[RELZ] Wrye Bash -- Thread 52

Post » Mon May 16, 2011 7:59 pm

Arthmoor, thanks for the detailed report on CBash. I've been out of action for awhile (family stuff, reinstalling my system, etc), but I'll have time to work on Bash/CBash again. Once I find my Oblivion disc and reinstall the game, I'll go through your list in depth.

I've taken a stab at fixing CBash's 255 limit on regular mods + imported mods, and enabled support for OBME mods. They're both fairly untested since I don't have Oblivion reinstalled yet.
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Charles Mckinna
 
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Post » Tue May 17, 2011 6:17 am

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


It works with 64-bit systems, but not using a 64-bit Python. You have to install and use the 32-bit python instead.
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Mackenzie
 
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Post » Mon May 16, 2011 8:12 pm

@ Wrye bash team - Another suggestion for the help file (and possibly the online help if anyone is updating that)

Currently in the TESNexus description you are linking to http://wryebash.netai.net/#Installation installation advice.

? Upgrading
? If you're upgrading from an older version of Wrye bash, then just get the last Wrye Bash XXX.Zip file from Wrye Musings (netai.net?, can they still do this?) and unzip to Oblivion directory. There's no need to remove anything or reinstall any python components.
My question insert and Bold

So users with Python installed in the nineteen hundreds ( slight exagerration :) ) still feel theres no need to upgrade Python and wondering why they have multiple problems.

Advice on un-installing previous version may also be required, where it may not be obvious they need to utilize Control Panels Add/Remove features to clean out all components of the previous which could confuse a fresh installation. When you un-install one of the new installers it does not clean out all aspects.

I am all for Wrye's idea of encouraging the user to applying grey matter, but current out-dated advice is causing problems.

P.S. Shameless plug - My Newbie Guide updated again today, new pdf is up http://www.tesnexus.com/downloads/file.php?id=35230
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Tha King o Geekz
 
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Post » Mon May 16, 2011 10:36 pm

Every now and then I get this error when closing WB 290:

Traceback (most recent call last):
File "D:\Oblivion\Mopy\basher.py", line 4126, in OnCloseWindow
self.SaveSettings()
File "D:\Oblivion\Mopy\basher.py", line 4138, in SaveSettings
self.notebook.GetPage(index).OnCloseWindow()
File "D:\Oblivion\Mopy\basher.py", line 493, in OnCloseWindow
self.data.save()
File "D:\Oblivion\Mopy\bosh.py", line 11078, in save
self.dictFile.save()
File "D:\Oblivion\Mopy\bosh.py", line 296, in save
saved = bolt.PickleDict.save(self)
File "D:\Oblivion\Mopy\bolt.py", line 838, in save
cPickle.dump(data,out,-1)
MemoryError

Task Manager typically shows 1,750,000+ mem usage for pythonw.exe when this happens.

I must use task manager to end the WB, and then the next time I open WB, what ever I did has to be re-doneIs there some method of closing WB when there is excessive memory? Or a way to purge?
I think there needs to be some sort of memory management message that warns you when you are getting close to the threshold, whatever that might be.
.





Seemingly related, SVN 955 still seems to have brain damage after building it's first patch, ~2min. the Second rebuild May only take ~4, after that it's "Lost In Space"

Works fine if I exit and Restart Bash though


**Hmm, May be Mod Related... :unsure:
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Christine Pane
 
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Post » Tue May 17, 2011 4:37 am

Hello
So I've been experimenting with using http://waalx.com/RealSwordsForum/viewforum.php?f=13 in my latest load order, It is alpha and there are issues that I've been slowly hashing out. The forums for WAC are near dead and this seems more a bash issue so here goes.

I'm trying WAC.esm bashed with these tags:
Actors.AIData
Actors.AIPackages
Actors.Spells
Factions
Invent
Names
Relations
Scripts
Stats
...so far mostly copying MMM type tags. These could be overkill, so I'm slowly trying out things till I see some success.

Concerning The fear creature that uses clanfear model FormID ##01068c in WAC.esm. These fear creatures come out with missing heads as the bashed patch has the wrong model http://i361.photobucket.com/albums/oo54/psymon11b/WAC-FearBashissue.jpg. bash assigns the wrong head model.

