[RELZ] Wrye Bash -- Thread 45

Post » Thu Oct 07, 2010 6:06 am

I am planning to do that when I make my new build. When I setup this one (WinXP 32-bit) I accidentally gave windows the entire 250GB of HDD space. My frag state is good though. I used to check it regularly, but I have not done much with Oblivion since last year, so I assume it is still fine. I certainly have not touched Diskeeper. Plus, I do not do any modding...but I guess the stuff I do for my site kind of fits into that category. It is separate from my install anyway. My setup is basically described here: http://sites.google.com/site/oblivionpoinfo/walkthroughs/mycomputer <-- I no longer have Oblivion installed to the D drive, but in the default location, and my local disk is now the L drive. The C drive is my old XP setup (kept an old HDD around.)
I suspect it has to do with the number of packages you have. I just checked and with Firefox loaded it took 41 secs to load 262 packages (not including 4 files that are not packages). I normally don't run Bash with Firefox open. I'm sure that is faster in my case.
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ILy- Forver
 
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Post » Wed Oct 06, 2010 7:37 pm

I am sure it has to do with the number of packages. I have watched the time to go up. I can remember when it used to take 5-6 minutes. Keep in mind that I have not really used v285, and I have barely used v284. I usually run a number of things at a time because I am a music junkie, so iTunes is always running in the background, and Firefox or Google Chrome is open because I am on the forums or working on websites all of the time. I can get a more official time when I get home. The 10 minutes things is a ballpark number, but it is somewhere around there. I do not mind. Most people have little to no reason to have over 700 packages in their Installers folder.


Edit: The combination of unreliable memory, the v284 update and me closing most things makes the 1:35 stops my excitement from sending me out of this chair. I seriously used to go do something else while I let the Installers tab load. That is just awesome! I wonder if it still takes ~6 minutes to rebuild the Bashed Patch for a 300+ mod setup.

Edit: By the way, my list is currently 864 packages strong, but now that does not bother me at all. I care about the load time, not the package list length. The package list is sorted and labeled. ^____^
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Dominic Vaughan
 
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Post » Wed Oct 06, 2010 11:09 pm

Thanks a lot - the for control then :whistling:
bMenus = truewhile (bMenus)selectOne...case "option n"     selectOne     ...     case "take me back to the menus"     break     case "go on with installation"     bMenus = Fasle     break     EndSelectBreakEndSelectLoop
Would this work ? (or would it show the initial dialogue over and over - would while wait for the EndSelect ?)Some kind of goto maybe ?You see many times this would be very usefulWorking with bain wizards at the mo so maybe I will come up with more questions, requests etcThanks indeed for the nice job :tops:EDIT : if I get it right, undefined variables count as True (see my post http://www.gamesas.com/index.php?/topic/1099235-relzbeta-weather-all-natural-thread-25/page__view__findpost__p__16099391 - also on missing quotes)Also when a SelectOne dialogue has no default option (denoted with |) and the auto wizard is used the dialogue is just skipped - not good. Is there a way to use the Default case to circumvent this ?This makes things difficult when the user really has to answer some questions - it is really a limitation of the wizardEDIT2 : http://www.tesnexus.com/downloads/file.php?id=32654


Thanks for the feedback on the wizards. I agree, definitely not good behavior on the auto-wizard with no default options, I'll fix that up. I'll look into the missing quotes thing and the undefined variables should be initialized to 0 (False), but I guess I'll take a look to make sure.


Why of course, the most common usage. :facepalm: Suggestion: To add that to the doc file.Thank you utumno!


bah! silly me forgot to include that in the docs. Thanks for the report.


