[RELZ] Wrye Bash -- Thread 43

Post » Sat Feb 19, 2011 10:39 am

I don't like 284. It won't install right. Why can't we just stay with 283?

what error is it giving you?
(of course it is entirely up to you to stay at lower versions... the only price is not experiencing the new features, fixes and bugs)
Pacific Morrowind
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Nikki Hype
 
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Post » Fri Feb 18, 2011 10:14 pm

You certainly don't want to miss out on experiencing the new bugs. The features and fixes you can take or leave as you please.
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Sarah Knight
 
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Post » Fri Feb 18, 2011 10:10 pm

I don't like 284. It won't install right. Why can't we just stay with 283?
You can stay with 283, if you like. :shrug:
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Rob Davidson
 
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Post » Fri Feb 18, 2011 11:29 pm

Got an error in last bashing process:
Traceback (most recent call last):
File "I:\Games\Oblivion\Mopy\basher.py", line 4840, in Execute
patchFile.initData(SubProgress(progress,0,0.1)) #try to speed this up!
File "I:\Games\Oblivion\Mopy\bosh.py", line 13884, in initData
patcher.initData(SubProgress(progress,index))
File "I:\Games\Oblivion\Mopy\bosh.py", line 15090, in initData
for record in srcFile.tops[recClass.classType].getActiveRecords():
KeyError: 'NPC_'

A few updates and added one mod (http://www.tesnexus.com/downloads/file.php?id=25841), but I don't think those are the source.

I use Race balancing Project and after getting all happy about the redguards tweak recently implemented I remembered that RBP added an NPC diversity esp that was a merger of RBP NPC Diversity, TNR, and Better Redguards. I think it comes from using that instead of better redguards ... what do you think?

[edit] ohh and it would not let the bashing finish.

[edit 2]
Actually after further testing it is neither that mod (OVB) nor the redgaurd mod.

I've no idea what is the cause.

Even tried a brand new bashed patch out of the Mopy folder.

So I await interpretation of what that error means.
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XPidgex Jefferson
 
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Post » Fri Feb 18, 2011 11:36 pm

Got an error in last bashing process:

A few updates and added one mod (http://www.tesnexus.com/downloads/file.php?id=25841), but I don't think those are the source.

I use Race balancing Project and after getting all happy about the redguards tweak recently implemented I remembered that RBP added an NPC diversity esp that was a merger of RBP NPC Diversity, TNR, and Better Redguards. I think it comes from using that instead of better redguards ... what do you think?

[edit] ohh and it would not let the bashing finish.

[edit 2]
Actually after further testing it is neither that mod (OVB) nor the redgaurd mod.

I've no idea what is the cause.

Even tried a brand new bashed patch out of the Mopy folder.

So I await interpretation of what that error means.

hmmm I think that is the Actors.AIPackages importer... lets see yes that is it and I fixed that back on the 26th (while I was totally refactoring Actors.AIPackages)... so just decheck AIPkg (or whatever mod is cuasing the issue in there) import right or grab the latest of the SVN or wait until 285 is released... was hoping today but probably tomorrow.
Pacific Morrowind
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Undisclosed Desires
 
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Post » Sat Feb 19, 2011 4:15 am

OK well completely disabling the AIpackages portion and it bashed, but I did also get this stdout/stderr:
['castingSound', 'boltSound', 'hitSound', 'areaSound']
['sound']
['sound', 'sounds']
['sound']
['soundOpen', 'soundClose']
['soundOpen', 'soundClose', 'soundLoop']
['castingSound', 'boltSound', 'hitSound', 'areaSound']
['sound']
['sound', 'sounds']
['sound']
['soundOpen', 'soundClose']
['soundOpen', 'soundClose', 'soundLoop']
The only two import sound mods I have is the OOO script effect fix and Duke Patrick Nosferatu Vamps - both of which have never given this before (if indeed that is what the cause is).

as for AIPackages it was UOP/FCOM/losing my religion. Not sure which - will just wait till next version anyway as I'm not planning on serious play and just wanting to test my new PyFFI'd meshes.

PacificMorrowind - any chance you could give me more clarity on my 'issue of not understanding instructions' in the Optimization thread? http://www.gamesas.com/index.php?/topic/1091580-tesivpositive-performance-optimiation-stabilization-information/page__view__findpost__p__15992884?

