[RELZ] Wrye Bash -- Thread No. 41

Post » Sat Feb 19, 2011 1:52 am

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Readme: http://wryemusings.com/Wrye%20Bash.html (at time slightly outdated...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/index.php?/topic/1087446-relz-wrye-bash-thread-no-40/
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 http://tesnexus.com/downloads/file.php?id=22368 from TesNexus.
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, http://pypi.python.org/pypi/comtypes/0.6.1, http://www.voidspace.org.uk/downloads/psyco-1.6.win32-py2.6.zip, and http://sourceforge.net/project/platformdownload.php?group_id=78018. (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) - now bundled in http://tesnexus.com/downloads/file.php?id=22368 at TesNexus.

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)


Latest Version: 284 (RC1) release:
=== 284 (RC1) [09/05/2010] [Lojack,PacificMorrowind,Valda68k]* Incorrect italicization fixed.* Active mods with the 'Deactivate' tag will be highlighted in red.* Bashed Patch changes:  * Actors.DeathItems moved (back) to seperate patcher for better Warcry & FCOM ease of use (and similar issues).  * New Patcher: Import Spells - Actors.Spells and spellsOnly tags added for it, basically invent for spells.  * RacePatcher changes:  * Left eye import fix (contributed by Valda68k)  * R.Ears tag added; imports ears  * R.Attributes-F tag added; imports race attributes for females  * R.Attributes-M tag added; imports race attributes for males  * R.Skills tag added; imports race skill bonuses  * R.Description tag added; imports race description  * R.AddSpells tag added; imports race spells additions.  * R.ChangeSpells tag added; imports race spell as totally new list.  * NPC Hairlength will also be randomized when random hair/eyes are assigned (and even if both of those are pre-set) __if__ hair length is 0.0 or None.  * another not insignificant optimization.* Merge dialogue no longer shows mergeable mods that load after the patch (those are not and have never been merged anyways)* Warning about delinquent/missing masters on rebuild doesn't warn for such errors for the patch itself (since presumably you are rebuilding the patch since you've changed your LO intentionally)* New warnings about NoMerge/Deactivate tagged mods being active at rebuild time (they shouldn't be).* 3 new GMST changers added to tweak settings* NPC Tweaker changes:  * Renamed to Tweak Actors.  * 'No Bloody Creatures' tweak added.  * 'As Intended: Boars' tweak added.  * 'As Intended: Imps' tweak added.* Mod Checker now alerts you if you have NoMerge or Deactivate tagged mods active instead of imported & deactivated.* BAIN:  * Renaming now updates the 'Mods' and 'INI Edits' tabs  * 2 bugfixes dealing with filtering (reported by Vindicator)  * Double or middle clicking on an image in a BAIN Wizard will open the full image.  * You can now create your own 'Markers'. Right click->Add Marker..., then type the name. the '==' will be added before and after for you.* comtypes is optional now. It is required for a couple function but most have work arounds enabled (ie Bashed Patch log loads in default  internet browser) and Wrye Bash will work without it (features currently without workarounds are: the PM Archive panel, Doc Browser).* You can delete Installers and INI Edits with the Delete key now.* You can rearrange Load Order/Install Order on the Mods Tab and Installers Tab by dragging and dropping.the reason it is designated RC1 is the er rather large size of the changes for this version.Pacific Morrowind


and just to repeat some 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 another, a bit further along, by Valda called http://www.gamesas.com/index.php?/topic/1079607-relz-garybash/.

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.
User avatar
michael danso
 
Posts: 3492
Joined: Wed Jun 13, 2007 9:21 am

Post » Sat Feb 19, 2011 2:18 am

Importing AI Packages is still not working correctly. I thought it was fixed in 283?
Also, would it be possible to implement Import Actor Data - Spells?
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Sherry Speakman
 
Posts: 3487
Joined: Fri Oct 20, 2006 1:00 pm

Post » Fri Feb 18, 2011 9:46 pm

Greetings,

I have encountered some bugs/issues when using some functions of Wrye Bash 283.

