[RELZ] Wrye Bash -- Thread 43

Post » Sat Feb 19, 2011 12:35 pm

Anyway, I know it's a brand new feature, and that Wizards are still kind of WIP, so I'll pipe down now. The above is heavily IMHO, and is a bit of a ramble. Aside from that, I'd like to offset the negativity above by thanking you again for another great release. :)

I agree that the Wizard hints at amazing possibilities for WB, but still needs some work. I raised this aspect when it was first introduced and had this http://www.gamesas.com/index.php?/topic/1079336-relzwrye-bash-thread-36/page__view__findpost__p__15729068 - so hopefully still, as you say, wip.
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Prue
 
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Post » Fri Feb 18, 2011 11:04 pm

I've got a question regarding strings in wizards: can they go over multiple lines? I know that wizards are one statement per line, with the backslash carrying over a line break, but when you've got a string that's pretty long (eg. a description), and you want to split it over several lines in the wizard (not in the installer window, just the text file), how can you do that, as presumably the \ isn't a special character and so is quoted as normal when included in a string?

I was just reading through the new readme addition for Wizards, and it took me a couple of minutes to realise that the example mod was All Natural. :P

EDIT: It seems that RequireVersions doesn't work properly regarding WB. I put the required version as 285, having 284, and no error came up. When I put the OBSE version to 19, the error came up, with OBSE marked with the red cross, but although WB had 'need' as 285 and 'have' as 284, it was still checked green.
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Roddy
 
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Post » Fri Feb 18, 2011 8:50 pm

So the Tweak actors setting called Redguard FGTS Nuller - what's it for?

As I recall I never used better redguards because mod added redguards came out looking well ... like last century's racist cartoons. And one would have had to alter the records for each redguard.

Does using this automate that process at all (which would be great news).

How exactly does one use it?

Then also the Vanilla Beast Skelton Tweaker - what circumstances would that be needed for? (I can't recall ever needing to think about that).

thanks
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GabiiE Liiziiouz
 
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Post » Sat Feb 19, 2011 11:38 am

All indications at python.org are that 2.7 is still considered beta. I don't think it would be useful to commit to using it just yet. Unless their beta cycle is shorter than normal.


http://www.python.org/dev/peps/pep-0373/

...
2.7 beta 2 2010-05-08
2.7 rc1 2010-06-05
2.7 rc2 2010-06-19
2.7 final 2010-07-03


The next release will be RC.
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Alisia Lisha
 
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Post » Sat Feb 19, 2011 7:32 am

Traceback (most recent call last):  File "D:\Games\Oblivion Gold\Mopy\basher.py", line 4895, in Execute    raise  File "D:\Games\Oblivion Gold\Mopy\basher.py", line 4854, in Execute    patchFile.initData(SubProgress(progress,0,0.1)) #try to speed this up!  File "D:\Games\Oblivion Gold\Mopy\bosh.py", line 13884, in initData    patcher.initData(SubProgress(progress,index))  File "D:\Games\Oblivion Gold\Mopy\bosh.py", line 15150, in initData    slot = data[fid]['merged'].index(prevpkg)ValueError: list.index(x): x not in list


svn388
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Marion Geneste
 
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Post » Sat Feb 19, 2011 6:54 am

So the Tweak actors setting called Redguard FGTS Nuller - what's it for?

As I recall I never used better redguards because mod added redguards came out looking well ... like last century's racist cartoons. And one would have had to alter the records for each redguard.

Does using this automate that process at all (which would be great news).

How exactly does one use it?

Then also the Vanilla Beast Skelton Tweaker - what circumstances would that be needed for? (I can't recall ever needing to think about that).

thanks

that is exactly what the Redguard FGTS Nuller is for... use: just select it and it does everything else
skellie tweaker: makes all NPCs if they are assigned the non-beast vanilla skeleton use the beast skeleton - avoids bugs with for example Slofs robes without messing with meshes (though that is easy too).


Traceback (most recent call last):  File "D:\Games\Oblivion Gold\Mopy\basher.py", line 4895, in Execute    raise  File "D:\Games\Oblivion Gold\Mopy\basher.py", line 4854, in Execute    patchFile.initData(SubProgress(progress,0,0.1)) #try to speed this up!  File "D:\Games\Oblivion Gold\Mopy\bosh.py", line 13884, in initData    patcher.initData(SubProgress(progress,index))  File "D:\Games\Oblivion Gold\Mopy\bosh.py", line 15150, in initData    slot = data[fid]['merged'].index(prevpkg)ValueError: list.index(x): x not in list


svn388

okay great, thanks... sorta expecting that... full massive refactor of Import AIPackages... I was expecting at least one or two of those really.
working on fixing it.
Pacific Morrowind
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sophie
 
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Post » Sat Feb 19, 2011 7:09 am

I'd be leary of updating to python 2.7. Psyco won't work, and it'll therefore take much longer to make the patch. Of course, we won't need psyco once I get CBash integrated...


