[RELZ] Wrye Bash -- Thread 49

Post » Sat Jun 26, 2010 5:09 pm

Wow, nothing but frustration from Oblivion these days. I don't get it, my computer just does not want me to play Oblivion! gahh. Here's the problem short and simple.

1. Wrye Bash working great. Been messing w/ it for a couple hours adding mods, etc. 100%

2. Oblivion randomly starts to freeze my computer after opening. Double-click Oblivion.exe and bam, computer frozen have to reset computer. This happened 3 times in a short period of 45 minutes or so, I did open/close Oblivion quite a bit during this time messing with mods. I have absolutely no idea why Oblivion would freeze, it has never happened before and certainly not 3 times in a row in a short period. (What the heck?!?)

3. Reset computer for the 3rd time within 45 minutes. Wrye Bash no longer works!! I double-click it and a command prompt shows up for half a second and closes.

4. I have tried everything about "If bash won't start" http://wryebash.netai.net/#IfBashWontStart I am unable to "Doing this will cause any error messages that Bash generates on start to spew to the command shell. This is the bugdump." There is no bugdump file and the command prompt shows nothing after trying to open Wrye Bash again after following those steps.

5. I am thoroughly confused and frustrated. Did my Oblivion somehow break?!? The only questionable mod I have added today was the HrmsScriptOptimization.esp and quickly removed it as I saw no benefit.

6. I have tried re-installing Wrye Bash. I will try re-installing the Wrye Python components now.

Any help would be much appreciated, and possibly some sort of explanation if there is one as I would love to know how after a restart Wrye Bash has failed. Ty.

-J
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JERMAINE VIDAURRI
 
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Post » Sat Jun 26, 2010 10:16 am

Wow, nothing but frustration from Oblivion these days. I don't get it, my computer just does not want me to play Oblivion! gahh. Here's the problem short and simple.

1. Wrye Bash working great. Been messing w/ it for a couple hours adding mods, etc. 100%

2. Oblivion randomly starts to freeze my computer after opening. Double-click Oblivion.exe and bam, computer frozen have to reset computer. This happened 3 times in a short period of 45 minutes or so, I did open/close Oblivion quite a bit during this time messing with mods. I have absolutely no idea why Oblivion would freeze, it has never happened before and certainly not 3 times in a row in a short period. (What the heck?!?)

3. Reset computer for the 3rd time within 45 minutes. Wrye Bash no longer works!! I double-click it and a command prompt shows up for half a second and closes.

4. I have tried everything about "If bash won't start" http://wryebash.netai.net/#IfBashWontStart I am unable to "Doing this will cause any error messages that Bash generates on start to spew to the command shell. This is the bugdump." There is no bugdump file and the command prompt shows nothing after trying to open Wrye Bash again after following those steps.

5. I am thoroughly confused and frustrated. Did my Oblivion somehow break?!? The only questionable mod I have added today was the HrmsScriptOptimization.esp and quickly removed it as I saw no benefit.

6. I have tried re-installing Wrye Bash. I will try re-installing the Wrye Python components now.

Any help would be much appreciated, and possibly some sort of explanation if there is one as I would love to know how after a restart Wrye Bash has failed. Ty.

-J


Try this OBSE plugin: http://www.tesnexus.com/downloads/file.php?id=22282

See if it still freezes.
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Lil Miss
 
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Post » Sat Jun 26, 2010 2:57 pm

Try this OBSE plugin: http://www.tesnexus.com/downloads/file.php?id=22282

See if it still freezes.


Thanks, I have that plug-in. It is not freezing all the time, I am still able to play but things seem to be malfunctioning or something. Now, the water has gone transparent... and it looks the same as it would look if I was underwater currently. But ah, I grow off-topic I am more interested in why Wrye Bash mysteriously won't open now..
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Jason King
 
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Post » Sat Jun 26, 2010 7:45 am

Thanks, I have that plug-in. It is not freezing all the time, I am still able to play but things seem to be malfunctioning or something. Now, the water has gone transparent... and it looks the same as it would look if I was underwater currently. But ah, I grow off-topic I am more interested in why Wrye Bash mysteriously won't open now..

If you run Wrye Bash from the commandline (cd to Oblivion/Mopy and run start "Wrye Bash Launcher.pyw") do you see any more helpful error messages?

Also, random crashes and system freezes are often a sign of bad RAM. You could try downloading http://www.memtest.org/#downiso to check your RAM.
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Skivs
 
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Post » Sat Jun 26, 2010 6:54 am

I am looking for a little assistance please.

