[RELZ] Wrye Bash -- Thread 44

Post » Sat May 28, 2011 5:43 pm

I need help getting Wrye Bash installed.

I have Windows 7 64-bit if it matters.

I've downloaded and installed the Python package from TES Nexus, and then I downloaded and ran the Wrye Bash self installer and installed it to my Oblivion folder. When I click on the Wrye Bash launcher, Python opens and I can read the program's code, but it doesn't run a GUI program like the screens on TES Nexus show. As far as I can tell I followed the install instructions on the Wrye Bash website exactly. Please help?
User avatar
Kellymarie Heppell
 
Posts: 3456
Joined: Mon Jul 24, 2006 4:37 am

Post » Sat May 28, 2011 2:29 pm

What directory did you installe Python to?
User avatar
Trevor Bostwick
 
Posts: 3393
Joined: Tue Sep 25, 2007 10:51 am

Post » Sat May 28, 2011 1:28 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)
As for my wishes :
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 :)

I understand your request a bit better now - thanks. Although, I think comparrisons could be achieved by compariing with your saved "older" install structure.

Did you enable the Wizard in the INI file as per my earlier post - it is OFF my default?

In terms of backing up, the Bash Installers folder, your Bash INI, your Oblivion Save game folder plus anything you need to re-install (such as BOSS). Tomlong has done some good material on getting stuff installed - see earlier post by alt3rn1ty

I need help getting Wrye Bash installed.

I have Windows 7 64-bit if it matters.

I've downloaded and installed the Python package from TES Nexus, and then I downloaded and ran the Wrye Bash self installer and installed it to my Oblivion folder. When I click on the Wrye Bash launcher, Python opens and I can read the program's code, but it doesn't run a GUI program like the screens on TES Nexus show. As far as I can tell I followed the install instructions on the Wrye Bash website exactly. Please help?

If you used the self-installer for WB, it is a much earlier version. Suggest you download the archive version which is the latest. You don't need to re-run the Python install, but I suggest you remove the folders installed by the WB self-installer and then copy the new version manually (manual installation is quite simple as long as you recognise that some stuff goes in the Data folder and some in the Oblivion folder).
User avatar
Lori Joe
 
Posts: 3539
Joined: Tue Jun 20, 2006 6:10 am

Post » Sun May 29, 2011 12:38 am

If you used the self-installer for WB, it is a much earlier version. Suggest you download the archive version which is the latest. You don't need to re-run the Python install, but I suggest you remove the folders installed by the WB self-installer and then copy the new version manually (manual installation is quite simple as long as you recognise that some stuff goes in the Data folder and some in the Oblivion folder).

Ok, thanks. I didn't realize the self-installer was an older version. I've got it working now. Thanks again!
User avatar
Fam Mughal
 
Posts: 3468
Joined: Sat May 26, 2007 3:18 am

Post » Sun May 29, 2011 12:25 am

In the BAIN installer tab, the BAIN options/selection window for the selected mod does not stay at the current position when you select an option.
It scrolls all the way top when you tick a check box.

I am using the svn version so I went to the sf site, but there are no updates. Only Cbash.
Is it broken?



BTW, do you know where I can find raziel23x? I went to the website listed in the sf page and I am building the armor mod to replace the DLCHorseArmor.
Just let me know if you can get his contact.
User avatar
Claire Jackson
 
Posts: 3422
Joined: Thu Jul 20, 2006 11:38 pm

Post » Sun May 29, 2011 2:30 am

Did you enable the Wizard in the INI file as per my earlier post - it is OFF my default?
Yes i told you i am not that noob :D there should be an option anyway in the rightclick menu (according to readme) - but it is not there...

In terms of backing up, the Bash Installers folder, your Bash INI, your Oblivion Save game folder plus anything you need to re-install (such as BOSS). Tomlong has done some good material on getting stuff installed - see earlier post by alt3rn1ty
I mean backing up Wrye Bash
3) (back up (load order, install order, save profiles etc) before I reinstall)
I am familiar with tomlong's site - basically it's the reason I started BAINing - still I think this info should be on Bash's readme
Thanks !