So, when you get CBash integrated to Wrye Bash, is there more mergeable mods to Bashed Bash ? ;)
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barbara belmonte
 
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Post » Fri Feb 18, 2011 9:21 pm

All right, got the new 284, tried to rebuild, got this message:

---------
MGEF

---------
LSCR

---------
REGN

---------
LIGH

---------
AMMO

---------
EFSH

---------
BOOK

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

Now, can someone tell me what to do in order to make Wryw bash work for me? Beg it?
I uninstalled the Wrye bash, reinstalled it, topped 275 with 284 - same thing.
Now what?
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Maria Garcia
 
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Post » Sat Feb 19, 2011 8:12 am

the grey box should turn white when you right click and add tags... hopefully it is?

Yup.

when you add tags there it turns OFF automatic tag grabbing for that mod so from then on (or until your turn automatic back on) Bash only sees that tags there (does NOT see the masterlist/taglist/esp suggested tags)... but prior to that point it will have merged those sources into the grey box and those will be included when you edit the box - though ofc you can remove them and they won't be readded).

Okay, cool. That's what I figured, but I wanted to make sure.
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Bitter End
 
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Post » Sat Feb 19, 2011 12:08 pm

All right, got the new 284, tried to rebuild, got this message:
File "C:\My Games\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'

Now, can someone tell me what to do in order to make Wryw bash work for me? Beg it?
I uninstalled the Wrye bash, reinstalled it, topped 275 with 284 - same thing.
Now what?

two ways:
A) temporarily stop using the misc tweaker 'all clothes playable'
or
B) update to the latest svn version (with a fix for that error (odd mod with no name defined for an item of clothing) you just report - thanks) (but major AIPackage refactor there that hasn't been fully (just the barest of tests so far) tested so more potential for fun)
Pacific Morrowind
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His Bella
 
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Post » Sat Feb 19, 2011 6:31 am

I recieved the following error rebuilding my patch with 284 off of Nexus.

Spoiler

---------
LIGH

---------
ACTI

---------
MISC

---------
SGST

---------
EFSH

---------
CLAS

---------
CLOT

---------
INGR

---------
AMMO

---------
WEAP

---------
MGEF

---------
BOOK

---------
CREA

---------
ARMO


Not sure what other info you need, if any... The patch looks like it rebuilt ok, let me check in TES4Edit for problems.

Vac
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Rebekah Rebekah Nicole
 
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Post » Fri Feb 18, 2011 9:06 pm

Not an error per se, just leftover debug text that never got removed.

Instructions for fixing it are further up the thread.
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Poetic Vice
 
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Post » Fri Feb 18, 2011 9:57 pm

Not an error per se, just leftover debug text that never got removed.

Instructions for fixing it are further up the thread.

if you mean the instructions saying to stop using the misc tweaker 'all clothes playable', the thing is... I don't use that tweak. Never have. If it's not a problem (i.e. the Bashed Patch will work fine) then I can live with it for now in any case.

Vac
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Paula Rose
 
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Post » Fri Feb 18, 2011 10:06 pm

if you mean the instructions saying to stop using the misc tweaker 'all clothes playable', the thing is... I don't use that tweak. Never have. If it's not a problem (i.e. the Bashed Patch will work fine) then I can live with it for now in any case.

Vac

See post #12
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James Hate
 
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Post » Sat Feb 19, 2011 11:38 am

if you mean the instructions saying to stop using the misc tweaker 'all clothes playable', the thing is... I don't use that tweak. Never have. If it's not a problem (i.e. the Bashed Patch will work fine) then I can live with it for now in any case.

Vac

Well, I do because it's fun.
PacificMorrowind, what language you are talking to thei Wrye beasty! I wish it just told me not to use the tweak. Gosh, you and Wrye make me feel intelectual microb. :D
Thanks. Will turn it off.
By the way, whet is svn and where can I find its latest version?
I have Python 02 if it means this.
As a whole, I need translator to interpret for me even simple demands Wrye bash presents to me.
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Svenja Hedrich
 
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Post » Sat Feb 19, 2011 10:56 am

if you mean the instructions saying to stop using the misc tweaker 'all clothes playable'...

No, further up.
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Adrian Morales
 
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Post » Sat Feb 19, 2011 10:05 am

yes - lines 14881-14883.

Gotcha, but if it's just debug code it doesn't bother me.

Cheers for the point in the right direction,

Vac
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Jade Muggeridge
 
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Post » Fri Feb 18, 2011 10:07 pm

By the way, whet is svn and where can I find its latest version?
I don't know what SVN stands for, but he's referring to the updates on sourceforge, which is linked in the first post. Whenever one of the developers does an update to a Bash file, it gets updated on Sourceforge and is available for download if you feel like testing alpha versions.
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James Smart
 
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Post » Sat Feb 19, 2011 5:48 am

I don't know what SVN stands for, but he's referring to the updates on sourceforge, which is linked in the first post. Whenever one of the developers does an update to a Bash file, it gets updated on Sourceforge and is available for download if you feel like testing alpha versions.

Me and alpha parts from Wrye Bahs? Sure recipe for disaster. :D
When it comes to Wrye Bash, I use only the foolproof versions. And often prove they are not Bladeproof.