[edit] also any tips on using the RBP of Better Redguards/TBR/MPC diversity instead of just plain ol better redguards? As in tagging.
That esp: bgBalancingEVOptionalNPCDiversity, TNR Merge Better Redguards.esp [Version 10.0EV-D] also does not turn purple if tagged with NoMerge

thanks
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Jessica Lloyd
 
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Post » Sat Feb 19, 2011 10:49 am

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.
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
Oops, missed that function in the documentation updated now.


  • Return the Sub-Package folder names in a BAIN package.
  • Return ESP/ESM file names within a sub-package.
Many thanks for any consideration given.
Will work on getting this type of functionality. First I need to implement 'For' control statements. Can't promise anytime soon (been working like a dog lately)


Wizard Feature RequestsThe 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"\
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?
Looked into it, seems the method I was using to set the text box didn't like newline characters. I changed the method and fixed in latest SVN now


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....
For now you can just use the SelectOne / SelectMany windows, and use their image/description boxes to pass on information. In the future...dunno. I would like to keep wizards as simple as possible, but if there is a large demand for different types of dialogs, maybe.
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Dona BlackHeart
 
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Post » Sat Feb 19, 2011 8:22 am

While using the most recent SVN checkout of Wyre Bash (see previous posts for the reason for this) I got this output from the Mod Checker.

Spoiler

Traceback (most recent call last):
File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\basher.py", line 11163, in Execute
ModChecker().Show()
File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\basher.py", line 4440, in __init__
self.SetIcons(bashBlue)
File "C:\Python26\lib\site-packages\wx-2.8-msw-ansi\wx\_windows.py", line 390, in SetIcons
return _windows_.TopLevelWindow_SetIcons(*args, **kwargs)
TypeError: in method 'TopLevelWindow_SetIcons', expected argument 2 of type 'wxIconBundle const &'


Have I messed up my installation or is this on the development side? And, is this still the appropriate thread to report such things?
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Damien Mulvenna
 
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Post » Sat Feb 19, 2011 10:57 am



Traceback (most recent call last):
File "I:\Games\Oblivion\Mopy\basher.py", line 4840, in Execute
patchFile.initData(SubProgress(progress,0,0.1)) #try to speed this up!
File "I:\Games\Oblivion\Mopy\bosh.py", line 13884, in initData
patcher.initData(SubProgress(progress,index))
File "I:\Games\Oblivion\Mopy\bosh.py", line 15090, in initData
for record in srcFile.tops[recClass.classType].getActiveRecords():
KeyError: 'NPC_'






I remember I got that exact error message during testing.

I had to Shut down and restart bash in order for it go all the way through and not give that message..

have you tried that to see if that fixes the problem..

and What mods are you tagging with Aipackages once again..for FCOM it should be this..

? Oscuro's_Oblivion_Overhaul.esm
? Mart's Monster Mod.esm
? Unofficial Oblivion Patch.esp
? Unofficial Shivering Isles Patch.esp
? Oscuro's_Oblivion_Overhaul.esp
? FCOM_Convergence.esp (Actors.AIPackagesForceAdd need to be used)
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Liii BLATES
 
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Post » Sat Feb 19, 2011 7:40 am

I remember I got that exact error message during testing.

I had to Shut down and restart bash in order for it go all the way through and not give that message..

have you tried that to see if that fixes the problem..

and What mods are you tagging with Aipackages once again..for FCOM it should be this..

? Oscuro's_Oblivion_Overhaul.esm
? Mart's Monster Mod.esm
? Unofficial Oblivion Patch.esp
? Unofficial Shivering Isles Patch.esp
? Oscuro's_Oblivion_Overhaul.esp
? FCOM_Convergence.esp (Actors.AIPackagesForceAdd need to be used)

Yeah I tried that (and just tried again) closing bash or not it will not bash the patch with AIpackages checked.
Granted I have not tried with each individually to see which one (or two or three) it may be.
Yes to all those plus Losing My Religion.

