[RELZ] Wrye Bash -- Thread 49

Post » Sat Jun 26, 2010 7:14 am

I meant the 64-bit version of Python. Plenty of us are running the game on a 64-bit OS.

Installing in the Program Files folder (or not) is only a difference of folder permissions. If the UAC is off during the installation, that does not much matter, and Python's default folder is the one in which you have it installed now, anyway.

Now, you have mentioned Python, but what about the rest of the component on which Bash relies: ComTypes, PyWin and wxPython ANSI?

I've tried http://www.wxpython.org/, but the ComTypes, PyWin I was unable to find any information about. Maybe I search on the wrong site.
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Shaylee Shaw
 
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Post » Sat Jun 26, 2010 2:38 am

I've tried http://www.wxpython.org/, but the ComTypes, PyWin I was unable to find any information about. Maybe I search on the wrong site.

All of the dependencies are linked in the opening post of Bash's threads.


Edit: You need all of the requirements installed, and you need the right versions of all of them installed. For now, stick to 32-bit and for Python 2.6. The extensions linked in the opening post are the latest official requirements. Try to get just those working for now. The Wrye Python 3a installer should have installed everything for you, however...
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Nathan Barker
 
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Post » Sat Jun 26, 2010 3:51 am

All of the dependencies are linked in the opening post of Bash's threads.


Edit: You need all of the requirements installed, and you need the right versions of all of them installed. For now, stick to 32-bit and for Python 2.6. The extensions linked in the opening post are the latest official requirements. Try to get just those working for now. The Wrye Python 3a installer should have installed everything for you, however...

I just read the thread #1 post and downloaded everything, but I've one question about the http://a.imageshack.us/img137/9329/pythonfiles.png I already have.

Is anyone of this files I can use and when should I use them?

I don't expect that you knows such things, but I think it could be awesome if you have some knowledge about it. :)
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Jessica Lloyd
 
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Post » Sat Jun 26, 2010 12:29 pm

Do not use the 64 bit versions, as I said before, Bash will not work with them. You should probably also get rid of the Unicode versions of WxPython unless full Unicode support is nearing completion for Bash.

Python 2.7 also will not work with Bash. So you can drop those too.
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nath
 
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Post » Sat Jun 26, 2010 5:02 am

Do not use the 64 bit versions, as I said before, Bash will not work with them. You should probably also get rid of the Unicode versions of WxPython unless full Unicode support is nearing completion for Bash.

Python 2.7 also will not work with Bash. So you can drop those too.

The Unicode version I might need in the future, but for now I don't think I need it very much.
The Python 2.7 was not my intention to use in the first place.

I just wanted to know what files I can use or which files I should ignore.
I will be offline to try this and come back later to post my results on this.


Thanks Arthmoor for the information. :)
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Multi Multi
 
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Post » Sat Jun 26, 2010 4:29 pm

Do not use the 64 bit versions, as I said before, Bash will not work with them. You should probably also get rid of the Unicode versions of WxPython unless full Unicode support is nearing completion for Bash.

Python 2.7 also will not work with Bash. So you can drop those too.

I ran Bash with 2.7 somehow. I did not install Python 2.6 until I noticed I was missing psyco and I could not find the v2.7 files. Maybe I missed certain functionality and did not notice holes or something... :L
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Jordan Fletcher
 
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Post » Sat Jun 26, 2010 6:41 am

I will be offline to try this and come back later to post my results on this.

Now I'm back and the result was unexpected, because of a virus my anti-virus managed to handle and then I finally decided to go back to WinXP. :user:

I can't see any future issues except for the mods perhaps, because I know now that both Python and Wrye Bash will worked very smoothly. :twirl:


Thank you guys and girls for your help. :)
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Emily Martell
 
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Post » Sat Jun 26, 2010 10:30 am

I have a strange situation.
My archive, Bashed Delayers.7z, doesn't show up in the installers tab.
If I change the archive name to something else, such as abashed delayers.7z or aellis delayers.7z directly in the Bash Installers folder, it shows up under the new name when I go back to the installers tab.
I haven't tested other "Bashed" names, but maybe this is the same sort of problem that was happening with the DLC a few versions back.
I recently installed the latest wrye bash and python 2.6, so I don't know if that has something to do with it.
No big deal, I can just leave my archive renamed. But I thought this might be something you'd want to look at.
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Greg Cavaliere
 
