[relz] Wrye Bash -- Thread #33

Post » Fri May 27, 2011 6:04 pm

Then what if BOSS Says to deacive the mod like resize the races does it still matter if there is a dot or a +?

it says to import AND deactivate... yes it matters.
Pacific Morrowind
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louise hamilton
 
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Post » Fri May 27, 2011 5:27 am

I think I am getting some better idea about it. But not at all fully.

If you would be so kind PacificMorrowind, could you perhaps reply directly to my previous post? Perhaps that might do it.

My real conundrum is that I see all these mods in Bash which can be changed from an "Active" TICK to an "Imported" DOT.
I understand (I think I do at least ;) ) that the Green ones that can go to a "Merged" PLUS should all be changed to PLUS signs in Bash.

But what confuses me that much more with the DOTs is that some are for mods that are in Green and some that are not.
And I find myself wondering (not really knowing the ins and outs of most mods myself - think of me as an ignorant player, not modding savvy):

Which ones should I leave as a TICK?
Which ones to change to a DOT?
Should I change all the green ones to DOT but leave those in default colour as TICK? Or what?


An example from my load order (as related to the examples given) I have:
This mod: This colour, {these tags}, THIS CHECKBOX OPTION

FineWeapons.esp: Green, {Graphics, NoMerge}, DOT
RustyItems.esp: Green, {Graphics}, PLUS
Slof's Horses Base.esp: Black, {Graphics}, DOT
HRMHorseArmor.esp: Black, {Graphics}, NONE


Okay:
So Green text means a mod can be merged.
But if it has a {NoMerge} tag it can't so that changes if from a PLUS to a DOT meaning the tagged details get imported but not the entire mod? And should you always do that (select the DOT)?
But why is it that only some of the mods with tags, that can't be fully merged (not green text) can be changed to a DOT, but not others? (In those examples I have above; two mods are not in green text, have the Graphics tag, but one has a DOT and one doesn't)
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Prisca Lacour
 
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Post » Fri May 27, 2011 9:17 am

it says to import AND deactivate... yes it matters.
Pacific Morrowind



That's what I thought so my problem is that with resize the races boss says bash body and that is under races records which is fine. I know you don't want to merge it . At least that is what I think. You don't want it checked under merged I think. You want to import it into race records where it is check under races records and races records is check. I then think after running the rebuilt bash it will still have a check been then you can switch it to a dot which been it is deactivated. I also think that a + means it is merged which is what you don't want with this mod.. The problem I have is that I have tried everything and I don't get the dot on resize the races I have upgraded wrye to 277 I never had the problem before maybe I am making this to hard Copec says I do agree will him I shouldn't be making it this hard . Please help thanks in advance
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saxon
 
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Post » Fri May 27, 2011 6:55 am

How do you deactivate a mod that boss says to ? Can it have a + sign next to the mod to be considered deactivate or does it need a dot ? I know a check mark is not what you want any help would be appreciated
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Sun of Sammy
 
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Post » Fri May 27, 2011 10:20 am

How do you deactivate a mod that boss says to ? Can it have a + sign next to the mod to be considered deactivate or does it need a dot ? I know a check mark is not what you want any help would be appreciated

With all due respect, this is explained in the WB helpfile that is accessible from the statusline at the bottom in WB. Dot or + sign is chosen by WB, you can only left click on the field. Either it will go blank, get a + or get the dot depending if you imported or merged the mod into Bash Patch - or did not import / merge it.
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Manuel rivera
 
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Post » Fri May 27, 2011 11:16 am

With all due respect, this is explained in the WB helpfile that is accessible from the statusline at the bottom in WB. Dot or + sign is chosen by WB, you can only left click on the field. Either it will go blank, get a + or get the dot depending if you imported or merged the mod into Bash Patch - or did not import / merge it.



Thanks for the clarification
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brian adkins
 
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Post » Fri May 27, 2011 9:17 am

I think I am getting some better idea about it. But not at all fully.

If you would be so kind PacificMorrowind, could you perhaps reply directly to my previous post? Perhaps that might do it.

sure... sorry for not last time.
My real conundrum is that I see all these mods in Bash which can be changed from an "Active" TICK to an "Imported" DOT.
I understand (I think I do at least ;) ) that the Green ones that can go to a "Merged" PLUS should all be changed to PLUS signs in Bash.