Also, I'm looking at implementing While loops and for loops, which shouldn't take to long to put in. As always, suggestions on functions etc are always welcome.
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Eduardo Rosas
 
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Post » Wed Oct 06, 2010 11:33 pm

I agree, definitely not good behavior on the auto-wizard with no default options, I'll fix that up. I'll look into the missing quotes thing and the undefined variables should be initialized to 0 (False), but I guess I'll take a look to make sure.
Also, I'm looking at implementing While loops and for loops, which shouldn't take to long to put in. As always, suggestions on functions etc are always welcome.
Thanks a lot ! In the docs it says do not use undefined vars - certainly a good practice but not a bug to use them it appears. As for true or false take a look at the wizard in the http://www.gamesas.com/index.php?/topic/1099235-relzbeta-weather-all-natural-thread-25/page__view__findpost__p__16099391 - the line
 	Cancel 'No components were selected.'
does not appear ever - bAN is always true I think.
Do you think the trick with the while loop I posted would work ?
:thumbsup:
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Milad Hajipour
 
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Post » Thu Oct 07, 2010 4:35 am

Hi, I have some problems with the Automatic Tagging feature of Wrye Bash - or at least that's what I think is the cause of the problem. "Enhanced Economy - Soulgems.esp" is uploaded with three tags (Scripts, NoMerge and Deactivate), but while some report that they see all three tags, others report zero (or two). I checked, and in my WB (285), Automatic Tagging was disabled for that esp, and when I enabled it, all three tags disappeared.

More details can be found in http://www.gamesas.com/index.php?/topic/1100653-relz-enhanced-economy/page__view__findpost__p__16109909.
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Kyra
 
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Post » Wed Oct 06, 2010 9:06 pm

"Enhanced Economy - Soulgems.esp" is uploaded with three tags (Scripts, NoMerge and Deactivate)

How do you upload it with the three tags? I thought that means that you put the tags in the description in the .esp header, but I don't see them there. My Enhanced Economy - Soulgems.esp (version 4.2.1) appears in WB with two tags: Scripts and NoMerge, which is what is in the most recent BOSS masterlist.
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Nitol Ahmed
 
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Post » Thu Oct 07, 2010 1:34 am

How do you upload it with the three tags? I thought that means that you put the tags in the description in the .esp header, but I don't see them there. My Enhanced Economy - Soulgems.esp (version 4.2.1) appears in WB with two tags: Scripts and NoMerge, which is what is in the most recent BOSS masterlist.

As I just wrote in the EE thread, I added them directly to the plugin, but I see now that I should have added it to the description field too. Understanding how WB works is an art in itself :)
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Jesus Duran
 
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Post » Thu Oct 07, 2010 12:45 am

Automatic tagging just means to go by the taglist or BOSS masterlist, whichever is newer. If the masterlist doesnt have any tags listed for the mod (or doesnt have the mod at all), then bash wont give it any tags. You could suggest to the BOSS team that the tags be added to the next masterlist if you think they are important.

And...when is 286 going to be released? It would be nice to have the name tweaks working again ;P.
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Niisha
 
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Post » Thu Oct 07, 2010 2:33 am

Automatic tagging just means to go by the taglist or BOSS masterlist, whichever is newer. If the masterlist doesnt have any tags listed for the mod (or doesnt have the mod at all), then bash wont give it any tags. You could suggest to the BOSS team that the tags be added to the next masterlist if you think they are important.


Aha, so WB's automatic tagging checks BOSS masterlist. I was wondering how it worked.
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Bedford White
 
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Post » Thu Oct 07, 2010 6:25 am

I am currently using wyre bash 264 with wyre pithon 2.8.7.1 and python 2.5.2.

Should I upgrade? And if I upgrade wyre bash should I upgrade wyre python and python as well?

Thank you
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Kara Payne
 
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Post » Thu Oct 07, 2010 3:26 am

I am currently using wyre bash 264 with wyre pithon 2.8.7.1 and python 2.5.2.

Should I upgrade? And if I upgrade wyre bash should I upgrade wyre python and python as well?

