[RELZ] Wrye Bash -- Thread 50

Post » Thu Jan 13, 2011 11:47 pm

The values listed in [] are indeed the default vanilla values.

The value that will be set in the option is marked by a a check mark...
Wow, I didn't know you could right-click on the option! It makes much more sense now.
In the case of Global: Crime: Force Jail [1000], when I right-click I get (v1000, 2500, [5000], 7500, 10000, Custom 0.00). Here [5000] is the games default setting. Right? The values are for bounty?
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Inol Wakhid
 
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Post » Thu Jan 13, 2011 12:50 pm

Do I just need to grab the unicode versions of whatever is the ANSI version?

That is what PM had indicated in a previous post, though I haven't tried it myself yet.

Wow, I didn't know you could right-click on the option! It makes much more sense now.
In the case of Global: Crime: Force Jail [1000], when I right-click I get (v1000, 2500, [5000], 7500, 10000, Custom 0.00). Here [5000] is the games default setting. Right? The values are for bounty?

that's right.
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Big Homie
 
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Post » Thu Jan 13, 2011 6:52 pm

[snip]
that's right.
Thanks for clarifying!
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Jeff Turner
 
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Post » Fri Jan 14, 2011 12:46 am

when I see this in BOSS
{{BASH:C.Owner,Factions}}


where do I find owner? I swear I went through everything 3 times and I didn't see anything that mentions owner.
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Alexis Acevedo
 
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Post » Thu Jan 13, 2011 9:50 pm

when I see this in BOSS


where do I find owner? I swear I went through everything 3 times and I didn't see anything that mentions owner.


It's Cell Owner, so check it in Import Cells.
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dean Cutler
 
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Post » Fri Jan 14, 2011 2:09 am

when I see this in BOSS


where do I find owner? I swear I went through everything 3 times and I didn't see anything that mentions owner.


From Wrye Bash,html -
Spoiler
Import Cells

? Allows certain changes to cell to be imported from source mods.

? Configuration

? Source mods must contain one or more of the following bash tags.

? C.Climate: Mod changes cell climate.

? C.Light: Mod changes cell lighting and/or fog.

? C.Music: Mod changes cell music type.

? C.Name: Mod changes cell names.

? C.Owner: Mod changes cell ownership.

? C.RecordFlags: Mod changes the dangerous/off limits flag on the cell.

? C.Water: Mod changes cell water type/level.
:foodndrink:

Edit - just confirming... :wink_smile:
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Andrew
 
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Post » Fri Jan 14, 2011 4:52 am

ok thanks I did it right. I was confused because I could of sworn that I had seen something that said owner under cell when I looked last time.
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Chloe Botham
 
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Post » Fri Jan 14, 2011 5:28 am

I'm having difficulty getting Wrye up and running with Nehrim. I'll jump right into the BugDump as my problem may be plainly visible for you:

E:\Nehrim\Mopy>C:\python26\python.exe bash.py -d
Traceback (most recent call last):
File "bash.py", line 94, in
main()
File "bash.py", line 80, in main
app = basher.BashApp(False)
File "C:\python26\lib\site-packages\wx-2.8-msw-ansi\wx\_core.py", line 7978, i
n __init__
self._BootstrapApp()
File "C:\python26\lib\site-packages\wx-2.8-msw-ansi\wx\_core.py", line 7552, i
n _BootstrapApp
return _core_.PyApp__BootstrapApp(*args, **kwargs)
File "E:\Nehrim\Mopy\basher.py", line 3670, in OnInit
self.InitData(progress)
File "E:\Nehrim\Mopy\basher.py", line 3704, in InitData
bosh.modInfos.refresh(doAutoGroup=True)
File "E:\Nehrim\Mopy\bosh.py", line 7395, in refresh
self.getOblivionVersions()
File "E:\Nehrim\Mopy\bosh.py", line 7979, in getOblivionVersions
self.voCurrent = self.size_voVersion.get(self.data[GPath('Oblivion.esm')].si
ze,None)
KeyError: bolt.Path('Oblivion.esm')

E:\Nehrim\Mopy>


Just in case that isn't enough info, I'm on Windows Vista x64 & have python 26 (32bit) & all of the other required programs installed as well, according to the help .html file that came with the installer.
I've posted this over on the Nexus Forums and PacificMorrowind was good enough to reply, pointing me here & asking for my version of Nehrim.esm which came from the 1.0.7.5 release. Not certain if the ESM has a different version number than the entire package. If so, I don't know where to look. And also requested the size of Nehrim.esm in bytes: 108,369,128.
Any help would be greatly appreciated & thank you for taking the time to read my problem.


