[RELZ] Wrye Bash -- Thread 52

Post » Mon May 16, 2011 3:59 pm

Long Time Wrye Bash User. Still with lots of questions.

Question of the Day - Which Import * (Cells, Actors, Graphics) ect. Check boxes should I have activated.

In the past I have only Imported settings from mods that I knew needed to be imported.
Usually Graphics and Cells from a couple of mods.

The Tutorial on TesNexus Suggest activating and Importing from all possible mods.
This makes sense because Boss Knows which mods to tag with bash tags.

My question.
Should I activate all of the imports and import from all mods?
I realize that this depends on what mods I am running, what conflicts with what, ect, but in general is it a good idea to import from all mods?

-dan
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Kitana Lucas
 
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Post » Mon May 16, 2011 11:59 pm

Running Bash 290, I've discovered that using any of the shortcuts (launch Oblivion, launch TES4Edit, etc.) l busts Bash entirely and makes it un-startable. To correct this, I'm forced to backlog and run Bash 288, then reinstall 290, afterwards it works OK.

Backlogging to 287 in response for now...
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lolly13
 
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Post » Mon May 16, 2011 4:20 pm

Running Bash 290, I've discovered that using any of the shortcuts (launch Oblivion, launch TES4Edit, etc.) l busts Bash entirely and makes it un-startable. To correct this, I'm forced to backlog and run Bash 288, then reinstall 290, afterwards it works OK.

Backlogging to 287 in response for now...


The issue is Oblivion\Mopy\pidfile.tmp
Make sure that file does NOT exist before you try starting bash.

It's already fixed for next version.
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Hella Beast
 
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Post » Mon May 16, 2011 5:29 pm

Can someone tell me please why bash patch doesn't want to rebuilt itself properly?


Traceback (most recent call last):
File "D:OblivionMopyasher.py", line 4958, in Execute
raise
File "D:OblivionMopyasher.py", line 4916, in Execute
patchFile.scanLoadMods(SubProgress(progress,0.2,0.8)) #try to speed this up!
File "D:OblivionMopyosh.py", line 15221, in scanLoadMods
modFile.load(True,SubProgress(progress,index,index+0.5))
File "D:OblivionMopyosh.py", line 5022, in load
self.tops[label].load(ins,unpack and (topClass != MobBase))
File "D:OblivionMopyosh.py", line 4037, in load
self.loadData(ins, ins.tell()+self.size-20)
File "D:OblivionMopyosh.py", line 4139, in loadData
record = recClass(header,ins,True)
File "D:OblivionMopyosh.py", line 1810, in __init__
self.__class__.melSet.initRecord(self,header,ins,unpack)
File "D:OblivionMopyosh.py", line 1438, in initRecord
MreRecord.__init__(record,header,ins,unpack)
File "D:OblivionMopyosh.py", line 1607, in __init__
if ins: self.load(ins,unpack)
File "D:OblivionMopyosh.py", line 1670, in load
self.loadData(ins,inPos+self.size)
File "D:OblivionMopyosh.py", line 1819, in loadData
self.__class__.melSet.loadData(self,ins,endPos)
File "D:OblivionMopyosh.py", line 1470, in loadData
print str(error)
File "D:OblivionMopyosh.py", line 155, in __str__
return self.inName.s+': '+self.message
AttributeError: 'str' object has no attribute 's'
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J.P loves
 
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Post » Tue May 17, 2011 2:54 am

My question.
Should I activate all of the imports and import from all mods?
I realize that this depends on what mods I am running, what conflicts with what, ect, but in general is it a good idea to import from all mods?
Yes, the rule is to import everything possible, unless you have a specific reason not to. For example, in the FCOM opening post, it lists a couple of imports that should be unchecked for full FCOM (but checked with OOO alone, etc.).
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Etta Hargrave
 
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Post » Mon May 16, 2011 7:06 pm

Can someone tell me please why bash patch doesn't want to rebuilt itself properly?


It looks likes it's trying to read one of your plugins but it fails.
If you can find out what plugin is causing the problem, it will help to figure out how to fix it.
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kelly thomson
 
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Post » Tue May 17, 2011 2:55 am

Hello everyone,

I have an interesting.... Dilemma. I have recently started to reinstall packages from a prior BAIN installation due to a mistake I made a few days ago. Everything has been going steady for a while now, until I receieved this message trying to install a particular package:

