[RELZ] Wrye Bash -- Thread 46

Post » Sun Jan 23, 2011 7:07 am

Technically possible. Would need some planning, and possibly some changes to Cobl. I'm burnt out on adding new (major) features ... maybe later? :angel:

Hehe ... no problem... I totally understand!

So, may I pursue it on my own? Would you accept it as a contribution, if and when I can manage to make it work? Of course I can't promise that I would have anything done anytime soon, but I would want to try at least...
I ask because I may need some assistance to tackle it, and I wouldn't want to pester any of you if you don't want to be pestered :P

Thanks!
Cheers,
leandro
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Blaine
 
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Post » Sat Jan 22, 2011 6:35 pm

More than welcome. Just send me any questions by PM.
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SiLa
 
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Post » Sun Jan 23, 2011 5:04 am

Question: Sometimes when I start Wrye Bash I get an error message sounding: ''The following save file have corrupted headers'' With a list of saved games.

This is very annoying and happens over and over again. Any idea what this means and what is causing this?
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Chelsea Head
 
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Post » Sat Jan 22, 2011 10:28 pm

Well, presumably, you have some save games that are corrupted. Remove those save games from the save directory, and the errors should go away.

As for what's causing the saves to get corrupted, I have no idea (or rather, too many potential ideas to be remotely helpful) :shrug:
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Lori Joe
 
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Post » Sun Jan 23, 2011 9:40 am

I received the following error when rebuilding my Bashed Patch. This happens right when it is about to save the patch and display the readme:

Traceback (most recent call last):  File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\basher.py", line 4902, in Execute    balt.showWryeLog(self.parent,readme.root+'.html',patchName.s,icons=bashBlue)  File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\balt.py", line 578, in showWryeLog    textCtrl = wx.lib.iewin.IEHtmlWindow(window, defId, style = wx.NO_FULL_REPAINT_ON_RESIZE)  File "C:\Program Files (x86)\Python26\lib\site-packages\wx-2.8-msw-ansi\wx\lib\iewin.py", line 57, in __init__    id, pos, size, style, name)  File "C:\Program Files (x86)\Python26\lib\site-packages\wx-2.8-msw-ansi\wx\lib\activex.py", line 103, in __init__    self._ax = cc.GetBestInterface(unknown)  File "C:\Program Files (x86)\Python26\lib\site-packages\comtypes\client\__init__.py", line 103, in GetBestInterface    mod = GetModule(tlib)  File "C:\Program Files (x86)\Python26\lib\site-packages\comtypes\client\_generate.py", line 112, in GetModule    mod = _CreateWrapper(tlib, pathname)  File "C:\Program Files (x86)\Python26\lib\site-packages\comtypes\client\_generate.py", line 153, in _CreateWrapper    fullname = _name_module(tlib)  File "C:\Program Files (x86)\Python26\lib\site-packages\comtypes\client\_generate.py", line 32, in _name_module    (str(libattr.guid)[1:-1].replace("-", "_"),  File "C:\Program Files (x86)\Python26\lib\site-packages\comtypes\GUID.py", line 44, in __unicode__    _CoTaskMemFree(p)  File "_ctypes/callproc.c", line 925, in GetResultWindowsError: [Error -65535] Windows Error 0xFFFF0001

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Devin Sluis
 
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Post » Sat Jan 22, 2011 10:35 pm

First time I've seen that :blink:

Looks like a bug in comtypes.

Did it only happen once, or does it happen every time?
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Charles Mckinna
 
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Post » Sun Jan 23, 2011 12:08 am

First time I've seen that :blink:

Looks like a bug in comtypes.

Did it only happen once, or does it happen every time?


