[relz] Wrye Bash -- Thread #33

Post » Fri May 27, 2011 6:08 am

Well I must be blind - I see that version says 277, but the File says 275 and is dated November. Is there a 277 version? If I am being blind, please tell me what I am not seeing :)

I have this problem too on the Tesnexus page. The file shows up in the updated today page as having the files altered, but there's no v177 :shrug:
Has it been removed/purged or summat?
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Ezekiel Macallister
 
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Post » Fri May 27, 2011 6:44 am

QUOTE (Surazal @ Jan 8 2010, 02:24 PM) *
Well I must be blind - I see that version says 277, but the File says 275 and is dated November. Is there a 277 version? If I am being blind, please tell me what I am not seeing *

I have this problem too on the Tesnexus page. The file shows up in the updated today page as having the files altered, but there's no v177 shrug.gif
Has it been removed/purged or summat?


That makes three of us :confused:
It is confusing enough that the 276 Version is under "old versions" to find. But even if you are going over the mirror you will only be able to see Version up to 275 but no 277 :huh:
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Jake Easom
 
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Post » Fri May 27, 2011 7:50 pm

That makes three of us :confused:
It is confusing enough that the 276 Version is under "old versions" to find. But even if you are going over the mirror you will only be able to see Version up to 275 but no 277 :huh:


Not three - four. I am also :confused:
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Lexy Corpsey
 
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Post » Fri May 27, 2011 4:45 pm

srsly peoples...
Just doing a couple double checks and then uploading the new version.

Future tense... as in "not yet"...
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Ruben Bernal
 
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Post » Fri May 27, 2011 1:35 pm

Thanks should really go to badhair for the code. That's exactly how 'e gave it to me (and an even bigger prop on decoding OBSE's plugin info from their web of code). If you haven't uploaded it yet, I do have one thing to add (for now) to decode the latest Pluggy release change

I still need to tack on some stuff to handle unknown versions and ModNames for v2, but that should work for now.

well that looks great.... canceled upload (at 1%)... added... thanks.
and it is uploading
Just doing a couple double checks and then uploading the new version.

found a couple minor issues... then my stupid dialup connect went on the fritz... uploaded(ing) now! - see first post for the changelog in a sec (also of course in the readme)
Pacific Morrowind
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keri seymour
 
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Post » Fri May 27, 2011 11:07 am

srsly peoples...

Future tense... as in "not yet"...


"Now" on Tesnexus:

[img]http://www.tesnexus.com/downloads/file.php?id=22368[/img]

Confusing. Isn?t it?! :hubbahubba:



@PacificMorrowind
If you need more time I am sure we can wait for it. It is just the difference between what is said and what is written on Tesnexus that is confusing.
You are doing a great job :goodjob:


... you are fast :D
Just discovered that 277 is now up. Amazing :celebration:
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Kirsty Collins
 
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Post » Fri May 27, 2011 1:31 pm

found a couple minor issues... then my stupid dialup connect went on the fritz... uploaded(ing) now! - see first post for the changelog in a sec (also of course in the readme)
Pacific Morrowind


Downloaded the v2.77, thanks! :)
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Sunnii Bebiieh
 
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Post » Fri May 27, 2011 3:09 pm

Updating thanks for new version
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Nymph
 
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Post » Fri May 27, 2011 8:13 pm

I got this message

Traceback (most recent call last):  File "D:\Bethesda Softworks\Oblivion\Mopy\basher.py", line 9711, in Execute    os.spawnv(os.P_NOWAIT,exePath.s,exeArgs)OSError: [Errno 22] Invalid argument


whenever I open CS with OBSE or when I open OBMM

FYI, I can open CS without obse, all of Elminster's program, and others fine.
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Kat Stewart
 
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Post » Fri May 27, 2011 6:13 pm

I got this message

Traceback (most recent call last):  File "D:\Bethesda Softworks\Oblivion\Mopy\basher.py", line 9711, in Execute    os.spawnv(os.P_NOWAIT,exePath.s,exeArgs)OSError: [Errno 22] Invalid argument


whenever I open CS with OBSE or when I open OBMM

FYI, I can open CS without obse, all of Elminster's program, and others fine.