No other esp except WAC.esm and bashed patch.esp touch this creature.All meshes in a BSA too. Which tag could be causing that and why?

In fact combing over the meshes for WAC - there is no wac_fear1head1.nif ... only wac_fear1head.nif - so why is bash assigning the extra 1?

====================
Found another instance with creature again based off the clanfear called a brown armless (small armless lizards) - well these were invisible in game and so checking bash patch against WAC I see that bashed patch assigns wac_armlesslizard6.nif (a nif that does not even exist) to the creature when it should be wac_armlesslizardbodybrown.nif

===================
Then also looking a few other creatures that are supposed to drop ingredients (like WACDogHound01 is supposed to have a brain that is an ingredient) - but these don't get merged.

===================
Further examination and it seems this is happening to creatures that have similar names.
So the editor ID for Brown Armless is CreatureWACArmless2 and bash assigns wac_armlesslizard2.nif (doesn't exist)
The editor ID for Red Armless is CreatureWACArmless3 and bash assigns wac_armlesslizard3.nif (doesn't exist)
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Alexx Peace
 
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Post » Mon May 16, 2011 9:03 pm

Just reporting that I am still having trouble keeping the mod

http://tesnexus.com/downloads/file.php?id=9303

activated in Wrye Bash.

My comment there:

The full version esp has a problem with Wrye Bash. I don't know if it is just the name or the file itself.
It will not stay activated. Wrye Bash keeps giving the pop up that missing files have been removed, listing the mod esp, as if you had uninstalled the mod, then switched to the Mods tab.

The only way it seems to stay is if you rename the esp, getting rid of the parens, maybe the # wouldn't hurt to be removed either.


This mod is also not in the BOSS masterlist which I reported there as well.
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lolli
 
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Post » Tue May 17, 2011 12:23 am

I'm having a bit of trouble with the BAIN wizard. Basically, I want to make an installation script for OOO.

Here is the relevant part of the script that is giving me problems:
Spoiler
If LevelUsed == 0
SelectSubPackage "50 Bofra's Level Rates Modified"
DeSelectEspm "Level_Rates_Modified_x2.esp"
DeSelectEspm "Level_Rates_Modified_x3.esp"
DeSelectEspm "Level_Rates_Modified_x4.esp"
DeSelectEspm "Level_Rates_Modified_x5.esp"
DeSelectOne "Would you like to install any of Bofra's 'Level Rates Modified' plugins?", \
"|No", "Choose this option to use the leveling rates of OOO v1.31 and later. They are a bit faster than

those of v1.3 (about x3 slower than vanilla on average). /nThis is the recommended option because this keeps

skil leveling at the rates designed for OOO. Additionally, some recommend that you choose not to install these

plugins and instead install a mod like 'Progress' (http://www.tesnexus.com/downloads/file.php?id=14304) to

control level rates but it's your choice.", "", \
"2x slower", "Skills level about 2x slower than default Oblivion (about 1.5x faster than OOO).", "", \
"3x slower", "Skills level about 3x slower than default Oblivion (about the same as OOO v1.32 and

later). Choose this if you want Bofra's rates instead of OOO's.", "", \
"4x slower", "Skills level about 4x slower than default Oblivion (about on par with OOO v1.3).", "", \
"5x slower", "Skills level about 5x slower than default Oblivion (about on par with OOO v1.3).", "", \
Case "No"
DeSelectSubPackage "50 Bofra's Level Rates Modified"
Break
Case "2x slower"
SelectEspm "Level_Rates_Modified_x2.esp"
Break
Case "3x slower"
SelectEspm "Level_Rates_Modified_x3.esp"
Break
Case "4x slower"
SelectEspm "Level_Rates_Modified_x4.esp"
Break
Case "5x slower"
SelectEspm "Level_Rates_Modified_x5.esp"
Break
Default
EndSelect
EndIf

The problem I'm having though is that I keep getting this error when I run the script:
Spoiler
An error occured in the wizard script:
Line: Case "No"
Error: (Line 84, Column 10): Missing arguments to 'SelectOne'.