Traceback (most recent call last):
File "C:\Games\Bethesda Softworks\Oblivion\Mopy\basher.py", line 6936, in Execute
self.data.install(self.filterInstallables(),progress,last,override)
File "C:\Games\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 11501, in install
installer.install(archive,destFiles,self.data_sizeCrcDate,SubProgress(progress,index,index+1))
File "C:\Games\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 10688, in install
self.unpackToTemp(archive,dest_src.values(),SubProgress(progress,0,0.9))
File "C:\Games\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 10653, in unpackToTemp
self.clearTemp()
File "C:\Games\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 9713, in clearTemp
Installer.tempDir.rmtree(safety='Temp')
File "C:\Games\Bethesda Softworks\Oblivion\Mopy\bolt.py", line 477, in rmtree
shutil.rmtree(self._s)
File "C:\Python26\lib\shutil.py", line 216, in rmtree
rmtree(fullname, ignore_errors, onerror)
File "C:\Python26\lib\shutil.py", line 216, in rmtree
rmtree(fullname, ignore_errors, onerror)
File "C:\Python26\lib\shutil.py", line 216, in rmtree
rmtree(fullname, ignore_errors, onerror)
File "C:\Python26\lib\shutil.py", line 216, in rmtree
rmtree(fullname, ignore_errors, onerror)
File "C:\Python26\lib\shutil.py", line 221, in rmtree
onerror(os.remove, fullname, sys.exc_info())
File "C:\Python26\lib\shutil.py", line 195, in onerror
raise
File "C:\Python26\lib\shutil.py", line 219, in rmtree
os.remove(fullname)
WindowsError: [Error 5] Access is denied: 'InstallerTemp\\sound\\fx\\fst\\earth\\fst_earth_01.wav'

I have no idea how to decipher this, as my knowledge of code is somewhat vacant. What I do know is that I can not install any other packages as this message keeps popping up. I am currently running the Wrye Bash 290 version update, and I will try and see if reinstalling the version prior/current version will fix the issue. Regardless, I posted this just for reference and to see if anyone else has reported this, as I cannot seem to find it. Thank you.

Sealwarrior

EDIT: No dice. Hm. Tried with v289,v288, and v287... Let me see with v285.
EDIT 2: No success. The good new is that this does not look like an issue with Wrye Bash v 290, or any other prior ones, I think. The bad news is that I while I can pinpoint the troubled files in question, I am not sure how to remedy this. Any aid will be appreciated. Thank you.
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renee Duhamel
 
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Post » Tue May 17, 2011 12:47 am

Yes, the rule is to import everything possible, unless you have a specific reason not to. For example, in the FCOM opening post, it lists a couple of imports that should be unchecked for full FCOM (but checked with OOO alone, etc.).


As long as their not Modifying the same thing... (Increased Spawn, Reduced Spawn, No Spawn...)
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Maria Leon
 
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Post » Tue May 17, 2011 4:52 am

Hello everyone,

I have an interesting.... Dilemma. I have recently started to reinstall packages from a prior BAIN installation due to a mistake I made a few days ago. Everything has been going steady for a while now, until I receieved this message trying to install a particular package:

WindowsError: [Error 5] Access is denied: 'InstallerTemp\\sound\\fx\\fst\\earth\\fst_earth_01.wav'




I ran into something like this and it turn out that the file was read-only.
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Heather Kush
 
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Post » Tue May 17, 2011 6:17 am

It looks likes it's trying to read one of your plugins but it fails.
If you can find out what plugin is causing the problem, it will help to figure out how to fix it.


Before, when I rebuilt the bash patch it says that this file is bad formatted and won't be included: http://www.tesnexus.com/downloads/download.php?id=29483
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lauren cleaves
 
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Post » Tue May 17, 2011 4:37 am

I'm curious about something. Would it be possible to sort the "Race Records" Bashed Patch options into more categories? Like a eyes category, hair category, male body category, female body category etc.? Instead of jumbling them all into one category? Just curious. Don't yell at me. I know nothing about what it takes to code stuff like that.
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benjamin corsini
 
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Post » Tue May 17, 2011 7:34 am

I ran into something like this and it turn out that the file was read-only.


Thank you Aellis,

With your suggestion, I think I solved the problem. You were right about the file marked as read only, so I went into the InstallerTemp folder and disabled that setting. I was just about to install the package again when I noticed that the next ten files were marked the same way. As I looked through everything within the folder, I realized quite too late that this was actually the package I was trying to install! :shakehead: What I have just done is delete everything in the InstallerTemp folder (ironic that I did not truly notice the name of it) and did a quick reinstall of Wrye Bash 290. I can now install the rest of my packages. The problem was that particular package's contents were marked as "read only", causing the installation error. I am not sure how this happened during the installation though, and will have to work around it. My other packages should not have the same problem. Phew, learned something new today....

Many Thanks,
Sealwarrior
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Emmi Coolahan
 
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Post » Mon May 16, 2011 9:59 pm

Merge Filtering question…

Sensual Walks has one ESP per mod that it supports. I was wondering whether I could make a single ESP that includes the changed NPCs from all the supported mods and tag it as Actors.Anims and Filter.

Would this only import the NPC animation records from the master ESPs/ESMs that are actually installed or activated?

Just toying with the idea, but wanted to check whether my understanding of what will happen is correct.

Many thanks for any comments and guidance.
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ILy- Forver
 
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Post » Tue May 17, 2011 12:20 am

Sensual Walks has one ESP per mod that it supports. I was wondering whether I could make a single ESP that includes the changed NPCs from all the supported mods and tag it as Actors.Anims and Filter.