I have supplied an archive containing 2 example installers (1 Simple and 1 Complex) with which I have observed issues #2 and #3, for testing, if needed.
Download link (15.3kB) (valid for 30 days): http://depositfiles.com/files/v1v855ywm



Bugs/Issues

The following issues were observed with both:
    - an established installation, and
    - an installation with the "Oblivion Mods" directory and "%USERPROFILE%\My Documents\Oblivion\BashSettings.dat" file removed.




1. Skip Docs

Error encountered when Skip Docs is activated:
Traceback (most recent call last):
File "G:\Oblivion\Mopy\basher.py", line 5845, in Execute
installer.refreshDataSizeCrc()
File "G:\Oblivion\Mopy\bosh.py", line 9635, in refreshDataSizeCrc
if rootLower and rootLower in dataDirsPlus and fileExt in scriptExts:
NameError: global name 'scriptExts' is not defined




2. Skip Images

(I could not find information in the documentation about this option.)

When Skip Images is enabled with Complex Installers:
    - Top-level files/directories that are prefixed with "--", become configured to be installed.
    Simple Installers appear to work as expected.


When Skip Images is enabled with Simple and Complex Installers:
    - Extra directories (and the files contained within them, but minus the image files) become configured to be installed when Has Extra Directories option is off.




3. Skip Screenshots

From Wrye Bash documentation:
"Skip Screenshots: If checked, then files from a Data\Screenshots directory will be skipped."


When using the Skip Screenshots option:
    - "Data\Screenshots" directory and contents are still skipped when the option is deactivated/not activated.
    - Image files in "Data\Docs" directory are skipped. (I am unsure if this is intended, as the documentation does not mention this operation, some HTML documentations may be affected, and Skip Images appears to already provide this functionality.)



Thank you for your developments of Wrye Bash.


Edit #1: Minor corrections.
Edit #2: Minor correction; added download filesize.
User avatar
Jarrett Willis
 
Posts: 3409
Joined: Thu Jul 19, 2007 6:01 pm

Post » Sat Feb 19, 2011 12:13 am

Greetings,

I have encountered some bugs/issues when using some functions of Wrye Bash 283.
...
Traceback (most recent call last):
File "G:\Oblivion\Mopy\basher.py", line 5845, in Execute
installer.refreshDataSizeCrc()
File "G:\Oblivion\Mopy\bosh.py", line 9635, in refreshDataSizeCrc
if rootLower and rootLower in dataDirsPlus and fileExt in scriptExts:
NameError: global name 'scriptExts' is not defined



Thanks for reporting this. Fixed it, will be in 284.

2. Skip Images
When Skip Images is enabled with Complex Installers:
    - Top-level files/directories that are prefixed with "--", become configured to be installed.
    Simple Installers appear to work as expected.


When Skip Images is enabled with Simple and Complex Installers:
    - Extra directories (and the files contained within them, but minus the image files) become configured to be installed when "Has Extra Directories" option is off.


When using the Skip Screenshots option:
    - "Data\Screenshots" directory and contents are still skipped when the option is deactivated/not activated.
    - Image files in "Data\Docs" directory are skipped. (I am unsure if this is intended, as the documentation does not mention this operation, some HTML documentations may be affected, and Skip Images appears to already provide this functionality.)



Just tried a quick test myself and didn't see any of these occurring. I'll take a closer look tonight to see if I can reproduce it. Is this happening with an archive, a project, or both? Again, thanks for reporting it.
User avatar
Alberto Aguilera
 
Posts: 3472
Joined: Wed Aug 29, 2007 12:42 am

Post » Fri Feb 18, 2011 8:39 pm

Just tried a quick test myself and didn't see any of these occurring. I'll take a closer look tonight to see if I can reproduce it. Is this happening with an archive, a project, or both? Again, thanks for reporting it.

