[RELZ] Wrye Bash -- Thread 44

Post » Sat May 28, 2011 10:10 pm

What's this all about?

Traceback (most recent call last):  File "E:\Games\Oblivion\Mopy\basher.py", line 4921, in Execute    raise  File "E:\Games\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 "E:\Games\Oblivion\Mopy\bosh.py", line 14280, in initFactories    updateClasses(readClasses, patcher.getReadClasses())  File "E:\Games\Oblivion\Mopy\bosh.py", line 19136, in getReadClasses    classTuples = [tweak.getReadClasses() for tweak in self.enabledTweaks]  File "E:\Games\Oblivion\Mopy\bosh.py", line 18664, in getReadClasses    return (MreRecord.type_class[self.key],)KeyError: ('BL Leather Boots', '%s ')


Would you make use of the bash patch configuration (.dat) file?
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Laura-Lee Gerwing
 
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Post » Sat May 28, 2011 6:03 pm

What's this all about?
Would you make use of the bash patch configuration (.dat) file?
The error is a mistake in the "Tweak Names" patcher. It's been fixed in subversion, available as a tarball: http://oblivionworks.svn.sourceforge.net/viewvc/oblivionworks/Programs/Wrye%20Bash.tar.gz?view=tar

Tarballs work just like zips or 7z files.

Not sure what the second question refers to.
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kevin ball
 
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Post » Sat May 28, 2011 10:55 pm

I was asking if you wanted to see the configuration file for which this error appears.
Maybe it could help by tracking what instructions I gave to Wrye Bash to build the Bashed Patch.
Nevermind, sometimes I just forget how eleet you are :laugh:

I'll get the developer version. Thanks for the linky :D
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Victoria Vasileva
 
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Post » Sat May 28, 2011 7:23 pm

Geez, don't call me 'leet. I only repeated what PacificMorrowind posted earlier. I still have no idea what that error actually means.
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luis dejesus
 
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Post » Sat May 28, 2011 11:55 pm

I continue to have issues with ver 285 (at least I got it working again after two days of reversion to 275). Also a question or two:

- the standard COBL options that you select, Wrye unselects and merges (e.g. the item excchange options) do get unselected but do not appear to be merged. Does this 'look' different than with earlier versions or am I having a real problem?

- Wrye unchecks a bunch of green boxes when I rebuild a patch - and they are unchecked (e.g. COBL race balancing was unchecked in the rebuild, I started OB and got the message that the mod had been removed and I was reverting to base stats).

- what does a mauve text after a box with a circle in it mean?

Tkanks for any help; and showler, you might not be Pacific MW on Wrye but you are at least a senior voice on the forum.
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My blood
 
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Post » Sun May 29, 2011 12:42 am

Nvm, think I worked out the issue (my mistake); would still like to know the answer to the last question.
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Amy Gibson
 
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Post » Sat May 28, 2011 11:09 pm

Purple text indicates a mod that is "technically" mergeable, but where merging is not recommended. Therefore a special tag has been added that tells Wrye Bash not to list it under the "Merge Patches" option. These tend to be mods where you want to import some specific element (like graphics), but avoiding overriding anything else about the item. The "dot" in the checkbox indicates that something has been merged from that file, so likely it is working correctly.
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John N
 
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Post » Sat May 28, 2011 6:43 pm

TY showler; as I noted.....
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neen
 
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Post » Sat May 28, 2011 6:05 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.

Apologies for hassling, but does anyone have any views on this?

Thanks
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Lavender Brown
 
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Post » Sun May 29, 2011 1:11 am

Apologies for hassling, but does anyone have any views on this?

Thanks


I have the same experience using the latest tarball 286 version. Scroll down the sub packages and select one and the list pointer jumps back to the top, so you have to scroll all the way down again to get to select the next one. Its not just with your walks BAIN either, it happens with any long list of sub packages, AWLS for instance, and AWLS Brumbek mixed textures
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Kelsey Anna Farley
 
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Post » Sun May 29, 2011 2:29 am

I have the same experience using the latest tarball 286 version. Scroll down the sub packages and select one and the list pointer jumps back to the top, so you have to scroll all the way down again to get to select the next one. Its not just with your walks BAIN either, it happens with any long list of sub packages, AWLS for instance

Thanks for that.