-Mallion
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Hussnein Amin
 
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Post » Thu Jan 13, 2011 7:07 pm

I'm having difficulty getting Wrye up and running with Nehrim. I'll jump right into the BugDump as my problem may be plainly visible for you:

I've posted this over on the Nexus Forums and PacificMorrowind was good enough to reply, pointing me here & asking for my version of Nehrim.esm which came from the 1.0.7.5 release. Not certain if the ESM has a different version number than the entire package. If so, I don't know where to look. And also requested the size of Nehrim.esm in bytes: 108,369,128.
Any help would be greatly appreciated & thank you for taking the time to read my problem.


-Mallion

great, I should be able to put that info in and have Bash work fine with Nehrim instalations by this evening.
Pacific Morrwoind
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Kahli St Dennis
 
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Post » Thu Jan 13, 2011 1:54 pm

So what does a guy have to do to import Eyes from a mod's Race records these days?
I can import Hairs from other mods' Race records just fine using the Hair tag, http://bildr.no/view/731614 I even tried R.Head without luck. I have Dwarves Mines.esp ticked under Race Records when rebuilding the Bashed Patch, so it's not that.
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Jade Barnes-Mackey
 
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Post » Thu Jan 13, 2011 9:45 pm

The problem is that you have TRAPS loading after Dwarves Mines. This is one of the flaws of bash, you would have to disable TRAPS when you build the patch.
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brenden casey
 
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Post » Fri Jan 14, 2011 1:24 am

The problem is that you have TRAPS loading after Dwarves Mines. This is one of the flaws of bash, you would have to disable TRAPS when you build the patch.


Uh...the whole point about Wrye Bash is to import records from lower numbered mods past higher numbered mods as long as the higher numbered mods don't change the same records,
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naana
 
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Post » Thu Jan 13, 2011 4:00 pm

If a mod adds new levelled lists, should have it have the Delev and/or Relev tags? I'm asking specifically about NNWARE's dungeons - they have custom levelled lists, which interfere with FCOM; if you go into one of the vanilla dungeons altered by NNWARE, you'll see the standard creatures mixed with oddball stuff (frex, undead and imps, ogres, wolves, trolls, etc.).
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LuCY sCoTT
 
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Post » Fri Jan 14, 2011 2:23 am

Uh...the whole point about Wrye Bash is to import records from lower numbered mods past higher numbered mods as long as the higher numbered mods don't change the same records,


Indeed, but both mods change the same record don't they :) There are a lot of misconspetions that Bash does magic, It doesn't. Some things it does right and some things it doesn't. I would bust out tes4edit at this point and do it by hand in my own compatibility patch. Never trust an automated program to do a human job.
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Stacey Mason
 
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Post » Fri Jan 14, 2011 6:56 am

Indeed, but both mods change the same record don't they :) There are a lot of misconspetions that Bash does magic, It doesn't. Some things it does right and some things it doesn't. I would bust out tes4edit at this point and do it by hand in my own compatibility patch. Never trust an automated program to do a human job.


Thanks, but I do know my way around TES4EDIT and Wrye Bash (mostly). But perhaps you can explain why Hair records get imported but Eyes records don't?
It's really not a problem for me. I solve problems of this nature by dragging the records manually into my custom patch that loads after the Bashed Patch.
But I'm still curious why Wrye Bash won't import this Eyes record.
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kevin ball
 
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Post » Fri Jan 14, 2011 5:11 am

Why does Bash just mash all leveled lists together like it does with total disregard for the load order of mods? I'd say it's a bug like any other, and probably been there for a long time. I stopped trusting Bash a long time ago, I just try and show people the light when I can :)
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Cameron Garrod
 
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Post » Fri Jan 14, 2011 5:00 am

the secret of fixing issues like said is reporting them and then the hard part is finding out why it is not able to do so that us devs can fix the issue but I am on PM side it takes time to write such code and make sure it is bug-less before a release.
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Tiff Clark
 
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Post » Fri Jan 14, 2011 5:48 am

great, I should be able to put that info in and have Bash work fine with Nehrim instalations by this evening.
Pacific Morrwoind


