[RELZ] Wrye Bash -- Thread 46

Post » Sat Jan 22, 2011 8:17 pm

Download: http://tesnexus.com/downloads/file.php?id=22368 or https://sourceforge.net/projects/oblivionworks/files
Readme: http://wryemusings.com/Wrye%20Bash.html (at time a fair bit outdated... most up to date readme in the download - the file named Wrye Bash.html in the mopy folder)
Wrye Bash Wiki: http://www.uesp.net/wiki/Tes4Mod:Wrye_Bash
Screenshots: http://wryemusings.com/images/WryeBash_01.png, http://wryemusings.com/images/WryeBash_02.png, http://wryemusings.com/images/WryeBash_03.png, http://wryemusings.com/images/WryeBash_05.png
Previous Topic: http://www.gamesas.com/index.php?/topic/1098740-relz-wrye-bash-thread-45/
Requirements
Python 2.5.4 and wxpython 2.8.7.1 ansi (the old "official" setup) - if using this best to just download the Wrye Python 01 package from http://tesnexus.com/downloads/file.php?id=22368
or
http://www.python.org/ftp/python/2.6.5/python-2.6.5.msi, http://downloads.sourceforge.net/wxpython/wxPython2.8-win32-ansi-2.8.10.1-py26.exe, http://sourceforge.net/projects/comtypes/files/comtypes/0.6.2/comtypes-0.6.2.win32.exe/download, http://www.voidspace.org.uk/downloads/psyco-1.6.win32-py2.6.zip, and http://sourceforge.net/project/platformdownload.php?group_id=78018. (the newer stuff so should be faster, needed for newer versions of Blender/Nifscripts/PyFFI, tested as working well other than one bug to be fixed)
(Probably best to just download Wrye Python 03 package from http://tesnexus.com/downloads/file.php?id=22368 unless you like to customize your install)

Wrye Bash has a lot of features. I mean a LOT. It's like twenty tools rolled into one. It includes as subfeatures the entire feature sets of other tools, and offers plenty of other features that no other mod tool has. Except installation. It's the "everything but installation" tool! Now with installation too!

Bain
  • Install/uninstall mods from zip, 7z, archives, etc. No OMODs required!


Bashed Patchers
  • Configure and build a custom patch mod to...
  • Merge leveled lists
  • Merge TNR faces over other changes to npcs
  • Merge race eye/hair/body/voice changes over other changes to races
  • Tweak clothes: Show amulets with robes, zero weight rings and amulets, etc.
  • Tweak misc. GMST settings.


Repair/Edit Stuff
  • Repair animation bug (various animations freezing)
  • Repair hair bug (game ctds when viewing race menu after removing a hair mod)
  • Remove spells from spell list
  • Rename created spells, enchanted items
  • Remove bloating (one use of this reduced a 158 Mb savegame to 2.5 Mb)
  • Import NPC levels into an existing savegame (essential when switching to/from OOO, Frans, etc.)
  • Import PC face from other savegame or any mod (e.g., import any of TNR's faces into game)
  • Easily generate html readmes using wiki-like syntax.


Mod, Savegame, Screenshot Management
  • Auto-Ghost mods to reduce espm thrashing.
  • Launch Oblivion and TESCS (with or without OBSE).
  • Mod, save, screenshot file management. (Rename, duplicate, etc.)
  • Save Profiles: Have different sets of saves for different npcs with different loadlists, etc.
  • Screenshots: View, delete, batch rename, open, etc.
  • Readme Browser: Quickly view readme of currently selected mod.
  • Quick/Autoswap between SI and pre-SI versions of Oblivion.esm.


Installation: First time installation is still a little difficult, but later updates are easy (just unzip latest version into Oblivion directory). However, for first time installation you have to preinstall two other packages and then (sometimes) tweak a shortcut. You can't just download and press the pretty buttons -- you have to follow the readme instructions. If you have followed the instructions and still have problems, post the bugdump. If you've havent followed the instructions and whine that it won't work without posting the bugdump, Wrye will bite your fingers off (it's a monkey thing). Otherwise he's quite helpful.

Linking: If you'd like to link to Bash from somewhere else, please do! But be sure to link to either Wrye Musings or the Bash Readme. Don't link to the actual Bash zip file, since that changes fairly frequently.

You should add a few more things to that list, Wrye. Almost none of the items from my list of the most compelling features in Wrye Bash are on your list:

For everyone:
  • Accurately and quickly managing your load order (correctly sorts ESMs)
  • Locking your load order (so updated mods automatically load in the exact same spot as the old version)
  • Checking your load list for problems (missing mod dependencies)
  • Checking savegames against load list and syncing load list to savegame
  • Cleaning bloated savegames
  • Archive Invalidation (now supports BSA-alteration BSA-redirection method)
  • Replacers (install/remove texture replacement mods -- really any mod, too)
  • Change master entry in savegame (to avoid losing items, quest progress, etc. when the name of a mod has changed)


For mod-makers:
  • Add a master to a plugin (for mod de-isolation)
  • Change master entry in plugin (for mod de-isolation)
  • Locking your load order (so changes you make don't move the plugin to the end of your load list)
  • Savegame profiles (so you can easily test with only your mod active, then easily switch back to playing with all your mods active)



Latest Version:
=== 285 [01/06/2010] [Lojack,Metallicow,PacificMorrowind,Waruddar]
  • Bashed Patch Changes:
    • Master 'Select All' and 'Deselect All' patchers and items in list/tweak patchers buttons added.
    • Export/Import Config buttons added.
    • Save config button removed (due to bug it caused - use Export/Import instead).
    • Actors.AIPackages totally refactored (as in it works properly now).
      • Also removes the OOO duplicate version of UOP AI Package fixes if you are using both of them (except for one on HaulsHisRopes but that shouldn't cause any problems).