PacifcMorrowind said he expected this to be fixed, so I'm probably not going to tweak on it unless the next update doesn't address it. I just wanted to get the game to load right now to test the new PyFFI meshes and update the mods. Will not do serious FCOM play until that is working.
thanks
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josie treuberg
 
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Post » Sat Feb 19, 2011 12:32 pm

hey guys

im having trouble getting wyre bash to run. i've followed directions as per http://wryebash.netai.net/#IfBashWontStart, but my problem isnt addressed. I generated a bugdump and i get a message "WindowsError [Error 5] Access is denied: C:\\Program Files (x86)\\Bethesda Softworks\\Oblivion Mods'"

i do have administrative privileges, by the way
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Reven Lord
 
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Post » Fri Feb 18, 2011 9:58 pm

thanks


Psymon,

Work for me with current SVN download (2.85), so I wil confirm that is working for next version.

has I added Losing my Religion and have it loaded after all fcom stuff and was able to build a patch without errors..

Losing my Religion is going to need a few more tags looks like will need ForceAiPackages from 2.85 to work with FCOM for sure..

faction, relations has well
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Marilú
 
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Post » Sat Feb 19, 2011 11:22 am

i do have administrative privileges, by the way
administrative privileges for your login are not enough. I believe you have to give Python full permission to your Bethesda Directory and all sub-directories.

If you are early in the game build, it's way easier to just install outside the Program Files directory, though.
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alicia hillier
 
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Post » Sat Feb 19, 2011 8:28 am

While using the most recent SVN checkout of Wyre Bash (see previous posts for the reason for this) I got this output from the Mod Checker.

Have I messed up my installation or is this on the development side? And, is this still the appropriate thread to report such things?

fixed, thanks. (and yes this is the right place to report such things - or the bug tracker but either works fine)
Pacific Morrowind
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Stat Wrecker
 
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Post » Sat Feb 19, 2011 3:19 am

I've got 285Rev.421 installed and it's haveing Refresh problems, if a delete an esp in the Mod window, it still doesn't detect it(started that a couple version ago)
When I check *or uncheck a Sub-Package it doesn't Update the Esp/m Filter payne??, (That make it a Pain)

**When I change the status in the Esp/M Filter payne, it dosn't update in my Mod window...
(ie, I can Deselect say Mart's Esm in the Installers section, but it dosn't effect it in the Mods section...)
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jasminε
 
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Post » Sat Feb 19, 2011 1:39 am

I've got 285Rev.421 installed and it's haveing Refresh problems, if a delete an esp in the Mod window, it still doesn't detect it(started that a couple version ago)

When I check *or uncheck a Sub-Package it doesn't Update the Esp/m Filter payne??, (That make it a Pain)

oh doh... thanks for reporting that right now... oh well better than in 15minutes when the new version would have been uploaded on to nexus... guess I'll have to fix those first...
EDIT: Can't replicate the refresh problem... can anyone else? or more details as to how to replicate it if possible?
Pacific Morrowind
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cosmo valerga
 
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Post » Sat Feb 19, 2011 12:51 am

oh doh... thanks for reporting that right now... oh well better than in 15minutes when the new version would have been uploaded on to nexus... guess I'll have to fix those first...
Pacific Morrowind


Appears when I checked Marts.esm, it installed Mart's for OOO esm???, maybe it's still scrolling but not showing....
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Connie Thomas
 
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Post » Sat Feb 19, 2011 6:40 am

okay got the subpackage check/uncheck error fixed, thanks... still not sure on the not refreshin when deleting... proceeding and will fix later if I an replicate it.
Pacific Morrowind
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Sherry Speakman
 
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Post » Fri Feb 18, 2011 11:49 pm

oh doh... thanks for reporting that right now... oh well better than in 15minutes when the new version would have been uploaded on to nexus... guess I'll have to fix those first...
EDIT: Can't replicate the refresh problem... can anyone else? or more details as to how to replicate it if possible?
Pacific Morrowind

*** ?? Seems to be working proper, must be me, appearntly I was just forgeting to hit Anneal each time??? :cryvaultboy:
Sorry for that... :blush:
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Alexis Acevedo
 
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Post » Sat Feb 19, 2011 2:43 am

Version 285 is uploading as I type this... probably be a couple minutes more till you can download it but you can start drooling anyways...changelog:
=== 285 [12/12/2010] [Lojack,Metallicow,PacificMorrowind,Waruddar]
  • Bashed Patch Changes:
    • Master 'Select All' and 'Deselect All' patchers and items in list/tweak patchers buttons added.
    • Export/Import Config buttons added.
    • Save config button removed (due to bug it caused - use Export/Import instead).
    • Actors.AIPackages totally refactored (as in it works properly now).
      • Also removes the OOO duplicate version of UOP AI Package fixes if you are using both of them (except for one on HaulsHisRopes but that shouldn't cause any problems).