Clicking the scroll position marker is an easier way to reposition the window - saves you having to scroll down the list.

btw, ever since WB does the ESP unchecking for you, I use OBMM for my walks and WB for almost everything else.
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Steve Smith
 
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Post » Sat May 28, 2011 11:07 am

Is this the complete noob thread ? :blind:
I'll post here anyway - and hope no one will bite my fingers off :D
1) When I run BOSS from bash I get :
Traceback (most recent call last):  File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\basher.py", line 11047, in Execute    file.moveTo(newName)  File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bolt.py", line 482, in moveTo    raise StateError(self._s + _(" cannot be moved because it does not exist."))bolt.StateError: C:\Program Files\Bethesda Softworks\Oblivion\Data\Expanded Hotkeys and Spell Delete v1.0.esp.ghost cannot be moved because it does not exist.
Bash freezes (the first time it froze I lost all installers tab info)
2) I can't for the life of me enable the wizards thingy - there is no option for this on right clicking and enabling it from bash.ini - which I "copied" to Mopy\bash.ini - does nothing : Updated all the python components and works great !!
3) Would be great to add a section in the readme about backing up/migrating settings - I'll be formatting soon
4) is there an option/plan to add an option for renaming instead of overwriting files when installing a package ? As myMod.12.06.2010 13.46.bash.old - this is a feature I half hoped to find in bash - sorely missed in OBMM
Did I say thanks ? :)

BASH 285, OBSE 18.6, XP SP3 pro
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Davorah Katz
 
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Post » Sat May 28, 2011 11:56 pm

Clicking the scroll position marker is an easier way to reposition the window - saves you having to scroll down the list.

:icecream: Just loaded it up to see what you meant, nice tip it works :). Even though the sub package list jumps back to the top the scroll bar gadget stays where it was so clicking it once brings the list down to where you were again.
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Britta Gronkowski
 
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Post » Sun May 29, 2011 12:13 am

2) I can't for the life of me enable the wizards thingy - there is no option for this on right clicking and enabling it from bash.ini - which I "copied" to Mopy\bash.ini - does nothing
4) is there an option/plan to add an option for renaming instead of overwriting files when installing a package ? As myMod.12.06.2010 13.46.bash.old - this is a feature I half hoped to find in bash - sorely missed in OBMM

2. You need to edit Bash.ini and set bEnableWizard=True before the Wizard will work.
4. Easiest way to deal with this is to give your BAIN archive a different name...
MyMod v1.0 BAIN.7z (current version)
MyMod v1.1 BAIN.7z (new version)
...you can then delete the old version when you no longer need it.
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rebecca moody
 
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Post » Sat May 28, 2011 2:40 pm

4. Easiest way to deal with this is to give your BAIN archive a different name...
MyMod v1.0 BAIN.7z (current version)
MyMod v1.1 BAIN.7z (new version)
...you can then delete the old version when you no longer need it.
Thanks for the reply !- I have thought of it but the way I propose has some advantages of other kind (not of the install/unistall), as in that I can open the data folder search for bash.old and check the files that are replaced for instance - of course if I uninstall the "new" version bash would have to delete these "old" files and this complicates things
My wish is largelly for more control on installation - like a window popping up saying "files such an such will be overwritten" "ok" "rename" "test crc" "move them to folder keeping folder structure" etc - I was the manual install guy and was doing this kind of stuff with tera copy (the best I found still quite frustrating at times) but manually doing this kind of stuff can get quite messed up/a chore/both at no time

2. You need to edit Bash.ini and set bEnableWizard=True before the Wizard will work.
I am not that noob :D - I did that - but it is supposed to give you an option on rClick anyway, which makes me suspect something else is at (no) work - where should I put the ini btw (tried Mopy, My games\Oblivion) ?
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Natasha Callaghan
 