    • R.Ears fixed.
    • Misc Tweaks:
      • fix (reported by Blade of Mercy) and improvements to All Clothes playable tweak.

    • Rebuilding doesn't complain about missing masters for the bash patch now (truly!).
    • NoMerge tag warning text updated to be clearer (contributed by Sartivarg).
    • suggestion to deactivate and merge mergeable mods added to rebuild patch checks.
    • NoMerge/Mergeable/Deactivate/Filter warnings/questions merged into one scrollable and much more legible text warning/question window.
    • Patch Dialogue now has an icon assigned (the Wrye Monkey Icon).
    • For tweaks with options that take numbers as value (ie tweak settings) new 'Custom' entry option; select custom and enter your own number in the prompt following any directions there.

  • New Save Game Tweaker: Set Number of Uses for Weapon Enchantments.
  • BAIN Changes:
    • fix so that when you check/uncheck an esp in the esp/m list the view maintains its scroll position.
    • above fix also applied to subpackages list.
    • Wizards changes:
      • DataFileExists properly documents
      • newline error fixed in textboxes

  • Magic Effect school for Spells/enchantments with more than one effect based on highest cost not first effect (so inline with in game values).
  • Bash.ini typos fixed, prettied and sorted a bit better (contributed by Metallicow)
  • Start of the CBash implementation into Wrye Bash:
    • CBash.dll included as Rename_CBash.dll; it will only be used if renamed to just 'CBash.dll'
    • Bunch of Import/Export functions modifed to use that if available: EditorID, Names, Npclevels, Scripts (though leaves a whole lot of backup files on import).


and just to repeat some links and news:
Wrye4Fallout3.
TheLORDofDOOM of has taken on making a FO3 version... and here's the first little bit of it (not all translated to account for FO3 but it's showing promise). And another, a bit further along, by Valda called http://www.gamesas.com/index.php?/topic/1079607-relz-garybash/.

and a bit more news:
There is now a listserve for the svn and bug/request/patch/support trackers; if you want to get emails whenever changes to those items happen just join over https://lists.sourceforge.net/lists/listinfo/oblivionworks-committers. You can also use it for support requests/questions if you desire.
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Catherine N
 
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Post » Sat Jan 22, 2011 11:32 pm

Oh, I just saw the (un)check and keep scroll position fix. That is too awesome.


Thank you all very much!
- Tomlong75210
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Captian Caveman
 
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Post » Sun Jan 23, 2011 3:25 am

Hey guys,

I want to report that some changesets ago, a change was made that makes the console window visible while running the 7z.exe processes.
I guess is related to one of these changesets: 490, 494, 496, but I don't really don't know which for sure. My guessing would be for r490 having the most probable impact, though...

Don't know if you already knew it, just though I should report it...

Thanks for all the hard work you all are putting into this... You guys rock!! :foodndrink:

Cheers,
leandro
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FoReVeR_Me_N
 
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Post » Sun Jan 23, 2011 9:29 am

Thanks for the report, but yeah, we know about it ;)

Lojack said that he'd look into it if PacificMorrowind doesn't get time to.
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Cartoon
 
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Post » Sat Jan 22, 2011 6:17 pm

I just helped a Win7 64-bit user install Bash, and the old wxPython package did not work. This did: http://www.wxpython.org/download.php#binaries


Edit: Wrye Bash did not launch until that was installed. With the other one (the one linked in the opening post), the installation kept erring.

Edit: Specific link - http://downloads.sourceforge.net/wxpython/wxPython2.8-win32-ansi-2.8.11.0-py26.exe
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Louise
 
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Post » Sun Jan 23, 2011 9:24 am

I had Wrye Python 02 installed and using Bash version 285 - everything seems to work - any reason I should install Wrye Python 03?

I think perhaps after 02 I installed pyn32_214,win32-py2.6.exe
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Stace
 
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Post » Sat Jan 22, 2011 10:03 pm

Just a quick note about the Python 03 installer... It works ok but...

Make sure you fully un-install all parts of the previous version. And after that use windows explorer to delete the folders Python26 and WryePython - I didnt first time round and Wrye bash would not run, checked paths - nothing wrong - Uninstalled Python 03 and then deleted those folders, re-installed Python03 and everythings fine.

One thing I noticed on the first faulty installation of Python 03 was the generation of py files in a command window during the installation did not happen, just a guesse but I think if there are old files left from the 02 installer the 03 installer skips that bit and causes the problem.

Or - it may have been first time round I did not run the installer on windows 7 as administrator (right click, run as administrator), second time round I did.

Not very good detective work here - didn't have time. But its either not deleting everything or an admin rights during install problem which prevents a successful problem free install.
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Adam Porter
 
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Post » Sat Jan 22, 2011 7:07 pm

Utumno, about that conflict proposal...

I was cleaning up my Oblivion directory to start getting it ready to actually be playable and came across some old bash code that I had forgotten about. One section of it may be of particular interest to you...there's now a right-click context item, "Copy Conflicts to Project", on installers that copies all conflicting files to a new project. The conflicting files are organized by package. It isn't exactly what you proposed, but maybe it will suit your purposes well enough.

