[RELZ] Wrye Bash -- Thread 47

Post » Tue Feb 01, 2011 11:57 am

Any suggestions?

Well, the Install Wizard engine got probably a new check for this error - it seems like there is no double quote at the end of the mentioned line in the script. Either report it to the All Natural thread or instal the mod through BAIN manually.

EDIT: wrinklyninja got me :flamethrower:
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megan gleeson
 
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Post » Tue Feb 01, 2011 1:01 pm

That's an error in the Wizard file for AN, it's not a WB bug. It'll be fixed in 1.0.

Thanks wrinklyninja. :)
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Jani Eayon
 
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Post » Wed Feb 02, 2011 1:22 am

Greetings,

Thank you for the updates.

I have encountered the following issues with Wrye Bash v286 (Final).

1. DistantLOD files are installed when "Skip DistantLOD" is enabled.
DistantLOD files are installed regardless of the "Skip DistantLOD" setting.
(This does not seem to be related to the recent update-UI-after-Skip_DistantLOD-option-toggle fix, as I was able to apply it to v286 SVN 2010-06-15 without this issue.)

2. Complex Packages with files prefixed with "--" in the top-level of sub-packages are not silently skipped.
These files were skipped in v285 and v286 SVN 2010-06-15.
If "--" prefixed files are manually deleted (and Wrye Bash is restarted), executing the "Anneal" function on the owning package installs "--" prefixed ESP files. The rest of the "--" prefixed files remain listed in the "Missing" tab.




User does not have skip distantlod selected and wants Anneal all to re-install original mod distant lods. TES4LodGen creates new distant lod with new crc and timestamp
Will Wrye bash no longer overwrite the newer distantlods with an anneal all?. Or will it do as expected.

I was unable to have Wrye Bash overwrite mismatched DistantLOD files via "Anneal"/"Anneal All" using: v285, v286 SVN 2010-06-15, v286 Final, with "Skip DistantLOD" enabled or disabled. The "Install" function overwrote mismatched DistantLOD files when "Skip DistantLOD" was disabled.

Edit #1: Minor corrections.
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Invasion's
 
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Post » Tue Feb 01, 2011 9:25 pm

Thanks Vindicator for corroborating my suspicion on this, so a current solution until this works as the user would think it should, would be delete distantlod folder (I always do this anyway in case there are leftovers from a previous run of TES4LodGen which generated files from mods (or previous version of the mod with different distantlod content) I may no longer have installed), run TES4LodGen, then multi-select relevant installers without skip distantlod selected and re-install to overwrite with mod original distantlods instead of anneal.

Edit:

Request - Would it be feasible for Wrye bash to clean out the distantlod folder when a user hits the Wrye bash icon for TES4LodGen, before TES4LodGen is launched and automatically does its work?. Or would this generate different situation problems for some?.
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louise hamilton
 
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Post » Tue Feb 01, 2011 3:14 pm

TES4Lodgen deletes everything in the distantlod folder anyway, before it writes new stuff there. So adding that function to WB would be a bit pointless.
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Francesca
 
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Post » Tue Feb 01, 2011 12:31 pm

TES4Lodgen deletes everything in the distantlod folder anyway, before it writes new stuff there. So adding that function to WB would be a bit pointless.

I did not know it overwrote existing files...or... I'm confused. I can't remember what I thought it did, but it does not have the functionality to wipe the distant LOD folder. That would be really nice...
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Margarita Diaz
 
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Post » Tue Feb 01, 2011 10:41 am

I did not know it overwrote existing files...or... I'm confused. I can't remember what I thought it did, but it does not have the functionality to wipe the distant LOD folder. That would be really nice...


As far as I know it overwrites, but does not delete any no longer needed files from a previous run... Its been brought up before and the author does not see the need to add this function to TES4LodGen, hence the reason I wonder if it would be feasible for Wrye bash.

Other users have noticed Visual When Distant object artifacts from previous runs of TES4LodGen still being visible that should no longer be there.