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Post » Sat May 28, 2011 1:46 pm

Thanks for the reply !- I have thought of it but the way I propose has some advantages of other kind (not of the install/unistall), as in that I can open the data folder search for bash.old and check the files that are replaced for instance - of course if I uninstall the "new" version bash would have to delete these "old" files and this complicates things
My wish is largelly for more control on installation - like a window popping up saying "files such an such will be overwritten" "ok" "rename" "test crc" "move them to folder keeping folder structure" etc - I was the manual install guy and was doing this kind of stuff with tera copy (the best I found still quite frustrating at times) but manually doing this kind of stuff can get quite messed up/a chore/both at no time

I am not that noob :D - I did that - but it is supposed to give you an option on rClick anyway, which makes me suspect something else is at (no) work - where should I put the ini btw (tried Mopy, My games\Oblivion) ?

Not sure I fully understand the "why" for the points you make regarding installation control - probably too stupid :) With WB's ability to restore files overwritten by other installs, I can't see the need - to me, this is one of the features that makes WB installs so powerful. I always rebuild the patch after any install, after running BOSS or running TES4LODGen

Bash INI should be in Oblivion\Mopy and you should see the Wizard option when right-clicking on a BAIN archive. It will be greyed out unless there is a Wizard associated with the BAIN (not too many of those)
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ShOrty
 
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Post » Sat May 28, 2011 7:05 pm

I got some Questions About Wrye Bash.
I have read that when using Bain Installer you don't have to worry about OMODs just download the files direct to your Bash Installation folder, but There is still talk about Bain ready mods, whats the Point with "BAIN ready mods" when one of it's advantages is that they don't have to be ready at all.
In addition I don't get the installation function to work,
Have wainted for the Inizitiation to get ready, have't really seen any diffrens under the Installers tab though, alls just blank. But there is an Bash Installation follder in an mod follder that I have created (after changing sokme thing in the ini.file, the Mod follder is outside the Oblivion one).
I have downloaded Formid Finder from TESNexus, it's an 7z file and I've put it in the Bash installation follder, but nothing really happens, I can't see it under the mods tab and I can't right click on the mod tab sign (something I have read in some instructions to do)
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Cool Man Sam
 
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Post » Sat May 28, 2011 6:08 pm

Not sure I fully understand the "why" for the points you make regarding installation control ...


Me too, you have ....

Mod a, with files
a/b/c/d

Mod b, with files
c/d

Left click on Mod b before installing and in the conflicts window you can instantly see what will be overwritten (files c/d from Mod a)

Un-install Mod b and wrye bash knows and keeps track of files to re-install c/d from Mod a automatically, if in doubt use Anneal all.

It will be greyed out unless there is a Wizard associated with the BAIN (not too many of those)


I think I have only ever tried the wizard once, to update an All Natural BAIN http://www.tesnexus.com/downloads/file.php?id=31062, which now has been superceeded with 0.9.9.5 making those two out of date and no longer needed.
Until the wizard gets more functionality to me the wizard is a bit redundant really. You can either make a new BAIN for the updated mod, or a bit more complicated make a wizard to update the old version to do the same job
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Taylah Haines
 
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Post » Sat May 28, 2011 11:10 am

Until the wizard gets more functionality to me the wizard is a bit redundant really. You can either make a new BAIN for the updated mod, or a bit more complicated make a wizard to update the old version to do the same job

As far as I can see, the Wizard is not for updating BAINs, it is for scripting the install of BAIN archives. The functionality is actually quite good. For me there are a few elelements still missing (such as enumarating sub-packages and their contents), but it does accommodate quite a wide range of scenarios.