Here's an example of its folder structure. It was run on "Improved Doors and Flora 1.1-8298.7z":
Spoiler
Package Structure:001 - Unofficial Oblivion Patch 3.2.0-py-5296.7z\  01 Resources\    Textures\      Clutter\        UpperClass\          UpperChest_n.dds039 - QTP3 Redimized 1.1-py.7z\  01 Main\    textures\      architecture\        basemantsections\          doorwooden03.dds          doorwooden03_n.dds        bravil\          bravilentrancegate01.dds          bravilentrancegate01_n.dds        bruma\          interioronly\            brudoorupper02.dds            brudoorupper02_n.dds      clutter\        upperclass\          upperchest.dds          upperchest01.dds          upperchest01_n.dds      dungeons\        misc\          dunhay.dds          dunhay_n.dds          root01.dds          root01_n.dds          root02.dds          root02_n.dds  02 UOP 3.2.0 Compatibility Patch 2.3\    Textures\      clutter\        upperclass\          upperchest_n.ddsImproved Doors and Flora 1.1-8298.7z\  01 Main\    Textures\      Architecture\        BasemantSections\          doorwooden03.dds          doorwooden03_n.dds        Bravil\          bravilentrancegate01.dds          bravilentrancegate01_n.dds        Bruma\          interioronly\            brudoorupper02.dds            brudoorupper02_n.dds      Clutter\        upperclass\          upperchest.dds          upperchest01.dds          upperchest01_n.dds          upperchest_n.dds      Dungeons\        misc\          dunhay.dds          dunhay_n.dds          root01.dds          root01_n.dds          root02.dds          root02_n.dds

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electro_fantics
 
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Post » Sat Jan 22, 2011 5:51 pm

Only to signal in some of the last SVN revisions (like the last four or five) the building of the bashed patch is SLOW like before was 10 minutes in my rig and now is 20 or so.
I know a bit about development process and know that something this happens but I report you nonetheless
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Victoria Bartel
 
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Post » Sat Jan 22, 2011 7:49 pm

Utumno, about that conflict proposal...

I was cleaning up my Oblivion directory to start getting it ready to actually be playable and came across some old bash code that I had forgotten about. One section of it may be of particular interest to you...there's now a right-click context item, "Copy Conflicts to Project", on installers that copies all conflicting files to a new project. The conflicting files are organized by package. It isn't exactly what you proposed, but maybe it will suit your purposes well enough.

Here's an example of its folder structure. It was run on "Improved Doors and Flora 1.1-8298.7z":
Spoiler
Package Structure:001 - Unofficial Oblivion Patch 3.2.0-py-5296.7z\  01 Resources\    Textures\      Clutter\        UpperClass\          UpperChest_n.dds039 - QTP3 Redimized 1.1-py.7z\  01 Main\    textures\      architecture\        basemantsections\          doorwooden03.dds          doorwooden03_n.dds        bravil\          bravilentrancegate01.dds          bravilentrancegate01_n.dds        bruma\          interioronly\            brudoorupper02.dds            brudoorupper02_n.dds      clutter\        upperclass\          upperchest.dds          upperchest01.dds          upperchest01_n.dds      dungeons\        misc\          dunhay.dds          dunhay_n.dds          root01.dds          root01_n.dds          root02.dds          root02_n.dds  02 UOP 3.2.0 Compatibility Patch 2.3\    Textures\      clutter\        upperclass\          upperchest_n.ddsImproved Doors and Flora 1.1-8298.7z\  01 Main\    Textures\      Architecture\        BasemantSections\          doorwooden03.dds          doorwooden03_n.dds        Bravil\          bravilentrancegate01.dds          bravilentrancegate01_n.dds        Bruma\          interioronly\            brudoorupper02.dds            brudoorupper02_n.dds      Clutter\        upperclass\          upperchest.dds          upperchest01.dds          upperchest01_n.dds          upperchest_n.dds      Dungeons\        misc\          dunhay.dds          dunhay_n.dds          root01.dds          root01_n.dds          root02.dds          root02_n.dds


:wub:
I will have to look into it but definitely
:wub:
And you know what ? it is the core of what I was talking about - just details differ - but the thing already exists it seems :celebration:
Could be made even more gui/option ridden/whatnot but the basic functionality is just this
Well I can't stop writing - the more I think about it the better it sounds : D
Thanks :bow: :)
EDIT : just tried it - I have a strong deja vu feeling
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JaNnatul Naimah
 
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Post » Sat Jan 22, 2011 6:14 pm

Wrye Bash 2.86 ,Cbash v0.42:Default [SI]

Traceback (most recent call last):
File "C:\games\oblivion\Mopy\basher.py", line 4997, in Execute
raise
File "C:\games\oblivion\Mopy\basher.py", line 4951, in Execute
patchFile.buildPatch(SubProgress(progress,0.1,0.9)) #try to speed this up!
File "C:\games\oblivion\Mopy\bosh.py", line 15297, in buildPatch
patcher(self, subProgress)
File "C:\games\oblivion\Mopy\bosh.py", line 24940, in finishPatch
book = getBook(patchFile, objectId)
File "C:\games\oblivion\Mopy\bosh.py", line 24934, in getBook
book.text = '
' + _("Salan's Catalog of %s\r\n\r\n") % full
AttributeError: 'NoneType' object has no attribute 'text'

This error comes when Cobl Catalogs is active.
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Carlitos Avila
 
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Post » Sun Jan 23, 2011 7:19 am

nvm

Btw the conflicts feature is great

Thanks for the option to hide the hide confirmation !
If I may ask - what about hiding multiple files at once :unsure:

Keep up :thumbsup:
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asako
 
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Post » Sat Jan 22, 2011 6:59 pm

Just got an idea for a suggestion (I think it was already suggested by someone waaay back, but it was put in Wrye's "maybe later" list at that time :unsure:):

The suggestion is for a simpler way to use the COBL's guide books feature, for mods that doesn't provide them (and mainly would be used for ingame access to mod's readmes.)

