[RELZ] Wrye Bash -- Thread 50

Post » Wed Jan 12, 2011 5:17 pm

Download: http://tesnexus.com/downloads/file.php?id=22368 or https://sourceforge.net/projects/oblivionworks/files
Readme: http://wryemusings.com/Wrye%20Bash.html (Very outdated ... most up to date readme is in the download - the file named Wrye Bash.html in the mopy folder)
Wrye Bash Wiki: http://www.uesp.net/wiki/Tes4Mod:Wrye_Bash
Screenshots: http://wryemusings.com/images/WryeBash_01.png, http://wryemusings.com/images/WryeBash_02.png, http://wryemusings.com/images/WryeBash_03.png, http://wryemusings.com/images/WryeBash_05.png
Previous Topic: http://www.gamesas.com/index.php?/topic/1109736-relz-wrye-bash-thread-49/
Requirements:
  • The old "official" setup:
    • Python 2.5.4 and wxpython 2.8.7.1 ansi () - if using this best to just download the Wrye Python 01 package from http://tesnexus.com/downloads/file.php?id=22368

  • The newer recommended setup:
    • http://www.python.org/ftp/python/2.6.5/python-2.6.5.msi, http://downloads.sourceforge.net/wxpython/wxPython2.8-win32-ansi-2.8.10.1-py26.exe, http://sourceforge.net/projects/comtypes/files/comtypes/0.6.2/comtypes-0.6.2.win32.exe/download, http://www.voidspace.org.uk/downloads/psyco-1.6.win32-py2.6.zip, and http://sourceforge.net/project/platformdownload.php?group_id=78018. (the newer stuff so should be faster, needed for newer versions of Blender/Nifscripts/PyFFI, tested as working well other than one bug to be fixed)
      (Probably best to just download Wrye Python 03 package from http://tesnexus.com/downloads/file.php?id=22368 unless you like to customize your install)


Overview:
  • Wrye Bash has a lot of features. I mean a LOT. It's like twenty tools rolled into one. It includes as subfeatures the entire feature sets of other tools, and offers plenty of other features that no other mod tool has. Except installation. It's the "everything but installation" tool! Now with installation too!

Installation:
  • First time installation is still a little difficult, but later updates are easy (just unzip latest version into Oblivion directory). However, for first time installation you have to preinstall two other packages and then (sometimes) tweak a shortcut. You can't just download and press the pretty buttons -- you have to follow the readme instructions. If you have followed the instructions and still have problems, post the bugdump. If you haven't followed the instructions and whine that it won't work without posting the bugdump, Wrye will bite your fingers off (it's a monkey thing). Otherwise he's quite helpful.

Linking:
  • If you'd like to link to Bash from somewhere else, please do! But be sure to link to either http://tesnexus.com/downloads/file.php?id=22368or http://sourceforge.net/projects/oblivionworks/. Don't link to the actual Bash zip file, since that changes fairly frequently.

Bain
  • Install/uninstall mods from zip, 7z, archives, etc. No OMODs required!

Bashed Patchers
  • Configure and build a custom patch mod to...
  • Merge leveled lists
  • Merge TNR faces over other changes to npcs
  • Merge race eye/hair/body/voice changes over other changes to races
  • Tweak clothes: Show amulets with robes, zero weight rings and amulets, etc.
  • Tweak misc. GMST settings.

Repair/Edit Stuff
  • Repair animation bug (various animations freezing)
  • Repair hair bug (game ctds when viewing race menu after removing a hair mod)
  • Remove spells from spell list
  • Rename created spells, enchanted items
  • Remove bloating (one use of this reduced a 158 Mb savegame to 2.5 Mb)
  • Import NPC levels into an existing savegame (essential when switching to/from OOO, Frans, etc.)
  • Import PC face from other savegame or any mod (e.g., import any of TNR's faces into game)
  • Easily generate html readmes using wiki-like syntax.

Mod, Savegame, Screenshot Management
  • Auto-Ghost mods to reduce espm thrashing.
  • Launch Oblivion and TESCS (with or without OBSE).
  • Mod, save, screenshot file management. (Rename, duplicate, etc.)
  • Save Profiles: Have different sets of saves for different npcs with different loadlists, etc.
  • Screenshots: View, delete, batch rename, open, etc.
  • Readme Browser: Quickly view readme of currently selected mod.
  • Quick/Autoswap between SI and pre-SI versions of Oblivion.esm.

You should add a few more things to that list, Wrye. Almost none of the items from my list of the most compelling features in Wrye Bash are on your list:

For everyone:
  • Accurately and quickly managing your load order (correctly sorts ESMs)
  • Locking your load order (so updated mods automatically load in the exact same spot as the old version)
  • Checking your load list for problems (missing mod dependencies)
  • Checking savegames against load list and syncing load list to savegame
  • Cleaning bloated savegames
  • Archive Invalidation (now supports BSA-alteration BSA-redirection method)
  • Replacers (install/remove texture replacement mods -- really any mod, too)
  • Change master entry in savegame (to avoid losing items, quest progress, etc. when the name of a mod has changed)


For mod-makers:
  • Add a master to a plugin (for mod de-isolation)
  • Change master entry in plugin (for mod de-isolation)
  • Locking your load order (so changes you make don't move the plugin to the end of your load list)
  • Savegame profiles (so you can easily test with only your mod active, then easily switch back to playing with all your mods active)


Fallout 3:
  • TheLORDofDOOM has taken on making a FO3 version, Wrye4Fallout3... and here's the first little bit of it (not all translated to account for FO3 but it's showing promise). And another, a bit further along, by Valda called http://www.gamesas.com/index.php?/topic/1079607-relz-garybash/.

