[RELZ] Wrye Bash -- Thread 49

Post » Fri Jun 25, 2010 12:10 pm

BUG : I build an SI and a non SI patch - my SI one I named Bashed Patch, 0 SI.esp and BOSS is placing it some slots below Bashed Patch, 0.esp. Now kuertee clean up started to enter infinite loops on reload - after trying to debug this with no success I noticed that kuertee clean up was listed in the masters of my SI patch (it loaded after the non SI one so no issues there) - why ? It has no bash tags whatever ! Moving it after the BP and rebuilding solved the crashes - moving it back and rebuilding crashes again - same save same BP settings. The only unusual thing about KCU is it not being a child of Ob.esm.
Please look into it (BP + KCU one more record added to BP - I'd be curious to learn which)
Thanks :)
PS : is there any naming convention for the BP - one that BOSS would recognize ? They should be put one after the other I guess

Doesn't seem to have any triuble if their Numeracial, (single Digit) otherwise they have to be Reordered manually... :shrug:
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Umpyre Records
 
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Post » Fri Jun 25, 2010 8:51 am

BUG : I build an SI and a non SI patch - my SI one I named Bashed Patch, 0 SI.esp and BOSS is placing it some slots below Bashed Patch, 0.esp. Now kuertee clean up started to enter infinite loops on reload - after trying to debug this with no success I noticed that kuertee clean up was listed in the masters of my SI patch (it loaded after the non SI one so no issues there) - why ? It has no bash tags whatever ! Moving it after the BP and rebuilding solved the crashes - moving it back and rebuilding crashes again - same save same BP settings. The only unusual thing about KCU is it not being a child of Ob.esm.
Please look into it (BP + KCU one more record added to BP - I'd be curious to learn which)
Thanks :)
PS : is there any naming convention for the BP - one that BOSS would recognize ? They should be put one after the other I guess

Are you using nVidia Fox Fix or As Intended: Imps when rebuilding the patch? kuerteeCleanUp has two records the Bashed Patch will pickup when using those.
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Gisela Amaya
 
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Post » Fri Jun 25, 2010 7:44 am

Are you using nVidia Fox Fix or As Intended: Imps when rebuilding the patch? kuerteeCleanUp has two records the Bashed Patch will pickup when using those.

:nod:
I never could tell :)
Ok thanks again (& again)
Anyway it does cause KCU to enter an infinite loop (on reloading a save - don't know exactly when - there were no imps around - so probably related to the fog fix) - it is really beyond me to debug a bashed patch issue
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James Smart
 
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Post » Fri Jun 25, 2010 6:44 pm

Is there any naming convention for the BP - one that BOSS would recognize ? They should be put one after the other I guess

the recognized names and order for BOSS are:
Spoiler

Bashed Patch FCOM.esp
Bashed Patch, 0.esp
Bashed Patch, 1.esp
Bashed Patch, 2.esp
Bashed Patch, 3.esp
Bashed Patch, 4.esp
Bashed Patch, 5.esp
Bashed Patch, 6.esp
Bashed Patch, 7.esp
Bashed Patch, 8.esp
Bashed Patch, 9.esp
Bashed Patch.esp
Bashed Patch, Warrior.esp
Bashed Patch, Thief.esp
Bashed Patch, Mage.esp
Bashed Patch, Test.esp

Pacific Morrowind

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Ashley Tamen
 
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Post » Fri Jun 25, 2010 10:00 am

And a couple of (small I hope) requests
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)
edit : 3) disable (this via ini ) the warning for reseting times when lock times is active
- maybe toggled by ini if some people mind this kind of changes :D
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Michelle Smith
 
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Post » Fri Jun 25, 2010 8:08 am

Can we either get an option to manually save BAIN's installer ordering/data or else have it auto-save at regular intervals? I've been doing a full BAIN-only reinstall and tend leave Bash open for long periods of time, and on several occasions it's run into errors that force me to kill it from task manager. Very frustrating to have to go back and reorder/reinstall a couple dozen packages after that happens.
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Clea Jamerson
 
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Post » Fri Jun 25, 2010 2:42 pm

Can we either get an option to manually save BAIN's installer ordering/data or else have it auto-save at regular intervals? I've been doing a full BAIN-only reinstall and tend leave Bash open for long periods of time, and on several occasions it's run into errors that force me to kill it from task manager. Very frustrating to have to go back and reorder/reinstall a couple dozen packages after that happens.