that makes about zero sense... both work fine for me, OBMM uses the exact same call (other than one path) as non-OBSE CS... OBSE CS uses the same call as OBSE OB (does that work?) but adding -editor... hmmm really don't know. did it use to work? what python version?
Pacific Morrowind
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Project
 
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Post » Fri May 27, 2011 12:55 pm

It used to be working with python 2.5.4(with wxPython 2.8.7.1), I just upgraded to python 2.6.4(with wxPython 2.8.10.1 and comtypes) and that message pops up. And I also can't launch Oblivion with or without obse
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Lynette Wilson
 
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Post » Fri May 27, 2011 11:18 am

Just grabbed 277, everything seems to be working fine here and I'm using Python 2.6.4
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gemma king
 
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Post » Fri May 27, 2011 8:19 pm

Am I using the skip prefix option in an incorrect way ? Tried to export scripts prefixed with zzPiiiP ( also tried zz ) and the tool tells me that there were no scripts extracted.

The co-save decoder throws this exception :
Traceback (most recent call last):  File "G:\TES 4 Oblivion\Mopy\basher.py", line 9202, in Execute	saveFile.logStatObse(log)  File "G:\TES 4 Oblivion\Mopy\bosh.py", line 6192, in logStatObse	log(_('	  %02X (%s)') % (refModID, self.masters[refModID].s))IndexError: list index out of range

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Emily Rose
 
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Post » Fri May 27, 2011 7:43 am

Am I using the skip prefix option in an incorrect way ? Tried to export scripts prefixed with zzPiiiP ( also tried zz ) and the tool tells me that there were no scripts extracted.

The co-save decoder throws this exception :
Traceback (most recent call last):  File "G:\TES 4 Oblivion\Mopy\basher.py", line 9202, in Execute	saveFile.logStatObse(log)  File "G:\TES 4 Oblivion\Mopy\bosh.py", line 6192, in logStatObse	log(_('	  %02X (%s)') % (refModID, self.masters[refModID].s))IndexError: list index out of range

Erm.... did you maybe switch .obse files around? This error means the .obse file contains saved array data from a mod that is not only no longer loaded, but isn't noted in the save game header.

...
or maybe it belongs to 255, the save game itself?

...
VVVV
Could you post the master list for the save file (right-click and "List Masters")? OK, new save so the files are all there, no load order changes have been made... if you think it could be a FF-created array, I could try to write up a fix and e-mail it to you for testing (but first I need to eat...)
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Kieren Thomson
 
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Post » Fri May 27, 2011 8:06 am

I thought as much. I created a new save and it still throws me the same error.

