[RELZ] Wrye Bash -- Thread 50

Post » Fri Jan 14, 2011 2:45 am

I get a very strange error when trying to close wrye bash
Spoiler

Traceback (most recent call last):
File "D:\games\Bethesda Softworks\Oblivion\Mopy\basher.py", line 4126, in OnCloseWindow
self.notebook.GetPage(index).OnCloseWindow()
File "D:\games\Bethesda Softworks\Oblivion\Mopy\basher.py", line 490, in OnCloseWindow
self.data.save()
File "D:\games\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 10991, in save
self.dictFile.save()
File "D:\games\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 273, in save
saved = bolt.PickleDict.save(self)
File "D:\games\Bethesda Softworks\Oblivion\Mopy\bolt.py", line 838, in save
cPickle.dump(data,out,-1)
MemoryError


What do I do? I close it with task manager? This happened after updating some mods and rebuilding the bashed patch

Edit: I was forced to exit with task manager, and when I entered bash again the mods that I installed last time weren't recognized as installed and I had to reinstall them after I remembered where they were in the install order :( .Oh well, at least the bash closed successfully this time :) .
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Jessica Colville
 
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Post » Thu Jan 13, 2011 9:36 pm

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 :)

What do you mean total disregard for load order? As in it imports the levelled lists from the plugins in alphabetical or random order instead of load order? 0_o
From what I understand (I have inspected the code to examine this), bash imports based on load order.
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Taylah Haines
 
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Post » Thu Jan 13, 2011 8:31 pm

Any chance to get a "BOSS" list for Bain installations??, I don't see the point Loading mod A last if all the mods above it have their resources installed over it... :shrug:
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x a million...
 
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Post » Fri Jan 14, 2011 7:25 am

edit...nm too tired wrong thread.
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Stephanie Nieves
 
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Post » Thu Jan 13, 2011 8:26 pm

Any chance to get a "BOSS" list for Bain installations??, I don't see the point Loading mod A last if all the mods above it have their resources installed over it... :shrug:


Because not every individual creating their own Bains are going to stick to the same naming convention (some use the name to remind them of differences to their version of the packed mod from the original), having a boss list for installers cant be practical really.

As for having mod A while using resources from another mod - Thats part of the beauty of Bain, and gives the user more flexibility utilizing the conflicts report tab to tailor what ends up in the game. I have seen a few instances where this is very useful.

I would like to note that Wrye Bash sorts Duke Patricks Basic Script Effect Silencer.esp beyond the bashed patch when it has import tags requiring it to be before the patch.
Also it requires itself to be loaded last after ALL DP mods. At the same time, DP Combat Archery.esp is placed after the bashed patch.

In order for all this to be "properly" sorted, both must come before the bashed patch with the Silencer loading last.


Script effect silencer IAW its description should come after all mods, including the bashed patch user created mod, without exception - not just all DP mods

Though I cant remember why it was given tags (havent used it for a while), but they do seem a little redundant. No need to import them if its own esp is going to overwrite the records in the bashed patch :shrug: ... anyway BOSS is correct currently in its placing of DP mods.

For BOSS sorting problems though, use the BOSS threads for reporting what needs to be added, and provide links if possible to help the committers find it. http://www.gamesas.com/index.php?/topic/1117093-boss-better-oblivion-sorting-software/
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мistrєss
 
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Post » Fri Jan 14, 2011 4:41 am

What do you mean total disregard for load order? As in it imports the levelled lists from the plugins in alphabetical or random order instead of load order? 0_o
From what I understand (I have inspected the code to examine this), bash imports based on load order.


It's like, if "Mod A" adds stuff to a list and then after this you have "Mod B" that edits the same list and adds different items. In some cases you don't want "Mod A" in that list and want "Mod B" instead since you loaded it after "Mod A". Then bash comes along and mashes the list that both mods use together and now you have items from both mods in the same list when this is not desirable.

This is why I can't use the leveled list feature of bash because it was not developed with this in mind.
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Vicky Keeler
 
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Post » Thu Jan 13, 2011 10:18 pm

Any chance to get a "BOSS" list for Bain installations??, I don't see the point Loading mod A last if all the mods above it have their resources installed over it... :shrug:

I'd like to see this too!

Of course, many mods in that order would be a personal choice, especially for texture replacers (I use some overwriting others to get the best of both)...
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Michelle Chau
 
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Post » Fri Jan 14, 2011 1:45 am

I'd like to see this too!

