[RELZ] Wrye Bash -- Thread 43

Post » Sat Feb 19, 2011 5:00 am

Wow, all the talk about the BAIN wizard made me revisit the doc and it seems it has gotten an upgrade. Very cool to see string variables and custom functions being made possible. :)

I just have one question/request, a function that can be used like LoadAfter or LoadBefore. Where it would place the espm before/after a certain espm when it is subsequently installed.

I know it won't be the same as with OBMM cause the wizard doesn't actually install itself afterwards but having such functions would be very interesting. Perhaps they could be implemented in a way that they, when used in a wizard, will only be applied for the current session of Wrye Bash. As in, when it is closed and re-opened between using the wizard and installing the mod, any LoadBefore/After functions that may have been set from the script are ignored/deleted.

-kyoma
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Shaylee Shaw
 
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Post » Fri Feb 18, 2011 9:05 pm

I just have one question/request, a function that can be used like LoadAfter or LoadBefore. Where it would place the espm before/after a certain espm when it is subsequently installed.

Can't see why you would need this when people should simply run BOSS after installing any package - or am I missing the point
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CHARLODDE
 
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Post » Sat Feb 19, 2011 6:42 am

I agree with Surazal. I can't see why anyone would need a LoadBefore/After command when we have BOSS to do that for us.
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Reven Lord
 
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Post » Sat Feb 19, 2011 6:16 am

"Traceback (most recent call last):
File "C:\games\oblivion\Mopy\basher.py", line 4843, in Execute
patchFile.buildPatch(log,SubProgress(progress,0.8,0.9))#no speeding needed/really possible (less than 1/4 second even with large LO)
File "C:\games\oblivion\Mopy\bosh.py", line 14048, in buildPatch
patcher.buildPatch(log,SubProgress(subProgress,index))
File "C:\games\oblivion\Mopy\bosh.py", line 17664, in buildPatch
tweak.buildPatch(log,progress,self.patchFile)
File "C:\games\oblivion\Mopy\bosh.py", line 17121, in buildPatch
if 'mark' in record.full.lower() or 'token' in record.full.lower() or 'willful' in record.full.lower(): continue #probably truly shouldn't be playable
AttributeError: 'NoneType' object has no attribute 'lower'"

Wrye Bash 284.
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Lily
 
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Post » Sat Feb 19, 2011 9:50 am

"Traceback (most recent call last):
File "C:\games\oblivion\Mopy\basher.py", line 4843, in Execute
patchFile.buildPatch(log,SubProgress(progress,0.8,0.9))#no speeding needed/really possible (less than 1/4 second even with large LO)
File "C:\games\oblivion\Mopy\bosh.py", line 14048, in buildPatch
patcher.buildPatch(log,SubProgress(subProgress,index))
File "C:\games\oblivion\Mopy\bosh.py", line 17664, in buildPatch
tweak.buildPatch(log,progress,self.patchFile)
File "C:\games\oblivion\Mopy\bosh.py", line 17121, in buildPatch
if 'mark' in record.full.lower() or 'token' in record.full.lower() or 'willful' in record.full.lower(): continue #probably truly shouldn't be playable
AttributeError: 'NoneType' object has no attribute 'lower'"

Wrye Bash 284.

already fixed in the development version, thanks for reporting though
Pacific Morrowind
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Alina loves Alexandra
 
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Post » Sat Feb 19, 2011 6:29 am

Question about bain..

I could put archives from already installed mods in the folder or do I have to uninstall everything? I kinda of want to start working on that slowly..
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GEo LIme
 
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Post » Sat Feb 19, 2011 10:15 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)?

Just a follow up on this request...

If implemented (or possibly even if it isn't), it might be an idea to include a scroll bar on the message that is displayed - I get quite a long list of "NoMerge" tagged mods and it is close to not fitting on the screen.

Also, is it worth combining the Deactivate and Nomerge prompt dialogues so there is only one message to answer?

Many thanks for considering.
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Tyrone Haywood
 
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Post » Sat Feb 19, 2011 10:12 am

Can't see why you would need this when people should simply run BOSS after installing any package - or am I missing the point

I agree with Surazal. I can't see why anyone would need a LoadBefore/After command when we have BOSS to do that for us.
Hmmm yes, well alright then. Still, BOSS isn't everything and I certainly don't use it each time I add a mod. But to be honest, I would run it when I add a mod that is, for example, sensitive with regards to loadorder. Very well good sir....you've convinced me it was a pointless request, or better yet, I convinced me. :P

Oh and any news about my problem with the .obse statistics feature? Was it something with the saves that caused a problem?

-kyoma
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chirsty aggas
 
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Post » Sat Feb 19, 2011 3:45 am

Just a follow up on this request...

