[relz] Wrye Bash -- Thread #33

Post » Fri May 27, 2011 10:30 am

No problem, the old faithful 275 is still excellent :)
You have been one very busy chap recently, and remarkably no evidence of monkey bites anywhere.
Hope you are allowing yourself some seasonal cheer, if that involves quaffing jungle juice......
Please lock the computer room. :brokencomputer: Merry christmas & Happy New Year.
:@)
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Chloé
 
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Post » Fri May 27, 2011 8:26 am

Does Bash currently have the ability to modify the Unplayable flag in relevant records ? That's a dangerous tweak, considering how often tokens are used by mods.Issues such as http://www.gamesas.com/bgsforums/index.php?s=&showtopic=1063032&view=findpost&p=15480693 will keep cropping up if it remains accessible. While that one might seem relatively harmless, a removeAllItems call will get rid of any tweaked clothing items too, screwing up any scripts running on them.

In any case, I don't see any reason for such a feature as in most cases, clothing flagged as Unplayable are done so for a reason.
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tannis
 
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Post » Fri May 27, 2011 7:32 pm

Does Bash currently have the ability to modify the Unplayable flag in relevant records ? That's a dangerous tweak, considering how often tokens are used by mods.Issues such as http://www.gamesas.com/bgsforums/index.php?s=&showtopic=1063032&view=findpost&p=15480693 will keep cropping up if it remains accessible. While that one might seem relatively harmless, a removeAllItems call will get rid of any tweaked clothing items too, screwing up any scripts running on them.

yes, and I know it is dangerous - thats why there was the warning about it on the first post (the warning is """* new bashed patch option: set all armours/clothes as playable (betaish... sometimes inadvertantly sets things that really shouldn't be playable - use at own risk... but shouldn't cause any harm, just taking off say a werewolfs head doesn't look good)""")... still tweaking it but what you said there has given me a good idea to improve it (thanks)! - if it has a script it won't be set playable in the next version... does that sound better to you?
In any case, I don't see any reason for such a feature as in most cases, clothing flagged as Unplayable are done so for a reason.

that is true for most rings, amulets - being used as tokens - however for most armours/other clothes it is either a) balance or B) to make the humanoid look different -ie a werewolf suit... in case A: who cares :P... I personally feel that if you can beat up your enemy to be able take their stuff and you can carry their stuff you should be able to.. but the nice thing about this tweak is use or not use each to their own... in case B: I can program (in progress actually) it to not set playable any that match X characteristic (ie name)

@@Alt3rn1ty: lock the computer room!? aaaagh... as long as I'm in it! Thanks, and Merry chrissy and happy new year to you too (and to everyone else), I'll try and have these "little issues" with 276 fixed today/tomorow and a new one up for the weekend
Pacific Morrowind
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Suzy Santana
 
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Post » Fri May 27, 2011 5:50 am

Small feature request, is it possible to get a BSA load order tab so we can change bsa modified dates. This would be especially handy for MMM setups in complex mod environments and will further solidify wrye bash as the most functional modding tool around :).
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Austin Suggs
 
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Post » Fri May 27, 2011 8:51 pm

Small feature request, is it possible to get a BSA load order tab so we can change bsa modified dates. This would be especially handy for MMM setups in complex mod environments and will further solidify wrye bash as the most functional modding tool around :).


I second this request
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Greg Swan
 
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Post » Fri May 27, 2011 1:41 pm

Small feature request, is it possible to get a BSA load order tab so we can change bsa modified dates. This would be especially handy for MMM setups in complex mod environments and will further solidify wrye bash as the most functional modding tool around :).


I 3rd. Not the solution I asked for before, but it would be useful just the same.
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Erika Ellsworth
 
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Post » Fri May 27, 2011 9:34 am

Small feature request, is it possible to get a BSA load order tab so we can change bsa modified dates. This would be especially handy for MMM setups in complex mod environments and will further solidify wrye bash as the most functional modding tool around :).

This would save me a lot of trouble today.
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Ysabelle
 
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Post » Fri May 27, 2011 2:54 pm

yes, and I know it is dangerous - thats why there was the warning about it on the first post (the warning is """* new bashed patch option: set all armours/clothes as playable (betaish... sometimes inadvertantly sets things that really shouldn't be playable - use at own risk... but shouldn't cause any harm, just taking off say a werewolfs head doesn't look good)""")... still tweaking it but what you said there has given me a good idea to improve it (thanks)! - if it has a script it won't be set playable in the next version... does that sound better to you?
That would help a bit. But that doesn't do anything about marker tokens (those used as tags). Removing such a token has a high chance of messing up script flow.