@ ulrim : you mean http://www.gamesas.com/index.php?/topic/1095482-relz-wrye-bash-thread-44/page__view__findpost__p__16034978 ?
User avatar
Robert Jr
 
Posts: 3447
Joined: Fri Nov 23, 2007 7:49 pm

Post » Sat May 28, 2011 12:21 pm

Sometimes I get Wrye Bash frozen unable to exit; I have to use Ctrl+Alt+Del to stop it.
When I see my save directory \My Games\Oblivion, I find the following file which can't be deleted:
BashSettings.dat.tmp

I have to use http://ccollomb.free.fr/ to delete it, which fix the problem.
User avatar
SaVino GοΜ
 
Posts: 3360
Joined: Mon Sep 17, 2007 8:00 pm

Post » Sat May 28, 2011 7:38 pm

Sometimes I get Wrye Bash frozen unable to exit; I have to use Ctrl+Alt+Del to stop it.

I get the same in the case I reported :
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
BASH 285, OBSE 18.6, XP SP3 pro

User avatar
Roberto Gaeta
 
Posts: 3451
Joined: Tue Nov 06, 2007 2:23 am

Post » Sat May 28, 2011 11:26 am

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


Well, the suggestion does not address the issue. That's what we have to do because http://i278.photobucket.com/albums/kk111/Ulrim/misc/wbscrollfix.png.

Could it be fixed somehow? I believe it worked right before.
User avatar
Talitha Kukk
 
Posts: 3477
Joined: Sun Oct 08, 2006 1:14 am

Post » Sat May 28, 2011 11:54 pm

Well, the suggestion does not address the issue. That's what we have to do because http://i278.photobucket.com/albums/kk111/Ulrim/misc/wbscrollfix.png.

Could it be fixed somehow? I believe it worked right before.

Just to confirm - I have this issue and request too.

Seems worse than before not better.
User avatar
Cody Banks
 
Posts: 3393
Joined: Thu Nov 22, 2007 9:30 am

Post » Sat May 28, 2011 3:45 pm

Could it be fixed somehow? I believe it worked right before.



Just to confirm - I have this issue and request too.

This has been reported and acknowledged - we just have to wait until a fix has been established and released.

My "easing the pain" tip is just that - not a fix :)
User avatar
Solène We
 
Posts: 3470
Joined: Tue Mar 27, 2007 7:04 am

Post » Sat May 28, 2011 4:58 pm

This has been reported and acknowledged - we just have to wait until a fix has been established and released.

My "easing the pain" tip is just that - not a fix :)

Used to be the Esp/m Filter window, seems the fix there was to move it to the Sub-Packages box, think we can get it moved to the Genral info box?? :celebration: jk
User avatar
Antony Holdsworth
 
Posts: 3387
Joined: Tue May 29, 2007 4:50 am

Post » Sat May 28, 2011 4:46 pm

I improved a handling for filepath using multibyte-charset (esp. Shift-JIS) in BAIN of the garybash (Wrye Bash for FO3).
And made the patch for Wyre Bash HEAD too.

http://github.com/valda/wryebash/commit/026f16df0b5ed3c14d01ee9dcbd76cc64c1d26a9

When the regular expression is adjusted, it should be possible to handle BIG5 etc.
However, think that there are few benefits to the people except the Asian users.
Please ignore if uninterested :)
User avatar
Jennifer Munroe
 
Posts: 3411
Joined: Sun Aug 26, 2007 12:57 am

Post » Sat May 28, 2011 9:48 pm

Definitely interested. That's one of Bash's real weaknesses. It'll get incorporated (though I don't know when).

For everyone else, we're not meaning to ignore you. It's just that PacificMorrowind and lojack are busy with RL, and I'm focusing on getting CBash integrated. Most of the reported issues are in sections of code that they're involved in.
User avatar
Emily Martell
 
Posts: 3469
Joined: Sun Dec 03, 2006 7:41 am

Post » Sun May 29, 2011 12:12 am

Two (^2) quick ones :
1) What exactly is solid compression ?
2) When I right click on a project and choose "Pack to archive" what are the options that are used - I never use this feature cause I am not sure it follows http://www.bild.me/bild.php?file=19472647zOptions.jpg (btw I have found no clear explanation on 7z's compression options when I once tried googling them - if anyone could post a link I'd thank him much for that)
3)Is there an option to disable :
---------------------------Hide Files---------------------------Hide these files? Note that hidden files are simply moved to the Bash\Hidden subdirectory.---------------------------Yes   No   ---------------------------

4) Lastly - does the PM tab work with the new forum ?
thanks
User avatar
-__^
 
Posts: 3420
Joined: Mon Nov 20, 2006 4:48 pm

Post » Sun May 29, 2011 3:32 am

Definitely interested. That's one of Bash's real weaknesses. It'll get incorporated (though I don't know when).

