[RELZ] Wrye Bash -- Thread 43

Post » Sat Feb 19, 2011 7:01 am

You can use Notepad - Turn Word Wrap OFF and then use the Goto command on the Edit menu.


Or.. If you have installed python using the Wrye Python 02 installer, you can right click the bosh.py file and choose Edit with Idle, which displays the line number your cursor is on.
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Sista Sila
 
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Post » Sat Feb 19, 2011 11:19 am

Wow, that new version is awesome. :) Many convenient features there.

Only downside: In the previous version I've been using, the translation into German has been at a minimum... now everything's German. And for someone who is used to the English names, this is utterly confusing - just imagine if the whole program suddenly used "communities" instead of "factions", "spell features" instead of "magic effects" and "Master of skillful trading" for "Master of Mercantile" and so on... it's even worse for phrases and names that are unique to Wrye Bash, like "ghosting a mod".
So uh, does anyone know a quick way to change that? :hehe: (I fear that it is something that is dependent on which Windows version I'm using... if so, nevermind.)
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katie TWAVA
 
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Post » Sat Feb 19, 2011 3:27 am

Wow, that new version is awesome. :) Many convenient features there.

Only downside: In the previous version I've been using, the translation into German has been at a minimum... now everything's German. And for someone who is used to the English names, this is utterly confusing - just imagine if the whole program suddenly used "communities" instead of "factions", "spell features" instead of "magic effects" and "Master of skillful trading" for "Master of Mercantile" and so on... it's even worse for phrases and names that are unique to Wrye Bash, like "ghosting a mod".
So uh, does anyone know a quick way to change that? :hehe: (I fear that it is something that is dependent on which Windows version I'm using... if so, nevermind.)

very easy to change... Wrye Bash check the language of your OS and uses that to translate all the strings that are set as translateable in the code using the file mopy/data/language.txt (compiled to language.pkl)... if those two files don't exist it won't be translated so just delete those files (for German that would be de.txt/de.pkl) and it will be all English... or revert back that file to a previous version by extracting just that file from last version for the non updated version which will be how you're used to it.
Pacific Morrowind
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Veronica Martinez
 
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Post » Fri Feb 18, 2011 9:31 pm

Nice, thank you for the quick help!
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Emily Shackleton
 
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Post » Fri Feb 18, 2011 11:14 pm

I'm assuming the fixes to get Actors.AIPackages working 100% are still pending for 285? If not, the packages are still being resolved in the wrong order.
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Lori Joe
 
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Post » Sat Feb 19, 2011 6:00 am

PM is working on it now, but had to rebuild his computer and only just got TES4View working again today. He's been coding blind for the AI Packages for the last few days.

Frankly, I don't know how he accomplishes as much as he does with an incomplete computer build at the moment. I'm giving him a round of applause for that :clap:
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Jeremy Kenney
 
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Post » Sat Feb 19, 2011 6:52 am

The R.Ears tag does not seem to be working.
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Dalia
 
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Post » Fri Feb 18, 2011 11:14 pm

The R.Ears tag does not seem to be working.
You really should post a specific mod to test with, and maybe a screenshot if you can.
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Nicholas
 
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Post » Sat Feb 19, 2011 5:31 am

You really should post a specific mod to test with, and maybe a screenshot if you can.

TES4Edit Redguard RACE record - http://i244.photobucket.com/albums/gg24/Tomlong54210/Troubleshooting/TES4Edit-BetterLookingRedguards01.png

Better Looking Redguards - http://www.tesnexus.com/downloads/file.php?id=31174

Description:
This edits the Redguard race to look more African, with better brown skintones.

{{BASH:Body-F,Body-M,Hair,NpcFaces,R.Ears,R.Head,R.Mouth}}

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Nicole Mark
 
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Post » Sat Feb 19, 2011 6:25 am

Thanks for the Drag N' Drop function!
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Bonnie Clyde
 
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Post » Sat Feb 19, 2011 7:40 am

Drag N Drop - finally!!!

This just gets better and better.

What is the save button on the bashed patch splash screen for? It seems that all my settings are remembered anyway.

IN bashing the patch for the first time with the full 284 (I guess I had a lesser 284 previously) I got this python rread out:
Spoiler

---------
SGST

---------
LIGH

---------
GRAS

---------
FURN

---------
LTEX

---------
BSGN

---------
CLAS

---------
ARMO

---------
LSCR

---------
BOOK

---------
CLOT

---------
TREE

---------
REGN

---------
ALCH

---------
SLGM

---------
KEYM

---------
MISC

---------
CREA

---------
APPA

---------
EFSH

---------
AMMO

---------
INGR

---------
STAT

---------
FLOR

---------
MGEF

---------
WEAP

---------
DOOR

---------
ACTI
I've no idea what it means, but it still seemed to bash the patch without failing. It didn't seem to be a warning.

