[RELZ] Wrye Bash -- Thread 43

Post » Fri Feb 18, 2011 9:45 pm

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']

fixed (just some debug text), thanks
(though somewhat confused by the first line there... I'm obviously missing some slang I'm guessing)

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....

adding to the list


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.

I've got some planned improvements to the import face to savegame feature... basically to give you a bit more choices (ie import x and a and c but not y or z or b for example (with for example x being the hair, a bieng class, c being skills etc.)... but that's going into 286 or higher.

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.

just say 'Yes' keep going in build... or upgrade to 285 when it is released shortly (tomorrow morning probably - Pacific Time that is); the warning is fixe to no longer warn about missing masters tot he patch (seeing as that is quite possibly why one would be rebuilding).
Pacific Morrowind
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Nany Smith
 
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Post » Fri Feb 18, 2011 9:13 pm

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:

It gave me an error. had to change the inner quotes to single hashs, and still the same thing spaces inbetween or not.
:shrug: :shrug: :shrug:
http://i861.photobucket.com/albums/ab180/metallicow/Oblivion%20Screenies/Temp%20Oblivion%20Shots/Boxes.jpg
It does work fine in the note box at the finish page
Example
Spoiler

SelectOne "WrinlkeyNinja's Box Description Scriptline", \
"Option1","Remember to select Import Cells from ' sRebuild ' when rebuilding your Bashed Patch.\nOh look, another Box.\n\n\n", '', \
"|Option2", "Boxes\nfor everyone\n\n\n\n\n\n\n\n\n\n\n\n\n\nWOOOT! I Mean Boxes", 'Boxes.jpg'
Case "Option1"
Note "\ta TAB\nNewline"
Break
Case "Option2"
Note "\ta TAB\nNewline"
Break
EndSelect


Is a box a special symbol denoting something? Or am I maybe missing something here?
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Lynne Hinton
 
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Post » Sat Feb 19, 2011 7:28 am

It gave me an error. had to change the inner quotes to single hashs, and still the same thing spaces inbetween or not.
:shrug: :shrug: :shrug:
http://i861.photobucket.com/albums/ab180/metallicow/Oblivion%20Screenies/Temp%20Oblivion%20Shots/Boxes.jpg
It does work fine in the note box at the finish page
Example
Spoiler

SelectOne "WrinlkeyNinja's Box Description Scriptline", \
"Option1","Remember to select Import Cells from ' sRebuild ' when rebuilding your Bashed Patch.\nOh look, another Box.\n\n\n", '', \
"|Option2", "Boxes\nfor everyone\n\n\n\n\n\n\n\n\n\n\n\n\n\nWOOOT! I Mean Boxes", 'Boxes.jpg'
Case "Option1"
Note "\ta TAB\nNewline"
Break
Case "Option2"
Note "\ta TAB\nNewline"
Break
EndSelect


Is a box a special symbol denoting something? Or am I maybe missing something here?


I just tried line breaks in the description box, and you're right, it doesn't work. I don't get boxes though, the \n is just ignored:

"|All Natural - Full", "This will install both the weather and Real Lights parts of All Natural.\n\nTesting the line break.", '', \

Puts this in the description box:

This will install both the weather and Real Lights parts of All Natural.Testing the line break.

Perhaps the box is a missing symbol placeholder, and you've got font/language differences compared to me?
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Brandon Wilson
 
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Post » Sat Feb 19, 2011 9:13 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

Oooooh, yea, i guess thats how it works. Thanks guys.

Edit: Ok, i know this isnt really the place to ask it, but you guys seem to know how MAO works, and there are few other places to go for MAO support, so tell me why the bashed patch MAO tweaker changes all NPCs, including the player's to the MAO skeleton folder (vanilla MAO also has it so as well)? If it does that, that means that everyone is using the same animation folder, and now were back to having the same effect as not having MAO installed at all, correct?

I thought MAO worked by changing everyone BUT the player's skeleton to the custom folder, is this not the case?
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Penny Courture
 
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Post » Sat Feb 19, 2011 8:11 am

...
just say 'Yes' keep going in build... or upgrade to 285 when it is released shortly (tomorrow morning probably - Pacific Time that is); the warning is fixe to no longer warn about missing masters tot he patch (seeing as that is quite possibly why one would be rebuilding).
Pacific Morrowind

er, I must have misspoken. My problem is not rebuilding the patch with a missing master. The patch builds. It retains the dependency and cannot be activated without also re-activating the disabled/removed master. I was looking for a way to remove the dependency prior to the rebuild. My current solution is to completely delete the bashed patch and to recreate it from scratch. I was hoping for a delete master ability in the master's window when the selected mod is the bashed patch. Or for the patch rebuild process to recognize there is a missing master and adjust accordingly.