It has happened the last two times I rebuilt my Bashed Patch. The patch seems to be okay though. So far.
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Alyesha Neufeld
 
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Post » Sun Jan 23, 2011 7:35 am

edit: disregard, I'm a moron.
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Vicki Gunn
 
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Post » Sun Jan 23, 2011 5:44 am

I have recently decided to download the latest SVN versions of Wrye Bash and CBash (latest as of 2 days ago, at least). The main reason was to get an early preview of what effect CBash will have on the Bashed Patch. I did a test run with it and I have to say that I am nothing short of impressed. As an example, I did two patch rebuilds with the same mod list and same options selected, one run used CBash and Psycho and one only used Psycho. The test was a measure of how long it took to rebuild the patch. Here are the results:
Wrye Bash with Psycho and CBash: 1 min 10 sec
Wrye Bash with Psycho only: 4 min 13 sec

I can't wait to see what improvements the stable release will make over these results. I have, however, noticed one or two minor bugs. I'll see if I can update to the very latest version and try reproduce them.
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yessenia hermosillo
 
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Post » Sun Jan 23, 2011 4:31 am

Malonn, the bashed patch itself will be fine. It's crashing after it's been successfully made and is trying to show the overview of what it did. If the crashing becomes a problem, I've found a http://sourceforge.net/tracker/index.php?func=detail&aid=2967345&group_id=115265&atid=692942 for comtypes. It wasn't written by the comtypes author though, nor has the comtypes author incorporated it yet. So I don't know how safe it is, or even if it works as advertised.

If you want to give it a try, download the attached GUID.py. Then open your Python directory (likely C:\Python25 or C:\Python26), search for GUID.py and backup the old version before replacing it with the downloaded file.

JdeRau, Wrye Bash itself is fairly optimized at this point wrt to using CBash, so I don't see too much room for improvement there (other than a few tricks such as using __slots__). However, there is some room for improvement in CBash.dll. I'm waiting to optimize it until all the bugs have been ironed out of the integration so that I can do some proper profiling. Still, as you note, even without that optimizing, CBash is working pretty nicely when compared to the old patch system.

If you can reproduce any bugs, please let me know about them.
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Tamara Primo
 
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Post » Sun Jan 23, 2011 5:28 am

At the moment v285 does not allow to rebuild patch with Tweak Actors/Mayu's Animation Overhaul ticked as active.
Instead of rebuilding the patch, the process ends always with some written fatherly advice I can't understand as I don't speak Python language.
Any chance to fix this in future updates?
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Emma
 
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Post » Sun Jan 23, 2011 1:51 am

Should already be fixed for 286.
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Anna Watts
 
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Post » Sat Jan 22, 2011 7:12 pm

Malonn, the bashed patch itself will be fine. It's crashing after it's been successfully made and is trying to show the overview of what it did. If the crashing becomes a problem, I've found a http://sourceforge.net/tracker/index.php?func=detail&aid=2967345&group_id=115265&atid=692942 for comtypes. It wasn't written by the comtypes author though, nor has the comtypes author incorporated it yet. So I don't know how safe it is, or even if it works as advertised.

If you want to give it a try, download the attached GUID.py. Then open your Python directory (likely C:\Python25 or C:\Python26), search for GUID.py and backup the old version before replacing it with the downloaded file.


Well as long as the patch is rebuilding okay, I'm fine with the error. If the patch wasn't building, I'd try your suggestion.
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CArlos BArrera
 
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Post » Sat Jan 22, 2011 7:25 pm

Oscuro's_Ovlivion_Overhaul.esp is showing up as mergeable in v285 for me. At least, it's green and Wrye Bash asks me if I want to disable and merge it. When I click on 'mark mergeable', the dialog says it's not mergeable. :huh:
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Ricky Rayner
 
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Post » Sun Jan 23, 2011 4:09 am

If a package is placed in the installers folder and BAIN sees it, but lists it as an unrecognized archive format, should it still be allowing the install option to be used? Doing so, for example, on the tes4edit archive as downloaded from Nexus will act as though it installed something and even put a cross in the grey box. However, nothing is actually installed. Seems more logical that it should either block the install option or throw a pop-up error saying it can't do that.