IMO
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Epul Kedah
 
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Post » Sat May 28, 2011 6:52 pm

I got some Questions About Wrye Bash.
I have read that when using Bain Installer you don't have to worry about OMODs just download the files direct to your Bash Installation folder, but There is still talk about Bain ready mods, whats the Point with "BAIN ready mods" when one of it's advantages is that they don't have to be ready at all.
In addition I don't get the installation function to work,
Have wainted for the Inizitiation to get ready, have't really seen any diffrens under the Installers tab though, alls just blank. But there is an Bash Installation follder in an mod follder that I have created (after changing sokme thing in the ini.file, the Mod follder is outside the Oblivion one).
I have downloaded Formid Finder from TESNexus, it's an 7z file and I've put it in the Bash installation follder, but nothing really happens, I can't see it under the mods tab and I can't right click on the mod tab sign (something I have read in some instructions to do)


If you have put BAINs in the correct place they should appear in the Installers Tab.
Where you have
\Bethesda Softworks\Oblivion\
You should also have
\Bethesda Softworks\Oblivion Mods\ - Not inside the Oblivion\ folder, but on the same folder level as Oblivion.
Within that You should further have
\Bethesda Softworks\Oblivion Mods\Bash Installers\ <- Your BAINs go in here.

If you have changed the path in the ini to this location then obviously put them where you changed it to.

BAINs are still rars/zips/7zips (whatever you use to archive files out of those three)

But before you create them and make them BAIN friendly, they have to conform to pretty much the same folder structure as Oblivion\Data that Wrye Bash knows
http://wryebash.netai.net/#PackageDetails
You just have to extract the original mod archive, make it conform to a simple/complex folder structure, and compress it again as a zip/rar/7zip, then drop it in the Bash installers folder.

Edit: If its an OMOD which does not need OBMM installation scripting that you would prefer to install via BAIN, use OBMM to extract the OMOD, again check the folder structure for BAIN friendliness, than zip it all up as a BAIN installer.

As far as I can see, the Wizard is not for updating BAINs, it is for scripting the install of BAIN archives. The functionality is actually quite good. For me there are a few elelements still missing (such as enumarating sub-packages and their contents), but it does accommodate quite a wide range of scenarios.
IMO


Your probably more up to date with those functions than I am, its been a while since I experimented with those BCFs Lojack posted in the link in my last post above. I know there has been research into adding more installation functions but I dont think its quite up to OBMM ease of use yet. Having said that I still prefer BAIN v OBMM for the detailed de-conflicting, so use BAIN as my main installation method unless its a mod with shaders/anims which needs OBMM scripting to get the installation right.
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Pumpkin
 
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Post » Sat May 28, 2011 10:47 pm

I have downloaded Formid Finder from TESNexus, it's an 7z file and I've put it in the Bash installation follder, but nothing really happens, I can't see it under the mods tab and I can't right click on the mod tab sign (something I have read in some instructions to do)


Just trying the FormID Finder myself, it can just be dropped in the Bash Installers\ folder and works for me......
http://www.bild.me/bild.php?file=6760177Untitled.jpg

http://www.bild.me/bild.php?file=9582096Untitled2.jpg

http://www.bild.me/bild.php?file=4179151ScreenShot13.jpg

Though you will need to look in your Oblivion\Data\Docs folder after installation to find the FormID Finder_ReadMe.rtf file to read up on its usage.
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Clea Jamerson
 
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Post » Sat May 28, 2011 11:37 am

I have my both Oblivion mods Follder as well as My Oblivion Follder under Bethseda Softworks, and under my Oblivion Mods Follder I have My Bash installers folder.
Did the same I guess put under The Installers tab evry box i just Blank.
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мistrєss
 
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Post » Sat May 28, 2011 2:24 pm

~ under The Installers tab evry box i just Blank.


Every box you just blank? Do you mean the installers are being listed but the check box is blank, in which case just right click the installer and choose install.

After the installation, go to the mods tab and also left click in the checkbox for the FormID Finder.esp to make it active.

Your load order is important, if you dont know about this http://wryebash.netai.net/#LoadOrder
If you are not experienced with load ordering BOSS is a utility which will greatly assist you...
http://www.tesnexus.com/downloads/file.php?id=20516
Once installed it can be used from within Wrye Bash - Have a look at this screenshot again at the bottom of Wrye Bash window you can see a BOSS button..
http://www.bild.me/bild.php?file=9582096Untitled2.jpg

FormID Finder should be late in your load order.