I managed to figure it out. It took me 3 goes but I got it running. Thank you again for your help.
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Amy Gibson
 
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Post » Thu Jan 13, 2011 10:45 pm

svn #584+
Traceback (most recent call last):  File "D:\Games\Oblivion Gold\Mopy\basher.py", line 9592, in Execute    patchDialog = PatchDialog(self.window,fileInfo)  File "D:\Games\Oblivion Gold\Mopy\basher.py", line 4809, in __init__    wx.Dialog.__init__(self,parent,-1,_("Update ")+patchInfo.name.s, size=size,UnicodeDecodeError: 'ascii' codec can't decode byte 0xce in position 0: ordinal not in range(128)


How me fix it.
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Max Van Morrison
 
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Post » Fri Jan 14, 2011 12:03 am

SVN 617, running BOSS from Bash with or without any additional keypresses to activate switches results in the command being executed being printed to stdout/stderr. It works fine otherwise though. Haven't tested userlist parsing yet, will try to do so tomorrow.
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Chris Ellis
 
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Post » Fri Jan 14, 2011 12:46 am

Uh...the whole point about Wrye Bash is to import records from lower numbered mods past higher numbered mods as long as the higher numbered mods don't change the same records,


Indeed, but both mods change the same record don't they :) There are a lot of misconspetions that Bash does magic, It doesn't. Some things it does right and some things it doesn't. I would bust out tes4edit at this point and do it by hand in my own compatibility patch. Never trust an automated program to do a human job.


Actually you're both missing it. :)

Bash imports select records from lower mods based on the tags. The only reason this is necessary is if a higher mod edits the same thing. Without Bash, The Rule of One applies with no exceptions.

So if you look at, say, the UOP for example. It has many tags. Practically all mods will load after it, and there's a strong chance some or all of its edits get stepped on. Tags prevent that. The only situation where a later loading mod gets its tag changes stepped on is if that later loading mod ALSO has the same tag - which is intentional, not a bug.

X'tyfe, you're understanding of Bash is flawed enough that I'd cringe at the advice you're giving to people based on that.
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Kelsey Anna Farley
 
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Post » Fri Jan 14, 2011 12:23 am

My understanding of Bash comes from the pre-tag, Wrye ego-filled days when he would throw a hissy fit tantrum if someone found even a tiny problem with Bash. Do people remember what Bash was like before tags? It was advertised to do more than it did and everyone thought it was the greatest thing in gaming history. It's much better now, but I don't think it deserves what people say about it.

Maybe I'm not using it to it's full potential, maybe I'm not tagging things like I should, maybe there are some real bugs. I just can't trust it like most do from my bad experiences with it. I will still recommend people use TES4Edit to look at their Bashed Patches to see what it missed, It can't hurt can it?
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SUck MYdIck
 
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Post » Fri Jan 14, 2011 6:44 am

Healthy skepticism and verification are one thing. Basing that on extremely old versions of the tool are quite another. If you're going by what you remember from the pre-tag days, you're easily a year or more behind the curve on that. Especially now that BOSS and Bash communicate with each other and the tagging information has gone through a great deal of vetting already.

Maybe it's time to re-open your mind, just a bit? :P

@Bash Crew: I submitted a bug report on the sourceforge page - has anyone looked at it yet?
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Wanda Maximoff
 
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Post » Fri Jan 14, 2011 2:40 am

Programs are only as good as the people who program them. :) I'm using Bash much more now and I let it take care of a lot more then I did since it seems that it can without issue now for the most part, but I still keep a hand-made patch of my own for my own edits and fixes.

As far as BOSS, I did give it a go in fact, but I thought how it ordered stuff was a little odd. I think I will stick to doing it manually, maybe I'm just too old school for these newfangled toys. I actually totally redid my load order by hand when you commented on how weird it was before, It's much more sane now :)
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rebecca moody
 
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Post » Thu Jan 13, 2011 7:57 pm

Actually you're both missing it. :)

Bash imports select records from lower mods based on the tags. The only reason this is necessary is if a higher mod edits the same thing. Without Bash, The Rule of One applies with no exceptions.



Yes, that was actually what I was trying to say. :)

In my experience Wrye Bash is almost foolproof if you use the correct tags. So most players can safely use it but control freaks like me (and X'fyfe?) double check with TES4EDIT and manually patch the few things Wrye Bash misses.
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Sarah Kim
 
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