Pacific Morrowind-
Just a friendly reminder that once upon a time you said you would work on releasing an update to Wrye Mash. So ... how's it coming?
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Dj Matty P
 
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Post » Sat Feb 19, 2011 6:41 am

IN bashing the patch for the first time with the full 285 (I guess I had a lesser 284 previously) I got this python rread out: ~snip


285? - Has there been an update today (I cant access tesnexus right now)

If you mean the 284 Full update to the previous RC version then that is the bosh.py prints which PM forgot to comment out problem, updated bosh.py here for that one....
http://oblivionworks.svn.sourceforge.net/viewvc/oblivionworks/Programs/Wrye%20Bash/Mopy/bosh.py?view=markup&pathrev=390

Just download and drop it in mopy
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W E I R D
 
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Post » Sat Feb 19, 2011 9:11 am

No sorry 284 - typo - correcting now.

[edit] oh wait what about the bash py thingy? What do I do? Why isn't there just an update to wrye bash?

Ok ... I think I figured it out - just open the bash.py in the Pythonwin editor and deleted that text and pasted http://oblivionworks.svn.sourceforge.net/viewvc/oblivionworks/Programs/Wrye%20Bash/Mopy/bosh.py?revision=390&content-type=text%2Fplain&pathrev=390 text in.

Test it tomorrow - sun up now sleep.
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Vera Maslar
 
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Post » Sat Feb 19, 2011 12:33 pm

No sorry 284 - typo - correcting now.

[edit] oh wait what about the bash py thingy? What do I do? Why isn't there just an update to wrye bash?

Ok ... I think I figured it out - just open the bash.py in the Pythonwin editor and deleted that text and pasted http://oblivionworks.svn.sourceforge.net/viewvc/oblivionworks/Programs/Wrye%20Bash/Mopy/bosh.py?revision=390&content-type=text%2Fplain&pathrev=390 text in.

Test it tomorrow - sun up now sleep.


bosh.py - not bash.py

just a temp do it yourself fix until the next release of Wrye bash, the other method was to edit it yourself (see comments earlier in this thread)

I gather you downloaded the text instead of just using the blue download link. And if you have used that text on bash.py and not bosh.py ooopsy more problems.
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Skivs
 
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Post » Sat Feb 19, 2011 5:52 am

What is the save button on the bashed patch splash screen for? It seems that all my settings are remembered anyway.


If you are reffering to save, export , import, features, those are used to save different bash patch config itself and load them has well,

So if you are using mutliple mod config, you can save those settings in bash and reload from import without needing to have to go back through and reselect everything again..When switching mod config..

I requested this feature
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Jade MacSpade
 
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Post » Sat Feb 19, 2011 3:12 am

Psynon, scroll back through the rest of the thread, I got a good clear explanation on the last previous page... :foodndrink:
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Meghan Terry
 
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Post » Sat Feb 19, 2011 10:15 am

If you are reffering to save, export , import, features, those are used to save different bash patch config itself and load them has well,

So if you are using mutliple mod config, you can save those settings in bash and reload from import without needing to have to go back through and reselect everything again..When switching mod config..

I requested this feature

Oh again I meant bosh.py. And yeah Should have read the thread more closely. I was just excited that the better redgaurds fix was there and that finally drag n drop is operational. wow

CorePC-
Well I'm not sure. I mean when you click on the bashed patch and choose 'Rebuild Patch...' Then the splash screen/bashed patch box comes up and at the bottom there is three buttons: OK, Save, Cancel.

I know OK & Cancel, but not save. Clicking it (because I love clicking buttons without knowing what they do) and nothing seems to happen. If it does save it - then to where and how does one import the info?

My workaround to that has always been to rename the bashed patch for each character/profile after the character ... so my main character is named john and his bashed patch is 'Bashed Patch - John.esp' And so if I load another profile then each would have their own discreet patch.
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NAkeshIa BENNETT
 
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Post » Sat Feb 19, 2011 7:46 am


I know OK & Cancel, but not save. Clicking it (because I love clicking buttons without knowing what they do) and nothing seems to happen. If it does save it - then to where and how does one import the info?


What I posted above about the save, import, export, etc in bash patch is from dev 2.85 version..