Nevermind the fact that that particular package has an EXE in it and shouldn't be getting installed anyway :)
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Chase McAbee
 
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Post » Sat Jan 22, 2011 9:54 pm

Hey thanks a lot for "Hide multiple files at once" :goodjob:

I noticed that one can't resize the master's list in the saves tab - this would be convenient to change if not a hassle

Btw I am baining my install - and after 4 years trial and error in Oblivion I think that I will be finally able to organize this chaos - thanks to Bash.

I spend some hours a day for some time (weeks) now over Bash and I am amazed at how much info I can squeeze into the Installers tab - but ideas keep occurring to me - so do not get me wrong if I suggest a couple of things :whistling:

So for instance one very time consuming element of the process of baining one's install is the scrolling up and down the package list - trying to locate the various groups of installers and then move newly added packages there. This could be avoided if those markers could be made collapsible - so pressing on one of them would collapse all packages below it till the next marker - so then one would just highlight some packages and move them down to place. This would also help a lot afterwards when selecting packages to install - and in many other things really. Bear in mind that I am giving up my (chaotic despite my systematic efforts) collection of folders for the installers tab.
Another thing - I have a thing for shortcuts - a couple of them would be quite useful (like F2 or Enter)
And a third thing would be an option to define custom folders to send packages into - a buffed up hide.

Ooops I see some people coming, I have to err catch the train :bolt:

PS : seriously these are not requests - just my ideas after working for quite some time with the installers tab - and a hell lot of time with organizing my oblivion mods/installs/resources/notes/whatnot
:bow:
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Eilidh Brian
 
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Post » Sun Jan 23, 2011 11:33 am

Oscuro's_Ovlivion_Overhaul.esp is showing up as mergeable in v285 for me. At least, it's green and Wrye Bash asks me if I want to disable and merge it. When I click on 'mark mergeable', the dialog says it's not mergeable. :huh:

I could see this happening if you previously had a pre-release of 286 installed (OOO.esp IS mergeable in the next version with CBash enabled), and then switched back to 285. The mergeable information would be out of sync until you manually did "Mark Mergeable" on the file.

If a package is placed in the installers folder and BAIN sees it, but lists it as an unrecognized archive format, should it still be allowing the install option to be used? Doing so, for example, on the tes4edit archive as downloaded from Nexus will act as though it installed something and even put a cross in the grey box. However, nothing is actually installed. Seems more logical that it should either block the install option or throw a pop-up error saying it can't do that.

Nevermind the fact that that particular package has an EXE in it and shouldn't be getting installed anyway :)

No, it shouldn't allow the install option. That'll get changed right quick.

...snip...
PS : seriously these are not requests - just my ideas after working for quite some time with the installers tab - and a hell lot of time with organizing my oblivion mods/installs/resources/notes/whatnot
:bow:

I have no problem responding to ideas ;)

I haven't done much work on the UI side of Bash. If the master list is resizable in some other section of Bash, it could probably be added to the saves tab as well. Otherwise, I don't know how feasible it is.

We've had the collapsing feature brought up before. For now, it simply isn't planned.

I generally have no problem with adding keyboard shortcuts. However, due to the way Bash is coded, it isn't trivial to add renaming support to F2. The same reason goes for most other keyboard shortcuts to choices available on the context menu. At some point when I've more time on my hands, I'll see about changing the code around to support it. Enter (or double-clicking), presuming it is for mod installing, won't be implemented. It was Wrye's design choice that installing a package require a little effort (right-click then click Install) to ensure that they're not installed by accident.

As for a buffed up hide, that'd complicate the idea too much. A potential work-around would be for you to move files that you want hidden into a project, and then hide the project. Then the files would be hidden in a specific sub-directory within the hidden folder.
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Jonathan Egan
 
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Post » Sun Jan 23, 2011 4:59 am

I could see this happening if you previously had a pre-release of 286 installed (OOO.esp IS mergeable in the next version with CBash enabled), and then switched back to 285. The mergeable information would be out of sync until you manually did "Mark Mergeable" on the file.