For everyone else, we're not meaning to ignore you. It's just that PacificMorrowind and lojack are busy with RL, and I'm focusing on getting CBash integrated. Most of the reported issues are in sections of code that they're involved in.


Oh, My expression may have been strange because I wrote it through machine translation.
I'm glad because you have an interest in patch :)
Thanks.
User avatar
Naazhe Perezz
 
Posts: 3393
Joined: Sat Aug 19, 2006 6:14 am

Post » Sat May 28, 2011 8:08 pm

This has been reported and acknowledged - we just have to wait until a fix has been established and released.

Didn't know if this was already reported. Thanks. :tops:
User avatar
Zosia Cetnar
 
Posts: 3476
Joined: Thu Aug 03, 2006 6:35 am

Post » Sun May 29, 2011 2:57 am

On new OB install, I got this error when I try to build the bashed patch.

Traceback (most recent call last):
File "C:\Bethesda Softworks\Oblivion\Mopy\basher.py", line 4921, in Execute
raise
File "C:\Bethesda Softworks\Oblivion\Mopy\basher.py", line 4880, in Execute
patchFile.initData(SubProgress(progress,0,0.1)) #try to speed this up!
File "C:\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 14313, in initData
patcher.initData(SubProgress(progress,index))
File "C:\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 15884, in initData
progress.setFull(len(self.srcMods))
File "C:\Bethesda Softworks\Oblivion\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!


WB version is listed as 286 (install + latest SVN), the error appeared also in 285, and with cbash on and off.

What's is this "Full must be non-zero" error? I know that it must be because a mistake on my side, but I am unable to find it, so any hint would be appreciated :shrug:
User avatar
Louise
 
Posts: 3407
Joined: Wed Nov 01, 2006 1:06 pm

Post » Sat May 28, 2011 1:13 pm

I improved a handling for filepath using multibyte-charset (esp. Shift-JIS) in BAIN of the garybash (Wrye Bash for FO3).
...
When the regular expression is adjusted, it should be possible to handle BIG5 etc.

I'm surprised that your patch involves regular expressions and escaping of non-ASCII characters. I had figured the solution for Bash's path handling would be to convert it to consistently use Unicode strings instead of byte strings for all paths and filenames, and to ask users to install the Unicode version of wxPython instead of the ANSI version. The Windows API supports Unicode natively, including for file I/O operations, and if Bash can utilize that, non-ASCII characters shouldn't need any special handling.
User avatar
Manny(BAKE)
 
Posts: 3407
Joined: Thu Oct 25, 2007 9:14 am

Post » Sat May 28, 2011 8:38 pm

Two (^2) quick ones :
1) What exactly is solid compression ?
2) When I right click on a project and choose "Pack to archive" what are the options that are used - I never use this feature cause I am not sure it follows http://www.bild.me/bild.php?file=19472647zOptions.jpg (btw I have found no clear explanation on 7z's compression options when I once tried googling them - if anyone could post a link I'd thank him much for that)
3)Is there an option to disable :
---------------------------Hide Files---------------------------Hide these files? Note that hidden files are simply moved to the Bash\Hidden subdirectory.---------------------------Yes   No   ---------------------------

4) Lastly - does the PM tab work with the new forum ?
thanks

1) Using solid compression means that the file will be smaller on the disk, but that the entire file has to be extracted even if you just want to get the readme. With non-solid compression, the readme could be extracted without having to extract everything else too. So using solid compression will save disk space, but mean that things like annealing the package will take longer.
2) This is the command line that Bash uses "7z.exe a "DESTNAME" -tARCHIVETYPE -ms=SOLID -y -r -o"OUTPUTDIR" -i!"PROJECTPATH\\*" -x@FILELIST -scsWIN" where DESTNAME is the name of the archive to create, ARCHIVETYPE is the extension of the archive to create, SOLID is either "off" or "on" depending on if you use solid compression, OUTPUTDIR is the installers directory, PROJECTPATH is the path to the project, and FILELIST is a text file with a list of files to include.
3) Not sure what you mean. Disable the ability to hide files? Just disable that prompt? In both cases, there is not an option to do so.
4) I honestly don't know. I don't use that feature that often, and the last time I used it was before the boards switched over. Best I can say is to give it a try, and report here if it doesn't work.

On new OB install, I got this error when I try to build the bashed patch.



WB version is listed as 286 (install + latest SVN), the error appeared also in 285, and with cbash on and off.