EDIT: I don't see it any otherway.
Masters for: test.ess00  Oblivion.esm01  EnhancedWeather.esm  [Version 1.3.5]02  Cobl Main.esm  [Version 1.71]03  HorseCombatMaster.esm04  Unofficial Oblivion Patch.esp  [Version 3.2.0]05  UOP Vampire Aging & Face Fix.esp  [Version 1.0.0]06  Oblivion Citadel Door Fix.esp07  DLCShiveringIsles.esp08  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]09  SM Plugin Refurbish - SI.esp  [Version 1.05]0A  LoadingScreens.esp0B  Natural Selection.esp  [Version 1.0]0C  Natural_Habitat_by_Max_Tael.esp0D  EnhancedWeather.esp  [Version 1.3.5]0E  Natural_Water_by_Max_Tael.esp0F  MIS.esp10  MIS New Sounds Optional Part.esp11  Distant Chapel Bells.esp12  QZ Easy Menus.esp13  RoadSigns.esp++  VA_BetterGold.esp14  DLCHorseArmor.esp15  DLCHorseArmor - Unofficial Patch.esp  [Version 1.0.5]16  SM Plugin Refurbish - HorseArmor.esp  [Version 1.08]17  DLCOrrery.esp18  DLCOrrery - Unofficial Patch.esp  [Version 1.0.3]19  SM Plugin Refurbish - Orrery.esp  [Version 1.06]1A  DLCVileLair.esp1B  DLCVileLair - Unofficial Patch.esp  [Version 1.0.5]1C  SM Plugin Refurbish - VileLair.esp  [Version 1.08]1D  DLCMehrunesRazor.esp1E  DLCMehrunesRazor - Unofficial Patch.esp  [Version 1.0.4]1F  SM Plugin Refurbish - MehrunesRazor.esp  [Version 1.08]20  DLCSpellTomes.esp++  DLCSpellTomes - Unofficial Patch.esp  [Version 1.0.1]21  StockClothingArmor-forExnems.esp22  DLCThievesDen.esp23  DLCThievesDen - Unofficial Patch.esp  [Version 1.0.5]24  DLCThievesDen - Unofficial Patch - SSSB.esp  [Version 1.0.4]25  SM Plugin Refurbish - ThievesDen.esp  [Version 1.08]26  Cobl Glue.esp  [Version 1.69]27  Cobl Si.esp  [Version 1.63]++  Cobl Tweaks.esp  [Version 1.44]++  OOO-Magic_Script_Effect_Fix.esp  [Version 1.33]28  DLCBattlehornCastle.esp29  DLCBattlehornCastle - Unofficial Patch.esp  [Version 1.0.4]2A  SM Plugin Refurbish - Battlehorn.esp  [Version 1.06]2B  DLCFrostcrag.esp2C  DLCFrostcrag - Unofficial Patch.esp  [Version 1.0.4]++  SM Plugin Refurbish - FrostCrag.esp  [Version 1.03]2D  Knights.esp2E  Knights - Unofficial Patch.esp  [Version 1.0.9]++  SM Plugin Refurbish - Knights.esp  [Version 1.06]++  Knights_FEM.esp2F  xuldarkforest.esp  [Version 1.0.2]30  LostSpires-DarkForest patch.esp31  xulStendarrValley.esp32  xulTheHeath.esp33  XulEntiusGorge.esp34  xulFallenleafEverglade.esp  [Version 1.3]35  xulColovianHighlands_EV.esp36  xulChorrolHinterland.esp37  xulBeachesOfCyrodiilLostCoast.esp38  xulBravilBarrowfields.esp  [Version 1.3]39  xulLushWoodlands.esp  [Version 1.3]3A  xulAncientYews.esp3B  xulAncientRedwoods.esp3C  xulCloudtopMountains.esp3D  xulArriusCreek.esp3E  xulPatch_AY_AC.esp3F  xulRollingHills_EV.esp40  xulPantherRiver.esp41  xulRiverEthe.esp42  xulBrenaRiverRavine.esp  [Version 1.0.1]43  xulImperialIsle.esp  [Version 1.6.1]44  Natural_Vegetation_by_Max_Tael.esp45  Cliff_CountyNames.esp  [Version 1.1]46  Enhanced Vegetation [125%].esp47  Alternative Start by Robert Evrae.esp48  RealisticForceMedium.esp49  RealisticMagicForceLow.esp4A  RefScope.esp  [Version 1.3.0]++  ScriptEffectIconReplace.esp4B  MRP - Autosaving.esp4C  MRP - Horse stabled outside gate.esp4D  MRP - Loading area.esp4E  MRP - Not enough charge.esp4F  MRP - Quickloading.esp50  MRP - You find nothing of use.esp51  MRP - You successfully harvest.esp++  [GFX]_Initial_Glow-all.esp++  [GFX]_Initial_Glow-creatures.esp++  Real Lava 1.3.esp52  qazFingerSnap.esp53  Bashed Patch, Playtest.esp54  Streamline 3.1.esp55  WindowLightingSystem.esp56  Ashes to Ashes.esp  [Version 1.0]57  SPAWN.esp  [Version 0.3]58  Enhanced Grabbing.esp  [Version 0.5]59  Vector.esp  [Version 0.2]5A  Vacuity.esp  [Version 0.1]5B  Scathe.esp  [Version 0.1]

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Darren Chandler
 
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Post » Fri May 27, 2011 2:03 pm

Just grabbed 277, everything seems to be working fine here and I'm using Python 2.6.4

And I managed to miss the arrival of that update! So thank you Arthmoor :D
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Flutterby
 
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Post » Fri May 27, 2011 4:28 pm

Am I using the skip prefix option in an incorrect way ? Tried to export scripts prefixed with zzPiiiP ( also tried zz ) and the tool tells me that there were no scripts extracted.

hmm I think you are reading the skip prefix option how Haama meant it when he posted the request... I however read it as skip export of script if it starts with X.... of course once I understood what Haama meant I added a new feature to cut the prefix off the filenames - so entering zz in the second dialogue would cut a script named zzPiiiP to PiiiP.txt(or whatever extention is set in the ini)... on the svn and in the next release when it happens (which will actually be very soon (muahaha)).
Pacific Morrowind
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Claire Mclaughlin
 
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Post » Fri May 27, 2011 5:36 pm

I'd like to second this, but understand it may not be in the cards for awhile. There are cases where a scripted install is definitely much easier to manage. With scripted installation ability, BAIN would be the one-stop shop for mod installs.