But what confuses me that much more with the DOTs is that some are for mods that are in Green and some that are not.
And I find myself wondering (not really knowing the ins and outs of most mods myself - think of me as an ignorant player, not modding savvy):

Which ones should I leave as a TICK?
Which ones to change to a DOT?
Should I change all the green ones to DOT but leave those in default colour as TICK? Or what?

leave as tick if you need the whole thing and not mergeable (ie anything that adds new things whether or not some parts or importable as well)
leave as dot if you only need the imported changes - ie road record.
If it is green just turn it to a dot (unless it is one that should also be merged in which case merge it and leave it as a +)
An example from my load order (as related to the examples given) I have:
This mod: This colour, {these tags}, THIS CHECKBOX OPTION

FineWeapons.esp: Green, {Graphics, NoMerge}, DOT
RustyItems.esp: Green, {Graphics}, PLUS
Slof's Horses Base.esp: Black, {Graphics}, DOT
HRMHorseArmor.esp: Black, {Graphics}, NONE


Okay:
So Green text means a mod can be merged.
But if it has a {NoMerge} tag it can't so that changes if from a PLUS to a DOT meaning the tagged details get imported but not the entire mod? And should you always do that (select the DOT)?

if tagged NoMerge yes just leave it as a DOT. else merge and import and leave as whatever it chooses other than a check - that will be a +.
But why is it that only some of the mods with tags, that can't be fully merged (not green text) can be changed to a DOT, but not others? (In those examples I have above; two mods are not in green text, have the Graphics tag, but one has a DOT and one doesn't)

darn I'm not very familiar with those two bottom files so can't give as good a description as some others but; Ithat doesn't seem normal - if you import it can (er should) be able to be toggled to either a check or a dot... make sure it is being included in the build...
The main reason for a non-mergeable one to be tagged is to bring that particular change (whatever the tag(s) are for) further up the list than the rest of the of the mod - ie OOO has stats which really should override later changes of quests and things doing dirty edits for proper balancing...
Is that clearer?
Pacific Morrowind
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benjamin corsini
 
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Post » Fri May 27, 2011 12:04 pm

Thanks for fixing the TES4Edit icons. :)
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evelina c
 
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Post » Fri May 27, 2011 6:12 am

Upon tyrin to bash a patch with Waalx animals and creatures.esm in the load order I get this error from Wrye Bash:

Traceback (most recent call last):
File "I:\Games\Oblivion\Mopy\basher.py", line 4318, in Execute
patchFile.buildPatch(log,SubProgress(progress,0.8,0.9))
File "I:\Games\Oblivion\Mopy\bosh.py", line 13404, in buildPatch
patcher.buildPatch(log,SubProgress(subProgress,index))
File "I:\Games\Oblivion\Mopy\bosh.py", line 18134, in buildPatch
raise StateError(_('Mesh undefined for eye %s in race %s') % (strFid(eye),race.eid,))
bolt.StateError: Mesh undefined for eye (Waalx Animals & Creatures.esm,0x006952) in race VampireRace


[edited out a lot of needless dross]

Turns out the bashed patch/esp I was using (and had used on a different character) was bad - as in contained legacy that caused that error.
Pulling out a new bashed patch from mopy folder and it all worked fine.
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Francesca
 
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Post » Fri May 27, 2011 9:05 pm

Is that clearer?

Yep: I think should just about do it.
Thanks for the help :D
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Andrew Lang
 
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Post » Fri May 27, 2011 5:19 pm

Upon tyrin to bash a patch with Waalx animals and creatures.esm in the load order I get this error from Wrye Bash:

Traceback (most recent call last):
File "I:\Games\Oblivion\Mopy\basher.py", line 4318, in Execute
patchFile.buildPatch(log,SubProgress(progress,0.8,0.9))
File "I:\Games\Oblivion\Mopy\bosh.py", line 13404, in buildPatch
patcher.buildPatch(log,SubProgress(subProgress,index))
File "I:\Games\Oblivion\Mopy\bosh.py", line 18134, in buildPatch
raise StateError(_('Mesh undefined for eye %s in race %s') % (strFid(eye),race.eid,))
bolt.StateError: Mesh undefined for eye (Waalx Animals & Creatures.esm,0x006952) in race VampireRace


