[RELZ] Wrye Bash -- Thread 44

Post » Sat May 28, 2011 7:28 pm

*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.

It is still jumping around here, latest SVN w/ CBash.
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Nina Mccormick
 
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Post » Sat May 28, 2011 11:12 pm

Load Masters, not sure how to use this properly, when I select an Old save,(from a different install) uncheck Oblivion.esm(witch unselects Most of the others), then select Load Masters, it selects Most of my load order, it skips a Few,but selects a Lot more than what my save requires... :confused:
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Emmi Coolahan
 
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Post » Sat May 28, 2011 7:50 pm

Just wanted to follow up from my post earlier to say that 285 has made some pretty significant changes in my game... all favorable! Things are much more consistent, and some little things that had been bugging me are suddenly cleared up. I know this isn't the BOSS thread, but I will add that it was also very nice to find that I didn't have to do much at all after running the latest masterlist in WB. A few little FCOM tweaks and I was good to go.

Anyway, thanks again for the update... it just gets better and better!
veg
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Alexis Acevedo
 
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Post » Sat May 28, 2011 11:55 pm

Load Masters, not sure how to use this properly, when I select an Old save,(from a different install) uncheck Oblivion.esm(witch unselects Most of the others), then select Load Masters, it selects Most of my load order, it skips a Few,but selects a Lot more than what my save requires... :confused:
If the old save has the bashed patch as one of it's masters, then using "Load Masters" will load the bashed patch. Loading the bashed patch will, in turn, load anything that is a master to the bashed patch.

Hence, if you keep adding more mods and bashing them into your bashed patch, any old saves that use the bashed patch will get those new mods as well.

You can probably build an alternate named bashed patch using just the mods that are required for the old save and redirect the masters list to the new differently named bashed patch if it's a problem.
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LuCY sCoTT
 
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Post » Sat May 28, 2011 3:15 pm

If the old save has the bashed patch as one of it's masters, then using "Load Masters" will load the bashed patch. Loading the bashed patch will, in turn, load anything that is a master to the bashed patch.

Hence, if you keep adding more mods and bashing them into your bashed patch, any old saves that use the bashed patch will get those new mods as well.

You can probably build an alternate named bashed patch using just the mods that are required for the old save and redirect the masters list to the new differently named bashed patch if it's a problem.


Ok, I just paste the Spare one in there for now, then I can add back what I need... :goodjob:
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D LOpez
 
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Post » Sun May 29, 2011 1:09 am

Can someone tell me what this is?
E:\Games\Oblivion\Mopy\basher.py:1640: UnicodeWarning: Unicode unequal comparison failed to convert both arguments to Unicode - interpreting them as being unequal  def OnTextEdit(self,event):


It makes crash with random blurb of errors if I don't close it immediately. Usually this happens when I unselect all esps, start activating the ones I want for the next game, before running bashed patch.
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Etta Hargrave
 
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Post » Sat May 28, 2011 11:49 am

Wrye Bash doesn't support Unicode versions of the Python components, only ANSI ones.
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Anthony Santillan
 
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Post » Sat May 28, 2011 10:47 pm

Hello, I posted my problems using the latest Wrye Bash with CBash two pages ago and I i think it was missed. If it wasnt then i apologize. I post it again now in hope of it getting fixed or at least me getting told where i messed up.

The first one i get when i rebuild the patch with import names. Wrye Bash freezes for at least 15 minutes at preparing and then gives me the dump.
The second one happens when i rebuild the patch without import names but with tweak settings. Disabling tweak settings fixes that one and the patch completes.
The third happens when I try to rebuild a second time without restarting wrye bash. The image it doesnt find isnt missing at all and various other shortcuts like obmm or tes4edit work.

Again all that happens only with CBash and is not a new issue to me. I use the latest Beta and have windows 7 64bit in case that matters.
I also have a small suggestion. Is it possible to write the rebuild duration into the patch readme ? Would be usefull for future CBash testing.

Spoiler
Traceback (most recent call last):  File "G:\Games\Oblivion\Mopy\basher.py", line 4921, in Execute    raise  File "G:\Games\Oblivion\Mopy\basher.py", line 4880, in Execute    patchFile.initData(SubProgress(progress,0,0.1)) #try to speed this up!  File "G:\Games\Oblivion\Mopy\bosh.py", line 14241, in initData    patcher.initData(SubProgress(progress,index))  File "G:\Games\Oblivion\Mopy\bosh.py", line 16501, in initData    fullNames.readFromMod(srcInfo)  File "G:\Games\Oblivion\Mopy\bosh.py", line 12202, in readFromMod    record.UnloadRecord()AttributeError: 'GMSTRecord' object has no attribute 'UnloadRecord'