Other news:
  • There is now a listserve for the svn and bug/request/patch/support trackers; if you want to get emails whenever changes to those items happen just join over https://lists.sourceforge.net/lists/listinfo/oblivionworks-committers. You can also use it for support requests/questions if you desire.

Latest Version:
=== 287 [22/07/2010] [Waruddar]
  • BAIN:
    • File skipping (Skip DistantLOD/Voices/Screenshots and '--' directories) was broken by 286. Fixed.

=== 286 [21/07/2010] [Lojack,Metallicow,PacificMorrowind,valda,Waruddar]
Spoiler

  • Bashed Patch:
    • 'Replace Form IDs' added (both Bash and CBash)
      • It is just like Import Formids (but slower). It changes the references in the bashed patch instead of in the file itself
      • Included demo file "P1DCandles_Formids.csv", must be used in conjunction with mmmpld's Candles for Kleptos mod
        • When used, all candles are replaced with his pickupable versions

    • 'Import Actors: AIPackages' and 'Import Actors: Spells' no longer give an error if active with no selected mods (reported by Shi_shinu)
    • 'Import Actors: Spells' significantly refactored
      • SpellsOnly tag replaced with Actors.SpellsForceAdd

    • 'Import Sounds' no longer checks invalid variable name on weather records
    • 'Import Spell Stats' no longer checks the wrong bash tag
      • It now works with both Spells and SpellStats tags

    • 'Tweak Actors':
      • 'As Intended: Imps' and 'As Intended: Boars' work more reliably
      • 'Mayu's Animation Overhaul Skeleton Tweaker' and 'Vanilla Beast Skeleton Tweaker' no longer fail when dealing with unnamed NPCs
      • 'No Bloody Creatures' now correctly sets the record flags

    • 'Tweak Assorted':
      • 'Number of uses for pre-enchanted weapons and staffs' now has improved handling
      • 'Playable Armor' and 'Playable Clothes' now skip over more items that shouldn't be made playable

    • 'Tweak Names':
      • 'Armor' and 'Clothes' no longer fail with a keyerror
        • Also fixed misspelling: 'Trowsers' -> 'Trousers'

      • 'Lore Friendly Names: Dwarven->Dwemer' fixed
        • Expanded to check all text fields except scripts and cell names
        • CBash also checks cell names

    • 'Tweak Settings':
      • 'AI: Max Dead Actors' added for both Bash and CBash (based settings posted by showler)
      • 'Essential NPC Unconsciousness' 10s option was previously setting it to 20s

    • 'Power Exhaustion' no longer assigns to a non-existent variable
    • 'Race Records' now has an expanded description
      • Unlike other import patchers, it works even if no mods are selected

    • Changed the 'Tweak XXX' patchers SelectAll/DeselectAll buttons to be consistent with the rest of the patchers
    • Custom Values for tweaks fully working
    • The Bashed Patch now shows how long it took to build (as suggested by AdmiralWarron)
    • Lists with enough items to scroll will retain their scroll position after using popup menus

  • BAIN:
    • 'Package Commands':
      • Commands such as duplicating a package no longer result in incorrect ordering
      • 'Copy Conflicts to Project' added
      • Disabled various commands when only non-installable items are selected
      • Install / Anneal / Uninstall / HasixtraData / SkipVoices / Copy Conflicts to Project
      • Markers can now be renamed

    • 'Package Header Commands':
      • Projects may now be unhidden

    • Double clicking a package will now open it
    • Implemented valda's patch for partial support of japanese multi-byte characters
    • Refreshing packages now ignore Skipped Directories (those that start with '--' or 'Bash')
    • Selecting sub-packages that contain large numbers of files now refreshes a little more quickly (reported by Vindicator)
      • Still needs more work to make it faster

    • Sub-package and Esp/m lists now retain their position when selected
    • The "Hide" command now works with multiple packages selected
      • It is disabled if any selected package is a marker

    • Toggling "Skip DistantLOD" no longer causes packages to be marked dirty (reported by Vindicator)

  • BAIN Wizards:
    • Added For loops (For/Continue/Break/EndWhile)
    • Added While loops (While/Continue/Break/EndWhile)
    • Default keyword wasn't working properly, fixed now
    • Fixed minor bug where allowing unmatched quotes at the end of a line
    • Fixed the increment and decrement operators (++,--)
    • Fixed two typos that caused 'DeSelectSubPackage' (and probably others) to throw an error
    • Removed some debugging prints
    • SelectOne dialogs with no default option have the 'Next' button disabled until an option is selected
    • SelectOne/SelectMany dialogs with no default option will now be shown even during an Auto-WizardReturn
    • Updated wizard documentation for this, and also to include comments (;)

  • CBash:
    • CBash 90% integrated
    • CBash temporarily disabled while remaining issues fixed.
      • Will be re-enabled in a later release

  • General:
    • 7z updated to latest version
    • Backing Up section added
    • CELL block size calculation corrected (reported by valda)
      • Not as important as it may sound. The size isn't actually used except for error raising.

    • Face Import no longer fails when the mod index of the record is higher than expected
    • Import/Export Scripts from/to mod/csv optimized/significantly enhanced
    • Import Prices from csv file added
    • Import Archives now works with the new forum PMs
    • INFO definitions fixed (reported by valda)
    • Ini setting added: bSkipHideConfirmation. (suggested by Utumno)
      • When True, the hide confirmation is suppressed.

