[RELZ] Wrye Bash -- Thread 43

Post » Sat Feb 19, 2011 5:50 am

When you rebuild the bashed patch, WB prompts to confirm automatic deactivate of all mods with the NoMerge or Deactivate tags - love this feature.

Should the same rule be applied to mods that are Mergeable (ie Green)?

Thanks
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TRIsha FEnnesse
 
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Post » Sat Feb 19, 2011 12:55 pm

I'll look into it... as much as I can given that I don't have FO3 that is.
I'll really try to have the WM update up soon.... I know it's been a long while.

I meant that as a request for Wrye Bash not Gary Bash. If it is implemented with WB then I'm sure that Valda can port it over to Gary bash himself. I take it he is a close follower of this thread and the work you do.

Very much look forward to Wrye Mash update.

thanks
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Syaza Ramali
 
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Post » Sat Feb 19, 2011 2:40 am

I deleted the Bashsettings, both the .dat and the .dat.bak Documents folder, and still no luck. Still get that same error from selecting the UOP. Very weird, never had that before.
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Johanna Van Drunick
 
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Post » Sat Feb 19, 2011 5:46 am

I deleted the Bashsettings, both the .dat and the .dat.bak Documents folder, and still no luck. Still get that same error from selecting the UOP. Very weird, never had that before.


What version of UOP are you using by the way,

try turning on automatic tagging , right click on bash tag area (down on right hand side) and select automatic listed at top, what happens..



It's the only mod in my list that does this. I installed the latest version of the UOP + the hotfix, then topped it up with the MOBs version.


So you installed the 3.2 Version then Hotifx 3.2.6,

then ended up downgrading back to 3.2 with MOBS Version.

Am I understanding that correctly..
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Kara Payne
 
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Post » Sat Feb 19, 2011 11:20 am

There's actually a MOBified version of 3.2.6 on TESNexus, I saw today.

edit: http://www.tesnexus.com/downloads/file.php?id=30142
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Brian Newman
 
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Post » Sat Feb 19, 2011 12:03 am

What version of UOP are you using by the way,

try turning on automatic tagging , right click on bash tag area (down on right hand side) and select automatic listed at top, what happens..



So you installed the 3.2 Version then Hotifx 3.2.6,

then ended up downgrading back to 3.2 with MOBS Version.

Am I understanding that correctly..


Cheers, turning on Automatic Tagging for the UOP seemed to fix it. Which is strange, cos it was turned on for every other mod, and I don't recall ever turning it off myself for the UOP. How very bizzare. Thanks.

EDIT: Oh yeah, and no, I am using the MOBs 3.2.6 version. Just in case someone was trying to reproduce this error or somthing.
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Benito Martinez
 
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Post » Sat Feb 19, 2011 11:01 am

There's actually a MOBified version of 3.2.6 on TESNexus, I saw today.

edit: http://www.tesnexus.com/downloads/file.php?id=30142


I don't know why people keep spending the time, Corepc already made something that would work without having to keep patching the thing over and over. I even linked it prominently on the Nexus page for the Supplemental.
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Mark Hepworth
 
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Post » Sat Feb 19, 2011 8:16 am

Hi, im getting an error upon rebuilding the bashed patch:

MERGE/SCAN ERROR: Mayu's Animation Overhaul.esp
Traceback (most recent call last):
File "F:\Program Files\Bethesda Softworks\Oblivion\Mopy\basher.py", line 4693, in Execute
raise
File "F:\Program Files\Bethesda Softworks\Oblivion\Mopy\basher.py", line 4654, in Execute
patchFile.scanLoadMods(SubProgress(progress,0.2,0.8)) #try to speed this up!
File "F:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 13767, in scanLoadMods
raise
File "F:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 13763, in scanLoadMods
patcher.scanModFile(modFile,nullProgress)
File "F:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 19786, in scanModFile
tweak.scanModFile(modFile,progress,self.patchFile)
File "F:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 16682, in scanModFile
model = record.model.modPath
AttributeError: 'NoneType' object has no attribute 'modPath'


Im technically using the 'Russian' version of MAO, but i finished changing ALL the names back to the English ones, ticked the MAO fix on the bashed patch, began building and bam. There it is.

Any idea what it means?
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celebrity
 
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Post » Fri Feb 18, 2011 9:33 pm

Hi, im getting an error upon rebuilding the bashed patch:



Im technically using the 'Russian' version of MAO, but i finished changing ALL the names back to the English ones, ticked the MAO fix on the bashed patch, began building and bam. There it is.

Any idea what it means?

an esp in your LO has an npc with no skeleton assigned (!)... added in a check for that to skip the NPC if that is the case, thanks. (EDIT: just in case that wasn't clear, that means fixed in Wrye Bash's source code)
Pacific Morrowind
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Caroline flitcroft
 
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Post » Sat Feb 19, 2011 9:35 am

Hi All.

I hope someone can help me resolve a very frustrating situation.

I was having a bad problem with CTD in a certain area.Through Hours of testing one Mod at a time starting with Just the Oblivion.esm and so on. I finally Found the Cause.or So I thought.

