Mopy\basher.py", line 6245, in Execute
self.data.install(self.selected,progress,last,override)
File "D:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 11097, in install
installer.install(archive,destFiles,self.data_sizeCrcDate,SubProgress(progress,index,index+1))
File "D:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 10300, in install
self.unpackToTemp(archive,dest_src.values(),SubProgress(progress,0,0.9))
File "D:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 10280, in unpackToTemp
progress(index,_("%s\nExtracting files...\n%s") % (archive.s, maExtracting.group(1).strip()))
File "D:\Program Files\Bethesda Softworks\Oblivion\Mopy\bolt.py", line 1404, in __call__
self.parent(self.baseFrom+self.scale*state/self.full,message)
File "D:\Program Files\Bethesda Softworks\Oblivion\Mopy\bolt.py", line 1404, in __call__
self.parent(self.baseFrom+self.scale*state/self.full,message)
File "D:\Program Files\Bethesda Softworks\Oblivion\Mopy\bolt.py", line 1375, in __call__
self.doProgress(1.0*state/self.full, self.message)
File "D:\Program Files\Bethesda Softworks\Oblivion\Mopy\balt.py", line 884, in doProgress
self.dialog.Update(int(state*100),message)
File "C:\Programs\Python26\lib\site-packages\wx-2.8-msw-unicode\wx\_windows.py", line 2966, in Update
return _windows_.ProgressDialog_Update(*args, **kwargs)
File "C:\Programs\Python26\lib\encodings\cp1252.py", line 15, in decode
return codecs.charmap_decode(input,errors,decoding_table)
UnicodeDecodeError: 'charmap' codec can't decode byte 0x81 in position 61: character maps to

Should have worn chainmail gloves.
When I uninstall a mod, does Bash rebuild the archive? or does it just remove the files from the data folder? In other words, could the original NPCs with Jobs.7z in the BASH Installers folder have been corrupted?
Should I unintall/reinstall the Python components?

You should not do too much while running PyFFI. It eats a lot of memory to do what it does, so running Oblivion at the same time is definitely out of the question. I have no clue what you did since you had to stop the process suddenly. I do not know what you mean by "rebuild." BAIN does not touch modify the original archives. The original archive would only be corrupt if you did something to it. Why are you thinking you need to uninstall or reinstall Python? The problem is that the processes were interrupted suddenly. Wrye Bash was unable to save its state, so it does not know the status of that mod's installation.
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Christie Mitchell
 
Posts: 3389
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Post » Sat Feb 19, 2011 7:02 am

7zip v4.65 installed on WinXP SP3.
Oblivion SI Goty. 150+ mods.

I was running PyFFI on a mod. I also had Wrye Bash 283 open and decided to launch OB+OBSE. I got as far as the load bar ~80%. Then either OB CTD or PyFFI finished and became the active window. I closed PyFFI and when back to Bash. I tried to uninstall NPCs with Jobs and it took a long time. The system didn't seem 100% stable. I tried to close Bash and it hanged. After awhile I had to end the process. I rebooted my PC and check the partitions for errors. None. Went back into Bash and tried to install NPCs with Jobs again. That's when I saw a window containing the following (stderr):

Traceback (most recent call last):
File "D:\Program Files\Bethesda Softworks\Oblivion\Mopy\basher.py", line 6245, in Execute
self.data.install(self.selected,progress,last,override)
File "D:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 11097, in install
installer.install(archive,destFiles,self.data_sizeCrcDate,SubProgress(progress,index,index+1))
File "D:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 10300, in install
self.unpackToTemp(archive,dest_src.values(),SubProgress(progress,0,0.9))
File "D:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 10280, in unpackToTemp
progress(index,_("%s\nExtracting files...\n%s") % (archive.s, maExtracting.group(1).strip()))
File "D:\Program Files\Bethesda Softworks\Oblivion\Mopy\bolt.py", line 1404, in __call__
self.parent(self.baseFrom+self.scale*state/self.full,message)
File "D:\Program Files\Bethesda Softworks\Oblivion\Mopy\bolt.py", line 1404, in __call__
self.parent(self.baseFrom+self.scale*state/self.full,message)
File "D:\Program Files\Bethesda Softworks\Oblivion\Mopy\bolt.py", line 1375, in __call__
self.doProgress(1.0*state/self.full, self.message)
File "D:\Program Files\Bethesda Softworks\Oblivion\Mopy\balt.py", line 884, in doProgress
self.dialog.Update(int(state*100),message)
File "C:\Programs\Python26\lib\site-packages\wx-2.8-msw-unicode\wx\_windows.py", line 2966, in Update
return _windows_.ProgressDialog_Update(*args, **kwargs)
File "C:\Programs\Python26\lib\encodings\cp1252.py", line 15, in decode
return codecs.charmap_decode(input,errors,decoding_table)
UnicodeDecodeError: 'charmap' codec can't decode byte 0x81 in position 61: character maps to