    • Launch Buttons for more applications are now supported via Bash.ini (contributed by Metallicow)
      • EVGA Precision,FastStone Image Viewer,FreeMind,PaintShop Photo Pro,Photobie Design Studio,PhotoFiltre,PhotoScape,XnView

    • Mark Mergeable can now change formerly mergeable mods to non-mergeable
    • Mergeable mods that are a master of non-mergeable mods are no longer considered mergeable
    • Missing resource error on wryemonkey16.jpg has been fixed
    • Non-lower case file extensions used in Bash.ini no longer cause issues (reported by Vindicator)
    • Several readme images updated (contributed by Metallicow)
    • Various cell and reference flags corrected
    • Various typos fixed, and more strings are translatable (as reported by DJK)
    • Slight fix to recognize mods in the BOSS masterlist/taglist that the modname starts with a '!' or '['.
    • Version reading code modified to recognize ver/rev/r/v as well as version (and any combination of seperating whitespace and '.' and ':' (except for r/v).

User avatar
Betsy Humpledink
 
Posts: 3443
Joined: Wed Jun 28, 2006 11:56 am

Post » Wed Jan 12, 2011 5:38 pm

I've got a small problem. I tried uninstalling Tales from Elsweyr, but Oblivion throws a fit and won't start - after disabling the mod and rebuilding the patch, the saves are still marked red. If I start Oblivion, it gets partway through the initial load screen, then crashes. If I place TFE back in my load order (inactive), the saves turn green, but I still can't play. If I activate it (with or without rebuilding the patch), the saves turn purple and Oblivion is happy again.

I've already tried reinstalling Oblivion - I just do the base files + patch + SI; it's worked for a couple other mods with the same problem - but this one refuses to work. Is there anything I can do to get rid of it for good?
User avatar
Floor Punch
 
Posts: 3568
Joined: Tue May 29, 2007 7:18 am

Post » Wed Jan 12, 2011 4:54 am

Have you tried a "New" INI?
User avatar
JUDY FIGHTS
 
Posts: 3420
Joined: Fri Jun 23, 2006 4:25 am

Post » Wed Jan 12, 2011 11:55 am

Hmm. Well... I tried renaming my (heavily modified) ini and letting the game create a new one, and it worked. I saved, went back to the old ini... and the game crashed. Obviously it's something in the ini file. I did notice that there are a LOT of new entries there, and I have no idea where they came from - I certainly didn't add them.

So, I did what any good troubleshooter would do: renamed the modified ini, copied all the text to a new file and deleted all the new entries, then started the game using that ini file. The game still crashed. :brokencomputer: Any other ideas? Should I move this to another thread, since it appears to be a problem with my ini file, not WB?
User avatar
Rudi Carter
 
Posts: 3365
Joined: Fri Sep 01, 2006 11:09 pm

Post » Wed Jan 12, 2011 1:10 pm

No, the AI package lists attached to an NPC record. There are I believe two tags relating to the package lists (I'm at work, cannot look things up right now), I'm just wondering whether these packages will take ONLY the AI package list data, allowing any other edits to the same NPC record from earlier in the load order to override when bashing (even when the earlier loaded mods have no tags relating to NPCs).

This'll get locked soon, I hope queries from old threads get carried into and answered in the new one :)


? Actors.AIPackages: Mod modifies Creature or NPC AI Packages list (Import Actors).
? Actors.AIPackagesForceAdd: force the addition of packages even if earlier in the lo they had been removed (Import Actors).
User avatar
Sun of Sammy
 
Posts: 3442
Joined: Mon Oct 22, 2007 3:38 pm

Post » Wed Jan 12, 2011 8:11 am

? Actors.AIPackages: Mod modifies Creature or NPC AI Packages list (Import Actors).
? Actors.AIPackagesForceAdd: force the addition of packages even if earlier in the lo they had been removed (Import Actors).


Yes those are the two packages I'm asking about.
User avatar
Claudz
 
Posts: 3484
Joined: Thu Sep 07, 2006 5:33 am

Post » Wed Jan 12, 2011 4:43 am

I'm having problems with 287. After updating from 284 and rebuilding the BP I get constant crashes when starting a new game or loading an old one. I can load a game where my character is in the Weye cell, but leaving through the door or using COC leads to crashes.
This happens even when importing the excact same records as with 284. It also happens when skipping UL - Aspen Wood, which caused 284 to crash.
Another player mentioned the same problem in http://www.gamesas.com/index.php?/topic/1114219-bashed-patch-is-causing-a-problem/