If implemented (or possibly even if it isn't), it might be an idea to include a scroll bar on the message that is displayed - I get quite a long list of "NoMerge" tagged mods and it is close to not fitting on the screen.

Also, is it worth combining the Deactivate and Nomerge prompt dialogues so there is only one message to answer?

Many thanks for considering.

hmmm if I did put a scroll bar on it I could actually merge the Filter, Deactivate and NoMerge prompts into one... I'll look into doing that. (and also suggesting Merge mods be merged instead)
@@Terra Nova: yes that is fine todo.... how I actually started was to use BAIN as an uninstaller (which it is totally unmatched in).
Pacific Morrowind
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Richard
 
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Post » Fri Feb 18, 2011 8:36 pm

Ok. And it was smart of me to go that route because I immediately got confused.
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Carys
 
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Post » Sat Feb 19, 2011 2:51 am

Which SVN utility is compatible/recomended with the OB SVN Repository (read only)?
So that I would be able to extract patches since 284 Full up to rev402 (stable). Current is rev407.
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bonita mathews
 
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Post » Sat Feb 19, 2011 11:32 am

any SVN utility will work - at least if it has been updated in the last 2 years; if older than that I don't know.
RapidSVN is very easy to work with (ie GUI so no need (or ability) to do command line stuff if you don't like that).
Many people like TortoiseSVN as well.
407 is fairly stable (at least haven't managed to find any bugs) except for one non-working feature addition (the likelyhood of you finding without reading the commit log is fairly low as well)... the main difference is that 407 has had less testing... but some more bugs have been fixed inbetween 402 and 407 (also some feature additions)
Pacific Morrowind
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Josee Leach
 
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Post » Sat Feb 19, 2011 3:23 am

Hmm, now i think that the bashed patch is building wrong in regards to the MAO skeleton tweaker.

Although im not sure how its supposed to be done, in my MAO esp, it changes all of the vanillia NPCs to use a skeleton located under meshes/mayu's projects/MAO/vanilla (or something like that).
However the bashed patch just changed ALL of the NPCs in all applicable mods to use meshes/characters/skeletonBeast.nif [regardless of them being human or beast] INCLUDING the player. Is this correct?
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Jennie Skeletons
 
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Post » Sat Feb 19, 2011 12:48 am

any SVN utility will work - at least if it has been updated in the last 2 years; if older than that I don't know.
RapidSVN is very easy to work with (ie GUI so no need (or ability) to do command line stuff if you don't like that).
Many people like TortoiseSVN as well.
407 is fairly stable (at least haven't managed to find any bugs) except for one non-working feature addition (the likelyhood of you finding without reading the commit log is fairly low as well)... the main difference is that 407 has had less testing... but some more bugs have been fixed inbetween 402 and 407 (also some feature additions)
Pacific Morrowind
Ok, Thanks!
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Dorian Cozens
 
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Post » Sat Feb 19, 2011 1:11 am

Hmm, now i think that the bashed patch is building wrong in regards to the MAO skeleton tweaker.

Although im not sure how its supposed to be done, in my MAO esp, it changes all of the vanillia NPCs to use a skeleton located under meshes/mayu's projects/MAO/vanilla (or something like that).
However the bashed patch just changed ALL of the NPCs in all applicable mods to use meshes/characters/skeletonBeast.nif [regardless of them being human or beast] INCLUDING the player. Is this correct?

yes that is fine - some mod added clothes require the beast skeleton (or will have weird black lines extending off into the distance); setting the skeleton for all NPCs to that one is safe (well except Sheo but there's an exception for him (and similar npcs... don't know of any but there is an exception for them anyways) and harmless and will avoid that bug.
Pacific Morrowind
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StunnaLiike FiiFii
 
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Post » Sat Feb 19, 2011 10:15 am

Hmm, now i think that the bashed patch is building wrong in regards to the MAO skeleton tweaker.

Although im not sure how its supposed to be done, in my MAO esp, it changes all of the vanillia NPCs to use a skeleton located under meshes/mayu's projects/MAO/vanilla (or something like that).
However the bashed patch just changed ALL of the NPCs in all applicable mods to use meshes/characters/skeletonBeast.nif [regardless of them being human or beast] INCLUDING the player. Is this correct?
That's the Vanilla Beast Skeleton Tweaker, not the MAO Skeleton Tweaker.

Possibly, if you choose both the Vanilla one overrides the MAO changes.
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Adam Baumgartner
 
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Post » Sat Feb 19, 2011 8:45 am

That's the Vanilla Beast Skeleton Tweaker, not the MAO Skeleton Tweaker.

Possibly, if you choose both the Vanilla one overrides the MAO changes.