    • R.Ears fixed.
    • Misc Tweaks:
      • fix (reported by Blade of Mercy) and improvements to All Clothes playable tweak.

    • Rebuilding doesn't complain about missing masters for the bash patch now (truly!).
    • NoMerge tag warning text updated to be clearer (contributed by Sartivarg).
    • suggestion to deactivate and merge mergeable mods added to rebuild patch checks.
    • NoMerge/Mergeable/Deactivate/Filter warnings/questions merged into one scrollable and much more legible text warning/question window.
    • Patch Dialogue now has an icon assigned (the Wrye Monkey Icon).
    • For tweaks with options that take numbers as value (ie tweak settings) new 'Custom' entry option; select custom and enter your own number in the prompt following any directions there.

  • New Save Game Tweaker: Set Number of Uses for Weapon Enchantments.
  • BAIN Changes:
    • fix so that when you check/uncheck an esp in the esp/m list the view maintains its scroll position.
    • above fix also applied to subpackages list.
    • Wizards changes:
      • DataFileExists properly documents
      • newline error fixed in textboxes

  • Magic Effect school for Spells/enchantments with more than one effect based on highest cost not first effect (so inline with in game values).
  • Bash.ini typos fixed, prettied and sorted a bit better (contributed by Metallicow)
  • Start of the CBash implementation into Wrye Bash:
    • CBash.dll included as Rename_CBash.dll; it will only be used if renamed to just 'CBash.dll'
    • Bunch of Import/Export functions modifed to use that if available: EditorID, Names, Npclevels, Scripts (though leaves a whole lot of backup files on import).

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Chris Cross Cabaret Man
 
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Post » Sat Feb 19, 2011 12:44 pm

Got an error with v285 r429 + CBash
action: rebuilding bashed patch

Spoiler
Traceback (most recent call last):  File "Q:\Oblivion Tools\Wrye Bash\Mopy\basher.py", line 4880, in Execute    patchFile.initData(SubProgress(progress,0,0.1)) #try to speed this up!  File "Q:\Oblivion Tools\Wrye Bash\Mopy\bosh.py", line 14262, in initData    patcher.initData(SubProgress(progress,index))  File "Q:\Oblivion Tools\Wrye Bash\Mopy\bosh.py", line 15720, in initData    actorFactions.readFromMod(srcInfo)  File "Q:\Oblivion Tools\Wrye Bash\Mopy\bosh.py", line 11552, in readFromMod    self.readFactionEids(modInfo)  File "Q:\Oblivion Tools\Wrye Bash\Mopy\bosh.py", line 11528, in readFactionEids    for record in modFile.FACT:AttributeError: 'NoneType' object has no attribute 'FACT'

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El Khatiri
 
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Post » Sat Feb 19, 2011 2:16 am

Actors.AIPackages totally refactored (as in it works properly now).

thx, PacificMorrowind. If AIPackages is fixed, though, is the warning in the Bashed Patch dialog (on the AIPackages screen) still warranted?
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u gone see
 
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Post » Sat Feb 19, 2011 2:04 am

Quick question. Is it possible now to import dialog to bashed patch?

I used to manually merge dialog from quests and mostly new mods that have quests that change it.
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Mr.Broom30
 
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Post » Sat Feb 19, 2011 1:10 am

Got an error with v285 r429 + CBash
action: rebuilding bashed patch

okay... Waruddar will doubtless have that fixed soon.

thx, PacificMorrowind. If AIPackages is fixed, though, is the warning in the Bashed Patch dialog (on the AIPackages screen) still warranted?

I did remove it... is it still showing up for you?
(although I forgot to remove the note about it hopefully being fixed in 285 from the readme... removed that now)

@@ulrim: Not at this time... dialogue being very complicated record linking structure... but it is potentially possible that it will happen eventually.
Pacific Morrowind
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loste juliana
 
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Post » Fri Feb 18, 2011 9:00 pm

So, when you tag mod with Actors.AIPackagesForceAdd (FCOM or LMR) should you tag it also with Actors.AIPackages ?
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Myles
 
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