[RELZ] Wrye Bash -- Thread 45

Post » Wed Oct 06, 2010 10:44 am

maybe I have not to upgrade one more time to 26, if 25 is the preferred.... Man I'm really confused :banghead:


Masterplan, whenI was haveing problems with 285, I had to run the installer from 275 and drop the 285 update on top of it...
I think you want the latest Python as well... :user:
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Mark Churchman
 
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Post » Wed Oct 06, 2010 12:27 am

Make sure you do this if you still have problems:

? If Bash refuses to start, or quits after quickly flashing up a window...

? Most likely there is a problem with your setup. Alternatively there may be a bug with Bash.

? You can usually figure out the problem by getting the bug dump and reviewing it. And if you can't puzzle it out, someone on the Elder Scrolls forums may be able to help.

? Finding the Bugdump

? Sometimes the error will be written to a file in the Mopy directory called bash.log. If that file is there, then that's the bug dump. You can open it with any text editor.

? If it's not present, then you'll have to generate the bug dump yourself...

? Generating the Bugdump

? Open a command shell (Start: Programs: Accessories: Command Prompt).

? chdir to the Mopy directory. "chdir" means "change directory". E.g.: chdir C:\Program Files\Bethesda Softworks\Oblivion\Mopy

? Type: c:\python25\python.exe bash.py -d

? If you have a different version/location of python, adapt the first argument accordingly.

? Doing this will cause any error messages that Bash generates on start to spew to the command shell. This is the bugdump.

? Dealing with Bugdump

? First, look at it! – especially the last several lines – this will often give you a good clue as to what the problem is, and you may be able to resolve it on your own.

? Second, see following section for common problems and their solution.



The problem is simple: "no module named wx". I expected that. I uninstalled Python 25 and all related files (beginning with wrye bash, then wxpython, the other optionals and ending with python), then I installed python 26, pywin32 and wxpython for python 26, but I still have the problem... I'll uninstall python and wx python and I'll give a try again.... The only problem is tha if I installed the file in the wrong folder I don't know where to put it otherwise xD

EDIT
@brozly: I'll do this way... Maybe I can solve the situation. Thanks

EDIT2: Found a problem with Wrye Python 02 package: It does not install wxpython... You have to install it manually


EDIT3 (the last^^): It WORKS :celebration: I installed wrye python 02 package, then I installed wxpython manually (I knew there was a problem with it, but I could not identify it) then python 275 with installer, and I dropped on it 285 archive.

Thank you very much for all help you gave me :foodndrink:
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Albert Wesker
 
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Post » Wed Oct 06, 2010 6:18 am

It's just a count of the posts you've made. Patriarch == loud-mouthed :)
:icecream: Your in company with devakm :mohawk: and many other great contributers...
You may be cutting and pasting the answers from a |big| file, but it works.
Thanks again for all you quick and precise answers! But don't let it go to your head. B)
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mike
 
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Post » Wed Oct 06, 2010 11:05 am

I notice that when I install a Mergeable mod and it is tagged as NoMerge, WB does not automatically flag it in purple and does not detect that it should be deactivated before building the bashed patch.

The workaround seems to be to select all the mods (Ctrl-A), right-click and select Mark Mergeable. The mods are then marked correctly and the appropriate prompt is made by the Rebuild Bashed Patch option.

Is there a way to have this detection work automatically (ie without having to go through the Mark Mergeable process above)?

Many thanks.
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REVLUTIN
 
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Post » Wed Oct 06, 2010 5:57 am

Suggestion: (:lightbulb: or not?)
Is there a way a modder could set an indicator in the archive to signal the WB installer to check for extra directories (Has extra directories option)? Instead relying one the user to notice that something has been skipped.
Actually, since it seems occur only with INI files, you could just have "\Data\INI" be a valid directory for install paths.
Examples: EE and MMO.
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Emzy Baby!
 
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Post » Wed Oct 06, 2010 7:07 am

:P is it common that bash crashes when I try to move 600+ saves?
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GRAEME
 
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Post » Wed Oct 06, 2010 5:28 am

I seem to be having an issue with BAIN and it not installing or installing to the following folders even when I do check has extra directories.