My load order (not all mods are up to date as I'm currently updating the mods I installed half a year ago):
Spoiler
Active Mod Files:00  Oblivion.esm01  Windfall.esm02  TR_OoT_Main.esm03  Jog_X_Mod.esm04  All Natural Base.esm  [Version 0.9.9]05  Francesco's Leveled Creatures-Items Mod.esm  [Version 4.5bSI]06  Francesco's Optional New Items Add-On.esm  [Version 4.5bSI]07  Cobl Main.esm  [Version 1.73]08  Oscuro's_Oblivion_Overhaul.esm  [Version 1.34]09  Mart's Monster Mod.esm  [Version 3.7b3p3]0A  FCOM_Convergence.esm  [Version 0.9.9MB3]0B  Armamentarium.esm  [Version 1.35]0C  Kvatch Rebuilt.esm0D  Better Cities Resources.esm0E  Progress.esm  [Version 2.2]0F  The Other Spheres Base.esm10  Oblivifall Master File.esm  [Version 1.0]**  TNR ALL RACES FINAL.esp**  TNR - ShiveringIsles.esp11  Unofficial Oblivion Patch.esp  [Version 3.3]12  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]13  Francesco's Optional Chance of Stronger Bosses.esp14  Francesco's Optional Chance of Stronger Enemies.esp15  Francesco's Optional Chance of More Enemies.esp16  Francesco's Optional Leveled Guards.esp++  FCOM_Francescos.esp  [Version 0.9.9]++  FCOM_FrancescosItemsAddOn.esp  [Version 0.9.9]17  FCOM_FrancescosNamedBosses.esp  [Version 0.9.9]18  Fran Armor Add-on.esp19  Fran_Lv30Item_Maltz.esp1A  All Natural - Real Lights.esp  [Version 0.9.9]1B  All Natural.esp  [Version 0.9.9]1C  All Natural - SI.esp  [Version 0.9.9]++  All Natural - EW + NW + AWS.esp  [Version Final]1D  Enhanced Water v2.0 HD.esp++  Enhanced Water v2.0 HD - SI Addon.esp  [Version 0.1]1E  AliveWaters_nofish.esp1F  Ayleid Loot EXtension.esp20  Ayleid Loot EXtension - OOO Dungeons.esp21  BPMerchantStorage.esp22  CNRP Bruma4OOO.esp  [Version 0.2]23  CNRP Chorrol4OOO.esp  [Version 1.1]24  CNRP FightersGuild4OOO.esp  [Version 1.0]25  CNRP DB for OOO.esp  [Version 1.0]26  CNRP Cheydinhal4OOO.esp  [Version 1.0]27  ChallangingThieveryFull.esp28  GrayFoxOutfit.esp++  Item interchange - Extraction.esp  [Version 0.78]29  Lyn-StoriesFromTheSeaMod.esp  [Version 1.0.]2A  RAEVWD New Sheoth.esp  [Version 1.7]2B  Reznod_Mannequin.esp2C  Enhanced Economy.esp  [Version 3.4.3]2D  Crowded Roads Revisited.esp  [Version 1.1]2E  FF_Real_Thirst.esp2F  Choices and Consequences.esp30  C&C - The Blackwood Company.esp31  DLCMehrunesRazor.esp**  CSR - Fine Iron.esp**  CSR - Golden Saint.esp32  HiddenSkulls.esp**  mz_Shields_SI.esp33  SIRMS.esp34  Cobl Glue.esp  [Version 1.73]35  Cobl Si.esp  [Version 1.63]36  FF_Real_Thirst, Cobl.esp37  Bob's Armory Oblivion.esp38  FCOM_BobsArmory.esp  [Version 0.9.9]39  Loth's Blunt Weapons for Npcs.esp++  FCOM_LothsBluntWeapons.esp  [Version 0.9.9]3A  NPCs_Alive.esp3B  Oscuro's_Oblivion_Overhaul.esp  [Version 1.34]**  OMOBS.esp  [Version 1.0]**  OMOBS_SI.esp  [Version 1.0]3C  Choices and Consequences - OOO.esp  [Version 2.0]++  ArmamentariumLLVendors.esp  [Version 1.35]3D  ArmamentariumArtifacts.esp  [Version 1.35]3E  OOO 1.32-Cobl.esp  [Version 1.72]3F  Mart's Monster Mod - Additional Enemy NPC Vars.esp  [Version 3.7b3p3]40  FCOM_Convergence.esp  [Version 0.9.9Mb3]++  FCOM_EntropicOrderRebalance.esp  [Version 0.9.9beta2]41  FCOM_RealSwords.esp  [Version 0.9.9]++  FCOM_SaferRoads.esp  [Version 0.9.9]++  FCOM_LessReaversInGates.esp  [Version 0.9.9]42  Mart's Monster Mod - Extra Wounding.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Looting NPCs & Creatures.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Undead Rise.esp  [Version 3.7b3p3]++  Mart's Monster Mod - No Slimes.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Less Reavers.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Less Bone Loot.esp  [Version 3.7b3p3]43  Mart's Monster Mod - Zombies for Body Meshes.esp  [Version 3.7b3p3]44  Mart's Monster Mod - Safer Quest Locations.esp  [Version 3.7b3p3]45  Mart's Monster Mod - Dungeons of MMM.esp  [Version 3.7b3p3]46  Mart's Monster Mod - Diverse WaterLife.esp  [Version 3.7b3p3]++  Mart's Monster Mod - Diverse Runeskulls Loot.esp  [Version 3.7b3p3]++  FCOM_DiverseGuardUnity.esp  [Version 0.9.9]++  FCOM_BobsGuardUnity.esp  [Version 0.9.9]++  FCOM_HungersUnitySI.esp  [Version 0.9.9]**  FCOM_Archery_Armamentarium.esp**  FCOM_Archery_RealSwords.esp**  FCOM_FriendlierFactions.esp  [Version 0.9.9]++  Mart's Monster Mod - Shivering Isles.esp  [Version 3.7b3p3]++  ArmamentariumLL4OOO.esp  [Version 2.01]++  ArmamentariumLLMagicOOO.esp  [Version 1.35]++  FineWeapons for OOO.esp**  RustyItems for OOO.esp47  C&C - The Blackwood Company - OOO.esp++  MMM-Cobl.esp  [Version 1.73]48  Unscaled Loot and Encounters.esp49  Enhanced Quest Roleplaying.esp  [Version 2.03]4A  Ivellon.esp  [Version 1.8]4B  BHC_Expanded.esp  [Version 1.2]4C  BrotherhoodRenewed.esp  [Version 1.0]4D  CDEP_FanaCeya.esp4E  CDEP-UnderpallCave.esp4F  Demonhunter.esp50  DJ Markov Manor.esp51  Dwarven Mines.esp52  FiveBlindMiceBeta.esp53  Forgotten Tomb.esp54  Gaelendryl.esp55  GoldenCrest.esp56  HazadirsArms.esp  [Version 1.3]57  JQ-Return_of_Dagoth_Ur.esp58  Kragenir's Death Quest.esp59  Feudal Empire 300.esp5A  Kragenirs_WhiteStallion_Compat.esp5B  Corpse_Kvatch.esp5C  Kvatch