This is it then: Make a bashed patch option to create a new book out of any text file

Don't really know if all this is technically possible right now... I think that COBL already haves all that is needed in order for this to be successful, but I don't really have checked... But if isn't, then maybe it would require COBL to support it first... or else, at least, generate them in a way that would maintain FormID stability after they are created the first time would be harder with the bashed patch option only, I think.

Nevertheless, here's some minor detail:

I imagine a new bashed patch option which shows the content of a directory (similar to the CSV's files that some options already show) so you can put there any TXT documents, and then for each one of these files, the patcher would generate, either:
- A new COBL guide which can be seen using the COBL guides options, or
- (Totally optional) A new in-game book if COBL is not detected (don't know how hard this one would be, but it can be dropped if deemed hard... no reason not to use COBL, so I think that it can be made a requirement for this new stuff to work)

Maybe some minimal formating or wiki-syntax capabilities (already present in the wtxt document generator) can be used to make the online books more esthetically pleasing, but this is not really needed to be useful at all.

Then new mods can include a directory with their guide books in txt format, which then can be installed with BAIN so the patcher find them... Maybe, just maybe, is a simpler form to make more modders use the guide books feature, after all...

Of course, is not a request of any kind! Just a suggestion for something that could be useful in the long run, I think! :)

I really would volunteer myself to make this, but I wouldn't have any idea as to where to begin! Besides, bash's files are terribly long, I've lost myself there a couple of times! :hehe: They confuse the heck out of me! ((Maybe not open to discussion, but: never thought of refactoring them to make more noob friendly for starters?)

Feel free to discuss it, argue against/for, enhance it, detest it or drop it... in any way you want! :P

Best regards to everyone, and happy nation's birthday (to all affected) :)
leandro

EDIT: *corrected some spelling errors*
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NAtIVe GOddess
 
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Post » Sun Jan 23, 2011 8:48 am

Only to signal in some of the last SVN revisions (like the last four or five) the building of the bashed patch is SLOW like before was 10 minutes in my rig and now is 20 or so.
I know a bit about development process and know that something this happens but I report you nonetheless

If you're not using CBash, that really shouldn't have happened. There have only been minor changes to Bash's original bashed patch code.

If you're using CBash, that really really shouldn't have happened (unless you're using the new Import FormIds patcher).

Can you isolate it to a single patch option? I'll need more information to look into this.
Wrye Bash 2.86 ,Cbash v0.42:Default [SI]

Traceback (most recent call last):
File "C:\games\oblivion\Mopy\basher.py", line 4997, in Execute
raise
File "C:\games\oblivion\Mopy\basher.py", line 4951, in Execute
patchFile.buildPatch(SubProgress(progress,0.1,0.9)) #try to speed this up!
File "C:\games\oblivion\Mopy\bosh.py", line 15297, in buildPatch
patcher(self, subProgress)
File "C:\games\oblivion\Mopy\bosh.py", line 24940, in finishPatch
book = getBook(patchFile, objectId)
File "C:\games\oblivion\Mopy\bosh.py", line 24934, in getBook
book.text = '
' + _("Salan's Catalog of %s\r\n\r\n") % full
AttributeError: 'NoneType' object has no attribute 'text'

This error comes when Cobl Catalogs is active.

Hrmph. That's now the third time this has been reported, and I still can't get it to occur on my end. I'll look over it again.
nvm

Btw the conflicts feature is great

Thanks for the option to hide the hide confirmation !
If I may ask - what about hiding multiple files at once :unsure:

Keep up :thumbsup:

Glad you like the conflicts feature, and you're welcome for the hide confirmation option. As for hiding multiple files, it's on my to-do list. Just haven't gotten to it yet.
This is it then: Make a bashed patch option to create a new book out of any text file
..snip..
I really would volunteer myself to make this, but I wouldn't have any idea as to where to begin! Besides, bash's files are terribly long, I've lost myself there a couple of times! :hehe: They confuse the heck out of me! ((Maybe not open to discussion, but: never thought of refactoring them to make more noob friendly for starters?)

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

As for Bash, yeah it's a bit of a mess until you've worked with it for a while. Then you realize that it's even messier than you first thought :frog: This is one of the reasons why each new release seems to have new bugs pop up. The code base is quite fragile due to so many people having worked on it. There are a lot of inconsistencies throughout the code.

There's been some idle talk of refactoring it, but I doubt it'll happen. It's very much a case of "If it ain't broke, don't fix it...or you'll probably break it worse".
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cosmo valerga
 
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Post » Sun Jan 23, 2011 8:38 am

Confusion of Wrye Bash version.

As mentioned in another thread, I plan to convert from OBMM-centric to Bain-centric. I've been studying up on BAIN and I'm not yet comfortable enough to begin the conversion process. But that's not important for the moment.

My present confusion concerns which version of Wrye Bash should be installed. At the moment I have 285 along with Wrye Python 02. (Yes, I see that Python has just been upgraded to 03.) However, I've read several reports saying that 285 has issues, and to either downgrade or use "the SVN version" or get 286. I'm not sure what SVN is, or where to get it. Likewise, I've seen no link to 286.

This thread itself gives two download links. The Nexus link offers either 275 or 285 as up-to-date alternatives. The Sourceforce link is for 282 (and earlier). Tomlongs new site says 275. Tomlongs old site says 283. (Why an older recommendation on the newer site?).

So, is 285 truly unreliable? If so, how do I get 285SVN (if that's what the reference means) or supposedly better yet, 286?

Sorry for the ramble. I just wanna make sure I do things right.

-Decrepit-
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Kate Norris
 
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Post » Sat Jan 22, 2011 8:05 pm

Download and use 285. It does have a few issues, but nothing earth shattering.