My last test,First I ran my latest test and it worked perfectly,But running it with and Old Save the CTD returned.Meaning the cause of my problem is still hidden in my Old Saves. Non of these Old saves are corrupt.

I'm almost afraid to ask the question,but here goes.

Having Cleaned all my mods,removing the Crash source.Is this now classified as a New Mod Load order? If So is there any way I can use this New List in an Old Save by trying to find and remove the original cause of the CTD?

You guys are my last chance of saving my 350 hr game play Edition.

Thank you for any help I can get. Very much appreciated.

Cheers.

James. :)
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Mr. Ray
 
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Post » Sat Feb 19, 2011 12:06 am

an esp in your LO has an npc with no skeleton assigned (!)... added in a check for that to skip the NPC if that is the case, thanks. (EDIT: just in case that wasn't clear, that means fixed in Wrye Bash's source code)
Pacific Morrowind

O god, its gonna svck to have to go though and try to find out which one it was......

Thanks then. Any idea of when i might be able to get the new wyre bash that will skip the one with the bad file path? I have a feeling i may never find it....
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quinnnn
 
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Post » Fri Feb 18, 2011 11:50 pm

O god, its gonna svck to have to go though and try to find out which one it was......

Thanks then. Any idea of when i might be able to get the new wyre bash that will skip the one with the bad file path? I have a feeling i may never find it....

yeah I mean it would take hours.... without a reasonable debug printout (hmmm that actually gives me an idea of a way to helpfully give an error message)
I'm thinking this weekend - or possibly Monday - for release. In the meantime you can use the SVN (ie potentially untested... unstable etc... but also with fixes in it etc... use at own risk et cetera ad nauseum... if you do use it (right now (Rev 402) quite stable) please do report any errors you find (including revision number) (http://oblivionworks.svn.sourceforge.net/viewvc/oblivionworks/Programs/Wrye%20Bash.tar.gz?view=tar.
Pacific Morrowind
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Steve Smith
 
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Post » Fri Feb 18, 2011 9:50 pm

yeah I mean it would take hours.... without a reasonable debug printout (hmmm that actually gives me an idea of a way to helpfully give an error message)
I'm thinking this weekend - or possibly Monday - for release. In the meantime you can use the SVN (ie potentially untested... unstable etc... but also with fixes in it etc... use at own risk et cetera ad nauseum... if you do use it (right now (Rev 402) quite stable) please do report any errors you find (including revision number) (http://oblivionworks.svn.sourceforge.net/viewvc/oblivionworks/Programs/Wrye%20Bash.tar.gz?view=tar.
Pacific Morrowind

Thanks! will do.

Edit: uhh, i think you forgot to include the fix in the 402 svn.... No problem, i can wait til monday :liplick:

Also im liking that new export/import bash patch settings!
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Benjamin Holz
 
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Post » Sat Feb 19, 2011 8:11 am

I have a problem with graphics import, message -
---------CREA---------MISC---------ALCH---------ACTI---------ARMO---------REGN---------SLGM---------LSCR---------WEAP---------CLOT---------SGST---------AMMO---------BSGN---------KEYM---------MGEF---------LIGH---------INGR---------BOOK---------CLAS---------EFSH

Wrye Bash 284. With mods -
Mart's Monster Mod.esmOscuro's_Oblivion_Overhaul.espMart's Monster Mod for OOO.espMart's Monster Mod - Shivering Isles.espMart's Monster Mod - Slof Horses Complete.espOOO-Magic_Script_Effect_Fix.esp

It is how much bad? Thx for help! And thx for wonderful programm!
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Micah Judaeah
 
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Post » Sat Feb 19, 2011 3:15 am

Greetings,

Thank you very much for the updates.

Regarding screenshots image quality:
Edit: And what quality is that converting to? 100%, 60%, 2% etc..?
Sorry, but I don't know the quality, it's handled by wxWindows (which wxPython runs on), so whatever the default is by its JPG writer. PNG would be the best way to go anyway.


XnView consistently estimates the compression quality* of converted images to be 75%. If it can be confirmed, perhaps adding it to the UI (eg. "Convert to jpg (Quality: 75%)"), would be more user-friendly, as the program removes the original image automatically.


Some feature suggestions/ideas that might be useful to some users:

1. Skip Images: PSD extension added to Skip Images filter.

2. Screenshots: An option to prompt user whether the original screenshots should be removed upon conversion.

3. Screenshots: Allow specification of multiple screenshot directories to view from the Screenshots tab.
To include with this functionality:
    3.1 An option to show file paths in the file list.
    3.2 A right-click "Open containing directory" (in Explorer/shell) for screenshot files.
Reasoning:
  • This could allow users to have different directories to organise screenshots.
  • Users who launch obse_loader.exe -altexe "\Oblivion.exe" option with an alternate working directory may lose some utility of the Screenshots tab. With this option, users could manage screenshots in both the original and alternate directories.
  • Consequently, users could extend this section of Wrye Bash to viewing/converting screenshots/images from other games, etc.