I can't see where the problem is so if anyone knows what I need to do to fix this, I would greatly appreciate it.
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Danii Brown
 
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Post » Mon May 16, 2011 9:27 pm

There is no DeSelectOne statement. It should be SelectOne.
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Tarka
 
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Post » Mon May 16, 2011 8:03 pm

Just reporting that I am still having trouble keeping the mod

http://tesnexus.com/downloads/file.php?id=9303

This mod is also not in the BOSS masterlist which I reported there as well.

There was a renamed version of it added (I submitted it a while back). There was a problem with the given name of the file so I renamed it:
SubSpecies Variety Pack.esp
which is at 5893 in version r1716 of the masterlist.

I however have since changed to:
http://www.tesnexus.com/downloads/file.php?id=26634
Well actually I dropped Subspecies when Creature Diversity (which I already had anyway) updated to include wolf diversity as well. ;)
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barbara belmonte
 
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Post » Tue May 17, 2011 12:21 pm

There was a renamed version of it added (I submitted it a while back). There was a problem with the given name of the file so I renamed it:
SubSpecies Variety Pack.esp
which is at 5893 in version r1716 of the masterlist.

I however have since changed to:
http://www.tesnexus.com/downloads/file.php?id=26634
Well actually I dropped Subspecies when Creature Diversity (which I already had anyway) updated to include wolf diversity as well. ;)



hmm that wolf diversity doesn't say if it is leveled list like Canines or just some adding of wolves that just have different colors. That 4.9 MB file is taking forever to download as I type this so I can't see if there is a readme in it to answer my question.

edit: Only textures and meshes so not a new creature list like Canines.
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naomi
 
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Post » Tue May 17, 2011 4:08 am

There is no DeSelectOne statement. It should be SelectOne.

Oops, that was a typo I made while copying the script to my previous post. The wizard file doesn't have the "De" part in so this isn't the solution to my problem.

On a side note, I'm having some trouble understanding how this diagnosis would match the error message I posted. If the problem was my using a command that doesn't exist, wouldn't Wrye Bash complain about my using an invalid command, rather than complaining that a line loaded later has missing parameters.
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Ash
 
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Post » Tue May 17, 2011 4:14 am

Oops, that was a typo I made while copying the script to my previous post. The wizard file doesn't have the "De" part in so this isn't the solution to my problem.

On a side note, I'm having some trouble understanding how this diagnosis would match the error message I posted. If the problem was my using a command that doesn't exist, wouldn't Wrye Bash complain about my using an invalid command, rather than complaining that a line loaded later has missing parameters.

Well parsers can be like this - you should have \n i.o. /n. Also line changes could be the issue. And the default action is undefined. Would this work (unable to test it) ? :
Spoiler
If LevelUsed == 0	SelectSubPackage "50 Bofra's Level Rates Modified"	DeSelectEspm "Level_Rates_Modified_x2.esp"	DeSelectEspm "Level_Rates_Modified_x3.esp"	DeSelectEspm "Level_Rates_Modified_x4.esp"	DeSelectEspm "Level_Rates_Modified_x5.esp"	SelectOne "Would you like to install any of Bofra's 'Level Rates Modified' plugins?",\		"|No", "Choose this option to use the leveling rates of OOO v1.31 and later. They are a bit faster than \		those of v1.3 (about x3 slower than vanilla on average).\nThis is the recommended option because this keeps \		skil leveling at the rates designed for OOO. Additionally, some recommend that you choose not to install these \		plugins and instead install a mod like 'Progress' (http://www.tesnexus.com/downloads/file.php?id=14304) to control \		level rates but it's your choice.", "", \		"2x slower", "Skills level about 2x slower than default Oblivion (about 1.5x faster than OOO).", "", \		"3x slower", "Skills level about 3x slower than default Oblivion (about the same as OOO v1.32 andlater). Choose this if you want Bofra's rates instead of OOO's.", "", \		"4x slower", "Skills level about 4x slower than default Oblivion (about on par with OOO v1.3).", "", \		"5x slower", "Skills level about 5x slower than default Oblivion (about on par with OOO v1.3).", "", \		Case "No"			SelectSubPackage "50 Bofra's Level Rates Modified"   ; deselect you meant ?		Break		Case "2x slower"			SelectEspm "Level_Rates_Modified_x2.esp"		Break		Case "3x slower"			SelectEspm "Level_Rates_Modified_x3.esp"		Break		Case "4x slower"			SelectEspm "Level_Rates_Modified_x4.esp"		Break		Case "5x slower"			SelectEspm "Level_Rates_Modified_x5.esp"		Break	EndSelectEndIf

EDITED

@WB team : In the wizard's html shouldn't this :
? Arguments:

? description: The text that will be displayed at the top of the dialog. If the text begins with a "|", this is considered a default option and will be selected by default.