Thanks again and sorry for any confusion.
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Vicki Gunn
 
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Post » Sat Feb 19, 2011 1:48 am

I thought MAO worked by changing everyone BUT the player's skeleton to the custom folder, is this not the case?

If the player is gettting included with all the NPCs, then it seems like a bug. The major reason for using MAO's is to separate the two sets of animations (though I'm still not sure I see the benefit of changing all the NPCs instead of changing just the player).

I was looking for a way to remove the dependency prior to the rebuild. My current solution is to completely delete the bashed patch and to recreate it from scratch. I was hoping for a delete master ability in the master's window when the selected mod is the bashed patch. Or for the patch rebuild process to recognize there is a missing master and adjust accordingly.
Deactivate the bashed patch. Remove the master file you want to get rid of from your Data directory, then choose the rebuild patch option and it will be built without that master.

You can also use the "hide" option instead of deleting it totally if it is a temporary thing.
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brandon frier
 
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Post » Sat Feb 19, 2011 12:26 pm

Just switched from 283 to 284, and tried compiling my BP. Got a ton of error messages along these lines:


---------
FURN


etc. Any ideas?
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Marine Arrègle
 
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Post » Sat Feb 19, 2011 4:09 am

Apologies if I am hassling be asking again...

Are there any plans to override an ESPs Description bash tags with the BOSS ones (ie replace rather than merge)?

I think this would be a very good thing.

Many thanks
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Brandi Norton
 
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Post » Fri Feb 18, 2011 11:22 pm

It's just a leftover debug message, it's perfectly harmless, it's already been fixed in the commits for the next version, and it's been reported about a dozen times in the thread already.
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chirsty aggas
 
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Post » Sat Feb 19, 2011 12:07 pm

Just switched from 283 to 284, and tried compiling my BP. Got a ton of error messages along these lines:


---------
FURN


etc. Any ideas?
http://www.gamesas.com/index.php?/topic/1094021-relz-wrye-bash-thread-43/page__view__findpost__p__15974764. If you're confident editing your own copy of Bash, there's a fix posted somewhere earlier in the thread too.

Vac
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Lucky Boy
 
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Post » Fri Feb 18, 2011 10:08 pm

It's just a leftover debug message, it's perfectly harmless, it's already been fixed in the commits for the next version, and it's been reported about a dozen times in the thread already.


Thanks. I did a quick find on a couple of those error messages through each page, here, and didn't see anything. Hence the asking.
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Laura Cartwright
 
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Post » Sat Feb 19, 2011 4:50 am

Thanks. I did a quick find on a couple of those error messages through each page, here, and didn't see anything. Hence the asking.

Comment out or delete lines 14881-14883 in Bosh.phy
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Enny Labinjo
 
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Post » Sat Feb 19, 2011 4:36 am

I'm getting a 0 sized bashed patch. I get this output from the stdout error message box (I thought it was expected, but maybe not)

Spoiler


---------
SGST

---------
INGR

---------
FURN

---------
ALCH

---------
ACTI

---------
CREA

---------
LTEX

---------
AMMO

---------
ARMO

---------
KEYM

---------
LIGH

---------
EFSH

---------
WEAP

---------
STAT

---------
CLOT

---------
DOOR

---------
MISC

---------
REGN

---------
LSCR

---------
BOOK

---------
CLAS
Traceback (most recent call last):
File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\basher.py", line 4881, in Execute
raise
File "C:\Program Files (x86)\Bethesda Softworks\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:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 14048, in buildPatch
patcher.buildPatch(log,SubProgress(subProgress,index))
File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 17664, in buildPatch
tweak.buildPatch(log,progress,self.patchFile)
File "C:\Program Files (x86)\Bethesda Softworks\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'

Amy suggestions?
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danni Marchant
 
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Post » Sat Feb 19, 2011 11:29 am

Grab the tarball from the Sourceforge site: http://oblivionworks.svn.sourceforge.net/viewvc/oblivionworks/Programs/Wrye%20Bash.tar.gz?view=tar

You have two errors there that are fixed in the SVN version, as far as I know, so you're likely better off with it even if it isn't fully tested.
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Cameron Garrod
 
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Post » Fri Feb 18, 2011 9:54 pm

Comment out or delete lines 14881-14883 in Bosh.phy


Bosh.phy? Not seeing that. Do you perhaps mean Bosh.py, or Bosh.pyc?
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Amy Melissa
 
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Post » Sat Feb 19, 2011 11:14 am

Bosh.phy? Not seeing that. Do you perhaps mean Bosh.py, or Bosh.pyc?

soryy - typo - pyc is correct
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Rachel Briere
 
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Post » Sat Feb 19, 2011 7:13 am

hey i'm having an issue. even if i deactivate newsheogorath.esp as the tag instructs me to i find after rebuilding that the file is activ e (plus sign and highlighted in red) what am i doing wrong?
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Isabella X
 
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Post » Fri Feb 18, 2011 11:55 pm

Plus sign means that you selected it under "merge patches", which means it is still technically active.
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Sammygirl
 
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Post » Sat Feb 19, 2011 11:44 am

wait no i saw that wrong its not a plus sign its a check mark and i know for a fact that I unselected it before rebuilding my bashed patch
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Rude_Bitch_420
 
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Post » Sat Feb 19, 2011 6:42 am

Apologies if I am hassling be asking again...