Greetings,

Thank you for your reply.
I have observed these issues occurring with both projects and archives.
User avatar
Hope Greenhaw
 
Posts: 3368
Joined: Fri Aug 17, 2007 8:44 pm

Post » Fri Feb 18, 2011 11:03 pm

Wo-hoh, updates are coming fast this month. We have hardly had time to install one version when out pops another. :goodjob:
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Laura Simmonds
 
Posts: 3435
Joined: Wed Aug 16, 2006 10:27 pm

Post » Fri Feb 18, 2011 6:22 pm

Greetings,

Thank you for your reply.
I have observed these issues occurring with both projects and archives.


Alright, I got some time and did some digging, found a logic error in the code that was making it not skip those files. Committed the fix, expect it in 284.
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Richard
 
Posts: 3371
Joined: Sat Oct 13, 2007 2:50 pm

Post » Fri Feb 18, 2011 6:37 pm

Thank you for all of your work Lojack.


...finally signing off...
- Tomlong75210
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Devils Cheek
 
Posts: 3561
Joined: Sun Aug 13, 2006 10:24 pm

Post » Sat Feb 19, 2011 3:25 am

Wo-hoh, updates are coming fast this month. We have hardly had time to install one version when out pops another. :goodjob:

Seams the Threads are going as fast as the Updates......

On topic....I have the same problem as others, that the Italics Goes nuts and Way to many are getting Italics...even the Bash patch!...lol restarting Bash fixes it tho...
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Amanda Furtado
 
Posts: 3454
Joined: Fri Dec 15, 2006 4:22 pm

Post » Fri Feb 18, 2011 11:25 pm

Has anyone had a chance to look into why 283 might cause BAIN to stop recognizing when new mods get put into the installers folder? I recall from last thread I'm not the only one who ran into that.
User avatar
Marguerite Dabrin
 
Posts: 3546
Joined: Tue Mar 20, 2007 11:33 am

Post » Sat Feb 19, 2011 2:57 am

Has anyone had a chance to look into why 283 might cause BAIN to stop recognizing when new mods get put into the installers folder? I recall from last thread I'm not the only one who ran into that.

Not had this problem at all. Even adding stuff to the folder with BAIN tab open it sees it :shrug:
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x_JeNnY_x
 
Posts: 3493
Joined: Wed Jul 05, 2006 3:52 pm

Post » Sat Feb 19, 2011 9:19 am

Not had this problem at all. Even adding stuff to the folder with BAIN tab open it sees it :shrug:

Arthmoor has had this problem since installing it, and I think a couple other users reported it as well...nothing like having a bunch of users not running exactly the same system to uncover quirks...

Edit: I still have the SI plugin going unnoticed by BAIN too. I might just have to live with that one. I need to try creating a new project though...
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Anna Watts
 
Posts: 3476
Joined: Sat Jun 17, 2006 8:31 pm

Post » Sat Feb 19, 2011 5:29 am

Arthmoor has had this problem since installing it


Yes, hence why I reverted back to 282 and the problem went away.
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ezra
 
Posts: 3510
Joined: Sun Aug 12, 2007 6:40 pm

Post » Sat Feb 19, 2011 3:27 am

Edit: I still have the SI plugin going unnoticed by BAIN too. I might just have to live with that one. I need to try creating a new project though...
If you're feeling experimental, you could back up the bush.py file from 283, then edit it and remove line 47.

It looks to me like that section defines the "vanilla/default" install information for Oblivion, and therefore those files are completely ignored by BAIN for installing/removing purposes. Those files should only be installed/removed with the game installers as far as BAIN is concerned.

The other DLCs probably get a pass because the installers for them are so annoying that most people have long since backed them up to CD/DVD in their extracted form.
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LittleMiss
 
Posts: 3412
Joined: Wed Nov 29, 2006 6:22 am

Post » Sat Feb 19, 2011 6:51 am

If you're feeling experimental, you could back up the bush.py file from 283, then edit it and remove line 47.