Have you read Wrye Bash readme?, I know its long and complicated, but its a complicated utility you need to study before using it really, as is modding oblivion.
Heres a few useful links with a lot of information......

http://www.gamesas.com/index.php?/topic/449239-oblivion-mods-faq/

http://www.tesivpositive.animolious.com/

Edit: Tomlong has spent an awful lot of time putting that last link together recently, and she is still refining it, I think the page most relevant to you right now is here... http://www.tesivpositive.animolious.com/index.php?page=preparingformods

Then here http://www.tesivpositive.animolious.com/index.php?page=wryebash

For any information still missing on Tomlongs new site (particularly reference BAIN packaging at the moment, reference the old site.....
http://sites.google.com/site/oblivionpoinfo/installmods/baininstallation
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Lew.p
 
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Post » Sun May 29, 2011 2:55 am

It's last in my load order (It's the only mod toghter with the unofficial patches that installed themselves without Bash)
It have showned up unde The Installer tab now, although it was red and when I looked for it in my mod list (green) and checked it it still doesen't work.
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Emily Rose
 
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Post » Sat May 28, 2011 12:39 pm

Thanks for the replies -http://www.bild.me/bild.php?file=7734979bash_screenie.jpg or http://www.bild.me/bild.php?file=4880988bash_screenie2.jpg - which brings me to my questions 1) (buggy install) and 3) (back up (load order, install order, save profiles etc) before I reinstall)
1) When I run BOSS from bash I get :
Traceback (most recent call last):  File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\basher.py", line 11047, in Execute    file.moveTo(newName)  File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bolt.py", line 482, in moveTo    raise StateError(self._s + _(" cannot be moved because it does not exist."))bolt.StateError: C:\Program Files\Bethesda Softworks\Oblivion\Data\Expanded Hotkeys and Spell Delete v1.0.esp.ghost cannot be moved because it does not exist.
Bash freezes (the first time it froze I lost all installers tab info)
2) I can't for the life of me enable the wizards thingy - there is no option for this on right clicking and enabling it from bash.ini - which I "copied" to Mopy\bash.ini - does nothing : Updated all the python components and works great !!
3) Would be great to add a section in the readme about backing up/migrating settings - I'll be formatting soon
4) is there an option/plan to add an option for renaming instead of overwriting files when installing a package ? As myMod.12.06.2010 13.46.bash.old - this is a feature I half hoped to find in bash - sorely missed in OBMM
BASH 285, OBSE 18.6, XP SP3 pro

As for my wishes :
I have thought of it but the way I propose has some advantages of other kind (not of the install/unistall), as in that I can open the data folder search for bash.old and check the files that are replaced for instance - of course if I uninstall the "new" version bash would have to delete these "old" files and this complicates things
My wish is largely for more control on installation - like a window popping up saying "files such an such will be overwritten" "ok" "rename" "test crc" "move them to folder keeping folder structure" etc - I was the manual install guy and was doing this kind of stuff with tera copy (the best I found still quite frustrating at times) but manually doing this kind of stuff can get quite messed up/a chore/both at no time
It is not only a matter of installing/ uninstalling but rather a need to have more insight on the mods I install - maybe I want to compare 2 (or 22) nifs (well not me really) and it would be handy if those files were not replaced but still hung around in the data dir - properly (read customizably) renamed - or even better moved to another folder like conflicts\textures conflicts\meshes etc. Would be great for mod authors also, wishing to examine/archive differences between their or other people's mods - especially move to folder <...> keeping folder structure. Think of meteoric weapons - there is the original the cobl the OOO etc version - I was always getting warnings with my manual installs and were not always able to discern which were the newest/optimized/better version - would help to have the different versions in different folders. Keep in mind I am not interested in installing only but rather in modding. Maybe it's just OCD lol
Thanks for reading :)
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Paula Ramos
 
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