After looking through the forums, reading wrye's web page and the tesivpositive web site, I can not seem to find an answer or understanding to my question on BAIN installations. Could somene please explain what I am to do about files under the missing tab when I am in the installers tab when those files are physically prenent in the Bain package?

What if the file listed as missing does not exist in the Bethesda Softworks>>Oblivion>>Data directory on my PC?

What if the file listed as missing exists in the Bethesda Softworks>>Oblivion>>Data directory on my PC?

An example would be a package with an esp, bsa and readme in a folder called Data or 00 Core. I understand the readme is swept into the docs folder, what happens to the bsa and esp. Will they be installed? If they are installed why are they considered missing? Do I need to place them in a different folder in the archive? Is there something else I should do with the "missing" files or directory structure?
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Danielle Brown
 
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Post » Sat Jun 26, 2010 5:37 am

I am looking for a little assistance please.

After looking through the forums, reading wrye's web page and the tesivpositive web site, I can not seem to find an answer or understanding to my question on BAIN installations. Could somene please explain what I am to do about files under the missing tab when I am in the installers tab when those files are physically prenent in the Bain package?

What if the file listed as missing does not exist in the Bethesda Softworks>>Oblivion>>Data directory on my PC?

What if the file listed as missing exists in the Bethesda Softworks>>Oblivion>>Data directory on my PC?

An example would be a package with an esp, bsa and readme in a folder called Data or 00 Core. I understand the readme is swept into the docs folder, what happens to the bsa and esp. Will they be installed? If they are installed why are they considered missing? Do I need to place them in a different folder in the archive? Is there something else I should do with the "missing" files or directory structure?

Did you read these? - http://tesivpositive.animolious.com/?page=guides_utilities

One of those tutorials covers this, but missing files in BAIN means that the files are not in your Data folder. Any files listed as missing will be installed when you install that package. There is no negative connotation unless the package has a + in the check box. Most uninstalled packages will likely have red check boxes because most packages at least have documentation at the top level, which means that they qualify as "Configured Files" (files that will be installed if the package is installed.)

Missing files do not exist in your Data folder unless BAIN has not refreshed since you added them (outside of BAIN, obviously.)

How about you try installing a package and see what happens? BAIN only installs files to the Data folder. Dude, the list of files listed in the General tab are the Configured Files. If you check that 00 Core subpackage, you will see the BSA and ESP listed there. If you saw a path "Meshes\Characters\_Male\upperbody.NIF" listed in that tab, you will find that file following that path in your Data folder after installing the package.


Edit: It seems like you missed every BAIN page on the site...

BAIN Installation - http://tesivpositive.animolious.com/?page=bain_installation

Much more detailed explanation in the complete guide - http://tesivpositive.animolious.com/?page=guides_mod_installation&subpage=complete_installation_guide&step=6&method=b

Edit: I am going to write a one-page BAIN tut on installing packages, but I had to leave off for a few days is all. I will be getting back to that soon.
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Horror- Puppe
 
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Post » Sat Jun 26, 2010 5:28 am

Thanks for the quick response. Let me start by saying your sight is very insiteful, detailed and comprehensive. Thank you for such a great resource. I did read (well read and skimmed) through it rather rapidly. Now that I understand this better I see my confusion was in the term "missing". I had installed a few packages to expierment and see what happens before I posated above. I saw that it correctly installed the files into the approprite locations. However, I was overthinking the connatation of "missing". I created in my own mind a misunderstanding that the term "missing" was somehow a negative connatation and something else was still needed by wyre bash.
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+++CAZZY
 
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Post » Sat Jun 26, 2010 4:21 pm

Thanks for the quick response. Let me start by saying your sight is very insiteful, detailed and comprehensive. Thank you for such a great resource. I did read (well read and skimmed) through it rather rapidly. Now that I understand this better I see my confusion was in the term "missing". I had installed a few packages to expierment and see what happens before I posated above. I saw that it correctly installed the files into the approprite locations. However, I was overthinking the connatation of "missing". I created in my own mind a misunderstanding that the term "missing" was somehow a negative connatation and something else was still needed by wyre bash.

Yup, that is why I made a special comment about it in...one of those guides, can't remember which. The installation guide will reiterate on that point. Sorry, if I sounded a little harsh anyway. I need to make better use of the homepage, but that is not high on my priority list at the moment. Creating a better search page would not be too difficult. If tag search were implemented, many more relevant pages would turn up... Working from this Mac is going to slow my updates down though. I will definitely be installing Windows on this thing at some point...
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Ana Torrecilla Cabeza
 
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Post » Sat Jun 26, 2010 6:31 am

My question concerns mod ESP cleaning.