It looks to me like that section defines the "vanilla/default" install information for Oblivion, and therefore those files are completely ignored by BAIN for installing/removing purposes. Those files should only be installed/removed with the game installers as far as BAIN is concerned.

The other DLCs probably get a pass because the installers for them are so annoying that most people have long since backed them up to CD/DVD in their extracted form.

I am not usually one for taking chances, but I have to implement that change as soon as I can access my desktop again.


Thanks for the reply!
- Tomlong75210
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lillian luna
 
Posts: 3432
Joined: Thu Aug 31, 2006 9:43 pm

Post » Fri Feb 18, 2011 6:20 pm

Hey!

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

A refresher:

I've been wondering why some things get into the Bashed Patch and some don't. I have three pics:

http://img534.imageshack.us/img534/5706/21206645.png - why no other weapon gets transfered except for that one?
http://img132.imageshack.us/img132/4435/30577453.png - why do all the other changes get integrated, but no the last one?
http://img28.imageshack.us/img28/1684/23782030.png - why does the troll get all the stats but not the Intelligence?

Any help on clarifying these issues would be appreciated!

3 - looks like there is a COBL plugin merged in that overwrote something.
2 - The red LL entry might have been empty and removed by the bashed patch, or a merged plugin changed the LL.
3 - There is probably a merged mod missing from the picture here as well.
Whenever you want to compare changes in the bashed patch for things such as leveled list or "ghost" changes, you need to load the merged plugin, as Showler already commented.

Item Interchange does affect TIE has TIE is on list of mods that it get item from or add item to..

disable item interchange and rebuild patch then check those creatures once again.

cobl tweaks affect the swamp troll and tie is changing it has well. Make sure that is getting selected under merge patches, and inventory, and tie is getting selected under inventory has well.

I can understand why people would point the finger at II, but there's one thing you're forgetting: those are all vanilla entries (00 suffix on the FormID) and II touches very few of those (vendor ingredient and food lists), and certainly none of the weapon lists or creatures. Also, the IIM tag prevents II from making changes like the troll's intelligence stat, and the other changes are simply outside of II's area of effect (creature lists and weapon lists are balance tweaks... no way!).

Vac


Now, I did all the stuff I've been instructed. I can confirm that "2" is, indeed, an empty LL. I don't particularly know why something like that would even exist, but whatever.

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).

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.

Maybe I'm going about this the wrong way so please clarify a few things:

I used to think that when a mod is merged inside the Bashed patch (the ones that turn green), basically the latter contains all the changes the former one made and that's why it's OK to deselect the merged mod. So why do you say it still needs to be loaded in Tes4Edit?

If these changes aren't done by filter mods and they aren't done by mods loading after the TIE.esp (else it would appear as that mod, not the "Bashed Patch", then who, may I ask, is doing these changes?