Edit: Found what I was remembering......
http://www.gamesas.com/index.php?/topic/959683-relzbeta-tes4lodgen/page__view__findpost__p__13864093

I think it deletes and replaces on a one for one basis, but does not clean out the whole folder - Basicly overwrites what was there before. Anything no longer needed from a previous run with different mods installed is left behind

In particular reference the last paragraph of Arthmoors post here.....
http://www.gamesas.com/index.php?/topic/959683-relzbeta-tes4lodgen/page__view__findpost__p__13864867

Edit 3: I stand corrected :blush: I think I need to update TES4LodGen :blush: :blush:
http://www.gamesas.com/index.php?/topic/959683-relzbeta-tes4lodgen/page__view__findpost__p__13867585

Wo, how did I let that slip by :o

My apologies Iggey, thanks for the wake-up nudge :)
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Marquis T
 
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Post » Tue Feb 01, 2011 3:27 pm

Many thanks for all the work you have done to release v286.

Removed everything, installed Python03 (from Nexus), did the recompile, installed v286 and everything just works - brilliant stuff!!!

Thank you
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Robyn Howlett
 
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Post » Wed Feb 02, 2011 12:14 am

Edit: Final correction.
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Vickytoria Vasquez
 
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Post » Wed Feb 02, 2011 2:05 am

v286 has made a number of mods mergeable. However, imported into the Bashed Patch they clearly no longer work.

That's a hold over from CBash. In CBash they're mergeable, but they're not in regular Bash. You'll need to use "Mark Mergeable..." on your mods to make them lose their mergeable status.

Just a minor issue, with 286 release version you renamed “Rename-CBash.dll” to “Rename_CBash.dll” subsequently the old one will not be overwritten.

v286 doesn't contain CBash.dll :blink:

It was removed, and CBash disabled until a later release. There are some minor (but potentially game-breaking) issues that need to be fixed.
My question is, could I use Replace Form IDs to replace all mentions of the vanilla stones with the lit versions, forgoing the need for the scripting in the first place, and ensuring that when the mod is deactivated, no stones are lost, but they just go back to being vanilla stones? Or did I get the wrong end of the stick?

With Replace FormIDs, you could indeed swap out all uses of vanilla stones for your custom stones. It is very thorough; scripts that reference the vanilla stones will now reference your custom stones, leveled lists will drop your custom stones instead of the vanilla, etc. However, it doesn't touch the savegame. So if a player disables the plugin, the player would still lose the custom stones if they're in the inventory, or any they dropped, sold to a merchant, etc.

Basically, it would be a potential replacement for your script that initially replaces vanilla stones with your custom version. Once the player has interacted with the stones though, you'll still have problems with players deactivating the plugin. If the player hasn't interacted with a stone (went into the cell but didn't touch it), it will revert back to the vanilla stone when the patch is rebuilt with the plugin deactivated.
If we do not have that checked, and use TES4LodGen (having previously done a refresh installers to update crc's), then we go back to installers and Anneal all... Will Wrye bash re-overwrite distant lods from installers that have just had those files replaced by TES4LodGen?

In some cases at the moment I am unsure which I would prefer, the original distant lod by the mod creator, or using the TES4LodGen generated files completely.

User does not have skip distantlod selected and wants Anneal all to re-install original mod distant lods. TES4LodGen creates new distant lod with new crc and timestamp
Will Wrye bash no longer overwrite the newer distantlods with an anneal all?. Or will it do as expected.

In general, you want to use TES4LodGen so that you get the distantLOD from all your mods. I can't think of any situation where a mod's distantLOD would be preferable.

I would think that annealing when Skip distantLOD is disabled would overwrite the newer distantLODs. If it isn't, I'll take a look. It may be a deliberate inconsistency though since the generated distantLOD is nearly always preferable to distantLOD provided by a mod.
I have encountered the following issues with Wrye Bash v286 (Final).

1. DistantLOD files are installed when "Skip DistantLOD" is enabled.
DistantLOD files are installed regardless of the "Skip DistantLOD" setting.
(This does not seem to be related to the recent update-UI-after-Skip_DistantLOD-option-toggle fix, as I was able to apply it to v286 SVN 2010-06-15 without this issue.)

2. Complex Packages with files prefixed with "--" in the top-level of sub-packages are not silently skipped.
These files were skipped in v285 and v286 SVN 2010-06-15.
If "--" prefixed files are manually deleted (and Wrye Bash is restarted), executing the "Anneal" function on the owning package installs "--" prefixed ESP files. The rest of the "--" prefixed files remain listed in the "Missing" tab.

Confirmed. It was a copy/paste error I made when trying to speed up the installer refreshing. Which was the last thing I worked on before the release, so I didn't test it properly. Fixed, will have 287 out in a bit.