By the way, after turning off the 'All Clothes Playable' tweak (spoilsports!) WB built the patch and gave me the same leftovers like Vacuity:
Spoiler

---------
STAT

---------
LSCR

---------
CREA

---------
INGR

---------
SLGM

---------
CLAS

---------
MISC

---------
CLOT

---------
MGEF

---------
DOOR

---------
SGST

---------
ALCH

---------
BSGN

---------
WEAP

---------
KEYM

At least I've managed to rebuild this time :D
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gandalf
 
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Post » Sat Feb 19, 2011 5:29 am

There's ahttps://lists.sourceforge.net/lists/listinfo/oblivionworks-committersto the SVN at the bottem of the first post, but I'm not entirely sure what to do with it, as for bommiting out the debug line, I can open bosh.py with pythonwin, but I haven't figured out how to display line#, there's "a goto line", but I'm not sure I dare just # that and the next two lines after it...
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sam smith
 
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Post » Sat Feb 19, 2011 11:16 am

There's ahttps://lists.sourceforge.net/lists/listinfo/oblivionworks-committersto the SVN at the bottem of the first post, but I'm not entirely sure what to do with it, as for bommiting out the debug line, I can open bosh.py with pythonwin, but I haven't figured out how to display line#, there's "a goto line", but I'm not sure I dare just # that and the next two lines after it...

You can use Notepad - Turn Word Wrap OFF and then use the Goto command on the Edit menu.
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Darian Ennels
 
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Post » Sat Feb 19, 2011 12:12 pm

SVN stands for "subversion". It's a very popular revision control system that helps developers manage and track changes to their code. The name "subversion" is just a play on the word "version". you get that a lot in the open source community : ). PM was just saying that he has made the changes in the central SVN repository, so if you need the changes immediately, and can't wait for the next release, you can get a SVN client (http://tortoisesvn.net/downloads is a good one if you're running Windows) and get the pre-release code. If you're not a programmer, though, this might be more trouble than it is worth.
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Genevieve
 
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Post » Sat Feb 19, 2011 5:41 am

Ok?..., that pretty much gets me the same thing,
print recClass
print '---------'
print type
I want t comment those lines out??, that means a # in front of it or does ; work??
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katsomaya Sanchez
 
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Post » Fri Feb 18, 2011 9:26 pm

Me and alpha parts from Wrye Bahs? Sure recipe for disaster. :D
When it comes to Wrye Bash, I use only the foolproof versions. And often prove they are not Bladeproof.

By the way, after turning off the 'All Clothes Playable' tweak (spoilsports!) WB built the patch and gave me the same leftovers like Vacuity:
At least I've managed to rebuild this time :D

SVN = SubVersion which is a for of CVS (Concurrent Versioning System)... so that multiple users can work on the code base at same time with a minimum of conflicts (they still can happen if 2 users modify the same line at the same time... then you have to manually merge it but in most cases it will do merging automatically.
Well as soon as my download of DirectX9 version 33 is done (stupdid dialup) (oblivion nicely comes with version 31... which unfortunately won't work for Tes4edit so I don't actually know what my change is doing in the patch at the subrecord level) I'll be able to Tes4Edit my many test Bashed Patches with different configurations to see if the import AIPackages is doing what I want it to now; I believe it is (and certainly should given how massively complicated that code I wrote for that is), but have to examine with the best tool to be sure.

There's ahttps://lists.sourceforge.net/lists/listinfo/oblivionworks-committersto the SVN at the bottem of the first post, but I'm not entirely sure what to do with it, as for bommiting out the debug line, I can open bosh.py with pythonwin, but I haven't figured out how to display line#, there's "a goto line", but I'm not sure I dare just # that and the next two lines after it...

you can either just goto... theres three lines in a row that say print ***** - and put a number sign (#) in front of the line which comments the line out so that it isn't used by the program - or delete the line either will work; Or use Notepad as Surazal suggested... any text editor (I use Notepad++ as my prefered code editor) will work as long as it doesn't insert formating marks
Oh that is not the right list... that is the listserve of commits etc. - which shows us that there have been 91 commits so far this month! - to get the SVN version (more likely to have bugs, horrible killing effects... not start... use at own risk etc. etc... if you do find bugs please do report of course (including revision #)) you would download this http://oblivionworks.svn.sourceforge.net/viewvc/oblivionworks/Programs/Wrye%20Bash.tar.gz?view=tar and extract to root oblivion directory.

EDIT DOH! I'm really slow posting today ... Surazal was the last poster when I clicked reply!... @@Brozly: # or deleting the line will work - ; is not a comment in Python (though it is in a fair number of other languages). @@myk002: exactly what I was saying but better put... though Sourceforge does have that nice link that I put above that is the latest stuff packed in a tarball... real shiny feature.
Pacific Morrowind
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Austin Suggs
 
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Post » Sat Feb 19, 2011 1:32 am

Ok, Thank Alot, I'm glad I didn't try installing that code. :hubbahubba:
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Lawrence Armijo
 
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