Thank you

Yes and yes. You can find installation instructions here: http://tesivpositive.animolious.com/index.php?page=wrye_bash
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stevie trent
 
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Post » Thu Oct 07, 2010 9:48 am

Yes and yes. You can find installation instructions here: http://tesivpositive.animolious.com/index.php?page=wrye_bash

Hi Tomylongy - your guides ruined me - I am trying to BAIN my install :D
And BFC my archives lol
And PyFFI my meshes omg
I just read your (quoted) install guide for Bash - what I did was install 275 (installer) and then drop 285 on top - from what I read around is the safest way - had some problems till I installed latest python things from the OP in the previous (#44) thread
Thanks :)

BTW there is a discussion around http://www.gamesas.com/index.php?/topic/1082438-inforelz-pyffi-python-file-format-interface/page__view__findpost__p__16057516 that might interest you
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rolanda h
 
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Post » Thu Oct 07, 2010 12:01 am

Hi Tomylongy - your guides ruined me - I am trying to BAIN my install :D
And BFC my archives lol
And PyFFI my meshes omg
I just read your (quoted) install guide for Bash - what I did was install 275 (installer) and then drop 285 on top - from what I read around is the safest way - had some problems till I installed latest python things from the OP in the previous (#44) thread
Thanks :)

BTW there is a discussion around http://www.gamesas.com/index.php?/topic/1082438-inforelz-pyffi-python-file-format-interface/page__view__findpost__p__16057516 that might interest you

I normally check that thread regularly. I forgot, haha. Thank you for pointing that out. I will browse some more after catching up with the TESIV:POSItive threads. I would not say it is the safest, but I thought that I had updated the instructions to suggest that method. I did mention the Wrye Python 02 package, however. I will update the Bash installation steps now.


Edit: The Wrye Python 02 contains the new dependencies. *bookmarked*
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Carolyne Bolt
 
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Post » Thu Oct 07, 2010 6:51 am

I can't give an exact release date for 286. Since the release has taken longer than we expected, I got more of it converted to CBash than I expected to. Nearly all of the bashed patch is converted to CBash, but PacificMorrowind recently found a problem with the new code that'll have to be fixed before any public release. Which means that after the fix is in place, I'll have to go back and test all the converted features all over again.

I'd like to have the release within the next couple weeks if not sooner. That doesn't mean it'll actually happen though ;)
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Juan Cerda
 
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Post » Thu Oct 07, 2010 4:47 am

I can't give an exact release date for 286. Since the release has taken longer than we expected, I got more of it converted to CBash than I expected to. Nearly all of the bashed patch is converted to CBash, but PacificMorrowind recently found a problem with the new code that'll have to be fixed before any public release. Which means that after the fix is in place, I'll have to go back and test all the converted features all over again.

I'd like to have the release within the next couple weeks if not sooner. That doesn't mean it'll actually happen though ;)

No rush. I much prefer quality. ^___^


Keep up the good work all!
- Tomlong75210
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Alexandra Ryan
 
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Post » Thu Oct 07, 2010 10:00 am

I can't give an exact release date for 286. Since the release has taken longer than we expected, I got more of it converted to CBash than I expected to. Nearly all of the bashed patch is converted to CBash, but PacificMorrowind recently found a problem with the new code that'll have to be fixed before any public release. Which means that after the fix is in place, I'll have to go back and test all the converted features all over again.

I'd like to have the release within the next couple weeks if not sooner. That doesn't mean it'll actually happen though ;)


Its ok ;P. Its best to make sure everything works as intended for the next release. Im also looking forward to seeing the bashed patch process sped up with CBash. The name tweaking is merely for sorting and doesnt actually affect gameplay, so I dont think it will be a problem.
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noa zarfati
 
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Post » Wed Oct 06, 2010 8:57 pm

I noticed that there is a new version of WB 285 on Nexus - Any comments on what has been changed in this upload. Also noticed that that Wrye Python 03 has been uploaded - is this something we should simply move to and (excuse the ignorance), what does it have to offer?