286 has not yet been released. The SVN version is basically a pre-release of 286. It is the latest version of what we're working on, and isn't guaranteed to work (though it generally does). It is very much a work-in-progress, and normal users should not be downloading it (hence the lack of SVN download links in the main post).
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Dean Brown
 
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Post » Sat Jan 22, 2011 9:41 pm

Tomlongs new site says 275
says install 275 and drop on top of it 285 - which is the easier way to install. Always use the latter version - use the SVN if feeling adventurous or want to test new features
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Jessica Thomson
 
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Post » Sat Jan 22, 2011 10:20 pm

Download and use 285. It does have a few issues, but nothing earth shattering.

286 has not yet been released. The SVN version is basically a pre-release of 286. It is the latest version of what we're working on, and isn't guaranteed to work (though it generally does). It is very much a work-in-progress, and normal users should not be downloading it (hence the lack of SVN download links in the main post).

Good to get guidance from the horse's mouth, as it were. (Do folk still use that expression?)

says install 275 and drop on top of it 285 - which is the easier way to install. Always use the latter version - use the SVN if feeling adventurous or want to test new features

Ahhhh. My bad. I simply visited Tomlong's (excellent) site and saw 275 as the highlighted download link. Didn't bother to read his actual install instructions, since my sole purpose at the time was to find a link to either SVN or 286. And indeed that's now I upgraded to 285, just let it overwrite what I had before.

Thanks for the info all! Gonna stick with 285 until 286 is officially posted on Nexus, and in the meantime hopefully learn how to properly build a Bash Patch.

-Decrepit-
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Patrick Gordon
 
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Post » Sun Jan 23, 2011 7:57 am

I can't rebuild the bashed patch when Rename armor to sort by type or Rename clothes to sort by type is marked.

Traceback (most recent call last):  File "C:\Program\Bethesda Softworks\Oblivion\Mopy\basher.py", line 4921, in Execute    raise  File "C:\Program\Bethesda Softworks\Oblivion\Mopy\basher.py", line 4881, in Execute    patchFile.initFactories(SubProgress(progress,0.1,0.2)) #no speeding needed/really possible (less than 1/4 second even with large LO)  File "C:\Program\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 14280, in initFactories    updateClasses(readClasses, patcher.getReadClasses())  File "C:\Program\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 19136, in getReadClasses    classTuples = [tweak.getReadClasses() for tweak in self.enabledTweaks]  File "C:\Program\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 18664, in getReadClasses    return (MreRecord.type_class[self.key],)KeyError: ('BL Leather Boots', '%s ')


Traceback (most recent call last):  File "C:\Program\Bethesda Softworks\Oblivion\Mopy\basher.py", line 4921, in Execute    raise  File "C:\Program\Bethesda Softworks\Oblivion\Mopy\basher.py", line 4881, in Execute    patchFile.initFactories(SubProgress(progress,0.1,0.2)) #no speeding needed/really possible (less than 1/4 second even with large LO)  File "C:\Program\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 14280, in initFactories    updateClasses(readClasses, patcher.getReadClasses())  File "C:\Program\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 19136, in getReadClasses    classTuples = [tweak.getReadClasses() for tweak in self.enabledTweaks]  File "C:\Program\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 18664, in getReadClasses    return (MreRecord.type_class[self.key],)KeyError: ('P Grey Trowsers', '%s ')


I've recenty upgraded to 285 and Wrye Python 03. It did work for me in 275.
User avatar
Jynx Anthropic
 
Posts: 3352
Joined: Fri Sep 08, 2006 9:36 pm

Post » Sat Jan 22, 2011 6:44 pm

Hi, each time I try to rebuild my bashed patch, I get the following:

Traceback (most recent call last):  File "M:\Games\Oblivion\Mopy\basher.py", line 4921, in Execute    raise  File "M:\Games\Oblivion\Mopy\basher.py", line 4883, 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 "M:\Games\Oblivion\Mopy\bosh.py", line 14426, in buildPatch    patcher.buildPatch(log,SubProgress(subProgress,index))  File "M:\Games\Oblivion\Mopy\bosh.py", line 20501, in buildPatch    tweak.buildPatch(log,progress,self.patchFile)  File "M:\Games\Oblivion\Mopy\bosh.py", line 20295, in buildPatch    if record.full.lower() == 'bendu olo': continueAttributeError: 'NoneType' object has no attribute 'lower'


Can anyone suggest what's causing the problem? I'm using Wrye Bash 285 and Wrye Python 3. Thanks in advance!! Below is my load order.