What's is this "Full must be non-zero" error? I know that it must be because a mistake on my side, but I am unable to find it, so any hint would be appreciated :shrug:

It's related to the Import Actors: AIPackages. That's something PacificMorrowind worked on. Hrm...a quick guess would be that you have that import active, but there aren't any files that are actually being imported.

I'm surprised that your patch involves regular expressions and escaping of non-ASCII characters. I had figured the solution for Bash's path handling would be to convert it to consistently use Unicode strings instead of byte strings for all paths and filenames, and to ask users to install the Unicode version of wxPython instead of the ANSI version. The Windows API supports Unicode natively, including for file I/O operations, and if Bash can utilize that, non-ASCII characters shouldn't need any special handling.

Yeah, that would be the more proper solution. That's a lot of work though, and would require reviewing the entirety of Bash. For now, I'd be happy with anything that helps.
User avatar
leigh stewart
 
Posts: 3415
Joined: Mon Oct 23, 2006 8:59 am

Post » Sun May 29, 2011 2:11 am

On new OB install, I got this error when I try to build the bashed patch.


Traceback (most recent call last):
File "C:\Bethesda Softworks\Oblivion\Mopy\basher.py", line 4919, in Execute
raise
File "C:\Bethesda Softworks\Oblivion\Mopy\basher.py", line 4878, in Execute
patchFile.initData(SubProgress(progress,0,0.1)) #try to speed this up!
File "C:\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 14310, in initData
patcher.initData(SubProgress(progress,index))
File "C:\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 15834, in initData
progress.setFull(len(self.srcMods))
File "C:\Bethesda Softworks\Oblivion\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!


WB version is listed as 286 (install + latest SVN), the error appeared also in 285, and with cbash on and off.




It's related to the Import Actors: AIPackages. That's something PacificMorrowind worked on. Hrm...a quick guess would be that you have that import active, but there aren't any files that are actually being imported.


Able to duplicate the same error message with lastest svn,

if you have import Actors aipackages selected, but no mod selected it pops out this error message

Else works fine if mods are selected no error message

non cbash mode..
User avatar
Nikki Morse
 
Posts: 3494
Joined: Fri Aug 25, 2006 12:08 pm

Post » Sat May 28, 2011 9:08 pm


It's related to the Import Actors: AIPackages. That's something PacificMorrowind worked on. Hrm...a quick guess would be that you have that import active, but there aren't any files that are actually being imported.





Able to duplicate the same error message with lastest svn,

if you have import Actors aipackages selected, but no mod selected it pops out this error message

Else works fine if mods are selected no error message

non cbash mode..


I was being dumb twice :banghead: import actors AIpackages and import actors spells

Unchecked, works now.

Huge thanks for both of you for your awesome quick answer :goodjob:
User avatar
Budgie
 
Posts: 3518
Joined: Sat Oct 14, 2006 2:26 pm

Post » Sat May 28, 2011 4:39 pm

Fixed both of those in the latest commit (rev 454). Thanks for reporting the bug :)
User avatar
Soku Nyorah
 
Posts: 3413
Joined: Tue Oct 17, 2006 1:25 pm

Post » Sat May 28, 2011 11:51 pm

Hey Waruddar,

Thanks for implementing GMSTs merging into CBASH... looking forward to use in its full power! From time to time I switch to CBash to try to help in testing it... never had any problems yet. :)

Thanks for all your work on this! :foodndrink:

Best wishes,
Leandro
User avatar
asako
 
Posts: 3296
Joined: Wed Oct 04, 2006 7:16 am

Post » Sat May 28, 2011 2:38 pm

Just got through adding support for every other record type in addition to GMSTs. In theory at least...I don't have any plugins handy that change worlds, cells, or dialogues that don't also add new records.

So now, with CBash, the only esps that can't be merged into the patch are those with new records, or have a BSA archive.

For new records, I cannot support merging them into the bashed patch. Doing so would assign new formIDs to the records, and break save games every time the bashed patch was recreated. I don't think anyone wants that. At some point I can support manually merging mods together (highlight the mods you want merged, right-click, and merge them). This would be safer since the player wouldn't (or atleast shouldn't) update the manual merger in the middle of a game session.

For those with BSA archives, I could automatically rename the archives to be loaded by the bashed patch. Not hard, but not trivial since Bash would have to rename the archives back to their original name if the plugin becomes active and isn't merged. Not going to happen anytime soon, but it might at some point. This isn't that pressing of a concern.
User avatar
Izzy Coleman
 
Posts: 3336
Joined: Tue Jun 20, 2006 3:34 am

PreviousNext

Return to IV - Oblivion