Many thanks for your hard work and support.
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e.Double
 
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Post » Wed Oct 06, 2010 10:26 pm

I noticed that there is a new version of WB 285 on Nexus - Any comments on what has been changed in this upload. Also noticed that that Wrye Python 03 has been uploaded - is this something we should simply move to and (excuse the ignorance), what does it have to offer?

Many thanks for your hard work and support.


Wrye Python 03 is just an updated package, uses a newer python and wxPython (2.6.5 and 2.8.11.0 respectively). Last upload I see of WB 285 is June 1, so not sure what you mean there.
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Jeffrey Lawson
 
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Post » Thu Oct 07, 2010 5:39 am

Wrye Python 03 is just an updated package, uses a newer python and wxPython (2.6.5 and 2.8.11.0 respectively). Last upload I see of WB 285 is June 1, so not sure what you mean there.

Thanks - probably wishful thinking - read July for June :)
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Theodore Walling
 
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Post » Thu Oct 07, 2010 1:21 am

I just started working with Wrye Bash to install OOO (I followed the guide at TESIV:POSItive) and noticed that it didn't install all the meshes that are in the archive. As a result I'm getting a lot of transparent (at least their armor is) people in-game. A large icon saying "WTF! I'm a missing mesh" also appears all over the place in-game. I assume these two are related. I'm running all the mods listed here http://tesivpositive.animolious.com/index.php?page=guides_mod_installation&subpage=ooo_installation_guide&step=1 except for ones relating to official DLC. Am I missing a step?
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Katie Pollard
 
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Post » Thu Oct 07, 2010 10:03 am

I just started working with Wrye Bash to install OOO (I followed the guide at TESIV:POSItive) and noticed that it didn't install all the meshes that are in the archive. As a result I'm getting a lot of transparent (at least their armor is) people in-game. A large icon saying "WTF! I'm a missing mesh" also appears all over the place in-game. I assume these two are related. I'm running all the mods listed here http://tesivpositive.animolious.com/index.php?page=guides_mod_installation&subpage=ooo_installation_guide&step=1 except for ones relating to official DLC. Am I missing a step?

Right click on the File tab in your Mods window and select list Files, post the results...

*Spelling
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City Swagga
 
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Post » Wed Oct 06, 2010 9:52 pm

Not sure where to report this but I have an issue with items showing up in the inventory of killed enemies that shouldn't be there. For example, the armors that make up the Werewolves in MMM and the burned skeletons in StarX Vanilla Vampires Revised. As it hasn't happened previously I suspect it has something to do with the import features in Wrye Bash? I thought Death Items, perhaps, as I have MMM checked there - but that wouldn't explain the burned skeletons as I haven't SVVR checked there - in fact, it doesn't turn up anywhere in the Bashed Patch. Might be something completely different of course. Any ideas?
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Ross Zombie
 
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Post » Thu Oct 07, 2010 5:58 am

Right click on the File tab in your Mods window and select list Files, post the results...

*Spelling


I'm on a different computer now but it's the files listed http://tesivpositive.animolious.com/index.php?page=guides_mod_installation&subpage=ooo_installation_guide&step=1 except for DLC patches. Essentially it's the following:

OMOBS
UOP
UOP Hotfix
USIP
USIP MOBS FCOM
OOO 1.33
OOO 1.34b5 or OOO 1.33b LITE Patch
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tannis
 
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Post » Thu Oct 07, 2010 12:30 am

Not sure where to report this but I have an issue with items showing up in the inventory of killed enemies that shouldn't be there. For example, the armors that make up the Werewolves in MMM and the burned skeletons in StarX Vanilla Vampires Revised. As it hasn't happened previously I suspect it has something to do with the import features in Wrye Bash?
It sounds like you have enabled the "All clothing playable" (or what it's called) feature when rebuilding the Bashed Patch.
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Jonathan Braz
 
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Post » Thu Oct 07, 2010 5:56 am

Either the All Clothing Playable, or the All Armor Playable tweaks could be responsible if they're enabled. None of the imports could cause it.
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phillip crookes
 
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