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Post » Sat Jun 26, 2010 4:37 am

hello guys,
don't know am i at the right place,
but can i do any new feature request here?

first of all,is it possible to add a option to bashing data for only male/female NPC?
for example, the MAO skeleton Tweaker,
i'm using some very feminine animation,
and want to keep other female NPC using the same skeleton with me.
for another example, some beauty mod makes female NPC looks cool,
but also makes male NPC looks GAY.
it would be awsome if i can choose to only bash female's Face gen data.

i would also want to request a RNAM Bash Tag,
there is few mods that chance the race of some NPCs,
but i really don't want to cover them over other mods like the Unofficial Patch.
i did add alot of Bash Tag for the Unofficial Patch,
but i guess there is few things are still missing.
oh,and it would also be cool if i can choose to bash only male or female NPC's RNAM data. :D


sorry if i did wrote a unnecessarily long post,
i see some folks here using bullet-point form,
just incase if my english grammar were too bad D:
  • option to bash Male/Female only (Mao Skeleton, Face gen, eye,hair etc)
  • New Bash Tag (RNAM Female/Male)


oh great, i guess i should use the bullet-point at the first place...
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Ladymorphine
 
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Post » Sat Jun 26, 2010 7:03 am

Can a Bash Patch now merge Tamriel worldspace cell land and pathgrid records? I didn't think these were bashable, yet some of my compatibility patches which contain only land and pathgrid records to vanilla cells in the Tamriel worldspace are appearing as mergeable. Maybe Bash is more advanced than I realised.
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Stacy Hope
 
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Post » Sat Jun 26, 2010 11:08 am

Yet again i've managed to break something in a way that i can find absolutely no examples of having been done before..

My problem is upon starting Wrye Bash it flashes up the cmd window, then goes no further.
So i follow the steps of creating my own bugdump file and boom.. this happens:
http://img38.imageshack.us/i/wryebroken.jpg/

There's no process running even related to Wrye, so i'm stumped.

Anyone with any insight to my problem? I want to rebuilt my bash patch! :(
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Aaron Clark
 
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Post » Sat Jun 26, 2010 1:46 am

Can a Bash Patch now merge Tamriel worldspace cell land and pathgrid records? I didn't think these were bashable, yet some of my compatibility patches which contain only land and pathgrid records to vanilla cells in the Tamriel worldspace are appearing as mergeable. Maybe Bash is more advanced than I realised.

It can if you're using the CBash beta, but I think that's been disabled in the latest version. From what I understand, when the CBash version is released, more or less any mod that contains only changes (i.e. no new records) will be mergeable.

Eloise
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Avril Churchill
 
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Post » Sat Jun 26, 2010 5:33 am

It can if you're using the CBash beta, but I think that's been disabled in the latest version. From what I understand, when the CBash version is released, more or less any mod that contains only changes (i.e. no new records) will be mergeable.

Eloise


Okay, I'm currently using v287, where they are not listed as mergeable. But I do remember that they were showing mergeable not too long ago, perhaps when I was using v285 or earlier, and I'm seeing in other people's load lists some of my patches marked as merged (with the ** ).

Looking through the Wrye Bash readme (now that I know to look for CBash) I see:
?  CBash:?  CBash 90% integrated?  CBash temporarily disabled while remaining issues fixed.   Will be re-enabled in a later release 


So now that I know this is related to CBash, I understand - an earlier version of Wrye Bash had CBash enabled, but now it is temporarily disabled again. Thanks, that explains it!
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dav
 
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Post » Sat Jun 26, 2010 7:19 am

I know this has been asked already, but is there a way to rename BSAs with BAIN Wizards?


Edit: Well, since I did not see a relevant reference in the wizard, will this sort of option be available in a future release?

Edit: Is prepending "--" not supposed to hide subpackages that being with numbers?