Traceback (most recent call last):  File "G:\Games\Oblivion\Mopy\basher.py", line 4921, in Execute    raise  File "G:\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 "G:\Games\Oblivion\Mopy\bosh.py", line 14405, in buildPatch    patcher.buildPatch(log,SubProgress(subProgress,index))  File "G:\Games\Oblivion\Mopy\bosh.py", line 18651, in buildPatch    tweak.buildPatch(self.patchFile,keep,log)  File "G:\Games\Oblivion\Mopy\bosh.py", line 18213, in buildPatch    fid = gmst.fid = keep(gmst.getOblivionFid())  File "G:\Games\Oblivion\Mopy\bosh.py", line 2662, in getOblivionFid    myClass.oblivionIds = cPickle.load(GPath(r'Data\Oblivion_ids.pkl').open())['GMST']  File "G:\Games\Oblivion\Mopy\bolt.py", line 455, in open    return open(self._s,*args)IOError: [Errno 2] No such file or directory: 'Data\\Oblivion_ids.pkl'


Traceback (most recent call last):  File "G:\Games\Oblivion\Mopy\basher.py", line 9150, in Execute    patchDialog = PatchDialog(self.window,fileInfo)  File "G:\Games\Oblivion\Mopy\basher.py", line 4832, in __init__    self.SetIcon(Image(r'images/wryemonkey16.jpg',wx.BITMAP_TYPE_JPEG).GetIcon())  File "G:\Games\Oblivion\Mopy\balt.py", line 120, in __init__    raise ArgumentError(_("Missing resource file: %s.") % (self.file,))bolt.ArgumentError: Missing resource file: bolt.Path('images\\wryemonkey16.jpg').


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Matt Bigelow
 
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Post » Sat May 28, 2011 5:08 pm

Wrye Bash doesn't support Unicode versions of the Python components, only ANSI ones.

Was using wxPython unicode. Also found an update to latest version 2.8.11.0. Thanks.
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Chris Ellis
 
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Post » Sat May 28, 2011 12:13 pm

PM works fine (up top of the page, 'Messenger (x New)'... then compose is what I do), or email if you'd prefer (pacificmorrowindgmailcom)... I'd definitely really like to help you resolve this... hopefully I will be able to.
also OBSE (and version)?, OBSE Plugins (if using OBSE)?
Pacific


PacificMorrowind: FYI: I'm the guy who was having problems loading existing saved games with new bashed patches from new versions of WB. As you mentioned, I emailed you the details and my files, so let me know if you need anything else for me to help you troubleshoot! Sent you a PM as well.

Also, I realized that the crash is due to Windows reaching memory limit (4 GB) on my Win 7 (patched for 4 GB access) - using task manger, I noticed that Oblivion was using ~3.9 GB before Windows threw up and crashed Oblivion..

Edit: Some more info: Seems like another person is having a similar issue with WB and an FCOM setup. See his post here in the FCOM thread: http://www.gamesas.com/index.php?/topic/1094510-relz-fcom-convergence-and-ufcom-relz/page__view__findpost__p__16012026

He later states that reinstalling the mods that affect DarkUI made it all OK. Unfortunately, this is not the case with me, as Oblivion doesn't exactly CTD, just gets stuck at loading screen with bar halfway through. New games can be created just fine, just old saves (with bashed patches from earlier WB) cannot be played.
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Michelle Smith
 
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Post » Sat May 28, 2011 11:12 am

hey just curiouson this one i JUST noticed the little th ing at the bottom which says how many mods you have active. but it lists the max as 265. isn't the max limit 255?
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Jeff Turner
 
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Post » Sun May 29, 2011 1:48 am

That actually shows the number of mods that are active over the number of mods in your Data directory.
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Ray
 
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Post » Sat May 28, 2011 5:17 pm

oh that explains the oddity
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Robert Devlin
 
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Post » Sat May 28, 2011 8:21 pm

Just got this error while building the bashed patch:
Traceback (most recent call last):
File "F:\Program Files\Bethesda Softworks\Oblivion\Mopy\basher.py", line 4921, in Execute
raise
File "F:\Program Files\Bethesda Softworks\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 "F:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 14426, in buildPatch
patcher.buildPatch(log,SubProgress(subProgress,index))
File "F:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 20501, in buildPatch
tweak.buildPatch(log,progress,self.patchFile)
File "F:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 20295, in buildPatch
if record.full.lower() == 'bendu olo': continue
AttributeError: 'NoneType' object has no attribute 'lower'

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Annika Marziniak
 
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Post » Sat May 28, 2011 10:40 pm

Just got this error while building the bashed patch:

already fixed in the latest. (but thanks for reporting)
Pacific Morrowind
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Andrew
 
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Post » Sat May 28, 2011 2:42 pm

already fixed in the latest. (but thanks for reporting)
Pacific Morrowind

Oh, ok. Does the latest svn have it? I've traced a constant CTD im having back to the bashed patch (seems like an incompatibility with the MAO tweaks), so i cant do anything until i rebuild. :(
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Jesus Duran
 
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Post » Sat May 28, 2011 4:14 pm

Oh, ok. Does the latest svn have it? I've traced a constant CTD im having back to the bashed patch (seems like an incompatibility with the MAO tweaks), so i cant do anything until i rebuild. :(

Yes (http://oblivionworks.svn.sourceforge.net/viewvc/oblivionworks/Programs/Wrye%20Bash.tar.gz?view=tar... if you don't have that bookmarked/to save the extra 3 or so clicks to get there from the link on the OP)
Pacific Morrowind
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Hearts
 
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Post » Sun May 29, 2011 3:09 am

Dang - that was quick. I was just about to post that same error. I have downloaded the newer version and it is showing up in my title bar as 286. I noticed when I installed this version, though, that it replaced some of the newer files from the 285 version with older files. Not a big deal, just kind of surprised me. In any event I just rebuilt my patch with this version and am going to try it out now.