Rebuilt.esp++  Kvatch Rebuilt Weather Patch.esp5D  EiAmod.esp  [Version 1.1]5E  OldCrowInn.esp  [Version 1.5]5F  LordKain_Adash_World.esp60  Lynges_Gnoll_Mountain.esp61  Mimics!.esp62  Region Revive - Lake Rumare.esp63  Spirit's Edge.esp64  sunk ships.esp65  Sylar_INNMergedCyrodillInnsRevised.esp  [Version 4]66  The Ayleid Steps.esp  [Version 3.3.2]67  The Crimson Queen.esp  [Version 2.0]68  TheStorytellersBrotherQuest.esp69  thievery.esp6A  TR_Stirk.esp6B  Transmutation.esp6C  Merged DUNGEONS.esp6D  VHBloodlines 1.2.esp  [Version 1.4]6E  VOILA.esp6F  VOILA - Soldiers of Empire.esp70  WellDiver.esp71  Woodland Rangers.esp  [Version 1.5]72  Windfall.esp73  BrumaMGRestored.esp74  Knights.esp**  Knights - Book Jackets.esp75  Knights - Unofficial Patch.esp  [Version 1.0.9]++  SM Plugin Refurbish - Knights.esp  [Version 1.06]76  Damarask.esp  [Version 1.02]77  TOS - Prelude.esp78  The Lost Spires.esp79  Mighty Umbra.esp7A  Lost Paladins of the Divines.esp7B  HoarfrostCastle.esp7C  AFK_Weye.esp7D  Rumare-AFK_Weye Patch.esp7E  MannimarcoRevisited.esp7F  MannimarcoRevisitedOOO.esp  [Version 0.1]++  FCOM_MightyUmbra.esp  [Version 0.9.9]++  FCOM_Knights.esp  [Version 0.9.9Mb3]80  Summerset.esp81  SummersetLandscapes.esp82  ElsweyrAnequina.esp83  ElsweyrC&CBlackwoodPatch.esp84  Feldscar.esp  [Version 1.0.1]85  Vergayun.esp  [Version 1.0.4]86  Faregyl.esp  [Version 1.0.10]87  Faregyl+Anequina Patch.esp88  Oblivifall - Losing My Religion.esp  [Version 1.2]89  xuldarkforest.esp  [Version 1.0.5]8A  xulStendarrValley.esp  [Version 1.2.2]8B  xulTheHeath.esp8C  XulEntiusGorge.esp8D  xulFallenleafEverglade.esp  [Version 1.3.1]8E  xulColovianHighlands_EV.esp  [Version 1.2.1]8F  xulChorrolHinterland.esp  [Version 1.2.2]90  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.4]91  ForgottenTomb-LostCoast patch.esp92  xulBravilBarrowfields.esp  [Version 1.3.2]93  Fort_Krakatus.esp94  xulLushWoodlands.esp  [Version 1.3]95  xulAncientYews.esp  [Version 1.4.3]96  xulAncientRedwoods.esp  [Version 1.6]97  xulCloudtopMountains.esp  [Version 1.0.3]98  Mimics-CloudtopMountains patch.esp99  xulArriusCreek.esp  [Version 1.1.3]9A  xulPatch_AY_AC.esp  [Version 1.1]9B  xulRollingHills_EV.esp  [Version 1.3.2]9C  xulPantherRiver.esp9D  xulRiverEthe.esp  [Version 1.0.2]9E  xulBrenaRiverRavine.esp  [Version 1.0.2]9F  Gaelendryll-BrenaRiver patch.esp  [Version 1.1]A0  xulImperialIsle.esp  [Version 1.6.5]A1  xulBlackwoodForest.esp  [Version 1.1.0]A2  xulCheydinhalFalls.esp  [Version 1.0.1]A3  xulAspenWood.esp  [Version 1.0.2]A4  xulSkingradOutskirts.esp  [Version 1.0.1]A5  xulSnowdale.esp  [Version 1.0]A6  EtInArkay-UniqueLandscapes Merged patch.espA7  DwarvenMines-UniqueLandscapes Merged patch.espA8  bartholm.espA9  Moriarcis.esp++  FCOM_UnofficialFranArmorAddon.esp  [Version 0.9.9]++  zom813 - OBLIVIONISM Recipe Notes Fix 1.0.espAA  LastUnicorn.espAB  Lynges_Dark_Brotherhood_Assassins.espAC  M.O.E.espAD  Oblivifall - Closing Time.esp  [Version 1.0]AE  Roleplaying Dialogues.espAF  SM Encumbrance and Fatigue.esp  [Version 2.6]B0  StarX Vanilla Vampires Revised.espB1  StarX VVR_OOO Patch.espB2  M.O.E. - Vampire Clan Raelu.esp  [Version 6]B3  AgarMoreVariedSpellEffects.espB4  RenGuardOverhaul.espB5  RenGuardOverhaulShiveringIsles.espB6  TRN One of the Gang.esp++  kuertee MMM OnLoadCS disabled hmf effects.espB7  Merged Plugin.esp++  Immediate Character Generation.espB8  immersive_caves_auto.esp**  Let There Be Darkness - Cyrodiil + SI.esp**  Let There Be Darkness - Knights.esp**  Let There Be Darkness - Mehrunes Razor.esp**  Let There Be Darkness - OOO.esp**  Let There Be Darkness - Kvatch Rebuilt.esp**  Let There Be Darkness - VH Bloodlines.esp**  Let There Be Darkness - Lost Spires.esp**  Let There Be Darkness - Elsweyr.esp**  Let There Be Darkness - UL Colovian Highlands.esp**  Let There Be Darkness - UL Lost Coast.esp**  Let There Be Darkness - UL Brena.esp**  Let There Be Darkness - UL Blackwood Forest.esp++  Item interchange - Placement for FCOM.esp  [Version 0.78]++  Mart's Monster Mod - Resized Races.esp  [Version 3.7b3p3]B9  bgBalancingEVCore.esp  [Version 10.52EV-D]BA  ZUAmberMadnessOverhaul.esp**  FCOM_Archery.espBB  bgMagicEV.esp  [Version 1.7EV]BC  bgMagicBonus.esp  [Version 1.7EV]BD  bgMagicEVPaperChase.esp  [Version 1.68EV]++  bgBalancingEVOptionalFCOMAdditions.esp  [Version 10.]BE  bgBalancingEVLAMEAddition.esp  [Version 10.51EV-D]BF  bgIntegrationEV.esp  [Version 0.993]C0  Better Cities - Full City Defences.espC1  Better Cities Full.espC2  BCBravilFULL-Barrowfields patch.espC3  BCChorrol-ChorrolHinterland patch.espC4  BCCheydinhalFULL-CheydinhalFalls patch.espC5  Better Cities - Unique Landscape Skingrad Outskirts.espC6  Better Cities - Thievery.espC7  Better Cities - VHBloodlines.espC8  Better Imperial City.espC9  Better Cities - Old Crow Inn.espCA  Better Cities - COBL.esp  [Version 2.1]CB  SPAWN.esp  [Version 0.3]++  Bashed Delayers NE - MERGE ONLY.esp  [Version 1.08]++  Cobl Filter Late MERGE ONLY.esp  [Version 1.53]**  All Natural - Indoor Weather Filter For Mods.esp  [Version 0.9.9]CC  Bashed Patch, 0.espCD  MergedMaps.espCE  PATCH2.esp