Should have worn chainmail gloves.
When I uninstall a mod, does Bash rebuild the archive? or does it just remove the files from the data folder? In other words, could the original NPCs with Jobs.7z in the BASH Installers folder have been corrupted?
Should I unintall/reinstall the Python components?


It looks like you have the Unicode version of wxPython installed, this is what's throwing the error. Wrye Bash doesn't support unicode yet, so it needs the ansi version of wxPython (linked to in the OP). Try installing the ansi version instead. Also if you don't need the unicode version for anything, uninstall it first to make sure it doesn't conflict with the ansi version.
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Céline Rémy
 
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Post » Sat Feb 19, 2011 3:30 am

When I rebuild my Bashed Patch and use the Import Graphics option it does not seem to include the water record. According to BOSS mods like Real Lava 1.3.esp should be 'graphics imported' and deactivated. But no water record is ever added to the bashed patch. Is this a bug with Import Graphics itself or is BOSS just wrong about the suggested tags? Or am I misunderstanding what BOSS says and should I just merge it?

-kyoma
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john page
 
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Post » Fri Feb 18, 2011 10:06 pm

I reinstalled my computer last night, and immediately copied back my Oblivion directory. Now an "issue" that seems to keep occurring.

I use the package Wrye Python 01 which includes Python 2.5.4. If I open Wrye Bash after that - everything is fine. Whenever I install Python 2.6.4 my Wrye Bash no longer starts. I am forced to redirect it to "python.exe" and let Wrye Bash start with a console on the background. Pythonw.exe no longer seems to start it.

Even though I do not mind the console (I run Wrye Bash full screen anyways) - a workaround would be appreciated it, tho. Python 2.6.4 is used for that automatic PyFFI application.

Lunaaaa
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ashleigh bryden
 
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Joined: Thu Jun 29, 2006 5:43 am

Post » Sat Feb 19, 2011 2:50 am

When I rebuild my Bashed Patch and use the Import Graphics option it does not seem to include the water record. According to BOSS mods like Real Lava 1.3.esp should be 'graphics imported' and deactivated. But no water record is ever added to the bashed patch. Is this a bug with Import Graphics itself or is BOSS just wrong about the suggested tags? Or am I misunderstanding what BOSS says and should I just merge it?

-kyoma


You need to use the C.Water tag to import new Water Type
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Dewayne Quattlebaum
 
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Joined: Thu Aug 30, 2007 12:29 pm

Post » Sat Feb 19, 2011 4:40 am

I reinstalled my computer last night, and immediately copied back my Oblivion directory. Now an "issue" that seems to keep occurring.

I use the package Wrye Python 01 which includes Python 2.5.4. If I open Wrye Bash after that - everything is fine. Whenever I install Python 2.6.4 my Wrye Bash no longer starts. I am forced to redirect it to "python.exe" and let Wrye Bash start with a console on the background. Pythonw.exe no longer seems to start it.

Even though I do not mind the console (I run Wrye Bash full screen anyways) - a workaround would be appreciated it, tho. Python 2.6.4 is used for that automatic PyFFI application.

Lunaaaa

Did you install the other four requirements? You have to at least install ComTypes and wxpython, in order for 2.6 to work.

Edit: The other two requirements may help with this issue. That Python 01 installer only installs the requirements for 2.5.
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Kelly Osbourne Kelly
 
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Post » Fri Feb 18, 2011 10:56 pm

You need to use the C.Water tag to import new Water Type
Nope, still won't import the changes to the water types. It got these tags:
C.WaterGraphics
And I'm using both Import Cell and Import Graphics.