Third'd


Thanks for the extra features- they really help out.
? added an Export/Import script function to the right click menu of mod files
? added support for launching Bla, Bla, (all with settable paths in the ini)

Would like to see launching for http://www.fraps.com/, http://www.artweaver.de/home-en/, http://audacity.sourceforge.net/, http://notepad-plus.sourceforge.net/uk/site.htm, DDS convertor, and say like 3-4 Custom launch buttons for whatever else a user would like to configure. Settable in the ini. Then make your own icons. Ex Custom.png 1, 2, 3, etc.

Would like to see an option to use bigger icons for the launch buttons also. Ex 32x32 for people with poor eye site. Plus they would look a little better. Sorry to say the gimp dog is more of a splotch than a dog.

Metallicow
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Miss Hayley
 
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Post » Fri May 27, 2011 2:12 pm

Probably a dumb question, but what does it mean when, after rebuilding the bashed patch...
  • A mod is shown as green
  • And clicking the check box makes the mod inactive (ie it is blank rather than a plus or a dot sign)
I have been re-checking it because I am uncertain of what the implications are.

Many thanks for any help or guidance.
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yermom
 
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Post » Fri May 27, 2011 7:16 am

Probably a dumb question, but what does it mean when, after rebuilding the bashed patch...
  • A mod is shown as green
  • And clicking the check box makes the mod inactive (ie it is blank rather than a plus or a dot sign)
I have been re-checking it because I am uncertain of what the implications are.

Many thanks for any help or guidance.


Which mod is it? I had that with Symphony of Violence.esp and rebuilding the patch fixed it (that is, once again - I had already rebuilt it). IIRC, I had some other mod the last time I played which was green but wouldn't turn up as merged - can't remember which one it was, though.
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Rob
 
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Post » Fri May 27, 2011 7:37 pm

Which mod is it?

It was TamrielTravellersItemsNPC.esp - did not change through many Bash Rebuilds, which is why I was wondering if this has a specific meaning within WB
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Michael Russ
 
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Post » Fri May 27, 2011 10:56 am

hmm I think you are reading the skip prefix option how Haama meant it when he posted the request... I however read it as skip export of script if it starts with X.... of course once I understood what Haama meant I added a new feature to cut the prefix off the filenames - so entering zz in the second dialogue would cut a script named zzPiiiP to PiiiP.txt(or whatever extention is set in the ini)... on the svn and in the next release when it happens (which will actually be very soon (muahaha)).
Pacific Morrowind
Thanks for the clarification.
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Taylah Haines
 
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Post » Fri May 27, 2011 9:19 pm

It was TamrielTravellersItemsNPC.esp - did not change through many Bash Rebuilds, which is why I was wondering if this has a specific meaning within WB


you need to tag TravellersItemNpc.esp with filter, delev, relev in order to work right, then it will get merged correctly...do not activate, but, select it under merge patches section and make sure listed under leveledlist has well..
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OJY
 
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Post » Fri May 27, 2011 4:28 pm

you need to tag TravellersItemNpc.esp with filter, delev, relev in order to work right, then it will get merged correctly...do not activate, but, select it under merge patches section and make sure listed under leveledlist has well..


So has that changed then from the old advice of {{BASH:Delev,NoMerge,Relev}} and activating the plugin?
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Astargoth Rockin' Design
 
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Post » Fri May 27, 2011 3:42 pm

For so reason Im'm not getting an * next to mmm resixe the races. I have it uncheck in the merged section and in the list. I have it check in race section of rebuilt bash and that also checked. Can anyone explain what I need to do to get it deactived with the * next to it in the load order thanks in advance
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Sheila Esmailka
 
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