Active Mod Files:00  Oblivion.esm01  underdark.esm02  Silgrad_Tower_T.esm03  Windfall.esm04  MathFunctions.esm05  Jog_X_Mod.esm06  You Are Here.esm07  ScreenEffects.esm08  All Natural Base.esm  [Version 0.9.9]09  Francesco's Leveled Creatures-Items Mod.esm0A  Francesco's Optional New Items Add-On.esm0B  Cobl Main.esm  [Version 1.72]0C  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]0D  Mart's Monster Mod.esm  [Version 3.7b3p3]0E  TamrielTravellers.esm  [Version 1.39c]0F  FCOM_Convergence.esm  [Version 0.9.9MB3]10  Armamentarium.esm  [Version 1.35]11  Artifacts.esm12  BetterMusicSystem.esm13  CM Partners.esm14  AFC v2 Core.esm15  HorseCombatMaster.esm16  UnnecessaryViolence.esm++  HrmnsOblivionScriptOptimizationv1.0.esp17  TRoN.esp18  Unofficial Oblivion Patch.esp  [Version 3.2.6]19  Colourwheels sixy Female NPCs.esp1A  DLCShiveringIsles.esp++  SW01.esp1B  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]++  Oblivion Vwalk UOS.esp++  DLCShiveringIsles Vwalk DG_DS UOS.esp++  DLCShiveringIsles Vwalk UOS.esp++  Colourwheels sixy Female NPCs Vwalk UOS.esp1C  Francesco's Optional Chance of Stronger Bosses.esp1D  Francesco's Optional Chance of Stronger Enemies.esp1E  Francesco's Optional Chance of More Enemies.esp1F  Francesco's Optional Leveled Quests-SI only.esp20  Francesco's Optional Leveled Guards.esp++  Francesco's Dark Seducer Weapons Patch.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]21  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]**  Loading Screens - Vanilla No Text.esp22  All Natural - Real Lights.esp  [Version 0.9.9]23  All Natural.esp  [Version 0.9.9]24  All Natural - SI.esp  [Version 0.9.9]++  All Natural - EW + NW + AWS.esp  [Version Final]25  AmbientDungeons.esp  [Version 1.3]26  AFC Merge.esp27  PCSoundAnnah.esp  [Version 2.6]28  WindowLightingSystem.esp29  Akatosh Mount By Saiden Storm.esp++  Item interchange - Extraction.esp  [Version 0.76]2A  personality_idles4.esp2B  Living Economy.esp2C  Living Economy - Items.esp2D  Portable Campsite.esp2E  RAEVWD Cities.esp  [Version 1.7]2F  P1DlookHereYou.esp30  RAEVWD Imperial City.esp  [Version 1.7]31  FastShortcuts.esp32  Map Marker Overhaul.esp  [Version 3.4]33  Map Marker Overhaul - SI additions.esp  [Version 3.0.2]34  sr_super_hotkeys.esp35  DLCHorseArmor.esp36  DLCOrrery.esp++  DLCOrrery Vwalk.esp37  DLCVileLair.esp38  DLCMehrunesRazor.esp39  DLCSpellTomes.esp3A  Hemingweys Capes.esp  [Version 2.00]3B  Assassin's Creed 2 Revisited.esp3C  azsImperialScoutArmor.esp3D  DarkSaintHGEC.esp3E  Dread Knight Armor.esp3F  NexonsArmoryENG.esp40  YojimboGear2.esp41  Armor, Clothes & Weapons.esp42  Hentai ManiaC.esp43  Selene's Mods.esp++  MaleBodyReplacerV3.esp44  Thieves Arsenal.esp45  Oonas_Outfitters.esp46  Colourwheels sixy Stock Armor & Clothing Replacer.esp47  Colourwheels sixy SI Armor & Clothing Replacer.esp48  Colourwheels sixy Imperial Legion.esp++  Colourwheels sixy Imperial Legion Vwalk.esp49  LKF_EY_Vampirehunter.esp4A  Nicos Gift.esp4B  TitanOfEther - Vestments of the Steward-Prince.esp4C  BleachOverhaul.esp4D  Falcon_set.esp4E  scummsWeaponRack.esp4F  AC2Gear_RS.esp50  MT.esp51  DLCThievesDen.esp52  Cobl Glue.esp  [Version 1.72]53  Cobl Si.esp  [Version 1.63]54  OOO 1.32-Cobl.esp  [Version 1.72]++  FCOM_Cobl.esp  [Version 0.9.9]55  Bob's Armory Oblivion.esp56  FCOM_BobsArmory.esp  [Version 0.9.9]57  Loth's Blunt Weapons for Npcs.esp++  FCOM_LothsBluntWeapons.esp  [Version 0.9.9]58  Oblivion WarCry EV.esp59  FCOM_WarCry.esp  [Version 0.9.9MB3]5A  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]++  Oscuro's_Oblivion_Overhaul Vwalk.esp5B  OOO-Map_Markers_Stock.esp  [Version 1.33]++  OMOBS_SI.esp  [Version 1.0]5C  ArmamentariumArtifacts.esp  [Version 1.35]5D  Mart's Monster Mod - Hemingweys NPC and Guard Capes.esp  [Version 1.0]5E  Mart's Monster Mod - Additional Enemy NPC Vars.esp  [Version 3.7b3p3]5F  FCOM_Convergence.esp  [Version 0.9.9Mb3]++  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]60  FCOM_RealSwords.esp  [Version 0.9.9]61  FCOM_DurabilityAndDamage.esp  [Version 0.9.9]62  Mart's Monster Mod - More Wilderness Life.esp  [Version 3.7b3p3]++  FCOM_SaferRoads.esp  [Version 0.9.9]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]63  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]64  Mart's Monster Mod - Hunting & Crafting.esp  [Version 3.7b3p3]65  Mart's Monster Mod - Farm Animals.esp  [Version 3.7b3p3]66  AC2 Revisited HGEC.esp++  Mart's Monster Mod - Slof Horses Complete.