Hm, I'm using 286 with CBash and OOO.esp doesn't turn up as mergeable. If rightclicking > Mark mergeable it says "Not Mergeable - Has BSA archive". :unsure:
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Campbell
 
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Post » Sat Jan 22, 2011 8:26 pm

That's because you're using the bsa version of OOO. If Bash merged the plugin, the bsa wouldn't load. Otherwise, it'd be mergeable :shrug:

You could rename OOO's bsa and either manually register it in the ini or to load with another non-merged mod (such as the bashed patch), or unpack the bsa.
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jessica robson
 
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Post » Sun Jan 23, 2011 12:25 pm

That's because you're using the bsa version of OOO. If Bash merged the plugin, the bsa wouldn't load. Otherwise, it'd be mergeable :shrug:


Yes, sorry, I just realized that. Note to self: don't write posts while drinking your morning coffee. Wait until you actually have woken up. :rolleyes:
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Siobhan Wallis-McRobert
 
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Post » Sun Jan 23, 2011 4:33 am

I could see this happening if you previously had a pre-release of 286 installed (OOO.esp IS mergeable in the next version with CBash enabled), and then switched back to 285. The mergeable information would be out of sync until you manually did "Mark Mergeable" on the file.


That is what happened, except that 'mark mergeable' is not fixing the issue; Wrye Bash still shows it as green. The other thing is that I completely deleted the Mopy folder and the Wrye Bash data before switching back, so where does this mergeable flag come from so I can fix it?
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Leah
 
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Post » Sat Jan 22, 2011 11:24 pm

Ah, that reminds me. I had to fix the mark mergeable code in 286 so that mods could be unmarked if they were previously marked. There isn't an easy way to fix it in 285. However, if you reinstall 286, and leave CBash disabled, you should be able to use mark mergeable to remove the mergeable flag. Once it's removed, you could then switch back to 285.

The mergeable flag is stored in some configuration files that aren't present in the Mopy or Wrye Bash folder. See the "Backing Up" section in Wrye Bash.html for details on where these settings are stored. However, if you delete those setting files, you'll lose more than just the mergeable flags. So I don't recommend doing that.
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Scared humanity
 
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Post » Sat Jan 22, 2011 10:30 pm

Thanks for that, Waruddar!
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mimi_lys
 
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Post » Sun Jan 23, 2011 11:46 am

I haven't done much work on the UI side of Bash. If the master list is resizable in some other section of Bash, it could probably be added to the saves tab as well. Otherwise, I don't know how feasible it is.

We've had the collapsing feature brought up before. For now, it simply isn't planned.

I generally have no problem with adding keyboard shortcuts. However, due to the way Bash is coded, it isn't trivial to add renaming support to F2. The same reason goes for most other keyboard shortcuts to choices available on the context menu. At some point when I've more time on my hands, I'll see about changing the code around to support it. Enter (or double-clicking), presuming it is for mod installing, won't be implemented. It was Wrye's design choice that installing a package require a little effort (right-click then click Install) to ensure that they're not installed by accident.
Thanks for reading :) - I almost knew someone else would have suggested this
No - not enter for installing - Wrye was right of course - just for opening ! (I used to dclick and wait for the package to open - I still do occasionally :D)

As for a buffed up hide, that'd complicate the idea too much. A potential work-around would be for you to move files that you want hidden into a project, and then hide the project. Then the files would be hidden in a specific sub-directory within the hidden folder.
Hmmm - very good idea, I will try this - I confess I have not much looked into projects yet - so it didn't occur to me
Thanks a lot

And a bashed patch question : are MGEF records mergeable ?
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ashleigh bryden
 
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Post » Sun Jan 23, 2011 7:26 am

I have a Bashed Patch question. if i change the name (not editor ID) of in game item, say an iron cuirass to cyrodillic iron cuirass and then imported this plugin as well as another mod such as a replacer for body replacers and imported that as well into the bashed patch and built it, would they work in game together or not? thx
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Jacob Phillips
 
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