Good idea :tops: - the http://www.gamesas.com/index.php?/topic/1107163-relz-wrye-bash-thread-48/page__view__findpost__p__16260875 this happened to me though I managed with a bit of luck to correct the error it gave me and was refusing to close - I suggest you always give it a try before killing it (follow those python error logs)
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Auguste Bartholdi
 
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Post » Fri Jun 25, 2010 11:01 pm

what does it mean when it says deactivate under bash suggestions? I get this message {BASH:Graphics,Deactivate}} in BOSS for a mod I'm trying to use. When I go through and activate the files when I get to this one file it turns off my bash Patch. The mod in question is http://www.tesnexus.com/downloads/file.php?id=8490

EDIT: also it's showing soul trap with a red bar and when I turn that off it turns off my bash patch when i turn my bash patch back on it activates that esp also.
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Nikki Lawrence
 
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Post » Fri Jun 25, 2010 5:54 pm

what does it mean when it says deactivate under bash suggestions? I get this message {BASH:Graphics,Deactivate}} in BOSS for a mod I'm trying to use. When I go through and activate the files when I get to this one file it turns off my bash Patch. The mod in question is http://www.tesnexus.com/downloads/file.php?id=8490

EDIT: also it's showing soul trap with a red bar and when I turn that off it turns off my bash patch when i turn my bash patch back on it activates that esp also.

Uncheck lock times
Run boss from within Wrye Bash
Check lock times
Rebuild your patch
Report back
and use the blue icon with the ? in WB - it is the most up to date help - search all of the above if you have questions
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Benji
 
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Post » Fri Jun 25, 2010 9:14 am

Uncheck lock times
Run boss from within Wrye Bash
Check lock times
Rebuild your patch
Report back
and use the blue icon with the ? in WB - it is the most up to date help - search all of the above if you have questions

I'm still having problems with the soul Trap Enchanted Weapons. It still shows the text as black italic even though it's supposed to be green for mergeable. It also still has the red line too. When I unchecked it it still deactivates my bash patch. So I just decided not to use it since it's giving me trouble.

One other thing with mods that are marked as green text with a ++ do I need to check them to activate them or are they all ready activated?
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Kortknee Bell
 
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Post » Fri Jun 25, 2010 3:15 pm

I'm still having problems with the soul Trap Enchanted Weapons. It still shows the text as black italic even though it's supposed to be green for mergeable. It also still has the red line too. When I unchecked it it still deactivates my bash patch. So I just decided not to use it since it's giving me trouble.

One other thing with mods that are marked as green text with a ++ do I need to check them to activate them or are they all ready activated?

RTFM :
? Red:
? An active file that has the 'Deactivate' tag. The file should be deactivated to function properly.

? Text Styles
? Slant: A file that is recommended to be imported and deactivated (i.e. has the 'Deactivate' tag).

+ means merged - leave it alone
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Suzy Santana
 
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Post » Fri Jun 25, 2010 12:30 pm

RTFM :
? Red:
? An active file that has the 'Deactivate' tag. The file should be deactivated to function properly.

THIS is what I'm having problems with. I know it's supposed to be deactivated and have a + in the list but it's not showing that. It's showing as black text now with a red bar and remaining checked. When I deactivate it it then deactivates my bash patch. Even when I delete and reinstall the mod it doesn't change to the green text. It's marked as a master or child esp for some reason. Is there way to fix it so it works the way it's supposed to?
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CORY
 
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Post » Fri Jun 25, 2010 7:16 pm

THIS is what I'm having problems with. I know it's supposed to be deactivated and have a + in the list but it's not showing that. It's showing as black text now with a red bar and remaining checked. When I deactivate it it then deactivates my bash patch. Even when I delete and reinstall the mod it doesn't change to the green text. It's marked as a master or child esp for some reason. Is there way to fix it so it works the way it's supposed to?


After deactivating, it deactivates the bashed patch. This is normal, you should then rebuild the bashed patch and import the relevant tags into the bashed patch. Then it should be imported into the bashed patch and work normally
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Sudah mati ini Keparat
 
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Post » Fri Jun 25, 2010 12:02 pm

After deactivating, it deactivates the bashed patch. This is normal, you should then rebuild the bashed patch and import the relevant tags into the bashed patch. Then it should be imported into the bashed patch and work normally

Sorry my mistake when I activate the bash patch then Visually Enchanted Soul Trap esp activates. I took some screen shots showing what's going on unfortunately I can't get then to look any bigger but you can kind of see what's going on. the group of 9 green italicized are the the enchanted weapons then the one under it in black is the enchanted soul trap. With bash patch unchecked it looks like http://i175.photobucket.com/albums/w139/tatts4life_photos/Bash%20Patch/bashpatchsoultrap2-1.jpg. But when I build and turn on my bash patch it looks like http://i175.photobucket.com/albums/w139/tatts4life_photos/Bash%20Patch/bashpatchsoultrap.jpg