that is true for most rings, amulets - being used as tokens - however for most armours/other clothes it is either a) balance or B) to make the humanoid look different -ie a werewolf suit... in case A: who cares :P ... I personally feel that if you can beat up your enemy to be able take their stuff and you can carry their stuff you should be able to.. but the nice thing about this tweak is use or not use each to their own... in case B: I can program (in progress actually) it to not set playable any that match X characteristic (ie name)
I would suggest that the tweak only modifies vanilla records. That should be a good compromise given the fact that the master file's is probably the only one that benefits most from the tweak.
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Cassie Boyle
 
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Post » Fri May 27, 2011 7:51 pm

I need some help figuring out an error that WryeBash 275 & 276 are generating. Below is the error box that shows up when I try to rebuild the bashed patch. I don't know how to read this.
I'm guessing it has to do with the 'EnhancedWeather.esp', but I haven't made any changes to that file for over a month and I've been rebuilding patches fine until today with v275.
I got the error first with v275, installed an older back up of 'EnhancedWeather.esp', still got the error. Reinstalled v275, still got error. Installing v276 produced the same error. I unticked its merge option and the bashed patch was created without the error. I've been merging this file for months without error.
Just started using Python 2.6.4, wxpython 2.8.10.1 ansi & Comtypes, should I go back to the older combination?

C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py:3552: DeprecationWarning: struct integer overflow masking is deprecated  MelStructA.dumpData(self,record,out)Dumping: DementiaRegion 125339 > recType: REGN> size: 3083> fid: 125339> flags2: 0> flags1: > changed: True> subrecords: None> data: None> inName: bolt.Path('EnhancedWeather.esp')> longFids: False> eid: DementiaRegion> iconPath: None> mapRed: 0> mapBlue: 125> mapGreen: 125> unused1: > worldspace: 40728> areas: []> entries: [, , ]Traceback (most recent call last):  File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\basher.py", line 3982, in Execute    patchFile.safeSave()  File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 5112, in safeSave    self.save(filePath.temp)  File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 5132, in save    selfTops[type].dump(out)  File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 4227, in dump    size = self.getSize()  File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 4219, in getSize    return 20 + sum((20 + record.getSize()) for record in self.records)  File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 4219, in     return 20 + sum((20 + record.getSize()) for record in self.records)  File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 1806, in getSize    self.dumpData(out)  File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 1896, in dumpData    self.__class__.melSet.dumpData(self,out)  File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 1548, in dumpData    element.dumpData(record,out)  File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 877, in dumpData    element.dumpData(target,out)  File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 3552, in dumpData    MelStructA.dumpData(self,record,out)  File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 1220, in dumpData    data += struct.pack(format, *[getattr(x,item) for item in attrs])SystemError: ..\Objects\longobject.c:336: bad argument to internal function

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Jessica Raven
 
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Post » Fri May 27, 2011 12:39 pm

I need some help figuring out an error that WryeBash 275 & 276 are generating. Below is the error box that shows up when I try to rebuild the bashed patch. I don't know how to read this.
I'm guessing it has to do with the 'EnhancedWeather.esp', but I haven't made any changes to that file for over a month and I've been rebuilding patches fine until today with v275.
I got the error first with v275, installed an older back up of 'EnhancedWeather.esp', still got the error. Reinstalled v275, still got error. Installing v276 produced the same error. I unticked its merge option and the bashed patch was created without the error. I've been merging this file for months without error.
Just started using Python 2.6.4, wxpython 2.8.10.1 ansi & Comtypes, should I go back to the older combination?

C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py:3552: DeprecationWarning: struct integer overflow masking is deprecated 

that means that somethings have been deprecated in python 2.6 as opposed to 2.5... I'll have to investigate that segment of code and fix that - until then to include that file you'll have to use 2.5 python.
Pacific Morrowind
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Alexander Lee
 
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Post » Fri May 27, 2011 12:27 pm

that means that somethings have been deprecated in python 2.6 as opposed to 2.5... I'll have to investigate that segment of code and fix that - until then to include that file you'll have to use 2.5 python.
Pacific Morrowind

Further investigating reveals that the region data in my 'EnhancedWeather.esp' was changed, in a bad way. I had changed weather and quest values but never any region values, so I've no clue how it happened.
Anyway, with using an older version of 'EnhancedWeather.esp' I corrected the region values. But still got the error when trying to rebuild the bashed patch with its merge on. So I marked it with 'no merge' and was able to rebuild the bashed patch.
So I found a way around my problem, but the background problem is still there. In using the previous Python & wxpython combination I could make a bashed patch with the "bad" 'EnhancedWeather.esp' , but the new combination can't handle it.
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Craig Martin
 
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Post » Fri May 27, 2011 5:57 pm

Further investigating reveals that the region data in my 'EnhancedWeather.esp' was changed, in a bad way. I had changed weather and quest values but never any region values, so I've no clue how it happened.