User avatar
Ash
 
Posts: 3392
Joined: Tue Jun 13, 2006 8:59 am

Post » Wed Jan 12, 2011 6:57 pm

So, I did what any good troubleshooter would do: renamed the modified ini, copied all the text to a new file and deleted all the new entries, then started the game using that ini file. The game still crashed. :brokencomputer: Any other ideas? Should I move this to another thread, since it appears to be a problem with my ini file, not WB?

Use a text comparing editor to see the differences between the ini that crashes the game (not the heavily modified one) and the one created by the game (that works). PSPad and winMerge are two such comparing utilities. Then post your findings in a new thread.

EVERYBODY : wouldn't be a good idea to have a separate bashed patch thread ? it'll remove the clutter from this one which could be used for requests and discussion of Bash - and the bashed patch itself but not from a load order/crashes perspective. As it is it becomes a rather help-me-with-my-crashes thread
edit : as it is now it is ok - couple of posts per issue and technical info - but I am afraid soon it will be flooded as the previous one
User avatar
REVLUTIN
 
Posts: 3498
Joined: Tue Dec 26, 2006 8:44 pm

Post » Wed Jan 12, 2011 8:39 am

(I posted on last thread mabye it got purged)
my wrye is malfunctioning, IE it isn't doing anything it won't start and when I try to reinstall the python wrye 03 I get a ton of errors
User avatar
Devils Cheek
 
Posts: 3561
Joined: Sun Aug 13, 2006 10:24 pm

Post » Wed Jan 12, 2011 6:40 am

Alright... so, I just decided to come back to Oblivion for the first time in a couple years. this is my first time trying Wrye Bash.
I'm trying to follow the directions, they just make NO SENSE to me.
I have all the Python things installed on my system, and Wrye Bash installed. The first plugin I'm trying to get working is All Naturals.
I'm trying to follow along with the WryeBash.HTML and the All Naturals readme

I have the All Naturals in the Bash Installers folder, Wrye Bash starts up on my system and when I try and Auto Wizard it I get this

"An error occured in the wizard script:
Line: Note "You can choose which combination of weather mods' weathers you wish to see in game in the 'All Natural.ini', as well as customise a wide variety of All Natural's options and features there.
Error: (Line 74, Column 196): Unterminated double quote."


This stuff is all so new to me, I'm having such a hard time getting started.
User avatar
maddison
 
Posts: 3498
Joined: Sat Mar 10, 2007 9:22 pm

Post » Wed Jan 12, 2011 4:07 am

Use a text comparing editor to see the differences between the ini that crashes the game (not the heavily modified one) and the one created by the game (that works). PSPad and winMerge are two such comparing utilities. Then post your findings in a new thread.