INI Tweaks
Menus

===========================

[edit]
nevermind all I had here before about ini settings - I think those were added by 3rd party - I removed them and figured it all out myself.
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sally coker
 
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Post » Wed Oct 06, 2010 12:52 am

When building the Patch, does it matter if inactive mods are checked off in the "Leveled Lists", because if I leave it in Auto, it will scan my entire installation active or not??
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Clea Jamerson
 
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Post » Wed Oct 06, 2010 5:30 pm

I wonder if it would be possible to make it so that WB keeps tracks on changes made in BAIN when it is forced to close on exit? Much as the Fast Exit mods do for the game. The reason I'm asking is that WB tends to hang when closing it, esp. if I have used BAIN to install/uninstall stuff. As it takes a lot of resources while "hanging" I tend to force close it, which means it doesn't remember what was done during the session on a restart.
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Rachyroo
 
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Post » Wed Oct 06, 2010 4:56 am

The reason I'm asking is that WB tends to hang when closing it, esp. if I have used BAIN to install/uninstall stuff. As it takes a lot of resources while "hanging" I tend to force close it, which means it doesn't remember what was done during the session on a restart.

WB is not hanging. It is saving its database of file CRC's and installation states : ) It's the action of force-closing that is causing your loss of data.
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Sammie LM
 
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Post » Wed Oct 06, 2010 4:13 am

When building the Patch, does it matter if inactive mods are checked off in the "Leveled Lists", because if I leave it in Auto, it will scan my entire installation active or not??

I think tt doesn't matter at all -- in fact it is written at the top of the screen when you select leveled lists in the bashed patch dialog:
"Merges changes to leveled lists from ACTIVE MODS/MERGED MODS ONLY" (emphasis in original).
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Jonny
 
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Post » Wed Oct 06, 2010 3:00 pm

WB is not hanging. It is saving its database of file CRC's and installation states : ) It's the action of force-closing that is causing your loss of data.


Yes, I know, but normally this take a minute or so - after doing lots of stuff (i.e. installing large mods via BAIN etc.) it basically hangs. I've waited 10 minutes for it to finish but it never does - or if it does I don't have time to wait for it to finish. It takes a lot of CPU resources while "hanging".
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Sophie Payne
 
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Post » Wed Oct 06, 2010 11:40 am

Yes, I know, but normally this take a minute or so - after doing lots of stuff (i.e. installing large mods via BAIN etc.) it basically hangs. I've waited 10 minutes for it to finish but it never does - or if it does I don't have time to wait for it to finish. It takes a lot of CPU resources while "hanging".

Ah, that could be different. Is it just CPU, or is there IO activity as well? How much memory is the process using before you try to close? Does memory usage go up or down while it is hanging?
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katsomaya Sanchez
 
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Post » Wed Oct 06, 2010 10:23 am

All original files (except a couple added by the last patch) are stored in BSA archives and are never actually changed or replaced by OBMM, Wrye Bash or any other mod. The only way to affect them is to alter the BSA files yourself.

Replacers just "override" the ones from the BSAs, and restoring the original is simply a matter of removing the replacer so that the BSA takes priority again.


Thanks for your response showler.

Also, how about animation replacer mods? Are the .nif files also stored in BSAs? I've seen them in the Data>...>Meshes>...>_male folder, and the animation replacer mods (say, Amazing Jump) asks to replace these. If I do install animation replacer mods via BAIN, and later uninstall, will I get the original animation files back, or should I backup first?
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Mike Plumley
 
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Post » Wed Oct 06, 2010 6:58 pm

As long as you have the files in another installed BAIN package, it will restore the previous files as needed.

For vanilla files, like showler stated, there aren't that many, and most of them aren't at much risk of being overridden. To be safe, what I recommend is to make a BAIN archive named "Vanilla Data" containing the original data, and leave it installed at Order "0". That way, everything you install will override the original files, but the original files will be restored whenever necessary.