Of course, many mods in that order would be a personal choice, especially for texture replacers (I use some overwriting others to get the best of both)...


I would not like to see time wasted on this. There isn't really any need for a BAIN package load order list, it's largely subjective as to what you want to override what, and BAIN gives you the power to see which individual files are being replaced and by what. Out of 96 packages in my install, only 16 have resource conflicts, and I have positioned them in such a way that the resources I want are installed.

Also, how on earth do you propose to do it anyway? A package can have any name, and people often repackage the downloaded archives to be more BAIN-friendly, etc, changing the name in the process. It's not really possible to implement such a thing in the first place.
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Kellymarie Heppell
 
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Post » Thu Jan 13, 2011 9:54 pm

I would not like to see time wasted on this. There isn't really any need for a BAIN package load order list, it's largely subjective as to what you want to override what, and BAIN gives you the power to see which individual files are being replaced and by what. Out of 96 packages in my install, only 16 have resource conflicts, and I have positioned them in such a way that the resources I want are installed.

Also, how on earth do you propose to do it anyway? A package can have any name, and people often repackage the downloaded archives to be more BAIN-friendly, etc, changing the name in the process. It's not really possible to implement such a thing in the first place.

Thinking about the practicality of doing this. I agree that it is not feasible and beneficial...

But a good guide of ordering BAIN packages is useful. I suggest using the http://tesivpositive.animolious.com/?page=my_bain_package_list from Tomlong's guide to help anyone getting started.
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Carys
 
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Post » Fri Jan 14, 2011 11:07 am

It's like, if "Mod A" adds stuff to a list and then after this you have "Mod B" that edits the same list and adds different items. In some cases you don't want "Mod A" in that list and want "Mod B" instead since you loaded it after "Mod A". Then bash comes along and mashes the list that both mods use together and now you have items from both mods in the same list when this is not desirable.

This is why I can't use the leveled list feature of bash because it was not developed with this in mind.

Bash is designed with exactly this in mind. By default it merges the leveled lists, because this is what you would usually want. For example, say "Mod A" is "OOO_XiaNewAmulets Addon - LLOnly.esp", which adds some beautiful amulets to the game, but only in leveled lists. If Bash were to not merge its changes to leveled lists, the mod would be rendered useless if any subsequently loaded mod modifies the same lists, and all the new amulets would be inaccessible. If you do not want a particular mod contributing to leveled lists, do this when you rebuild your bashed patch:

1) go to the Leveled Lists patcher configuration
2) deselect "Automatic"
3) click the mod you do not want to consider for leveled list merging
4) click "Remove"
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Eve Booker
 
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Post » Fri Jan 14, 2011 7:47 am

Thinking about the practicality of doing this. I agree that it is not feasible and beneficial...

But a good guide of ordering BAIN packages is useful. I suggest using the http://tesivpositive.animolious.com/?page=my_bain_package_list from Tomlong's guide to help anyone getting started.

I agree - it might be a good thing if many mods were released already BAIN ready over the last year or so, but other than the one's we already know that hasn't happened. The result is that people then repackage themselves and in doing so use their own naming conventions.

But even then who would want to keep on on things like hotfix archives?
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Claire Jackson
 
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Post » Fri Jan 14, 2011 12:11 pm

But a good guide of ordering BAIN packages is useful. I suggest using the http://tesivpositive.animolious.com/?page=my_bain_package_list from Tomlong's guide to help anyone getting started.


Anyone else agree it might be a useful addition to the Wrye Bash.html in mopy just to have a general recommendation for ordering installers, possibly in the Installers tab section under the sub topic Ordering, something similar to Psymons list here http://www.gamesas.com/index.php?/topic/1084204-bain-mod-installation-projects/page__p__15797997&#entry15797997

DCL
Unofficial Patches
DarN
Sounds
World textures - expandable
Environments
Weather
Other replacers
Overhauls - much
Overhaul Overrides and Patches
Quests
Dungeons
Locations
Houses
Unique Landscapes
Provinces/LOD
Cities and villages
Roads and infrastructure
Races and Bodies
Companions
Magic
Stealth
Combat
Scaling and leveling
errata
newly acquired and testing mods
my own projects
====
Unused Mods

Edit: Not saying anything is wrong with Tomlongs well researched mammoth list, but the above as a short guideline for inclusion in the html help file I think would be handy
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Nick Swan
 
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Post » Fri Jan 14, 2011 7:12 am

I see what you mean about package names getting changed, yeah a general guide couldn't hurt.
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Miguel
 
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Post » Fri Jan 14, 2011 12:32 am

It's like, if "Mod A" adds stuff to a list and then after this you have "Mod B" that edits the same list and adds different items. In some cases you don't want "Mod A" in that list and want "Mod B" instead since you loaded it after "Mod A". Then bash comes along and mashes the list that both mods use together and now you have items from both mods in the same list when this is not desirable.