Are there any plans to override an ESPs Description bash tags with the BOSS ones (ie replace rather than merge)?

I think this would be a very good thing.

Many thanks

not at all hassling... definitely in the plans but haven't figured out the best way to implement it yet.


I'm getting a 0 sized bashed patch. I get this output from the stdout error message box (I thought it was expected, but maybe not)
Amy suggestions?

As Showler said those are fixed in the latest SVN or if you odn't want to download that just don't use All CLothes Playable tweak until next release; the and stuff isn't a problem for build (just junk printout... harmless except for the annoyance it may cause.


Bosh.phy? Not seeing that. Do you perhaps mean Bosh.py, or Bosh.pyc?

Bosh.py (.pyc(or .pyo if you use certain command line commands) are compiled not human readable versions of the code).

hey i'm having an issue. even if i deactivate newsheogorath.esp as the tag instructs me to i find after rebuilding that the file is activ e (plus sign and highlighted in red) what am i doing wrong?

probably a mistaken tag (a lot of tags in BOSS are made with reading the description rather than proper Tes4Edit run... which means that if it is a mod that appears to just change a face but it also has new eyes/hair defined to put on said face(s) it'll likely be incorrectly tagged with NoMerge or Deactivate)... fixed in the masterlist, thanks; for now you can just remove the deactivate tag from the esp or ignore that suggestion.
(wow a lot of readers right this moment... must be expecting 285... it'll be coming soon; just doing a few extras and Waruddar is transforming a few commands to use CBash... probably htis evening)
Pacific Morrowind
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Pixie
 
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Post » Sat Feb 19, 2011 7:15 am

Try again. Make sure it's only selected under Import NPC Faces and deactivated before you start. If you still have problems, report back...maybe there's an error in the automatic deactivation.
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Elena Alina
 
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Post » Sat Feb 19, 2011 10:45 am

Grab the tarball from the Sourceforge site: http://oblivionworks.svn.sourceforge.net/viewvc/oblivionworks/Programs/Wrye%20Bash.tar.gz?view=tar

You have two errors there that are fixed in the SVN version, as far as I know, so you're likely better off with it even if it isn't fully tested.

Thanks showler, I can now rebuild the patch. Still looks like I bit off more than I could chew by adding too many mods at once. Next step is a clean install, and incremental additions searching for the causes of the all too common CTDs. Anyone know if there are any good ctd detective threads or extensive lists of my mod will not play well with your mod type stuff. Bashed patching, BOSS, OBMM, and extensive TES4Edit cleaning have left me with loads of land tears and nearly continuous CTDs. The sound queue form OCP has almost replaced the background music. I've clearly broken this install beyond simple repairs.
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SUck MYdIck
 
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Post » Sat Feb 19, 2011 6:17 am

I've been updating all the mods on my desktop pc (the one I actually play Oblivion on, in the few months I can get to it :P), for which BAIN is pretty much a godsend. However, I've got my copy of MMM in an archive with all the plugins in one directory, and as I was deselecting some of them in the Esp/m Filter box, I noticed that once I'd checked/unchecked a plugin, the box would scroll down about a page. This would happen every time I changed a plugin's checkbox, and it's pretty annoying if you've got a lot of plugins to go through.

Any chance of a fix for this?
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Brιonα Renae
 
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Post » Sat Feb 19, 2011 7:54 am

I don't like 284. It won't install right. Why can't we just stay with 283?
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Max Van Morrison
 
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Post » Sat Feb 19, 2011 4:40 am

I've been updating all the mods on my desktop pc (the one I actually play Oblivion on, in the few months I can get to it :P), for which BAIN is pretty much a godsend. However, I've got my copy of MMM in an archive with all the plugins in one directory, and as I was deselecting some of them in the Esp/m Filter box, I noticed that once I'd checked/unchecked a plugin, the box would scroll down about a page. This would happen every time I changed a plugin's checkbox, and it's pretty annoying if you've got a lot of plugins to go through.

Any chance of a fix for this?

I Ninja'd ya :P
.... a quote from the changelog for 285 (that change was done yesterday)
Spoiler

* BAIN Changes:
* fix so that when you check/uncheck an esp in the esp/m list the view maintains its scroll position

Pacific Morrowind
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Matt Bigelow
 
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