Here is a listing of all vanilla files after a fresh, patched SI install:
Spoiler
atimgpud.dllbethesda.txtbinkw32.dlllaunchermusic.wavoblivion.exeoblivionlauncher.exeoblivion_default.inireadme.txtdata\credits.txtdata\dlclist.txtdata\dlcshiveringisles - meshes.bsadata\dlcshiveringisles - sounds.bsadata\dlcshiveringisles - textures.bsadata\dlcshiveringisles - voices.bsadata\dlcshiveringisles.espdata\oblivion - meshes.bsadata\oblivion - misc.bsadata\oblivion - sounds.bsadata\oblivion - textures - compressed.bsadata\oblivion - voices1.bsadata\oblivion - voices2.bsadata\oblivion.esmdata\music\battle\battle_01.mp3data\music\battle\battle_02.mp3data\music\battle\battle_03.mp3data\music\battle\battle_04.mp3data\music\battle\battle_05.mp3data\music\battle\battle_06.mp3data\music\battle\battle_07.mp3data\music\battle\battle_08.mp3data\music\dungeon\dungeon_01_v2.mp3data\music\dungeon\dungeon_02.mp3data\music\dungeon\dungeon_03.mp3data\music\dungeon\dungeon_04.mp3data\music\dungeon\dungeon_05.mp3data\music\explore\atmosphere_01.mp3data\music\explore\atmosphere_03.mp3data\music\explore\atmosphere_04.mp3data\music\explore\atmosphere_06.mp3data\music\explore\atmosphere_07.mp3data\music\explore\atmosphere_08.mp3data\music\explore\atmosphere_09.mp3data\music\public\town_01.mp3data\music\public\town_02.mp3data\music\public\town_03.mp3data\music\public\town_04.mp3data\music\public\town_05.mp3data\music\special\death.mp3data\music\special\success.mp3data\music\special\tes4title.mp3data\shaders\shaderpackage001.sdpdata\shaders\shaderpackage002.sdpdata\shaders\shaderpackage003.sdpdata\shaders\shaderpackage004.sdpdata\shaders\shaderpackage005.sdpdata\shaders\shaderpackage006.sdpdata\shaders\shaderpackage007.sdpdata\shaders\shaderpackage008.sdpdata\shaders\shaderpackage009.sdpdata\shaders\shaderpackage010.sdpdata\shaders\shaderpackage011.sdpdata\shaders\shaderpackage012.sdpdata\shaders\shaderpackage013.sdpdata\shaders\shaderpackage014.sdpdata\shaders\shaderpackage015.sdpdata\shaders\shaderpackage016.sdpdata\shaders\shaderpackage017.sdpdata\shaders\shaderpackage018.sdpdata\shaders\shaderpackage019.sdpdata\textures\effects\terrainnoise.ddsdata\video\2k games.bikdata\video\bethesda softworks hd720p.bikdata\video\creditsmenu.bikdata\video\game studios.bikdata\video\map loop.bikdata\video\oblivion iv logo.bikdata\video\oblivion legal.bikdata\video\oblivionintro.bikdata\video\oblivionoutro.bik


Here is what I recommend actually placing in the "Vanilla Data" archive:
Spoiler
Package Structure:00 Documentation\  Docs\    Vanilla Files\      Vanilla File List.txt01 Main\  Music\    Battle\      battle_01.mp3      battle_02.mp3      battle_03.mp3      battle_04.mp3      battle_05.mp3      battle_06.mp3      battle_07.mp3      battle_08.mp3    Dungeon\      Dungeon_01_v2.mp3      dungeon_02.mp3      dungeon_03.mp3      dungeon_04.mp3      dungeon_05.mp3    Explore\      atmosphere_01.mp3      atmosphere_03.mp3      atmosphere_04.mp3      atmosphere_06.mp3      atmosphere_07.mp3      atmosphere_08.mp3      atmosphere_09.mp3    Public\      town_01.mp3      town_02.mp3      town_03.mp3      town_04.mp3      town_05.mp3    Special\      death.mp3      success.mp3      tes4title.mp3  Shaders\    shaderpackage001.sdp    shaderpackage002.sdp    shaderpackage003.sdp    shaderpackage004.sdp    shaderpackage005.sdp    shaderpackage006.sdp    shaderpackage007.sdp    shaderpackage008.sdp    shaderpackage009.sdp    shaderpackage010.sdp    shaderpackage011.sdp    shaderpackage012.sdp    shaderpackage013.sdp    shaderpackage014.sdp    shaderpackage015.sdp    shaderpackage016.sdp    shaderpackage017.sdp    shaderpackage018.sdp    shaderpackage019.sdp  Textures\    Effects\      TerrainNoise.dds