That is exactly how filter mods work. If you do it this way, it would certainly cut down on masterlist maintenance : )

The only caveat that I can think of is now /you/ have to have /all/ the mods installed and active when you edit/add to the filter mod. Seeing how many mods have a Vwalk esp, currently:
$ grep Vwalk masterlist.txt | wc -l183

it might become difficult for you to actively load all the masters when editing. A solution might be just to have a set of filter mods with a manageable number of masters per, but that may have its own complications.
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Emilie M
 
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Post » Mon May 16, 2011 9:27 pm

That is exactly how filter mods work. If you do it this way, it would certainly cut down on masterlist maintenance : )

The only caveat that I can think of is now /you/ have to have /all/ the mods installed and active when you edit/add to the filter mod. Seeing how many mods have a Vwalk esp, currently:
$ grep Vwalk masterlist.txt | wc -l183

it might become difficult for you to actively load all the masters when editing. A solution might be just to have a set of filter mods with a manageable number of masters per, but that may have its own complications.

Would it be possible to have WB do the filter import/merge data from plugins in a zip.. the idea would be to just add all the Vwalk plugins to a .zip/7z (possible renamed .esw), and then have WB treat that file as a filter plugin. Some sort of ordering in the zip would probably be necessary..
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Beast Attire
 
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Post » Mon May 16, 2011 9:09 pm

ARG I don't know what happened but now I can't get Wrye Bash to open up. also I can't figure out how to get the bugdump.
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Alexandra Louise Taylor
 
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Post » Mon May 16, 2011 10:54 pm

That is exactly how filter mods work. If you do it this way, it would certainly cut down on masterlist maintenance : )

The only caveat that I can think of is now /you/ have to have /all/ the mods installed and active when you edit/add to the filter mod. Seeing how many mods have a Vwalk esp, currently:
$ grep Vwalk masterlist.txt | wc -l183

it might become difficult for you to actively load all the masters when editing. A solution might be just to have a set of filter mods with a manageable number of masters per, but that may have its own complications.

Many thanks

Actually, if I know that people will use WB, then I can reduce the number of mods required - for example, exclude any mods that only change NPCs in oblivion.esm. Although, I have to do something that artificially creates a dependency for SI.

To accommodate non-WB users, I will still have all the Vwalk mods :(

Anyway now it is worth thinking about setting this up - I have some ideas to try out to make the process manageable.

Edit: Removed duplicate text
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Harry Leon
 
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Post » Mon May 16, 2011 5:50 pm

OK so I still can't get Wrye Bash to open up and here is what the Bugdump is saying

Traceback (most recent call last):
File "bash.py", line 56, in
import bosh, basher
File "C:\Program Files (x86)\Steam\Steamapps\common\oblivion\mopy\basher.py".
line 61, in
import wx
File "c:\pyton26\lib\site-packages\wx-2.8-msw-ansi\wx\__init__.py", line 45,
from wx._core import x
File "c:\python26\lib\site-packages\wx-2.8-msw-ansi\wx\_core.py", line 4. in
import_core_
importerror: DLL load failed: %1 is not a valid win32 application

an anybody help me figure out what's wrong.

EDIT: Sorry wrong bugdump
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Carolyne Bolt
 
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Post » Mon May 16, 2011 10:10 pm

import wx
File "c:\pyton26\lib\site-packages\wx-2.8-msw-ansi\wx\__init__.py", line 45,
from wx._core import x
File "c:\python26\lib\site-packages\wx-2.8-msw-ansi\wx\_core.py", line 4. in
import_core_
importerror: DLL load failed: %1 is not a valid win32 application

This traceback (as well as the ListCtrl one you had earlier) points to a wxPython problem. I'd say try reinstalling wxPython.
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John Moore
 
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Post » Tue May 17, 2011 2:57 am

This traceback (as well as the ListCtrl one you had earlier) points to a wxPython problem. I'd say try reinstalling wxPython.

I have Windows 7 64 bit so should i use the 64 bit version?
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Horse gal smithe
 
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Post » Tue May 17, 2011 7:41 am

You should be using WryePython 03a.
Do not install all the individual components, unless you understand what you are doing.
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Svenja Hedrich
 
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Post » Tue May 17, 2011 3:32 am

You should be using WryePython 03a.
Do not install all the individual components, unless you understand what you are doing.

YAY got it working again. I had to uninstall wrye bash then reinstall I don't know what was going on. Thanks for the help.
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Riky Carrasco
 
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Post » Tue May 17, 2011 6:38 am

I have Windows 7 64 bit so should i use the 64 bit version?

IIRC correctly, WB does not work with 64bit systems.
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Robyn Howlett
 
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Post » Tue May 17, 2011 8:10 am

IIRC correctly, WB does not work with 64bit systems.


It does, but Bash does not operate in 64-bit mode. It runs in 32-bit compatability mode.

[edit] maybe I'm mistaken.. I'm gonna test right now ;P
.. works fine
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Kate Schofield
 
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Post » Tue May 17, 2011 7:34 am

IIRC correctly, WB does not work with 64bit systems.

yeah it's all ways worked for me. At least until I tried to download something to try PyFFI and it wouldn't work any more. But things are back to normal now.
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Natalie Taylor
 
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