Back when I used OBMM for mod installation, TES4edit cleaning was fairly painless. OBMM seemingly didn't care if an installed ESP was cleaned after-the-fact. One just had to remember that if for some reason the mod in question needed to be deactivated then reactivated its ESP must be cleaned anew. BAIN, on the other hand, has a hissy-fit when any installed ESP in cleaned. It's of course solvable by taking the newly cleaned ESP, rebuilding the BAIN package to include the cleaned ESP, then uninstalling the original package and replacing it with the new clean-ESP build.

That's all well and good, but I wonder if some of you BAIN old-timers know any shortcuts to make the process more streamlined?

-Decrepit-
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TOYA toys
 
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Post » Sat Jun 26, 2010 7:10 pm

What do you mean by "hissy-fit"? I have lots of cleaned plugins that are not in BAIN packages. I do also have a project in which I put cleaned plugins I definitely plan to reuse.


Edit: OBMM is the only utility I remember losing its mine over plugin changes. No, it could not tell the difference between a 1kb OOO ESP and a 100kb OOO ESP (if you severly changed it) but I would not necessarily consider that a good thing. Although, my main problem with it was when it would complain cutting off an OMOD installation because the plugin list it had registered with the last OMOD activation/creation had changed or whatever...
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Sarah Unwin
 
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Post » Sat Jun 26, 2010 5:54 am

What do you mean by "hissy-fit"? I have lots of cleaned plugins that are not in BAIN packages. I do also have a project in which I put cleaned plugins I definitely plan to reuse.

I'm of course taking a bit of dramatic liberty here. Please take all my rantings today with a grain of salt. I'm suffering from one of my thankfully infrequent migraines. Between it and the medications I take to combat it, my mental abilities ... never much to speak of ... are functioning at half-mast.

It's been weeks since I last attempted to clean a BAIN packaged ESP. Best I recall, after cleaning I opened Wrye Bash and found that the mod in question had changed color in the installers tab/window. Seems like there was some sort of message about an unrecognized ESP, but my memory on that is quite vague. In all probability I could have launched and ran the game fine, but I'm just not yet comfortable enough with Wrye Bash to want to risk second-guessing it. Your idea for a special "clean-ESP project" is intriguing. I'll definitely keep it in mind. That said, my first thought it to keep doing like I've been doing... building complex packages, one of their options being "00 ESP - TES4edit cleaned" and "00 ESP - original".


Edit: OBMM is the only utility I remember losing its mine over plugin changes. No, it could not tell the difference between a 1kb OOO ESP and a 100kb OOO ESP (if you severly changed it) but I would not necessarily consider that a good thing. Although, my main problem with it was when it would complain cutting off an OMOD installation because the plugin list it had registered with the last OMOD activation/creation had changed or whatever...

I'll not argue with you on the merits of BAIN over OMODs, since I tend to agree. Still, I sometimes miss OBMM's simplicity, despite knowing that some of that simplicity came at the expense of flexibility and conflict resolution, amongst other things.

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Nicole Elocin
 
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Post » Sat Jun 26, 2010 9:53 am

I think OBMM is a great utility, and I still have some OMOD-only archives on my machine. I just don't really use it for installation anymore. My troubles with OBMM will not stop me from recommending it to newcomers.

The reason why I stick cleaned plugins in a project is because cleaning plugins is an on-going project. When I am actually playing Oblivion, I clean plugins frequently. I also keep a my changes project, and the plugins in it are often modified versions of the cleaned plugins. I am not familiar with an unrecognized ESP error. BAIN should show the package that had originally installed the plugin as orange to denote that the installed ESP no longer matches the config, but that is about it. It is nice that BAIN inherently disinherits tweaked plugins, for me at least, because I know I sometimes uninstall those packages before making a backup of the altered plugin. With BAIN, I no longer have to worry about losing my work.
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herrade
 
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Post » Sat Jun 26, 2010 4:04 pm

Can somebody link me or tell me how to merge mods into one file thus bypassing Oblivions 255 limit?
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Batricia Alele
 
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Post » Sat Jun 26, 2010 5:39 pm

Better yet, can I get a link to a site that will teach me how to create a bash patch correctly? Where does one learn to use Wrye Bash, thats what I want. The help page is not what Im looking for, it doesnt have very good info for someone like me. Its vague and is directed at those who already use Wrye Bash.