Basically everything but the video directory, the bsa files, and the esm. The bsa files and Oblivion.esm aren't going to be changed, so you don't need to worry about them. You might include the video directory, but mods that change the existing videos are quite rare. So it isn't too much of a concern.
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electro_fantics
 
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Post » Wed Oct 06, 2010 3:34 am

I was wondering: would it be possible for Wrye Bash to have some sort of Pyffi controls? Like, if Bash detects PyFFI is installed, the user can simply operate it from within Bash. It could maybe have some other features, like auto-creating backups to a chosen location, automatically unpacking and repacking BSAs while PyFFIing, and maybe something for BAIN, to automatically PyFFI installed packages.

Would this be feasible? It might get a lot more people to use PyFFI.
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Jennifer Rose
 
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Post » Wed Oct 06, 2010 5:18 am

Suggestion: (:lightbulb: or not?)
Is there a way a modder could set an indicator in the archive to signal the WB installer to check for extra directories (Has extra directories option)? Instead relying one the user to notice that something has been skipped.
Actually, since it seems occur only with INI files, you could just have "\Data\INI" be a valid directory for install paths.
Examples: EE and MMO.
Nvm, I found the http://www.tesnexus.com/downloads/file.php?id=26796 to do this.
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Genevieve
 
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Post » Wed Oct 06, 2010 7:00 am

Hrm.

Not particularly happy that mod is there. Not because I don't personally agree with supporting the Data\INI directory (if it was up to me, I'd add support for it in a heartbeat), but because we haven't added support for a reason. It is a touchy subject with Wrye. Lots of drama involved with the decision...support was added at one point, and Wrye explicitly disabled support and admonished people for adding it. We'd rather not step on his toes and get permission to update Wrye Bash taken away from us.
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Laura Hicks
 
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Post » Wed Oct 06, 2010 4:30 pm

I want to merge the contents of MaleBodyReplacerV4.esp

I copied the plugin to MaleBodyReplacerV4 Fix.esp and placed it right before Bashed Patch.

Both plugins are marked to be merged into the patch with the tags Body-M Graphics.

It doesn't go into bashed patch as you can see http://i278.photobucket.com/albums/kk111/Ulrim/misc/wbBody-Mmerge.png.

Any hints?
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His Bella
 
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Post » Wed Oct 06, 2010 4:35 pm

I'm getting an "Import error: no module named wx."

Just installed Wrye Python 02 and Wrye Bash 285 on a fresh install of Oblivion from Steam on Win7. I've tried redownloading and reinstalling, still won't work. Any idea what's wrong?
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Vickytoria Vasquez
 
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Post » Wed Oct 06, 2010 3:04 pm

Install newest http://www.wxpython.org/ (ANSI version, not unicode)
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christelle047
 
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Post » Wed Oct 06, 2010 11:26 am

@ulrim: Was it active/merged when you ran the bashed patch?

@Lockout: There's a flaw in the WryePython02 package for some people where the wxpython installer just doesn't run. All you need to do is run it manually from whatever directory WryePython02 extracted itself to.
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The Time Car
 
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Post » Wed Oct 06, 2010 1:31 pm

Awesome, that did the trick. Thanks guys.
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luis ortiz
 
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Post » Wed Oct 06, 2010 8:45 pm

@ulrim: Was it active/merged when you ran the bashed patch?

I want to import the male body changes, not activate it. I'm running a little short of slots :D

Well, I just activated Oblivion.esm and tried merging into bashed patch, under Graphics and Race menus.
Still the same...

Merging it by also activating it inside Merge Mods section did it.
Though I wonder why it doesn't import the race modifications inside Graphics and Race, since Body-M should do just that?
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James Potter
 
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Post » Wed Oct 06, 2010 7:39 am

Race based changes can only be imported from active mods. There's a note to that effect at the top of the Race Records section of the bashed patch build dialogue.
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Jessica White
 
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