Anyway, with using an older version of 'EnhancedWeather.esp' I corrected the region values. But still got the error when trying to rebuild the bashed patch with its merge on. So I marked it with 'no merge' and was able to rebuild the bashed patch.

So I found a way around my problem, but the background problem is still there. In using the previous Python & wxpython combination I could make a bashed patch with the "bad" 'EnhancedWeather.esp' , but the new combination can't handle it.


EnhancedWeather is not mergeable "has a bsa" it what mark mergeable report for me with bash 2.75 and python 2.5 version.

Using EW 1.39 Version.

Unless you are using a version that I am not 1.40 maybe? ..
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CHangohh BOyy
 
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Post » Fri May 27, 2011 12:10 pm

Maybe you should reinstall EW, 1.3.4? and the 1.39 update.
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JD FROM HELL
 
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Post » Fri May 27, 2011 8:27 pm

EnhancedWeather is not mergeable "has a bsa" it what mark mergeable report for me with bash 2.75 and python 2.5 version.
Using EW 1.39 Version.
Unless you are using a version that I am not 1.40 maybe? ..


@Corepc
I took the textures out of the .bsa, since I substituted for some and added a separate folder for the ini. So with this combination I create an omod for Enhanced Weather.
I've modified the 1.3.9 version of Enhanced Weather to fit with my game. But up until I converted to the new Python & wxpython combination I never had an WryeBash error, related to Enhanced Weather.

@Tomlong75210
With the 'fix' I used for EnhancedWeather.esp its working fine and creating a patch without errors.
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sexy zara
 
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Post » Fri May 27, 2011 12:02 pm

Another modder pointed out to me today that I shouldn't be griping about mods in Wrye Bash being loaded a minute apart, since CTL-Up/Down lets us change mod placement in the loading order easily. The problem is, I can't seem to get this to work, and never have. If I hold down CTL+Up with an ESP highlighted, an outlined frame moves up one mod, but hitting CTL+Up again, or Enter, or tabbing the mod with the mouse, or simply letting the keys go, does nothing. I'm using v276.

Hopefully, this isn't the kind of perfectly obvious thing that makes me change my address and move to Tierra del Fuego under a new name.
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Danial Zachery
 
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Post » Fri May 27, 2011 9:15 am

Another modder pointed out to me today that I shouldn't be griping about mods in Wrye Bash being loaded a minute apart, since CTL-Up/Down lets us change mod placement in the loading order easily. The problem is, I can't seem to get this to work, and never have. If I hold down CTL+Up with an ESP highlighted, an outlined frame moves up one mod, but hitting CTL+Up again, or Enter, or tabbing the mod with the mouse, or simply letting the keys go, does nothing. I'm using v276.

Hopefully, this isn't the kind of perfectly obvious thing that makes me change my address and move to Tierra del Fuego under a new name.

Do you happen to have Lock Times turned on? I used to forget to turn it off all of the time. Now, I just add plugins to the masterlist.txt file and don't do any manual reordering of plugins.
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Irmacuba
 
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Post » Fri May 27, 2011 10:50 am

Do you happen to have Lock Times turned on? I used to forget to turn it off all of the time. Now, I just add plugins to the masterlist.txt file and don't do any manual reordering of plugins.


Regrettably, no: I leave Lock Times turned off all the time. That would have made a solution easy, wouldn't it?
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Elizabeth Davis
 
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Post » Fri May 27, 2011 10:30 am

Being the one who griped, I'd also like to once more request on behalf of many that the ability to drag mods with the mouse be looked into. It would make a lot of this much easier. :)
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Hella Beast
 
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Post » Fri May 27, 2011 5:12 pm

Being the one who griped, I'd also like to once more request on behalf of many that the ability to drag mods with the mouse be looked into. It would make a lot of this much easier. :)
This one concurs.
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Kitana Lucas
 
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Post » Fri May 27, 2011 8:05 am

seconded, thirded, fourthed or whatever to the drag and drop option.

The drag and drop thing is the main reason I use OBMM still.

And for the life of me whenever I use lock times it just makes things worse and my load order always gets borked. I just can't figure it out.

I requested this of wrye when he was active and he claimed it not possible with python, or at least that is how I recall it.