Edit: Can a tweak to remove the "Loading..." message be added to the Bashed Patch?
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Beth Belcher
 
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Post » Sat Jun 26, 2010 5:01 pm

Yet again i've managed to break something in a way that i can find absolutely no examples of having been done before..

My problem is upon starting Wrye Bash it flashes up the cmd window, then goes no further.
So i follow the steps of creating my own bugdump file and boom.. this happens:
http://img38.imageshack.us/i/wryebroken.jpg/

There's no process running even related to Wrye, so i'm stumped.

Anyone with any insight to my problem? I want to rebuilt my bash patch! :(

Still got this issue. :(

EDIT:
I found that i can copy a backed up version of my Mopy folder and overwrite the Mopy folder inside the Oblivion folder, and that fixes it. So what exactly is suddenly going wrong to stop my Wrye Bash opening?
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Miguel
 
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Post » Sat Jun 26, 2010 2:48 am

Is Oblivion.esm swapping working correctly in 287? I have 2 profiles, one for gaming and another for development. It'll reactivate the SI esm for the gaming profile, but doesn't want to switch back to the 1.1 esm when I go back to the dev profile.
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Emzy Baby!
 
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Post » Sat Jun 26, 2010 7:58 am

Is Oblivion.esm swapping working correctly in 287? I have 2 profiles, one for gaming and another for development. It'll reactivate the SI esm for the gaming profile, but doesn't want to switch back to the 1.1 esm when I go back to the dev profile.
Works here - maybe you accidentally swapped the esms manually (did happen to me lol) ?


Still please update the readme for the 1.2 esm swapping - the instructions do not quite work - there was a discussion about this in the previous thread (starting in post http://www.gamesas.com/index.php?/topic/1107163-relz-wrye-bash-thread-48/page__view__findpost__p__16220044) but did not settle the subject
Also in http://www.gamesas.com/index.php?/topic/1107163-relz-wrye-bash-thread-48/page__view__findpost__p__16223473 I refer to some omissions in the backing up documentation

And a couple of (small I hope) requests-carried from previous posts :
1) uncheck lock times (if checked) when running BOSS from the shortcut
2) unpack to project for multiple packages - very useful when creating BFCs (place them projects under respective packages as when unpacking 1 package)
3) disable (this via ini) the warning for reseting times when lock times is active - useful when editing one's mod and switching back to Bash to launch the game to playtest
4) in export script it would be convenient if the lines added by bash were commented out (preferably with smth like ; BASH : so one can delete them via reg ex)

Also Speedo's request for a way of saving the installers dat before closing Bash could come handy on a crash

Also a question : the .espf, essf etc files are the first backup ? Not mentioned in the readme

thanks again for your great work :tops:
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loste juliana
 
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Post » Sat Jun 26, 2010 5:24 pm

Works here - maybe you accidentally swapped the esms manually (did happen to me lol) ?


Nope, definitely not. I've tried it several times. Only thing I can think of is that I'm using 1.2.0416 SI and non-SI esm's rather than SI and v1.1. Don't think that should matter though, since Bash seems to just go by the file name?
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A Lo RIkIton'ton
 
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Post » Sat Jun 26, 2010 7:39 am

I've a request for the new version if that's possible.

Sometimes when I installing lots of BAIN packages I find it hard to remember the readme instructions particular the complex ones such as AWLS.
I think it would be convenient to anyone if you could read the readme in the "Comments" on the Installers tab, so you don't make mistakes.

The other feature I think could be useful if know how many plugins (esm+esp) and bsa files you have installed to show just below the "Description" (Mods tab).
Apparently OBMM Ext has that feature to show exactly how many you have and it's just below the button menu to the right.


Thank you guys for the hard work on Wrye Bash. :goodjob:
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Jerry Cox
 
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Post » Sat Jun 26, 2010 1:38 pm

Nope, definitely not. I've tried it several times. Only thing I can think of is that I'm using 1.2.0416 SI and non-SI esm's rather than SI and v1.1. Don't think that should matter though, since Bash seems to just go by the file name?
I am using 1.2 too - modulo the patch discussion I mention in my previous post - so it is not this - strange - EDIT : maybe the Bashed patch is dependent on the wrong esm ? I just noticed that the esms are not swapped in this case

EDIT : BUG : when I move saves to another profile they actually get copied - windows 7 maybe causing this issue ?
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Amy Gibson
 
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Post » Sat Jun 26, 2010 11:54 am

I've a request for the new version if that's possible.