This is why I can't use the leveled list feature of bash because it was not developed with this in mind.


Do you mean if Mod A has more than one levelled list and you want to import some, but not all of them?
If this is what you mean, then I think this is beyond the scope of what bash is meant to do.

If you mean you just want to override any imports from Mod A with whatever Mod B supplies, then just don't import the levelled lists from Mod A.
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Talitha Kukk
 
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Post » Fri Jan 14, 2011 8:27 am

Is there a particular reason why the markers add up to the total packages, as can be seen in the lower right corner?

imo they shouldn't stack, unless I am missing something.

lunaaaa
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Cesar Gomez
 
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Post » Fri Jan 14, 2011 5:22 am

If you mean you just want to override any imports from Mod A with whatever Mod B supplies, then just don't import the levelled lists from Mod A.


This. Just tell Bash not to import lists from Mod A if it's bothering you :)
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Trey Johnson
 
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Post » Fri Jan 14, 2011 7:28 am

Lately I have been having odd issues with WB not keeping installed mods showing they are installed in the Installers tab.
The esp / mod is installed in Mod tab and works in-game but sometimes mod packages lose the + install sign and slip down to the uninstalled packages below.

Looking again I see I even have a mod that shows installed, with red box +, that I uninstalled the other day. The esp is not even in the Mods tab.
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Jennifer Munroe
 
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Post » Fri Jan 14, 2011 5:55 am

Lately I have been having odd issues with WB not keeping installed mods showing they are installed in the Installers tab.
The esp / mod is installed in Mod tab and works in-game but sometimes mod packages lose the + install sign and slip down to the uninstalled packages below.

Looking again I see I even have a mod that shows installed, with red box +, that I uninstalled the other day. The esp is not even in the Mods tab.

Are you uninstalling strictly with the installer tab and not manually or using OBMM?

Are you cleaning or altering the mods after installing? That will cause the package to turn red because it will see it as a different file.

As for packages suddenly not being installed without ANY user intervention - never seen it and I've beat that installer tab every way I can think of.

Are you updating packages and if so how?

The red cross probably means that you took the esp out manually or some how else (why it is not in the mods tab). So that is functioning correctly.

Are you getting wrye bash crashes? Or mods missing that were not uninstalled?

===============================

on another note ... waiting oh so impatiently for the next version ... any eta?

thanks
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Nomee
 
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Post » Fri Jan 14, 2011 4:48 pm

Are you uninstalling strictly with the installer tab and not manually or using OBMM?

Are you cleaning or altering the mods after installing? That will cause the package to turn red because it will see it as a different file.

As for packages suddenly not being installed without ANY user intervention - never seen it and I've beat that installer tab every way I can think of.

Are you updating packages and if so how?

The red cross probably means that you took the esp out manually or some how else (why it is not in the mods tab). So that is functioning correctly.

Are you getting wrye bash crashes? Or mods missing that were not uninstalled?

===============================

on another note ... waiting oh so impatiently for the next version ... any eta?

thanks



As far as I remember I always uninstall from the installers tab. Mostly the problem is mods losing the + installed marker and getting shoved down the list. The only crashes I experienced several times is during patch builds in the past. I figured this was due to high CPU usage perhaps while also doing other tasks with it in the background.
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Eve Booker
 
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Post » Fri Jan 14, 2011 2:38 pm


on another note ... waiting oh so impatiently for the next version ... any eta?

thanks


Well, if 288 is what you mean then http://tesnexus.com/downloads/file.php?id=22368 ;)

To PacificMorrowind & Team: is your new release suitable for installing shaders?
Or is still suggested to go manual or OBMM for those?
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Zosia Cetnar
 
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Post » Fri Jan 14, 2011 3:35 pm

As far as I remember I always uninstall from the installers tab. Mostly the problem is mods losing the + installed marker and getting shoved down the list. The only crashes I experienced several times is during patch builds in the past. I figured this was due to high CPU usage perhaps while also doing other tasks with it in the background.