An example Bash.ini setting:
sOblivionScreenshotsPaths = . | ".\My Screenshots 1" | .\Favourite Screenshots | .\Data\Screenshots | .\Data\Docs\SS | C:\Games\Screenshots\Oblivion\Character1



Surazal's post below about Sub-Package folder names has reminded me of a UI improvement:
4. An option to show the Sub-Package name in Esp/m Filter, General, Matched, Missing, Mismatched, etc. dialogs.
This could be useful to help solve issues with Complex Packages with many Sub-Packages.

Example output with Sub-Package name in angle-brackets:
Esp/m Filter
New_Castle_Mod.esp
Magical_Creatures_Addon.esp

Missing (tab)
Textures\Menus\Icons\SW\SW.dds


* Information is located in XnView Properties(Preview-pane tab)-->Image-->Estimate quality.

Edit #1: Added feature proposal #4.
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Kelsey Hall
 
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Post » Fri Feb 18, 2011 9:07 pm

I know I have posted on this topic before, but thought it was worth reviewing having studied the new Wizard documentation. First, many thanks for the hard work in bringing scripting to Wye Bash - simply awesome!!!

My wish list...

  • Test whether a file has been installed in the Oblivion Data folder.

    Example:
    If DataFileExists "Meshes\\Characters\\_male\\specialanims\\0FemaleVariableWalk_Commoner.kf"  ...Actions...Elif DataFileExists "MyMod.esp"  ...Actions...EndIf


  • Return the Sub-Package folder names in a BAIN package.

    Example:
    For Each Folder vSubPackageName  ...process the sub-package string in the variable vSubPackageName...EndFor


  • Return ESP/ESM file names within a sub-package.

    Example:
    For Each Folder vSubPackageName  For Each File vModName vSubPackageName    ...process the ESP/ESM file name string in the variable vModName...  EndForEndFor

Many thanks for any consideration given.
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Susan Elizabeth
 
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Post » Sat Feb 19, 2011 12:11 pm

Is there a chance of Bashed Patch causing Reneer's Guard Overhaul fail to react to committed crimes?
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Sam Parker
 
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Post » Sat Feb 19, 2011 12:30 pm

Thanks! will do.

Edit: uhh, i think you forgot to include the fix in the 402 svn.... No problem, i can wait til monday :liplick:

Also im liking that new export/import bash patch settings!

Oh ooops didn't click commit since I was working on another feature at the time and when i did the fix it was at a stage that Bash wouldn't even start (ie I had lines of code like 'if the enchantment is of type 1 or 2 its a cast when used... not valid code just talking to myself for writing the real... commited now.


I have a problem with graphics import, message -
It is how much bad? Thx for help! And thx for wonderful programm!

just some debug text (ie harmless won't do anything to your patch or intefere with building)... already removed int eh next version (hadn't meant to leave it in to begin with).
Pacific Morrowind
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Alyesha Neufeld
 
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Post » Sat Feb 19, 2011 3:48 am

Also im liking that new export/import bash patch settings!


It is a time saver feature itself when using multiple mod config..just load master from you save, then go into bashed patch, deslect all, and import that config And build.

You just have to set things up right the frist time, and if using automatic tagging or boss masterlist.txt then you just select mod from their correct areas. export config and name has needed..

If I can think of anymore time saver's per say I will let Bash Team Know once again..
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Lillian Cawfield
 
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Post » Sat Feb 19, 2011 12:09 am

Looks like text files with a ' in them won't install correctly.

Based on Duke Patrick's - Double Arrow Nock Shot Read Me.txt
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Claire Lynham
 
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Post » Sat Feb 19, 2011 7:16 am

Ummm.....what is the best way to handle this in an BAIN installer?
If DataFileExists("Mart's Monster Mod.esm")  Note "MMM detected."EndIf


"quote hash
'single hash
'' double single hash
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Beat freak
 
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Post » Sat Feb 19, 2011 5:53 am

Ummm.....what is the best way to handle this in an BAIN installer?
If DataFileExists("Mart's Monster Mod.esm")  Note "MMM detected."EndIf


As shown in the example looks good to me - I am assuming you are asking about implementing a "DataFileExists" feature and that it is not yet available.
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c.o.s.m.o
 
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Post » Sat Feb 19, 2011 1:44 am

As shown in the example looks good to me - I am assuming you are asking about implementing a "DataFileExists" feature and that it is not yet available.


DataFileExists does exist though, because I've got it in my All Natural wizard script, and it works. Though I couldn't see it in the documentation.
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Taylor Bakos
 
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Post » Sat Feb 19, 2011 8:54 am

DataFileExists does exist though, because I've got it in my All Natural BAIN script, and it works. Though I couldn't see it in the documentation.

That's fantastic - I only asked for it to be implemented a few posts back :)

Given it is not documented, what made you try it?
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Becky Palmer
 
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Post » Fri Feb 18, 2011 11:44 pm

That's fantastic - I only asked for it to be implemented a few posts back :)

Given it is not documented, what made you try it?


The example in the documentation screenshots is All Natural. I just got sent the proof-of-concept wizard script, and that had the function in it. :P
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Sara Lee
 
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