[edited out a lot of needless dross]

Turns out the bashed patch/esp I was using (and had used on a different character) was bad - as in contained legacy that caused that error.
Pulling out a new bashed patch from mopy folder and it all worked fine.

that's very bizarre... especially as I'm learning more python I've found that it is total overwrite mode by python which is evidently not fully overwriting not some code in bash (no append calls only write calls)... glad that fixes it... I think I'll add a note to the readme along the lines of "if you get an unusual error with building the patch try grabbing a blank one from mopy folder and retrying before reporting or going indepth into figuring out what is wrong"
Pacific Morrowind
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SUck MYdIck
 
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Post » Fri May 27, 2011 5:51 am

High guys! Finally found the thread. Dang we need a new search engine. :brokencomputer:
Anyway, I've been having trouble getting wrye bash to work. When I click on the Wrye bash launcher, nothing happens. I have read over the readme many times. There wasn't a bug dump, so I went to generate one, following the instructions:
? Open a command shell (Start: Programs: Accessories: Command Prompt).

? chdir to the Mopy directory. "chdir" means "change directory". E.g.: chdir C:\Program Files\Bethesda Softworks\Oblivion\Mopy

? Type: c:\python25\python.exe bash.py -d

? If you have a different version/location of python, adapt the first argument accordingly.

? Doing this will cause any error messages that Bash generates on start to spew to the command shell. This is the bugdump.

I did this, and Wrye bash opened! Is this supposed to happen? I have used wrye bash extensively in the past, and never had problems. There is still no bug dump in the folder. :(
Any help would be appreciated. I am really trying to get back into oblivion, after months of being away, and doing it without wrye bash is a daunting task indeed.

So basically I CAN get Wrye Bash to work, but have to go through this every time I wan't to use it. As you can understand, this would get quite annoying...
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Mel E
 
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Post » Fri May 27, 2011 12:28 pm

High guys! Finally found the thread. Dang we need a new search engine. :broken computer:
Anyway, I've been having trouble getting wrye bash to work. When I click on the Wrye bash launcher, nothing happens. I have read over the readme many times. There wasn't a bug dump, so I went to generate one, following the instructions:

I did this, and Wrye bash opened! Is this supposed to happen? I have used wrye bash extensively in the past, and never had problems. There is still no bug dump in the folder. :(
Any help would be appreciated. I am really trying to get back into oblivion, after months of being away, and doing it without wrye bash is a daunting task indeed.

So basically I CAN get Wrye Bash to work, but have to go through this every time I wan't to use it. As you can understand, this would get quite annoying...

it should be identical... however the most likely thing I can think of that would mean it isn't would be that your python install is slightly corrupted and it isn't autorecognizing that .pyw files should be opened by pythonw.exe... try repairing/reinstalling your python.
Pacific Morrowind
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Eddie Howe
 
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Post » Fri May 27, 2011 10:25 am

I'm not sure exactly where the post, but here I go. There I would like a feature whether it be in Wrye Bash or boss. it would deal with a package load order ( from my understanding what overwrites what). I would like to see an add-on or tool to perform this function similar to boss. I use boss for a general baseline then tweak what I need. The same goes for what I'd use this tool for... a baseline.

That was the primary reason why switch to Wrye's install method. I didn't have to worry about permanently overwriting files. but that doesn't help if they're not in the right order to begin with.
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Shelby McDonald
 
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Post » Fri May 27, 2011 7:19 pm

I'm not sure exactly where the post, but here I go. There I would like a feature whether it be in Wrye Bash or boss. it would deal with a package load order ( from my understanding what overwrites what). I would like to see an add-on or tool to perform this function similar to boss. I use boss for a general baseline then tweak what I need. The same goes for what I'd use this tool for... a baseline.

That was the primary reason why switch to Wrye's install method. I didn't have to worry about permanently overwriting files. but that doesn't help if they're not in the right order to begin with.