Oh yes I didn't actually notice the full path on that post (I must be blind today)... the path the MAO patcher changes it to is:
Mayu's Projects[M]\Animation Overhaul\Vanilla\SkeletonBeast.nif
Pacific Morrowind
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Sandeep Khatkar
 
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Post » Sat Feb 19, 2011 2:23 am

407 is fairly stable (at least haven't managed to find any bugs)


And I have not found anything yet either that looks out of place either wth 407... :wink_smile:
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hannaH
 
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Post » Sat Feb 19, 2011 5:14 am

A quick question: What procedures does Bash perform when ESPfying an ESM ? I was wondering if it did anything beyond flipping the internal bit flag.
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Chavala
 
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Post » Sat Feb 19, 2011 6:22 am

I was wondering if it did anything beyond flipping the internal bit flag.


it just flip the flag once again, does not do anything else..If I remember correctly..
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Emily abigail Villarreal
 
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Post » Sat Feb 19, 2011 3:10 am

flip the flag


I won't say it... :whistling:

**Trying out WB285, got a shout box
['sound']
['sound']
['soundOpen', 'soundClose']
['soundOpen', 'soundClose', 'soundLoop']
['sound', 'sounds']
['castingSound', 'boltSound', 'hitSound', 'areaSound']
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Monika Fiolek
 
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Post » Sat Feb 19, 2011 1:22 am

Wizard Feature Requests

The breakline isn't working right in the description box in a wizard. The \t tab is though.
The breakline is showing a little box shape...

"Description of Mods/Subpackages/Numbering/Other Info","01 Dummy- Bla bla bla \n 02 Dummy- Bla bla bla \n 03 Dummy- Bla bla bla \n 04 Dummy- Bla bla bla \n 05 Dummy- Bla bla bla \n 06 Dummy- Bla bla bla \n","DummyPic.png"\


Is there going to be a Message window that can be called upon...?
Example
Message "line 1 bla bla"\     "line 2 bla bla"\     "line 3 bla bla"

If I had a detailed read me or just a message window for longer explanations that would be great.

Also ;DisplayImage "TestArchive.png" "Short Description" ;Or something of the sort would be nice.
The small pic window isn't exactly scaling larger images. And if I stick a small image in, It blows it up....
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Dewayne Quattlebaum
 
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Post » Fri Feb 18, 2011 10:22 pm

After my saves got corrupted (long story, and not really relevant), I started a new game and used WB's Import Face command to essentially start over with the same character. I was surprised and elated to see that I could also carry over skills, birthsign, class, and even level, so I did so happily. And then I ran across http://project-phoenix.wikidot.com/local--files/files/skills.JPG. All my skills are listed together, instead of divided into major/minor. I use Realistic Levelling, which treats all skills the same for purposes of levelling, but I still have to choose major skills, and they're still divided on the list. Is this a product of WB, or is it how RL is supposed to work, and I somehow got it to work properly?

(Side note: If you're using Battlehorn Castle and you start at a higher level like I did, you won't get the quest - apparently it glitches the scripts, and the man-at-arms isn't set to essential, so if he dies, he can't give you the deed to the castle.)

Edit: I've also found out that it automatically gives you the level of the save you're importing, regardless of your wishes. Is there a way to make that optional? I thought unchecking "stats" would do it, but it doesn't.
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Krystina Proietti
 
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Post » Fri Feb 18, 2011 11:53 pm

I'm fairly new at this so I probably missed the line in the documentation. Anyhow, is there a way to delete a master from the Bashed Patch master list short of deleting the patch and recreating by copying in the empty one? If I deactivate a mod after having created a bashed patch, rebuilding the patch fails because the patch won't run without the no longer active master.

Thanks in advance for any help or guidance.
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Eileen Collinson
 
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Post » Sat Feb 19, 2011 3:20 am

Wizard Feature Requests

The breakline isn't working right in the description box in a wizard. The \t tab is though.
The breakline is showing a little box shape...

"Description of Mods/Subpackages/Numbering/Other Info","01 Dummy- Bla bla bla \n 02 Dummy- Bla bla bla \n 03 Dummy- Bla bla bla \n 04 Dummy- Bla bla bla \n 05 Dummy- Bla bla bla \n 06 Dummy- Bla bla bla \n","DummyPic.png"\


Is there going to be a Message window that can be called upon...?
Example
Message "line 1 bla bla"\     "line 2 bla bla"\     "line 3 bla bla"

If I had a detailed read me or just a message window for longer explanations that would be great.

Also ;DisplayImage "TestArchive.png" "Short Description" ;Or something of the sort would be nice.
The small pic window isn't exactly scaling larger images. And if I stick a small image in, It blows it up....


Newline works fine for me. I've never put spaces in around them though:

"Remember to select Import Cells from " sRebuild " when rebuilding your Bashed Patch.\nOh look, another line."

That works as expected. :shrug:
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Hot
 
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