Please and thanks
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Lexy Corpsey
 
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Post » Sat Jun 26, 2010 4:18 pm

Better yet, can I get a link to a site that will teach me how to create a bash patch correctly? Where does one learn to use Wrye Bash, thats what I want. The help page is not what Im looking for, it doesnt have very good info for someone like me. Its vague and is directed at those who already use Wrye Bash.

Please and thanks

The help page is not directed at those who already use Wrye Bash, but some of the sections do require that you have a certain aptitude for using software applications.

Finishing the Installation - http://tesivpositive.animolious.com/?page=finishing_the_installation

Bash Plugin colors quick reference http://tesivpositive.animolious.com/?page=bash_plugin_colors_quick_reference <-- use this to help you get through the Bashed Patch section of the abovelinked page
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Jeremy Kenney
 
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Post » Sat Jun 26, 2010 5:10 am

Better yet, can I get a link to a site that will teach me how to create a bash patch correctly? Where does one learn to use Wrye Bash, thats what I want. The help page is not what Im looking for, it doesnt have very good info for someone like me. Its vague and is directed at those who already use Wrye Bash.

Please and thanks

It's Allmost automatic, run Boss and go through your patch, check everything that's not contradicting (More/Less/No Spawn rates) should get you pretty close... :shrug:
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Penny Courture
 
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Post » Sat Jun 26, 2010 7:07 pm

EDIT- SNIP.

I have a super crazy headache from trying to understand this stuff. All I want to do is create a bash patch and I want to make Cobl's II work, and I want FF_RealThirst to work with Better Cities, and I want All Natural to work...

How am I supposed to know what to check when Im rebuilding the Patch?
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Charlotte Buckley
 
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Post » Sat Jun 26, 2010 6:04 pm

I have a question about the Actor.* tags. Do any of the ones relating to adding AI instruct the Bash patch to ONLY take the AI data out of the record, and allow any earlier-loading ESP to edit the rest of an NPC record even if not tagged?
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Stacey Mason
 
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Post » Sat Jun 26, 2010 8:14 pm

How am I supposed to know what to check when Im rebuilding the Patch?

You are supposed to check all mods that are listed when building the bashed patch (merge mods, import npc faces, import factions etc.) - everything. The only exception is when you use FCOM, then OOO is not to be checked under Import factions and Import relations.
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Steve Bates
 
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Post » Sat Jun 26, 2010 6:52 pm

Call me stupid :P but Wrye Bash is just too hard to use! haha thanks for your help guys but Im just gonna stick with mods that dont require Wrye :)
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Cathrin Hummel
 
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Post » Sat Jun 26, 2010 3:30 pm

I'm getting an error every time I try to rebuild my bash patch with "import cells" checked. Anyone know why?

http://i675.photobucket.com/albums/vv114/ImagePit/error.jpg
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Vicki Blondie
 
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Post » Sat Jun 26, 2010 8:03 pm

I'm getting an error every time I try to rebuild my bash patch with "import cells" checked. Anyone know why?

http://i675.photobucket.com/albums/vv114/ImagePit/error.jpg

As I see bash is installed in Program files and win7/vista is "protecting" this folder - check the http://cs.elderscrolls.com/constwiki/index.php/Windows_Vista
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Yung Prince
 
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Post » Sat Jun 26, 2010 5:24 pm

As I see bash is installed in Program files and win7/vista is "protecting" this folder - check the http://cs.elderscrolls.com/constwiki/index.php/Windows_Vista


Thanks for the tip, I'll try it out soon.

Edit: Still nothing... And it only happens when I tick "Import Cells."

By the way it's not in any old Program Files folder. It's an external hard drive's Program Files folder that I made.
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Wayne W
 
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Post » Sat Jun 26, 2010 5:28 pm

@Vereta
Try temporarily disabling UAC and test again.
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Bethany Short
 
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Post » Sat Jun 26, 2010 9:47 pm

I have a question about the Actor.* tags. Do any of the ones relating to adding AI instruct the Bash patch to ONLY take the AI data out of the record, and allow any earlier-loading ESP to edit the rest of an NPC record even if not tagged?


Are you talking about things like aggression and confidence values? If so, those are covered by the Actors.AIData tag.

A feature request of my own:

Would it be possible to get a tag to handle faction ranks?
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Elena Alina
 
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