Lock times and setting times on each mod bespeaks a time when 100 mods was average. Just too cumbersome with any more than that. imo.
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renee Duhamel
 
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Post » Fri May 27, 2011 8:32 pm

Another modder pointed out to me today that I shouldn't be griping about mods in Wrye Bash being loaded a minute apart, since CTL-Up/Down lets us change mod placement in the loading order easily. The problem is, I can't seem to get this to work, and never have. If I hold down CTL+Up with an ESP highlighted, an outlined frame moves up one mod, but hitting CTL+Up again, or Enter, or tabbing the mod with the mouse, or simply letting the keys go, does nothing. I'm using v276.

Hopefully, this isn't the kind of perfectly obvious thing that makes me change my address and move to Tierra del Fuego under a new name.

you have to have the mods currently sorted by 'Load Order' anything else won't work.
re: mouse drag and drop: invests in large earthmoving machine, builds moat, and really tall walls... waaaaaay beyond my skills.
Pacific Morrowind
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Bethany Short
 
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Post » Fri May 27, 2011 2:34 pm

you have to have the mods currently sorted by 'Load Order' anything else won't work.


Doesn't make a difference. CTL+Up/Down still doesn't move any mods. Latest Wrye Bash, python files up to date.
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Nathan Maughan
 
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Post » Fri May 27, 2011 11:47 am

It looks like I may have to rebuild my installation due to a number of problems that I have not been able to track down. In preparation for this, I downloaded and installed Wrye Bash 276, which seems to work perfectly.

I have been an OBMM user for some time and have many custom scripts to help ensure that mods are easy to install. I consider myself to be a reasonably advanced user of OBMM scripts. At this point, as complete novice of WB, I am a little uncertain about how I will benefit from it and, in a way, where to begin.

Apologies in advance for not fully comprehending all the documentation available and asking what are probably dumb questions...

What recommendations can anyone make as to where I start? Specifically...
  • Should I use BAIN for the majority of mods?
  • Does BAIN allow for conditional installation of ESPs (eg SI installed or not)?
  • Should I always use Bashed Patch for as many mods that WB says can be bashed?
  • If I move the Data\Docs folder somewhere else on my system (as recommended), how will WB know where to look?
  • What specific features of WB should I be learning (eg help identify problems mods, load orders, etc)
  • Any other advice and guidance that I know too little about to ask :)

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JUan Martinez
 
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Post » Fri May 27, 2011 8:42 am

Doesn't make a difference. CTL+Up/Down still doesn't move any mods. Latest Wrye Bash, python files up to date.

Had hoped this was it, guess not.
When you right click on the file header and get the submenu , in the 'sort by' option do you have only 'load order' checked?

After selecting the file to move. Have you tried both crtl+↑↓ with the basic cursor control keys and crtl+↑↓ in the numeric keypad with 'num lock' off.
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Trevi
 
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Post » Fri May 27, 2011 8:57 pm

It looks like I may have to rebuild my installation due to a number of problems that I have not been able to track down. In preparation for this, I downloaded and installed Wrye Bash 276, which seems to work perfectly.

I have been an OBMM user for some time and have many custom scripts to help ensure that mods are easy to install. I consider myself to be a reasonably advanced user of OBMM scripts. At this point, as complete novice of WB, I am a little uncertain about how I will benefit from it and, in a way, where to begin.

Apologies in advance for not fully comprehending all the documentation available and asking what are probably dumb questions...

What recommendations can anyone make as to where I start? Specifically...
  • Should I use BAIN for the majority of mods?
  • Does BAIN allow for conditional installation of ESPs (eg SI installed or not)?
  • Should I always use Bashed Patch for as many mods that WB says can be bashed?
  • If I move the Data\Docs folder somewhere else on my system (as recommended), how will WB know where to look?
  • What specific features of WB should I be learning (eg help identify problems mods, load orders, etc)
  • Any other advice and guidance that I know too little about to ask :)

I use it for most mods. Just watch out for mods with shaders. I also still use OBMM to install music packs because those are large archives that don't get modified or reinstalled once installed, and I don't need BAIN to waste resources recalculating those CRCs every time it starts.

BAIN does not allow for conditional installation of ESPs, and that is why it is recommended for more experienced mod users. BAIN is basically facilitated manual installation that does all of the record keeping that makes actual manual installation quite...frustrating, error-prone, etc.

No, you should read the mods' readmes. 90% of the time, you can though.

Move the Docs folder? Where is this recommended?

Pay attention to the different check box colors, always rebuild your bashed patch after making changes to your load order, and READ Wrye Bash's README thoroughly.

Other Links: http://sites.google.com/site/oblivionpoinfo/installation/mods/bain-installation (still expanding this) http://www.uesp.net/wiki/Tes4Mod:Wrye_Bash
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KiiSsez jdgaf Benzler
 
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