Request - Would it be feasible for Wrye bash to clean out the distantlod folder when a user hits the Wrye bash icon for TES4LodGen, before TES4LodGen is launched and automatically does its work?. Or would this generate different situation problems for some?.

v2.2.1 of Tes4LodGen should already be deleting all the LOD files before regenerating them.

Yes, your method should work.

However, as package content size increases, there can be potentially large amounts of redundant data being written when using the "Install" function, as the entirety of selected parts of the package seems to be re-installed.

In such instances, a more data-movement efficient method might be:
...snip...

This would probably work, but I fail to see the point. In what situation would a mod's distantLOD be preferable to what TES4LodGen creates? They would clobber any distantLOD from other mods.
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Kortknee Bell
 
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Post » Tue Feb 01, 2011 6:23 pm

This would probably work, but I fail to see the point. In what situation would a mod's distantLOD be preferable to what TES4LodGen creates? They would clobber any distantLOD from other mods.

Thanks for the sanity check. That's what I was thinking as well.
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Mistress trades Melissa
 
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Post » Tue Feb 01, 2011 11:33 pm

With Replace FormIDs, you could indeed swap out all uses of vanilla stones for your custom stones. It is very thorough; scripts that reference the vanilla stones will now reference your custom stones, leveled lists will drop your custom stones instead of the vanilla, etc. However, it doesn't touch the savegame. So if a player disables the plugin, the player would still lose the custom stones if they're in the inventory, or any they dropped, sold to a merchant, etc.

Basically, it would be a potential replacement for your script that initially replaces vanilla stones with your custom version. Once the player has interacted with the stones though, you'll still have problems with players deactivating the plugin. If the player hasn't interacted with a stone (went into the cell but didn't touch it), it will revert back to the vanilla stone when the patch is rebuilt with the plugin deactivated.


Sod. I'd forgotten that the records are stored in the savegame. :( Still, it could prove quite useful nonetheless. I'll just have to think up something clever...
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Shae Munro
 
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Post » Tue Feb 01, 2011 10:18 pm

Wrye Bash 287 released. It fixes the issues with BAIN not skipping files like it should.
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Emily abigail Villarreal
 
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Post » Tue Feb 01, 2011 8:23 pm

Thank you for 287..
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Taylor Tifany
 
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Post » Tue Feb 01, 2011 3:10 pm

I did not know it overwrote existing files...or... I'm confused. I can't remember what I thought it did, but it does not have the functionality to wipe the distant LOD folder. That would be really nice...

Scratch this. I can just delete the folder. Thanks all for clearing up the TES4LODGen confusion.


I'm really looking forward to seeing this v287 release. Thanks for all of the hard work! ^____^
- Tomlong75210
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Rusty Billiot
 
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Post » Tue Feb 01, 2011 12:23 pm

v2.2.1 of Tes4LodGen should already be deleting all the LOD files before regenerating them.
In what situation would a mod's distantLOD be preferable to what TES4LodGen creates? They would clobber any distantLOD from other mods.


:) V2.2.2 now installed

And having had a sleep and a re-think - I do believe I was confused ( pleading insanity, thats my excuse and sticking to it :) ).

I think I started out considering land lods from mods which are different from what TES4LodGen produces, so at the time was concerned that a tailored landscape setup would be disrupted... Which is utter tripe :)

Installing v287 Wrye Bash next (just re-did a Bain of CorePC's Vibrant set to test with my machine instead of Wisemans, so should be interesting).

Thank you for such a quick update to the Bain problem, kind of made me cautious about the 286 release with everything I have in Bains.
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Casey
 
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Post » Wed Feb 02, 2011 2:07 am

:) V2.2.2 now installed

And having had a sleep and a re-think - I do believe I was confused ( pleading insanity, thats my excuse and sticking to it :) ).

I think I started out considering land lods from mods which are different from what TES4LodGen produces, so at the time was concerned that a tailored landscape setup would be disrupted... Which is utter tripe :)

Installing v287 Wrye Bash next (just re-did a Bain of CorePC's Vibrant set to test with my machine instead of Wisemans, so should be interesting).

Thank you for such a quick update to the Bain problem, kind of made me cautious about the 286 release with everything I have in Bains.

You can just backup the files in Bash that contain all of the indexing information. No need to worry about the upgrades...