Never had a crash while building the bashed patch - just errors but the bash program never crashed from that.

I have had bash crash and eat mods before (up to 40 or so just disappear) - at the time I had a mouse that was malfunctioning and would double click things - so bash would get opened two or more times at once (well sequentially very fast). Axil also had this happen IIRC. Hasn't occurred since getting rid of that mouse.

I've never had an installed package just go uninstalled. Wonder if something is going wrong with installers.dat ... but wait are you saying the mods as in the BAIN packages or are you saying the plugins?
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Elizabeth Falvey
 
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Post » Fri Jan 14, 2011 10:49 am

Well, if 288 is what you mean then http://tesnexus.com/downloads/file.php?id=22368 ;)

To PacificMorrowind & Team: is your new release suitable for installing shaders?
Or is still suggested to go manual or OBMM for those?

Well I doubt the shaders will ever get implemented, but a changelog and announcement would be helpful.

Maybe details regarding the bUseMyGamesDirectory = 0 feature.

thanks - May be to tired for this tonight - but tomorrow for certain.
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CxvIII
 
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Post » Fri Jan 14, 2011 4:22 pm

As far as I remember I always uninstall from the installers tab. Mostly the problem is mods losing the + installed marker and getting shoved down the list. The only crashes I experienced several times is during patch builds in the past. I figured this was due to high CPU usage perhaps while also doing other tasks with it in the background.

Installed status and mod ordering is saved on Wrye Bash exit. If it crashes for any reason, that data won't get saved and you'll get exactly the results you are describing. The "best practice" that I've been following is that if I install or reorder a significant number of mods in the installers tab, I close WB before doing anything else (running BOSS, rebuilding the bashed patch, etc.)
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Nikki Morse
 
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Post » Fri Jan 14, 2011 6:54 am

Never had a crash while building the bashed patch - just errors but the bash program never crashed from that.

I have had bash crash and eat mods before (up to 40 or so just disappear) - at the time I had a mouse that was malfunctioning and would double click things - so bash would get opened two or more times at once (well sequentially very fast). Axil also had this happen IIRC. Hasn't occurred since getting rid of that mouse.

I've never had an installed package just go uninstalled. Wonder if something is going wrong with installers.dat ... but wait are you saying the mods as in the BAIN packages or are you saying the plugins?



The plugins/esp never get uninstalled as I said in my first post. Just the package that should show installed "+" vanishes from the installed list and shows as just sitting uninstalled without the "+".
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Dagan Wilkin
 
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Post » Fri Jan 14, 2011 3:03 pm

New issue...

I just installed 288 version and then tried to unpack to project a simple rar archive holding only a txt and esp.

I was told it couldn't find the file then the python pop up error.

Traceback (most recent call last):
File "E:\Steam\steamapps\common\oblivion\Mopy\basher.py", line 7302, in Execute
iProject.refreshBasic(pProject,SubProgress(progress,0.8,0.99),True)
File "E:\Steam\steamapps\common\oblivion\Mopy\bosh.py", line 10065, in refreshBasic
self.refreshSource(archive,progress,fullRefresh)
File "E:\Steam\steamapps\common\oblivion\Mopy\bosh.py", line 10774, in refreshSource
self.modified = apRoot.getmtime(True)
File "E:\Steam\steamapps\common\oblivion\Mopy\bolt.py", line 403, in getmtime
mtime = int(os.path.getmtime(self._s))
File "N:\Python26\lib\genericpath.py", line 54, in getmtime
return os.stat(filename).st_mtime
WindowsError: [Error 2] The system cannot find the file specified: 'E:\\Steam\\steamapps\\common\\Oblivion Mods\\Bash Installers\\Potable_Pastishe_for_TIE-35024'


The rar is grey in the installer tab. I had to manually extract from Windows.
Now it shows it as a project with the pink diamond as it should.

It shows no configured files in the rar:

== Overview
Type: Archive
Structure: Unrecognized
Size: 18 KB (Non-solid)
Modified: 10/7/2010 8:48:50 AM
Data CRC: 00000000
Files: 0
Configured: 0 (0 KB)
Matched: 0
Missing: 0
Conflicts: 0

== Configured Files

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Darrell Fawcett
 
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