The pruned load order for testing purposes:
Spoiler
00 Oblivion.esm
01 You Are Here.esm
02 Progress.esm [Version 2.2]
03 Unofficial Oblivion Patch.esp [Version 3.2.4]
04 UOP Vampire Aging & Face Fix.esp [Version 1.0.0]
05 Oblivion Citadel Door Fix.esp
06 DLCShiveringIsles.esp
07 Unofficial Shivering Isles Patch.esp [Version 1.4.0]
08 SM Plugin Refurbish - SI.esp [Version 1.30]
09 phinix-waterfix.esp
0A AmbientTownSounds.esp
0B MIS Low Wind.esp
0C MIS New Sounds Optional Part.esp
0D Atmospheric Oblivion.esp
0E Rainbows.esp
0F WindowLightingSystem.esp
10 AmbientDungeons.esp [Version 1.3]
11 300_Lore_Dialogue_Updated.esp
12 Book Jackets Oblivion.esp
13 Happyhannah's Wines.esp
14 RAEVWD Cities.esp [Version 1.7]
15 RAEVWD New Sheoth.esp [Version 1.5]
16 RAEVWD Imperial City.esp [Version 1.7]
17 Shads Coffee.esp
18 Enhanced Economy.esp [Version 3.4.3]
19 Map Marker Overhaul.esp [Version 3.4]
1A Map Marker Overhaul - SI additions.esp [Version 3.0.2]
1B DLCOrrery.esp
1C DLCOrrery - Unofficial Patch.esp [Version 1.0.3]
1D SM Plugin Refurbish - Orrery.esp [Version 1.11]
1E DLCVileLair.esp
1F DLCVileLair - Unofficial Patch.esp [Version 1.0.5]
20 DLCMehrunesRazor.esp
21 DLCMehrunesRazor - Unofficial Patch.esp [Version 1.0.4]
22 SM Plugin Refurbish - MehrunesRazor.esp [Version 1.30]
23 DLCSpellTomes.esp
24 Book Jackets DLC.esp
** GrimbotsSpellTomes.esp
** MaleBodyReplacerV4.esp
** CSR - Fine Iron.esp
** CSR - Golden Saint.esp
** RTFemaleReplacerV12.esp
25 XSPipeMod.esp [Version 1.2]
26 Slof's Horses Base.esp
27 OBSE-Storms & Sound SI.esp
28 kuerteeWanderingEncounters.esp
29 BHC_Expanded.esp [Version 1.2]
2A Cliff_RankDependantArenaSpectators.esp [Version 1.0]
2B Birthsigns Expanded.esp [Version 3.]
2C Buried_Treasure.esp
2D Cliff_BetterLetters.esp [Version 1.1]
2E Cliff's Shacks Basemants.esp [Version 1.0]
2F Cliff's Shacks Basemants-Radiant AI.esp [Version 1.0]
30 DropLitTorchOBSE.esp [Version 2.4]
31 DS Less Predictable Respawn.esp [Version 1.1]
32 Kyoma's Journal Mod.esp [Version 3.2.0]
33 Oblivifall - Ambiant Dungeon SFX.esp [Version 1.1]
34 Oblivifall - Closing Time.esp [Version 1.0]
35 Oblivifall - Let's Talk!.esp [Version 1.1]
36 Oblivifall - New Classes.esp [Version 1.0]
37 Oblivifall - Something's Not Right.esp [Version 1.0]
38 ReneerNPCNameMod.esp
39 Enhanced Vegetation [125%].esp
3A Enhanced Economy - House prices.esp [Version 1.0]
3B Cliff_RPO_NewBeginnings.esp [Version 1.0]
3C Cliff_RPO_NewBeginnings_RPC.esp [Version 1.0]
3D Quest Award Leveller.esp
3E RenGuardOverhaul.esp
3F RenGuardOverhaulShiveringIsles.esp
40 nGCD.esp
41 nGCD Oghma Infinium.esp
42 ProgressGSD.esp [Version 2.0]
43 ProgressMBSP.esp [Version 2.0]
44 ProgressSBSP.esp [Version 1.0]
45 ProgressRBSP.esp [Version 1.0]
46 ProgressRacial.esp
47 ProgressArmorer.esp [Version 1.0]
48 ProgressMercantile.esp [Version 1.11]
49 Let There Be Darkness - Cyrodiil + SI.esp
4A Let There Be Darkness - Mehrunes Razor.esp
** Slof's Oblivion Better Beasts.esp
** EyelashesVannilaRaces.esp
4B bgMagicEV.esp [Version 1.7EV]
4C bgMagicBonus.esp [Version 1.7EV]
4D bgMagicEVPaperChase.esp [Version 1.68EV]
4E bgMagicAlchemy.esp [Version 1.57]
4F bgMagicPotionNumberSoulGemValue.esp [Version 1.68UV]
50 Anticipation Of Shadow.esp
51 TIE.esp [Version 1.34]
52 TRAP.esp
53 Automatic Timescale.esp [Version 1.0]
54 SPAWN.esp [Version 0.2]
55 bgMagicEVShader.esp [Version 1.7EV]
56 bgMagicLightningbolt.esp
57 CDM - Evening Lockdown.esp
58 Bashed Patch, 0.esp
59 Oblivion Graphics Extender Support.esp [Version 0.2]
5A Streamline 3.1.esp