Problem with this is that there is no "right" order. If you have many different texture packs, it's up to you to decide which one you want to keep the cobblestones from and which one you want to keep the book covers from , etc. BAIN's strength is that it allows you to make those choices. No one can give you a baseline that's any more informative than the mods' own readmes.

gothemasticator
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Maria Garcia
 
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Post » Fri May 27, 2011 9:37 am

I'm used to seeing a mention of Null Ref Objects whenever I check for save game bloating via Wrye, but I got a new message, this time:

CLOT srHotKeyBase: 50

Can someone tell me what we're looking at, here?
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Daramis McGee
 
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Post » Fri May 27, 2011 10:53 am

Hey, I'm sorry if this has been covered... I looked at the Load Masters section of the readme and couldn't find what I'm looking for. I was wondering if there were any way to sync your active load order to that of a saved game. Thanks for any help :)
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Emily Jeffs
 
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Post » Fri May 27, 2011 1:09 pm

I'm used to seeing a mention of Null Ref Objects whenever I check for save game bloating via Wrye, but I got a new message, this time:

CLOT srHotKeyBase: 50

Can someone tell me what we're looking at, here?

I would guess that that is ***something*** from http://www.tesnexus.com/downloads/file.php?id=22326... as to what exactly I really don't know but probably fine to keep.
@@ishmaeltheforsaken: not currently... but has been talked about before... I'll see if I can think up a nice way to set that LO.
Pacific Morrowind
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Kira! :)))
 
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Post » Fri May 27, 2011 9:35 am

I'm used to seeing a mention of Null Ref Objects whenever I check for save game bloating via Wrye, but I got a new message, this time:

CLOT srHotKeyBase: 50

Can someone tell me what we're looking at, here?

Clothing items - more than likely invisible "token" items (only clothing can be non-playable - that is, in your inventory but invisible to you).
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Emilie M
 
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Post » Fri May 27, 2011 7:45 pm

Clothing items - more than likely invisible "token" items (only clothing can be non-playable - that is, in your inventory but invisible to you).


Perhaps acquired while using Qxix-Divine Elegance Showroom, recently. (Great mod.) Not sure I understand, but is there any way save using Wrye's de-bloating to get rid of them? Will leaving everything in a lump, going to a new inside cell, saving, then reloading and grabbing it all again get rid of the invisible tokens?
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Bee Baby
 
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Post » Fri May 27, 2011 8:13 am

Clothing items - more than likely invisible "token" items (only clothing can be non-playable - that is, in your inventory but invisible to you).
You forget Armor records.
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El Goose
 
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Post » Fri May 27, 2011 9:26 pm

Well, in either case, I've removed the bloat, and the save game runs. Still, I've got a save game copy I made before using Wrye's de-bloat, and I'd like to try alternative methods of getting rid of the problem. Any you can suggest?
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Chase McAbee
 
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Post » Fri May 27, 2011 7:22 am

Perhaps acquired while using Qxix-Divine Elegance Showroom, recently. (Great mod.) Not sure I understand, but is there any way save using Wrye's de-bloating to get rid of them? Will leaving everything in a lump, going to a new inside cell, saving, then reloading and grabbing it all again get rid of the invisible tokens?

erm as I said earlier i'm 99% sure that that is from SkyRanger's Super Hotkeys... removal of that data is definitely fine if you are no longer using SH... if you are still I don't know (haven't looked at the scripts of SH etc)
Pacific Morrowin
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Rachel Hall
 
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Post » Fri May 27, 2011 7:35 am

erm as I said earlier i'm 99% sure that that is from SkyRanger's Super Hotkeys... removal of that data is definitely fine if you are no longer using SH... if you are still I don't know (haven't looked at the scripts of SH etc)
Pacific Morrowin


Didn't t see your post, sorry. I'm still using Super Hotkeys, though. So it's really not a problem, given the source? Or is this a case where the mod's buggy?
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Romy Welsch
 
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Post » Fri May 27, 2011 7:35 pm

Didn't t see your post, sorry. I'm still using Super Hotkeys, though. So it's really not a problem, given the source? Or is this a case where the mod's buggy?

I'm surprised there are any Refs for these items, but given that's there's only 50 it's nothing to worry about.
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TASTY TRACY
 
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