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Diverse Runeskulls Loot.esp  [Version 3.7b3p3]++  TamrielTravellerAdvscript.esp  [Version 1.39c]67  TamrielTravellers4OOO.esp  [Version 1.39c]++  TamrielTravellers4OOO Vwalk.esp68  TamrielTravellersItemsCobl.esp  [Version 1.39c]++  ShiveringIsleTravellersFriendlyFactions.esp  [Version 1.39c]++  FCOM_TamrielTravelers.esp  [Version 0.9.9]++  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]++  FCOM_BobsGuardUnity.esp  [Version 0.9.9]69  BetterMusicSystem(SI).esp++  FCOM_HungersUnitySI.esp  [Version 0.9.9]++  FCOM_FriendlierFactions.esp  [Version 0.9.9]6A  FCOM_MoreRandomSpawns.esp  [Version 0.9.9]6B  FCOM_MoreRandomItems.esp  [Version 0.9.9]6C  TIE In.esp  [Version 1.2b]6D  Ivellon.esp  [Version 1.8]++  TIE In - ExnemRuneskulls.esp  [Version 1.2b]++  TIE In - Cobl.esp  [Version 1.2b]6E  TIE In - FCOM Convergence.esp  [Version 1.2b]++  TIE In - RealSwords.esp  [Version 1.2b]++  TIE In - MMM Craft.esp  [Version 1.2b]++  TIE In - DiverseGuardUnity.esp  [Version 1.2b]++  TIE In - BobsGuardUnity.esp  [Version 1.2b]++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]++  ArmamentariumLL4OOO.esp  [Version 2.01]++  ArmamentariumLLMagicOOO.esp  [Version 1.35]6F  Mage Equipment - OOO.esp++  Fransfemale.esp++  MMM-Cobl.esp  [Version 1.69]70  Deathtrap Dungeon.esp71  Artifacts.esp++  Artifacts - ArmaCompleteAddon.esp  [Version 1.0]72  DukeCity.esp73  mystery of mausoleum.esp++  mystery of mausoleum Vwalk.esp74  Apachii_Goddess_Store.esp++  Apachii_Goddess_Store Vwalk.esp75  thievery.esp76  Slimy Mudhole.esp77  Silgrad_Tower_T.esp78  LordKain_Adash_World.esp++  LordKain_Adash_World Vwalk.esp79  The Ayleid Steps.esp  [Version 3.3.2]++  The Ayleid Steps Vwalk.esp7A  The Crimson Queen.esp  [Version 2.0]++  All Natural - Real Lights - The Ayleid Steps Patch.esp  [Version 1.0]7B  Castle_Wolfspike.esp7C  Lynges Thieves Highway - OOO.esp7D  LetThePeopleDrink.esp  [Version 2.5]7E  Galadhrim_EV.esp7F  WellDiver.esp80  Dwarven Mines.esp++  Dwarven Mines Vwalk.esp81  Dalls_Merchant.esp82  Windfall.esp++  Windfall Vwalk.esp83  ScarletMonastery.esp84  Tona's_ModsStore.esp85  DLCfrostcrag.esp++  DLCFrostcrag Vwalk.esp86  FrostcragRebornCobl.esp87  Knights.esp++  TIE In - Knights.esp  [Version 1.2b]88  Mart's Monster Mod - City Defences.esp  [Version 3.7b3p3]++  FCOM_Knights.esp  [Version 0.9.9Mb3]89  DropLitTorchOBSE.esp  [Version 2.4]8A  Quest Award Leveller.esp  [Version 2.1.0]++  Quest Award Leveller - Vile Lair.esp  [Version 2.1.0]++  Quest Award Leveller - Mehrunes Razor.esp  [Version 2.1.0]8B  P1DkeyChain.esp  [Version 5.00]++  Quest Award Leveller - Knights of the Nine.esp  [Version 2.1.0]++  TIE In - DLCOrrery.esp  [Version 1.2b]++  TIE In - DLCThievesDen.esp  [Version 1.2b]++  TIE In - DLCFrostcrag.esp  [Version 1.2b]8C  Alternative Start by Robert Evrae.esp8D  Telekinetic Mastery.esp  [Version 2]8E  SpellSinger.esp8F  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]++  DLCMehrunesRazor Vwalk UOP.esp90  DLCVileLair - Unofficial Patch.esp  [Version 1.0.5]91  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]++  DLCThievesDen Vwalk UOP.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]92  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]93  Knights - Unofficial Patch.esp  [Version 1.0.9]++  Knights Vwalk UOP.esp94  ElsweyrAnequina.esp++  ElsweyrAnequina Vwalk.esp++  ElsweyrAnequina - Races HGEC-Robert.esp95  Reaper's Esmeralda's Desert Manor.esp96  BetterMusicSystem(Elsweyr).esp97  TOTF.esp++  TOTF Vwalk.esp++  TIE In - TOTF.esp98  Oblivifall - Ambiant Dungeon SFX.esp  [Version 1.0]99  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]9A  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]9B  bgMagicEV.esp  [Version 1.7EV]++  bgMagicEV Vwalk.esp++  bgMagicSpellTomes_for_WryeBash.esp  [Version 1.68EV]++  bgMagicItemSigil.esp  [Version 1.68EV]++  bgMagicEVStartspells.esp  [Version 1.68EV]**  bgMagicEVShader.esp  [Version 1.7EV]9C  bgMagicBonus.esp  [Version 1.7EV]++  bgMagicEVAddEnVar.esp  [Version 1.68EV]++  bgMagicShaderLifeDetect.esp  [Version 1.68]9D  bgMagicLightningbolt.esp9E  bgMagicEVPaperChase.esp  [Version 1.68EV]9F  SupremeMagicka.esp  [Version 0.90]A0  SM_ShiveringIsles.esp  [Version 0.86]++  SM_DLCSpellTome.esp  [Version 0.80]++  SM_OOO.esp  [Version 0.89]++  SM_MMM.esp  [Version 0.89]++  SM_COBL.espA1  SM_EnchantStaff.esp  [Version 0.80]A2  StealthOverhaul.esp++  SM_Scrolls.esp  [Version 0.84]++  SM_SigilStone.esp  [Version 0.83]++  bgMagicEV_Conjuration_for_Supreme_Magicka.esp  [Version 1.5]A3  MidasSpells.espA4  All+5AttributeModifiers.esp++  OOO-Level_Stock.esp  [Version 1.33]++  Item interchange - Placement for FCOM.esp  [Version 0.77]++  Item interchange - Placement for Frostcrag Reborn.esp  [Version 0.77]++  Mart's Monster Mod - Resized Races.esp  [Version 3.7b3p3]A5  CM Partners.esp++  CM Partners Vwalk.espA6  CM Partners NPC.esp++  CM Partners NPC Vwalk.espA7  CM Partners More NPCs.esp++  CM Partners More NPCs Vwalk.espA8  CM Partners Extra NPCs.esp++  CM Partners Extra NPCs Vwalk.espA9  CM Partners Marker NPCs.esp++  CM Partners Marker NPCs Vwalk.espAA  CM Partners Special NPCs.esp++  CM Partners Special NPCs Vwalk.espAB  KendoGirl_Final.espAC  1em_Vilja.espAD  Abriael_Human.espAE  Cobl Races.esp  [Version 1.52]**  Cobl Races TNR.esp  [Version 1.53]**  Cobl Races TNR SI.esp  [Version 1.53]++  Cobl Races - Balanced.esp  [Version 1.52]++  TamrielTravellers Cosmetics Cobl or RBP.espAF  KohdiAnduril.espB0  StockClothingArmorHGECFighterD.espB1  ScreenControls.espB2  FearsomeMagicka.espB3  BladeSong.esp**  All Natural - Indoor Weather Filter For Mods.esp  [Version 0.9.9]B4  Bashed Patch, 0.espB5  Stylish Jump.espB6  UnnecessaryViolence.espB7  DeadlyReflex 5 - Combat Moves.espB8  SM_DeadlyReflex.esp  [Version 0.86]B9  FormID Finder4.espBA  Streamline 3.1.espBB  SWalk.esp