I went through my modified ini file and found some more stuff that was suspect (i.e., I didn't know where it came from), so I deleted it too - a bunch of lines under BackgroundLoad, and a bunch under LoadingBar. Disabled TFE, rebuilt the patch just for good measure, started the game up... and it worked! Whatever all that garbage was, that's what was causing it - it hasn't reappeared, so it obviously wasn't vital. Thanks for the help, both of you. :tops:
User avatar
bonita mathews
 
Posts: 3405
Joined: Sun Aug 06, 2006 5:04 am

Post » Wed Jan 12, 2011 5:10 pm


"An error occured in the wizard script:
Line: Note "You can choose which combination of weather mods' weathers you wish to see in game in the 'All Natural.ini', as well as customise a wide variety of All Natural's options and features there.
Error: (Line 74, Column 196): Unterminated double quote."

That is a known error in All Natural's installation script. Until the creaters fix the problem, you'll have to install All Natural manually (ie, without the Wizard installer).

Edit: Also, I have a problem to report. I keep getting the following error when I rebuild the Bashed Patch:
Spoiler
Traceback (most recent call last):
File "C:\Games\Bethesda Softworks\Mopy\basher.py", line 4947, in Execute
raise
File "C:\Games\Bethesda Softworks\Mopy\basher.py", line 4906, in Execute
patchFile.buildPatch(log,SubProgress(progress,0.8,0.9))#no speeding needed/really possible (less than 1/4 second even with large LO)
File "C:\Games\Bethesda Softworks\Mopy\bosh.py", line 15111, in buildPatch
patcher.buildPatch(log,SubProgress(subProgress,index))
File "C:\Games\Bethesda Softworks\Mopy\bosh.py", line 26501, in buildPatch
raise StateError(_('Mesh undefined for eye %s in race %s') % (strFid(eye),race.eid,))
bolt.StateError: Mesh undefined for eye (bgBalancingEVCore.esp,0x017900) in race Ohmesshaved


If I uncheck "bgBalancingEVCore.esp" under "Race Patchers", the problem disappears.

Also, I get this error if I open Wrye Bash's readme by clicking on the question mark icon in Wrye Bash:
Spoiler
Traceback (most recent call last):
File "C:\Games\Bethesda Softworks\Mopy\basher.py", line 11562, in Execute
bolt.Path.getcwd().join('Wrye Bash.html').start()
File "C:\Games\Bethesda Softworks\Mopy\bolt.py", line 482, in start
os.startfile(self._s)
WindowsError: [Error 2] The system cannot find the file specified: 'C:\\Games\\Bethesda Softworks\\Mopy\\Wrye Bash.html'

Despite this error, the readme still opens. I also get a similar error if I right-click on a mod and select "Open at TESNexus".
User avatar
StunnaLiike FiiFii
 
Posts: 3373
Joined: Tue Oct 31, 2006 2:30 am

Post » Wed Jan 12, 2011 3:38 am

OK, I've found out what causes my game to crash when using the BP built by WB 287 - it's Mayu's Animation Overhaul Skeleton Tweaker, under Tweak Actors.
User avatar
Danny Blight
 
Posts: 3400
Joined: Wed Jun 27, 2007 11:30 am

Post » Wed Jan 12, 2011 12:57 pm

"An error occured in the wizard script:
Line: Note "You can choose which combination of weather mods' weathers you wish to see in game in the 'All Natural.ini', as well as customise a wide variety of All Natural's options and features there.
Error: (Line 74, Column 196): Unterminated double quote."

You can also edit the wizard.txt - add a double quote at the end of line 74 and the script should work.
User avatar
Silencio
 
Posts: 3442
Joined: Sun Mar 18, 2007 11:30 pm

Post » Wed Jan 12, 2011 7:35 pm

That is a known error in All Natural's installation script. Until the creaters fix the problem, you'll have to install All Natural manually (ie, without the Wizard installer).

Edit: Also, I have a problem to report. I keep getting the following error when I rebuild the Bashed Patch:
Spoiler
Traceback (most recent call last):
File "C:\Games\Bethesda Softworks\Mopy\basher.py", line 4947, in Execute
raise
File "C:\Games\Bethesda Softworks\Mopy\basher.py", line 4906, in Execute
patchFile.buildPatch(log,SubProgress(progress,0.8,0.9))#no speeding needed/really possible (less than 1/4 second even with large LO)
File "C:\Games\Bethesda Softworks\Mopy\bosh.py", line 15111, in buildPatch
patcher.buildPatch(log,SubProgress(subProgress,index))
File "C:\Games\Bethesda Softworks\Mopy\bosh.py", line 26501, in buildPatch
raise StateError(_('Mesh undefined for eye %s in race %s') % (strFid(eye),race.eid,))
bolt.StateError: Mesh undefined for eye (bgBalancingEVCore.esp,0x017900) in race Ohmesshaved


If I uncheck "bgBalancingEVCore.esp" under "Race Patchers", the problem disappears.


I solved this one a while back - make sure the esp is active when you build the patch. I think that was it, anyway... If that doesn't work, search that esp name in the last few threads and my posts should show up.

Also RE: All Natural Wizard: As others have said, that's a problem with the Wizard file. You can fix it yourself using the fix utumno posted, or just install it without using the Wizard. It has been fixed for the next release.
User avatar
lucile davignon
 
Posts: 3375
Joined: Thu Mar 22, 2007 10:40 pm

Post » Wed Jan 12, 2011 6:41 am

I solved this one a while back - make sure the esp is active when you build the patch. I think that was it, anyway... If that doesn't work, search that esp name in the last few threads and my posts should show up.

Keeping the ESP activated was indeed the solution you found. However, I did have the ESP activated when I rebuilt my Bashed Patch. I did eventually find a solution, by deactivating "bgBalancingEVCore.esp" (and "bgIntergrationEV.esp" as a result) while keeping it checked under "Race Patchers" in the bashed Patch.