Anyways, it's not a problem cause when I merge it into the bashed patch it works. I was merely curious as to what I might be doing wrong, according to BOSS it would be enough to use Import Graphics and leave it deactivated. :shrug:

-kyoma
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Cathrin Hummel
 
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Post » Sat Feb 19, 2011 5:54 am

Did you install the other four requirements? You have to at least install ComTypes and wxpython, in order for 2.6 to work.

Edit: The other two requirements may help with this issue. That Python 01 installer only installs the requirements for 2.5.


Of course - I have everything that is needed. The problem is related to installing 2.6.4 after 2.5.4. Somehow it stops me from using the regular Python executable (pythonw.exe), and forces me to use the one w/ the console interface (python.exe).
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Pumpkin
 
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Post » Sat Feb 19, 2011 4:16 am

Anyways, it's not a problem cause when I merge it into the bashed patch it works. I was merely curious as to what I might be doing wrong, according to BOSS it would be enough to use Import Graphics and leave it deactivated. :shrug:

-kyoma


Just tried it myself,

Are You loading it after DLCFrostCrag which does have same record (identical to master) could be that stopping it from showing up.

Just tried just importing no dice, would not get imported,

it has to be merged in order to get imported correctly.
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Bereket Fekadu
 
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Post » Fri Feb 18, 2011 9:38 pm

Of course - I have everything that is needed. The problem is related to installing 2.6.4 after 2.5.4. Somehow it stops me from using the regular Python executable (pythonw.exe), and forces me to use the one w/ the console interface (python.exe).

I installed 2.6 after 2.5. I just have a shortcut pointing to the Wrye Bash Launcher .pwy file. If you are using the more complicated shortcut, the one where you have to tell it to find Python and all that jazz, make sure it is pointing to the Python26 folder because it seems that the .pyw file points to the latest version by default. Have you tried simply making a new shortcut to point to the PYW launcher?


Edit: Make sure you installed the 2.6-compatible versions of those other requirements as well.
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Stacy Hope
 
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Post » Fri Feb 18, 2011 10:00 pm

You should not do too much while running PyFFI. It eats a lot of memory to do what it does, so running Oblivion at the same time is definitely out of the question. I have no clue what you did since you had to stop the process suddenly. I do not know what you mean by "rebuild." BAIN does not touch modify the original archives. The original archive would only be corrupt if you did something to it. Why are you thinking you need to uninstall or reinstall Python? The problem is that the processes were interrupted suddenly. Wrye Bash was unable to save its state, so it does not know the status of that mod's installation.
Yeah, I realized that after seeing how slowly Oblivion loaded. I didn't think BAIN touched the archive, but given the situation I just wondered. Thanks.
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Tamika Jett
 
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Post » Sat Feb 19, 2011 9:01 am

It looks like you have the Unicode version of wxPython installed, this is what's throwing the error. Wrye Bash doesn't support unicode yet, so it needs the ansi version of wxPython (linked to in the OP). Try installing the ansi version instead. Also if you don't need the unicode version for anything, uninstall it first to make sure it doesn't conflict with the ansi version.
Right on the money. Thank you very much! :celebration:
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Bellismydesi
 
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Post » Sat Feb 19, 2011 9:20 am

Can you have an option to change to the background text color in Bash to something other than white? Exiting the game is a harsh reality with these new LCD monitors. If not an option, just change it to something else. Thanks.
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Stay-C
 
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Post » Sat Feb 19, 2011 2:35 am

Can you have an option to change to the background color to something other than white? Exiting the game is a harsh reality with these new LCD monitors. If not an option, just change it to something else. Thanks.

Edit: Oh, wow, you meant Bash's background color, sorry...
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Jason King
 
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Post » Sat Feb 19, 2011 12:44 am

You're not using the auto-quit option?

PacificMorrowind mentioned giving the user control of the text colours, so maybe the background colour wouldn't be too hard to add as well.
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T. tacks Rims
 
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Post » Sat Feb 19, 2011 7:27 am

I want the "Add" tag back for level list editing mods again. That would completely automate my leveled list section.
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Roberta Obrien
 
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Post » Sat Feb 19, 2011 1:23 am

?? It's Still there :confused: ,unless I missed somethong, are you refering to 284??
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Elizabeth Davis
 
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Post » Sat Feb 19, 2011 2:50 am

?? It's Still there :confused: ,unless I missed somethong, are you refering to 284??

What...?
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SHAWNNA-KAY
 
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