User avatar
Jessica Lloyd
 
Posts: 3481
Joined: Fri Aug 25, 2006 2:11 pm

Post » Sun Jan 23, 2011 1:56 am

Hi, each time I try to rebuild my bashed patch, I get the following:



I'm getting a very similar error:

Traceback (most recent call last):  File "C:\games\Oblivion\Mopy\basher.py", line 4921, in Execute    raise  File "C:\games\Oblivion\Mopy\basher.py", line 4883, 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:\games\Oblivion\Mopy\bosh.py", line 14426, in buildPatch    patcher.buildPatch(log,SubProgress(subProgress,index))  File "C:\games\Oblivion\Mopy\bosh.py", line 20501, in buildPatch    tweak.buildPatch(log,progress,self.patchFile)  File "C:\games\Oblivion\Mopy\bosh.py", line 20295, in buildPatch    if record.full.lower() == 'bendu olo': continueAttributeError: 'NoneType' object has no attribute 'lower'


It comes from the Mayu's Animation Skeleton tweaker.
User avatar
lolli
 
Posts: 3485
Joined: Mon Jan 01, 2007 10:42 am

Post » Sat Jan 22, 2011 9:47 pm

I'm getting a very similar error:

Traceback (most recent call last):  File "C:\games\Oblivion\Mopy\basher.py", line 4921, in Execute    raise  File "C:\games\Oblivion\Mopy\basher.py", line 4883, 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:\games\Oblivion\Mopy\bosh.py", line 14426, in buildPatch    patcher.buildPatch(log,SubProgress(subProgress,index))  File "C:\games\Oblivion\Mopy\bosh.py", line 20501, in buildPatch    tweak.buildPatch(log,progress,self.patchFile)  File "C:\games\Oblivion\Mopy\bosh.py", line 20295, in buildPatch    if record.full.lower() == 'bendu olo': continueAttributeError: 'NoneType' object has no attribute 'lower'


It comes from the Mayu's Animation Skeleton tweaker.

That's strange, as I have used that without a hitch for ages. Also, I uninstalled WB and Python, got rid of all associated folders, files, etc., and installed previous versions. I still got the same error message. Oh well, it has inspired me to do a clean install of Oblivion, which I have been putting off for some time. I'll see if I get the same problem when that's done. Thanks for the reply!
User avatar
Alyna
 
Posts: 3412
Joined: Wed Aug 30, 2006 4:54 am

Post » Sun Jan 23, 2011 8:49 am

That's strange, as I have used that without a hitch for ages. Also, I uninstalled WB and Python, got rid of all associated folders, files, etc., and installed previous versions. I still got the same error message. Oh well, it has inspired me to do a clean install of Oblivion, which I have been putting off for some time. I'll see if I get the same problem when that's done. Thanks for the reply!


I am getting that same error when Oblivion.esm is my only active mod, and that bash setting is the only setting in my bash patch. So, I don't think it has anything to do with load order, or how it is installed.

Aha! This seems to fix it:

http://oblivionworks.svn.sourceforge.net/viewvc/oblivionworks/Programs/Wrye%20Bash.tar.gz?view=tar
User avatar
k a t e
 
Posts: 3378
Joined: Fri Jan 19, 2007 9:00 am

Post » Sun Jan 23, 2011 3:17 am

I have WB v285 installed with Wrye Python 02 package - is there a reason I should install Wrye Python 03 package - comparing the contents, most of the items are almost the same version, except that in WPython 03one item reverted to previous version?
User avatar
Rebecca Dosch
 
Posts: 3453
Joined: Thu Jan 18, 2007 6:39 pm

Post » Sun Jan 23, 2011 7:45 am

No, there's no real reason to update that if your existing install is working.

As for the other issues reported, they're already fixed for the next release.
User avatar
Bonnie Clyde
 
Posts: 3409
Joined: Thu Jun 22, 2006 10:02 pm

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