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
User avatar
Georgia Fullalove
 
Posts: 3390
Joined: Mon Nov 06, 2006 11:48 pm

Post » Sat Feb 19, 2011 2:53 am

The reason to load the merged plugins in TES4Edit when checking your load order is to verify that the changes that you expect are being merged into the bashed patch. Merged mods follow the load order as well, so a later-loading merged mod's changes would override that of an earlier loading merged mods. On top of that, merged mods may also have import tags. Loading them in TES4Edit is just for verification purposes. They should, otherwise, not need to be active.
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Claire Mclaughlin
 
Posts: 3361
Joined: Mon Jul 31, 2006 6:55 am

Post » Fri Feb 18, 2011 6:28 pm

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.
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Theodore Walling
 
Posts: 3420
Joined: Sat Jun 02, 2007 12:48 pm

Post » Sat Feb 19, 2011 6:04 am

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.

FCOM does do that, but I thought I saw that Corepc had tested the new bashed patch updates and OK'd it. I would like to know the verdict on that as well.
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Louise
 
Posts: 3407
Joined: Wed Nov 01, 2006 1:06 pm

Post » Fri Feb 18, 2011 11:40 pm

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.


Thanks for the reply!

TIE does have Actors.ACBS and it is under Import Actors. The only other mods in Import Actors are the Unofficial Oblivion Patch, the Unofficial Shivering Isles Patch and Reneer's Guard Overhaul. Neither of those has Actors.ACBS, nor load after TIE.

TIE does have both Delev and Invent. However, the weird thing about the weapon entry is that all the others are removed, but that one isn't. That's why I found it weird.

Ty!

cc
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Jade
 
Posts: 3520
Joined: Mon Jul 10, 2006 6:42 am

Post » Fri Feb 18, 2011 7:35 pm

Hi All,

I hope someone can help, I'm pulling my hair out over BAIN creation. I'm not sure if it's only ocurred with recent Wyre updates (I'm using 283, and first noticed this a version or two ago), but for some reason newly created 7Zip archives are reporting that they have "Structure: Unrecognized". All archive I have previously created are showing and working OK.


I have created the 7Zip both from within Wyre and external to Wyre. I have created different projects that look fine and work correctly in Wyre, however as soon as an archive is created I get the same result. I have tried complex structures, simple structures, all with the same result. I have reinstalled 7ZIp, and even tried the latest build to no avail. I've gone bald with the amount of hair I've pulled out.

I know that has worked previously and nothing major has changed on my system with the exception of a few Windows updates (I'm using Windows 7 Ultimate 64 bit). Oblivion is not installed under Program Files.

Here is the Package Structure output form my latest attempt (ignore the naming of the sub packages, I have been playing around trying to get this to work, and had multiple other sub-packages before this latest attempt). As you can see, pretty simple stuff.

Package Structure:00 Core no Lyrondor or Living Economy\  DLCShiveringIsles - FraNewItems.bsa  Docs\    Francesco's leveled creatures-items.doc  Francesco's Leveled Creatures-Items Mod.esm  Francesco's Optional Chance of More Enemies.esp  Francesco's Optional Chance of Stronger Bosses.esp  Francesco's Optional Chance of Stronger Enemies.esp  Francesco's Optional Leveled Guards.esp  Francesco's Optional New Items Add-On.esm20 FRANS for FCOM fixes and tweaks\  FranDarkSeducerWeapFix.esp


I guess I could just work with projects and not archives, but I'd really like to keep my disk space under control.

I hope I'm missing a really stupid, simple thing, but I can't for the life of me work out what I'm doing wrong - even a single esp BAIN archive will not work.