Sometimes when I installing lots of BAIN packages I find it hard to remember the readme instructions particular the complex ones such as AWLS.
I think it would be convenient to anyone if you could read the readme in the "Comments" on the Installers tab, so you don't make mistakes.

The other feature I think could be useful if know how many plugins (esm+esp) and bsa files you have installed to show just below the "Description" (Mods tab).
Apparently OBMM Ext has that feature to show exactly how many you have and it's just below the button menu to the right.


Thank you guys for the hard work on Wrye Bash. :goodjob:

Packages can already be released with comments...or they can be added with BCFs, at least, which is what I was suggesting in the Better Cities thread.
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Theodore Walling
 
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Post » Sat Jun 26, 2010 4:00 am

For some reason when i try and install http://www.tesnexus.com/downloads/file.php?id=2585 It's putting a check mark in the box and the mod is showing in red. With BOSS it says to put bash tag graphics and deactivate but it still is activating it. Is there any way of fixing this?
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k a t e
 
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Post » Sat Jun 26, 2010 4:31 pm

For some reason when i try and install http://www.tesnexus.com/downloads/file.php?id=2585 It's putting a check mark in the box and the mod is showing in red. With BOSS it says to put bash tag graphics and deactivate but it still is activating it. Is there any way of fixing this?

First of all, use the fixed version of that mod - http://www.tesnexus.com/downloads/file.php?id=8490 (If you use BAIN, I have uploaded a BCF for it here: http://tesivpositive.animolious.com/?page=bcfs_and_omod_info) Secondly, the plugins for that mod should be deactivated. Do not put a checkmark next to them. They only need to be ticked under Import Graphics.


Edit: I forgot that I uploaded an OMOD script for that mod as well.
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Elizabeth Lysons
 
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Post » Sat Jun 26, 2010 5:40 pm

First of all, use the fixed version of that mod - http://www.tesnexus.com/downloads/file.php?id=8490 (If you use BAIN, I have uploaded a BCF for it here: http://tesivpositive.animolious.com/?page=bcfs_and_omod_info) Secondly, the plugins for that mod should be deactivated. Do not put a checkmark next to them. They only need to be ticked under Import Graphics.


Edit: I forgot that I uploaded an OMOD script for that mod as well.

I am using that mod now for my Fire, Ice, and Shock weapons. Even with that one the same thing happens with Soul Trap. Red line and it activates the mod after I build the bash patch. When I deactivate the mod it deactivates my bash patch too.

Also your second link isn't working.
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helliehexx
 
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Post » Sat Jun 26, 2010 5:21 pm

I know this has been asked already, but is there a way to rename BSAs with BAIN Wizards?


Edit: Well, since I did not see a relevant reference in the wizard, will this sort of option be available in a future release?

I would like to second this.

But since wizards doesn't install anything, and it would be nice if it worked with a "normal" BAIN install I have a suggestion that would do this and more:

The suggestion is based on including a txt file in a subpackage folder that has instructions to BAIN to install and possible rename files from other (subpackage) folders.

Example:
install.txt in "01 something" subpackage folder
;BAIN install file;;Comments can be used to give instructions to people not installing with BAIN;Copy the files below10 Dummy text\some.esp -> data\some.esp12 Another folder\textures\lalala\helmet.dds -> data\textures\lalala\helmet.dds;Copy and rename the files below12 Another folder\textures\lalala\helmet.dds -> data\textures\NOT lalala\someotherhelmet.dds-- DATA\veryverybig.bsa -> data\FCOM_Convergence_veryverybig.bsa


How exactly this the syntax and filename for this should be I have no idea, but the above should work.

This would make it possible to make BAIN folder without any duplicate files in it, helpful for FCOM (and other overhauls) and textures packages that eg. has shared normal maps.
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Emily Jones
 
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