Cheers


Yes (http://oblivionworks.svn.sourceforge.net/viewvc/oblivionworks/Programs/Wrye%20Bash.tar.gz?view=tar... if you don't have that bookmarked/to save the extra 3 or so clicks to get there from the link on the OP)
Pacific Morrowind

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Nymph
 
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Post » Sun May 29, 2011 1:54 am

~snip~, that it replaced some of the newer files from the 285 version with older files.


I saw the same after the initial release of 285, an earlier link for the tarball I used to update to the latest 285 revision (have not tried this latest tarball 286 yet, will try it tonight), during install instead of giving overwrite permission for all files I stepped through them authorising each one.... Wish I had noted which ones but there were a few files similarly older than the previous installed version.

No Problems with Wrye Bash for the record but I thought that was unusual too.
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Kahli St Dennis
 
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Post » Sat May 28, 2011 12:58 pm

Request for some guidance. Given that v285 is working fine for me with the exception of the somewhat annoying problem with sub-package selection going to the home position (I use complex BAIN archives that have many mods in a single archive so there are many sub-packages), would you recommend that...

  • I live with it until the next version is released?
  • Use the SVN Tarball version?
  • Apply a simple fix to the existing code to correct the problem (bearing in mind that I have not seen one posted as yet :))

Many thanks for any advice.
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Josh Lozier
 
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Post » Sat May 28, 2011 10:49 pm

Updated to 285 yesterday but now get this message:

Traceback (most recent call last):
File "C:\Bethesda\Mopy\basher.py", line 4921, in Execute
raise
File "C:\Bethesda\Mopy\basher.py", line 4880, in Execute
patchFile.initData(SubProgress(progress,0,0.1)) #try to speed this up!
File "C:\Bethesda\Mopy\bosh.py", line 14262, in initData
patcher.initData(SubProgress(progress,index))
File "C:\Bethesda\Mopy\bosh.py", line 15396, in initData
progress.setFull(len(self.srcMods))
File "C:\Bethesda\Mopy\bolt.py", line 1362, in setFull
if (1.0*full) == 0: raise ArgumentError('Full must be non-zero!')
bolt.ArgumentError: Full must be non-zero!

Quit and restart results in same message. Advice appreciated.
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Wanda Maximoff
 
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Post » Sat May 28, 2011 6:33 pm

What is the best/easiest way to save a Bash Patch to each Profile, is there a way to Automate this??
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lucy chadwick
 
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Post » Sun May 29, 2011 1:34 am

Just make a bunch of bashed patches with different names: "Bashed Patch, Adam.esp" "Bashed Patch, Baker.esp" "Bashed Patch, Charlie.esp". Then build each one to match the profile they are named after. Select a profile, choose the correct mod list and Bashed Patch, change to the next profile, set the mod list and bashed patch, change, set, and so on.

Once they're set, they'll stay that way until you change them.

If saved games have the regular bashed patch in their masters list, you can click on the masters list, choose to edit it, rename the bashed patch in the masters list, save and then it will hooked to the renamed bashed patch instead of the regular one.
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naana
 
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Post » Sat May 28, 2011 7:00 pm

Just make a bunch of bashed patches with different names: "Bashed Patch, Adam.esp" "Bashed Patch, Baker.esp" "Bashed Patch, Charlie.esp". Then build each one to match the profile they are named after. Select a profile, choose the correct mod list and Bashed Patch, change to the next profile, set the mod list and bashed patch, change, set, and so on.

Once they're set, they'll stay that way until you change them.

If saved games have the regular bashed patch in their masters list, you can click on the masters list, choose to edit it, rename the bashed patch in the masters list, save and then it will hooked to the renamed bashed patch instead of the regular one.


:tops: Aw, Thank You...
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james tait
 
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Post » Sat May 28, 2011 8:55 pm

I have an odd problem to report... I added some new bash tags and rebuilt my bash patch yesterday, and I got a message that I was missing some mods. I didn't pay much attention - I figured it was just wigging out because I'd finally gotten OMOBS to import properly. Today, though, I noticed that some things weren't working right, so I checked my load order against a backup list I keep. I found I was missing seven mods. One, I could've chalked up to an accidental deletion, but seven?? I've seen this before a couple times - one or two mods will mysteriously get deleted. I never really thought about it until now.

If you're interested, here are the seven I lost:

Leviathan Soulgems
Zumb's lockpicking
C&C Blackwood - OOO
PT artifacts
RealitySpecter's Potions
sr super hotkeys
Ayelid wells
BC IC - Green Emperor Way


They don't really have anything in common, that I can see - I think it was just a random deletion spree. I have no idea why it's happening, though.
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RaeAnne
 
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