Edit: I mean the Bash folder in BAIN's folder.
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SexyPimpAss
 
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Post » Tue Feb 01, 2011 12:04 pm

287??, WOW, I haven't even got the Latest 286 yet, you guy's are getting Way too fast.. :laugh:
Thanks for the Updateses :P
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Gavin boyce
 
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Post » Tue Feb 01, 2011 5:39 pm

Hello,
back again with a few questions.
After updating to 286 and now 287 I decided to install Arthmoors Vergayun. Being as he suggested using Bain I promptly did just that.
Now I had redated quite a few files to above 2037 and Wrye Bash redated them to a more sensible time.
Next install Vergayun.
Bash.
Tes4Lod.
Crash on exterior.

I tried removing Vergayun - not because I thought it was faulty, just retracking my steps.
Tried bashing with the same setting that was working last time.
Tried un-ticking Aspenwood.
Files in mod list are in order - none is showing up having load order issues (shouldn't be any, played with this set)

Well, I am still crashing on exterior.

Question:
1. Could the redating of files corrupt anything?
2. As it crash on exterior, is there somewhere specific I should start looking?

EDIT -- Tried with 285 no luck. Something just got corrupted I guess. Bad luck. Sigh. END EDIT

Cheers and thanks!
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Joie Perez
 
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Post » Tue Feb 01, 2011 3:16 pm

Redating the files won't corrupt the files, but it can make them load in the wrong order and that could result in crashing.

Did you regenerate the LOD files after removing Vergayun and Aspenwood? It's possible that a mod had a corrupt _far.nif that's causing the game to crash when it tries displaying it. It may not even be one of those two mods. If you installed other mods or even just changed your load order without updating your LOD files, it could be that one of those mods that has a corrupt _far.nif.

Otherwise, try deactivating the Bashed Patch, and see if the game still crashes.
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мistrєss
 
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Post » Tue Feb 01, 2011 6:58 pm

Thanks for your answer Waruddar.
Tried a little of everything. Reinstalled as much of my mods meshes/textures and stuff as possible.
Always regenerate Lods.

Haven't restarted my computer though - one never knows. But I must get to bed, will try again tomorrow (Edit - later today, its 3am).

Something happened, but it could just as well be coincidence and bad luck rolled into one.

See ya later :snoring:
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kennedy
 
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Post » Tue Feb 01, 2011 5:49 pm

AFAIK the current advice is to remove the nomerge tag. Probably best to check the mod's thread.



Drat-- I don't think I merged TTitemsnpc.esp properly.

Getting this message re: my bashed patch:

Unfiltered Mods
The following mods were active when the patch was built. For the mods to work properly, you should deactivate the mods and then rebuild the patch with the mods Merged in.

? TamrielTravellersItemsnpc.esp


I removed the NoMerge tag next to TTitemsnpc (the text for which is green), and rebuilt my patch. I tried rebuilding my based patch once with no check in the box beside TTitemsnpc, and, when it didn't appear to work (i say this because there was no green plus sign in the box beside TTitemsnpc after I'd rebuilt the patch, which suggests to me that it wasn't merged?), and once with a check in the box, hoping that one of these would work.

I guess I don't know how to merge the TTitemsnpc in.
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le GraiN
 
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Post » Wed Feb 02, 2011 1:53 am

Drat-- I don't think I merged TTitemsnpc.esp properly.

Getting this message re: my bashed patch:

Unfiltered Mods
The following mods were active when the patch was built. For the mods to work properly, you should deactivate the mods and then rebuild the patch with the mods Merged in.

? TamrielTravellersItemsnpc.esp


I removed the NoMerge tag next to TTitemsnpc (the text for which is green), and rebuilt my patch. I tried once with no check in the box beside TTitemsnpc and once with a check in the box, hoping that one of these would work.

I guess I don't know how to merge the TTitemsnpc in.

TTItemsNPC should not be activated (checked) when you rebuild the Bashed Patch. The check box should be empty. After rebuliding the patch, if you have checked it in the 'Merge Patches' section of the Bashed Patch, a plus sign will appear in the check box. That means you're good to go.
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Nana Samboy
 
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Post » Tue Feb 01, 2011 3:33 pm

Thanks. It sure took me a long time to find that Merge Patches option. :-)
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Zualett
 
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Post » Tue Feb 01, 2011 5:34 pm

Thanks. It sure took me a long time to find that Merge Patches option. :-)

Yeah! right at the top of the rebuild dialog...haha...


Good night and happy gaming!
- Tomlong75210
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CYCO JO-NATE
 
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