I hope some here can asist :(

Cheers,

Straub666
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casey macmillan
 
Posts: 3474
Joined: Fri Feb 09, 2007 7:37 pm

Post » Sat Feb 19, 2011 5:47 am

What happens if you move the Doc out of the Docs folder, getting rid of the Docs folder? Also, how do you use that file structure printing thing again?
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Robyn Lena
 
Posts: 3338
Joined: Mon Jan 01, 2007 6:17 am

Post » Sat Feb 19, 2011 12:35 am

Thanks for the reply!

TIE does have Actors.ACBS and it is under Import Actors. The only other mods in Import Actors are the Unofficial Oblivion Patch, the Unofficial Shivering Isles Patch and Reneer's Guard Overhaul. Neither of those has Actors.ACBS, nor load after TIE.

TIE does have both Delev and Invent. However, the weird thing about the weapon entry is that all the others are removed, but that one isn't. That's why I found it weird.

Ty!

cc


I know PM has been looking into this, but I don't know if it's fixed yet.


Hi All,

I hope someone can help, I'm pulling my hair out over BAIN creation. I'm not sure if it's only ocurred with recent Wyre updates (I'm using 283, and first noticed this a version or two ago), but for some reason newly created 7Zip archives are reporting that they have "Structure: Unrecognized". All archive I have previously created are showing and working OK.


I have created the 7Zip both from within Wyre and external to Wyre. I have created different projects that look fine and work correctly in Wyre, however as soon as an archive is created I get the same result. I have tried complex structures, simple structures, all with the same result. I have reinstalled 7ZIp, and even tried the latest build to no avail. I've gone bald with the amount of hair I've pulled out.

I know that has worked previously and nothing major has changed on my system with the exception of a few Windows updates (I'm using Windows 7 Ultimate 64 bit). Oblivion is not installed under Program Files.

Here is the Package Structure output form my latest attempt (ignore the naming of the sub packages, I have been playing around trying to get this to work, and had multiple other sub-packages before this latest attempt). As you can see, pretty simple stuff.

Package Structure:00 Core no Lyrondor or Living Economy\  DLCShiveringIsles - FraNewItems.bsa  Docs\    Francesco's leveled creatures-items.doc  Francesco's Leveled Creatures-Items Mod.esm  Francesco's Optional Chance of More Enemies.esp  Francesco's Optional Chance of Stronger Bosses.esp  Francesco's Optional Chance of Stronger Enemies.esp  Francesco's Optional Leveled Guards.esp  Francesco's Optional New Items Add-On.esm20 FRANS for FCOM fixes and tweaks\  FranDarkSeducerWeapFix.esp


I guess I could just work with projects and not archives, but I'd really like to keep my disk space under control.

I hope I'm missing a really stupid, simple thing, but I can't for the life of me work out what I'm doing wrong - even a single esp BAIN archive will not work.

I hope some here can asist :(

Cheers,

Straub666


I just tried re-creating your structure, and had no problems myself. Worked fine as both a project and an archive. What settings do you have set in BAIN? (Skip docs, images, etc). I just recently made a fix to a bug that Vindicator reported, and that same bug could possibly be causing your problems.
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Sierra Ritsuka
 
Posts: 3506
Joined: Mon Dec 11, 2006 7:56 am

Post » Sat Feb 19, 2011 8:39 am

I just tried re-creating your structure, and had no problems myself. Worked fine as both a project and an archive. What settings do you have set in BAIN? (Skip docs, images, etc). I just recently made a fix to a bug that Vindicator reported, and that same bug could possibly be causing your problems.
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.
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Jade Muggeridge
 
Posts: 3439
Joined: Mon Nov 20, 2006 6:51 pm

Post » Sat Feb 19, 2011 12:15 am

Stupid forums.
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Anthony Diaz
 
Posts: 3474
Joined: Thu Aug 09, 2007 11:24 pm

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