? option n: The text of the specific option.
be:
? Arguments:

? description: The text that will be displayed at the top of the dialog.

? option n: The text of the specific option. If the text begins with a "|", this is considered a default option and will be selected by default.

?
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Charleigh Anderson
 
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Post » Tue May 17, 2011 3:46 am

Oops, that was a typo I made while copying the script to my previous post. The wizard file doesn't have the "De" part in so this isn't the solution to my problem.

On a side note, I'm having some trouble understanding how this diagnosis would match the error message I posted. If the problem was my using a command that doesn't exist, wouldn't Wrye Bash complain about my using an invalid command, rather than complaining that a line loaded later has missing parameters.


I would expect the parser to complain about DeSelectOne, but you never know. Programming can be funky like that sometimes.
Anyway, looking at your code again, you have "|No" as one of the options, but then you have Case "No".
Other than that, I can't see anything out of the ordinary.
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Lindsay Dunn
 
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Post » Tue May 17, 2011 2:16 am

I would expect the parser to complain about DeSelectOne, but you never know. Programming can be funky like that sometimes.
Anyway, looking at your code again, you have "|No" as one of the options, but then you have Case "No".
Other than that, I can't see anything out of the ordinary.

IIRC "|No" marks "No" as the default option, I don't think that's a mistake.
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Bek Rideout
 
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Post » Tue May 17, 2011 7:25 am

IIRC "|No" marks "No" as the default option, I don't think that's a mistake.

Yes - it must be the line breaks
Also a more thorough listing of the must be escaped chars would be helpful - for instance happily (clever behavior):
"I am a string 'but I am not a sting' despite the single quote"
compiles fine.
Has this changed ? If yes (which would not be recommended) should be :
"I am a string \'but I am not a sting\' despite the single quote"

cf : "... and instead install a mod like 'Progress' ..." in JdeRau script
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Bellismydesi
 
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Post » Tue May 17, 2011 2:08 am

True enough :)
But as a programmer myself, I'm acutely aware of how difficult it can be to see the forest through the trees sometimes.

May I suggest offering a stable and an unstable version maybe though?
It would probably help alleviate alot of mayhem at release time.

yes I should do that more often.

Regarding Gaitcus' proposed structure...

Me likey - makes more sense for uninstall/reinstall/backup.

But with backing up save games I'd still vote for being able to change the path on that to outside of the profiles folder - for those of us who need room on our puny C drives. As default path though it sounds good.

So 290 is good? Guess it is time to upgrade.

But question about 7zip ... for creating archives I've been using 4.64 - and remember a post in the last thread that 7zip was updated to help with better disk defraging - is it recommended that I update that too? And if I did so will it be kosher with this update?

And does this mean the gigs of repackaged archives I have now are not so great for defragging?

7z 9.17's main advantage IMO is the ability to read/write LZMAv2 compressed archive.
I like Gaticus's proposal too... now I'm sure I've seen a bunch of replies by him further down the list so I'll just er investigate them (ie read them) first before saying more.

Do not fret about it :D
1. Everyone makes mistakes
2. Nobody is perfect
3. Therefore there are "testers" (all the one using WB) and I think it is kind of a "cozy" thought for all - also for the "only the error reporters" ;) - that they might give you one or the other humble hint for making developments.

I thought my problems over again. Could it be that using CBash (working with vc2005 runtime) at one point lead to my actual problem?
When you told me during my trying with 289 at one point, that
"...Probably will fail on patch rebuild (it almost certainly will fail if not using CBash but will be fine if using CBash (though that still is slightly WIP and has one bug right now that I know of)"

and you were right BP did not rebuilt, I wanted to know if you were also right with CBash.
With CBash and 289 there were no error - therefore no error reports -, everything worked fine, also after building Bashed Patch it turned out orange. Unfortunately my game did not start at all after that. And the rest you know.