The current 2.84 version just has ok, save, cancel. It save it settings for bash patch itself..

under oblivion\data\bash patches\

Bashed Patch, 0.esp_Configuration.dat (which cannot be editied)

you will have to wait on 2.85 release or download the dev version from sourceforge before you can import it back in once saved..Mainly for people who have alot of mod config and do not use profile either..
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Queen Bitch
 
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Post » Sat Feb 19, 2011 1:28 am

Couple days ago I was cleaning plug-ins and moved the backups out of the Data directory,(not entirely sure that's rellavent) when I opended Bain, my entire package list was totaly uninstlled, they had even lost their Order #, well that was on 284 PreRelease, and I had some other issues.
I cleaned out my Data directory, and Restored it to the fefault GOTY installation, Upgraded to WB 284 Release, then went about Reinstalling all of my packages, fired up Oblivion and it ran Quite well. :icecream:
This morning when I fire up WB, (took me 6:30 min. to initalize my packages(normally ~3)) all of my packages are Uninstalled again ??, their all still loaded in my Modlist, but..?? :confused:

**packages Do still have their Order #
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michael flanigan
 
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Post » Sat Feb 19, 2011 5:26 am

all of my packages are Uninstalled again ??, their all still loaded in my Modlist, but..?? :confused:

**packages Do still have their Order #

Might be worth trying a Full Refresh (Right-click on Installlers tab)
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Zualett
 
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Post » Sat Feb 19, 2011 8:43 am

Might be worth trying a Full Refresh (Right-click on Installlers tab)

Bummer, that took 11:12 min.(generally less than a min.) and didn't get it back, AND they DID lose their order #s

**I had to copy back, I belive it was, Docs folder(with bash docs) and INI Tweaks folder from a differant installation,... I really can't see how that could be a factor, it's all pretty much default and Obliv.Ini, are the only Tweaks available in it.

This started before I deleted anything, on the Previous version of WB... :banghead:
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Jimmie Allen
 
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Post » Sat Feb 19, 2011 8:42 am

PM is working on it now, but had to rebuild his computer and only just got TES4View working again today. He's been coding blind for the AI Packages for the last few days.

Frankly, I don't know how he accomplishes as much as he does with an incomplete computer build at the moment. I'm giving him a round of applause for that :clap:

had to being a big word and all but I must admit that my computer runs 5X as fast now so I'm happy I did it... faster testing of things and all that.
my blind coding was pretty good for not being able to see at all what it was generating (well I could have opened a bunch of things with the CS but that would have been beyond painful)... get what I wanted if only UOP was importing packages... and a good framework for me to polish to get to work with multiple mods importing on the same record...
@@Arthmoor (and everyone else): should have it done by the end of today (unless I run into more fun).


TES4Edit Redguard RACE record - http://i244.photobucket.com/albums/gg24/Tomlong54210/Troubleshooting/TES4Edit-BetterLookingRedguards01.png

Better Looking Redguards - http://www.tesnexus.com/downloads/file.php?id=31174

Description:

ah I see what I did... I refered once to 'ears' instead of 'Ears'... PYTHON says: is there any %gender%ears being imported... returns: NOPE... but if Python says: is there any %gender%Ears then it returns YEP (not exact computer conversation :rofl:)... fixed, thanks.

Pacific Morrowind
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Jah Allen
 
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Post » Sat Feb 19, 2011 11:08 am

Question for ye,

Hypothetical circumstance, someone using both Bash and OBMM equally (or more often than I use OBMM anyway), say they had 50 mods BAINed and 20 OMODs, along comes an update to an OMOD and on completion of using OBMM BSA redirection gets an update. Then they load Bash and do a few changes, on completion BSA redirection gets auto updated again by Bash.

Basicly are Bash and OBMM singing off the same hymn sheet regards BSA redirection?

If Bash for instance tracks what it did to BSA redirection last time it was updated with Bash, OBMM then makes its changes, next time Bash looks at its records does it go 'Wooops!, something wrong here I will just revert it to what I did last time before continuing' ( yep more in-accurate computer conversation :) ). OBMM changes become lost?
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Kelly Osbourne Kelly
 
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Post » Fri Feb 18, 2011 8:44 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.


Bumping this question and bug report, since I didn't see any acknowledgement of it earlier. :)
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Sunny Under
 
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Post » Sat Feb 19, 2011 4:34 am

It seems like the 'Save' button in the bash dialog is generating some confusion. From a usability point of view, maybe it would be better if the buttons were called 'Save Changes and Start Bashing!', 'Discard Changes and Cancel', and 'Save Changes and Cancel' (since the only time you would ever need to hit the current "Save" button is if you were then going to hit the "Cancel" button). These button labels are a bit longer, but the ordering (e.g. ok, cancel, save instead of ok, save, cancel) and titles are much clearer. What do you think? Maybe shorter versions of the text? : 'Save and Start', 'Discard and Cancel', and 'Save and Cancel'
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Alberto Aguilera
 
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