In the BOSS log it's telling me this Visually Enchanted SoulTrap 1.esp Bashed Patch tag suggestion: {{BASH:Graphics,Deactivate}}
which is the same suggestions for the other esp's that are green. I've tried deleting the mod rebuilding the bash patch then installing and rebuilding AGAIN and it still shows the same thing. Is there any way to fix this so it's correct?
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Luna Lovegood
 
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Post » Sat Jun 26, 2010 1:37 am

I'm having the same problem as Tatts4Life I just cant get it to work no matter what I do.
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Chris Ellis
 
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Post » Fri Jun 25, 2010 8:02 pm

I'm having the same problem as Tatts4Life I just cant get it to work no matter what I do.

same mod?
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Destinyscharm
 
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Post » Fri Jun 25, 2010 1:30 pm

same mod?



Yep same one
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Antonio Gigliotta
 
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Post » Fri Jun 25, 2010 3:56 pm

The tweak to set all items named Dwarven to Dwemer does not work.
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hannah sillery
 
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Post » Fri Jun 25, 2010 12:12 pm

Not sure what you mean, it works on mine... :confused:
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Cat
 
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Post » Fri Jun 25, 2010 12:13 pm

THIS is what I'm having problems with. I know it's supposed to be deactivated and have a + in the list but it's not showing that. It's showing as black text now with a red bar and remaining checked. When I deactivate it it then deactivates my bash patch. Even when I delete and reinstall the mod it doesn't change to the green text. It's marked as a master or child esp for some reason. Is there way to fix it so it works the way it's supposed to?

Deactivate and then rebuild patch with it checked in the relevant option ?
It should then show in red probably with a dot in its square

http://img251.imageshack.us/f/clipboard02ff.jpg/
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Tarka
 
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Post » Fri Jun 25, 2010 5:32 pm

I used it and it didn't do it's job :) didn't even show up as done anything in the bash patch log
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Emilie M
 
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Post » Fri Jun 25, 2010 9:24 pm

Deactivate and then rebuild patch with it checked in the relevant option ?
It should then show in red probably with a dot in its square



It should but it doesn't, I've tried it several times with no luck
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MR.BIGG
 
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Post » Sat Jun 26, 2010 1:22 am

The tweak to set all items named Dwarven to Dwemer does not work.

Ok, I Did find a couple Dwarven armors, only Most of it is Dwemer... :blush:
Will have to check formids.. *
Spoiler

----[ 2010-08-16 22:08:21]
Armor 0A063B1F
Name: (GH05) Dwarven Brown Gauntlets
Defined in Artifacts.esm

----[ 2010-08-16 22:08:43]
Armor 0A063B21
Name: (HH05) Dwarven Brown Helmet
Defined in Artifacts.esm

----[ 2010-08-16 22:09:24]
Armor 0A063B1E
Name: (OH12) Dwarven Brown Cuirass
Defined in Artifacts.esm

----[ 2010-08-16 22:09:30]
Armor 0A059D95
Name: (OH12) Dwarven White Cuirass
Defined in Artifacts.esm

----[ 2010-08-16 22:10:13]
Armor 0A063B20
Name: (PH07) Dwarven Brown Greaves
Defined in Artifacts.esm

----[ 2010-08-16 22:10:43]
Armor 0A063B1D
Name: (SH05) Dwarven Brown Boots
Defined in Artifacts.esm

----[ 2010-08-16 22:10:47]
Armor 0A059D94
Name: (SH05) Dwarven White Boots
Defined in Artifacts.esm

Looks like at Least two full sets, Both from Artifacts, so there's probably more as well...

Everythink Looks like the Regular Dwarven armor, Except every now and then I run into an An Actual Dwemer piece,
----[ 2010-08-16 22:21:09]
Armor 150037E8
Name: (HH05) Dwemer Helmet
Defined in Fran Armor Add-on.esp
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Hairul Hafis
 
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Post » Fri Jun 25, 2010 10:38 pm

Scratch that, it was due to my own stupidity. I didn't have the whole Tweak Names section checked at all but did have the Lore Dwemer checked.

It happens sometimes :D
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Sista Sila
 
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Post » Fri Jun 25, 2010 2:49 pm

Nevermind, I just had to delete my Bashed Patch, replaced it with new empty patch then just rebuild on that. Guess it got corrupted somehow.
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Naazhe Perezz
 
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