Once again :P
You doing an amazing work :foodndrink:
Thanks.

yeah it probably would have been from CBash - while it has no errors during generation it may make mistakes in the patch since it has had a fraction of the testing that the python/bosh.py file reading/creation code has.


Edit: attached patch to fix the "stale lockfile" problem to issue 3088781 (it mostly just reinstates some of PacificMorrowind's code that I removed because I mistakenly thought it wasn't needed with the new logic)

applied, thanks.

I have a question. Would it be possible to have an "undo" option for the INI Edits tab? That way one doesn't have to create 2 INI files - one for setting a and one for reversing setting a.

I have some plans that would make this unneeded... going to significantly improve the INI Edits functioning soon.
... now on to see if I can respond to everything else today... I can try anyways.
Pacific Morrowind
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Timara White
 
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Post » Tue May 17, 2011 10:52 am

:wavey:
Btw IIRC
"string" \ ;comment
won't compile - which could be confusing
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Stay-C
 
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Joined: Sun Jul 16, 2006 2:04 am

Post » Mon May 16, 2011 11:48 pm

I'm having a bit of trouble with the BAIN wizard. Basically, I want to make an installation script for OOO.

Here is the relevant part of the script that is giving me problems:
Spoiler
If LevelUsed == 0
SelectSubPackage "50 Bofra's Level Rates Modified"
DeSelectEspm "Level_Rates_Modified_x2.esp"
DeSelectEspm "Level_Rates_Modified_x3.esp"
DeSelectEspm "Level_Rates_Modified_x4.esp"
DeSelectEspm "Level_Rates_Modified_x5.esp"
DeSelectOne "Would you like to install any of Bofra's 'Level Rates Modified' plugins?", \
"|No", "Choose this option to use the leveling rates of OOO v1.31 and later. They are a bit faster than

those of v1.3 (about x3 slower than vanilla on average). /nThis is the recommended option because this keeps

skil leveling at the rates designed for OOO. Additionally, some recommend that you choose not to install these

plugins and instead install a mod like 'Progress' (http://www.tesnexus.com/downloads/file.php?id=14304) to

control level rates but it's your choice.", "", \
"2x slower", "Skills level about 2x slower than default Oblivion (about 1.5x faster than OOO).", "", \
"3x slower", "Skills level about 3x slower than default Oblivion (about the same as OOO v1.32 and

later). Choose this if you want Bofra's rates instead of OOO's.", "", \
"4x slower", "Skills level about 4x slower than default Oblivion (about on par with OOO v1.3).", "", \
"5x slower", "Skills level about 5x slower than default Oblivion (about on par with OOO v1.3).", "", \
Case "No"
DeSelectSubPackage "50 Bofra's Level Rates Modified"
Break
Case "2x slower"
SelectEspm "Level_Rates_Modified_x2.esp"
Break
Case "3x slower"
SelectEspm "Level_Rates_Modified_x3.esp"
Break
Case "4x slower"
SelectEspm "Level_Rates_Modified_x4.esp"
Break
Case "5x slower"
SelectEspm "Level_Rates_Modified_x5.esp"
Break
Default
EndSelect
EndIf

The problem I'm having though is that I keep getting this error when I run the script:
Spoiler
An error occured in the wizard script:
Line: Case "No"
Error: (Line 84, Column 10): Missing arguments to 'SelectOne'.

I can't see where the problem is so if anyone knows what I need to do to fix this, I would greatly appreciate it.


I think it is this line:
	"5x slower", "Skills level about 5x slower than default Oblivion (about on par with OOO v1.3).", "", \

should probably be
	"5x slower", "Skills level about 5x slower than default Oblivion (about on par with OOO v1.3).", ""

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Reven Lord
 
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Post » Tue May 17, 2011 10:03 am

@Utumno
Thank you for your help. Unfortunately, none of your suggestions have solved my problem. But otherwise:
\n i.o. /n - Was a small error that is now fixed.
Adding extra \s - This caused new errors to show up so I had to remove them again.
default action is undefined - Removing it had no effect.

@Gaticus
What Wrinklyninja and Utumno said.


I did a bit of additional testing on my script and I found that if I delete or comment out the line:
Case "No"
, the error message that I complained about at first disappears (though this means that the line associated with this choice, DeSelectSubPackage "50 Bofra's Level Rates Modified", can't run).