What I would be interested in knowing, however, is what exactly causes this error to pop up? I think it would be more useful if someone found a way to patch either Wrye Bash or Race Balancing Project so that this problem doesn't occur, rather than having users fiddle around to make it work.
User avatar
JLG
 
Posts: 3364
Joined: Fri Oct 19, 2007 7:42 pm

Post » Wed Jan 12, 2011 3:04 pm

Has anyone else seen this problem: when I add ArchiveInvalidationInvalidated!.bsa to the start of the SArchiveList variable in Oblivion.ini, the main start screen (where the "New", "Load", etc. buttons are) has a big purple box where the Oblivion logo should be. Also, when I try to start a new game in that state, the game hangs. Removing ArchiveInvalidationInvalidated!.bsa from SArchiveList seems to fix things. IIRC, it /used/ to work fine with ArchiveInvalidationInvalidated!.bsa in the SArchiveList...
User avatar
Miss K
 
Posts: 3458
Joined: Sat Jan 20, 2007 2:33 pm

Post » Wed Jan 12, 2011 10:54 am

Sounds unique to your setup, my ArchiveInvalidationInvalidated!.bsa has always been at the top of the SArchive list and the game loads fine.
User avatar
Rachel Tyson
 
Posts: 3434
Joined: Sat Oct 07, 2006 4:42 pm

Post » Wed Jan 12, 2011 6:38 pm

Sounds unique to your setup, my ArchiveInvalidationInvalidated!.bsa has always been at the top of the SArchive list and the game loads fine.

Harumph. How could I tell if not having an ArchiveInvalidationInvalidated!.bsa in there is affecting anything?
User avatar
Ann Church
 
Posts: 3450
Joined: Sat Jul 29, 2006 7:41 pm

Post » Wed Jan 12, 2011 9:10 pm

I'm getting an error when attempting to use a BCF. (RAEVWD newest version) It seems to crash Wrye Bash when attempting to refresh the mod data, resulting in this error:

wxPython: stdout/stderr
Traceback (most recent call last):  File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\basher.py", line 4041, in RefreshData    self.notebook.GetPage(self.notebook.GetSelection()).OnShow()  File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\basher.py", line 2562, in OnShow    if data.refresh(progress,what,self.fullRefresh):  File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 10970, in refresh    if 'C' in what or changed: changed |= self.refreshConverters(progress,fullRefresh)  File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 11305, in refreshConverters    self.addConverter(archive)  File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 11330, in addConverter    newConverter = InstallerConverter(converter)  File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 10149, in __init__    self.load()  File "C:\Program Files (x86)\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 10176, in load    values = cPickle.load(ins)EOFError


This is happening with any mod I attempt to use a BCF with. I've used the Bain installer in the past without issues, so I'm not sure when or what broke with it. Should I try reinstalling Bash?
User avatar
Kim Kay
 
Posts: 3427
Joined: Fri Oct 13, 2006 10:45 am

Post » Wed Jan 12, 2011 9:30 am

Harumph. How could I tell if not having an ArchiveInvalidationInvalidated!.bsa in there is affecting anything?


You'd be running into unexpected textures, those are the easiest things to spot for. Probably meshes too if you're overriding anything there as well. Replacers like QTP3 that stop working would be the biggest thing.
User avatar
Davorah Katz
 
Posts: 3468
Joined: Fri Dec 22, 2006 12:57 pm

Post » Wed Jan 12, 2011 4:33 pm

These last days I was testing Wrye Morph and yesterday when morphing a female mage I noticed she has "Cluttermonkey Guild" faction from Kragenir's Death Quest mod; so I edited Wrye Batch csv and added seven factions from this mod and it worked! here is my edited version:
http://www.zshare.net/download/80163776c79fbd22/
User avatar
Calum Campbell
 
Posts: 3574
Joined: Tue Jul 10, 2007 7:55 am

Post » Wed Jan 12, 2011 4:47 pm

Is it possible to use the 64 bit version of Python for Wrye Bash? Also, I just installed Python 2.6.6, comtypes 0.6.2, PIL 1.1.7, Psyco 1.6, pywin 2.14 and wxPython 2.8.11.0 and Bash won't start. What's wrong, I wonder? And...can I run Python 2.7 and use Bash still. Maybe 2.6.6 isn't compatible. I don't know. I do know that I need Bash though. Essential tool.
User avatar
Racheal Robertson
 
Posts: 3370
Joined: Thu Aug 16, 2007 6:03 pm

Post » Wed Jan 12, 2011 9:43 am

Is it possible to use the 64 bit version of Python for Wrye Bash? Also, I just installed Python 2.6.6, comtypes 0.6.2, PIL 1.1.7, Psyco 1.6, pywin 2.14 and wxPython 2.8.11.0 and Bash won't start. What's wrong, I wonder? And...can I run Python 2.7 and use Bash still. Maybe 2.6.6 isn't compatible. I don't know. I do know that I need Bash though. Essential tool.

64-bit version not supported.
Use the configuration listed in the first post. Newer versions are untested.
User avatar
Lizzie
 
Posts: 3476
Joined: Sun Nov 19, 2006 5:51 am

Post » Wed Jan 12, 2011 7:47 pm

Python 2.7 and the 64bit versions of Python in general don't work with Bash.

Doesn't look like Python 2.6.6 works either.
User avatar
Leilene Nessel
 
Posts: 3428
Joined: Sun Apr 15, 2007 2:11 am

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