EDIT:
@H20dk
:facepalm:
That was the solution. My problem is now solved. Thank you very much.
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asako
 
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Post » Tue May 17, 2011 7:45 am

@Gaticus
What Wrinklyninja and Utumno said.


If your script is now correct, then the docs are wrong, or at least confusing. I'm guessing the docs are wrong, since it doesn't make a whole lot of sense.

Spoiler
Usage:
SelectOne description, option 1, description 1, image 1, option 2, description 2, image 2, ..., "option n", "description n", "image n"
Case option 1
...lines...

? Arguments:
? description: The text that will be displayed at the top of the dialog. If the text begins with a "|", this is considered a default option and will be selected by default.
? option n: The text of the specific option.
? description n: The description to display when option n is selected.
? image n: The image to display when option n is selected. An empty string will make no image display.


Assuming it is supposed to be referring to option 1, it also doesn't indicate if the Case should also include the | or not. EG. Case "|No"
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Lily Evans
 
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Post » Tue May 17, 2011 12:45 am

I don't get it...

So many nice features added lately (and don't think I am not using them :D) and yet, the 'Authomatic Equip Corpses' I am asking for for the last 3 years is still not considered worth adding to this great tool...
I still think leaving a trail of naked dead people behind is a bit embarassing...
if you make the korpses automatically equip armor and clothes pieces the same way they automatically equip weapons, there will be no naked dead around... isn't it woth adding?

Please, think about it a minute.

yes it is... adding, sorry for the long delay; try to get it into 291 or more likely 292.

Ok, bear with the length of this, some findings from using CBash:

oooh now that is nice... well nice uhm anolysis and everything to make fixing teh bugs you found much easier than otherwise.

From the TesNexus download page: "Requires an old installation of Wrye Bash 286+"

yeah I keep trying to upload the full 290... but my dialup keeps timing out or loosing connectivity with the server... should be up by the time 291 is anyways.

Ahh - well all solved.

Next ... as per discussion http://www.gamesas.com/index.php?/topic/1009223-relz-marksman-challenge-alpha-1/page__view__findpost__p__16487533 I've been trying to export data (what I thought he was saying) from Nehrim.esm and get this error:

er that (export data) isn't fully coded... I keep meaning to finish it, sorry about that.

hey i have a problem since 287
i use windows 7 and have admin account
my bro has there limited account

after some actions on my side in WB it locked up failing to run on limited account
(it runs then ctd after 3 seconds - during very first part of loading)

after some other actions on my admin account it got back to run on limited account, but some times after it got back unrunable from limited account
the whole time on admin account it worked - i thought it was access deny but applying "allow all" to files doesn't help
i checked the bugdump and it throws an error it can't change date of my espms thought it had full access
also while using 287 I've had problems that the dates changed unsynchronised (sometimes dates changes but wb doesn't know sometimes elsewere)

since 288 it looks like the synchronisation got right, but i think there's still a bug in lock times code (although i disabled lock times option)
i think some part of code launches unadvertly, because of wrong if condition

deleting dat files in my games/oblivion on my brother's limited account doesn't help at all (the files aren't even recreated)

now while having 288 the brother account still fails to run wrye bash (and run as administrator doesn't help since it acts exactly if runned from admin account - it gets admin's local data)

try using cmd prompt to get the bugdump so as to show exactly what step is failing due to windows interventions.

BAIN installing problem - I think related to German language - with the mod http://www.tesnexus.com/downloads/file.php?id=7395.

Reports these as missing and the archive red:Old mod, I know, but since this game will not have Blood and Mud I wanted to check it out again.

All of these files do seem to be installed though, so it is just that BAIN is saying they are not.

yep, works fine in the Unicode version but that isn't up (even in the SVN) right now due to a fatal error if the user had and non-ascii chars in their userpath (ie C:/users/éxample)... which is kinda a really nasty one... as soon as that gets resolved it'll be way way better and full (or nearly) Unicode everywhere.

I get this error when trying to remove save game bloat:

Traceback (most recent call last):  File "C:\Games\Bethesda Softworks\Oblivion\Mopy\basher.py", line 11072, in Execute    saveFile.load(SubProgress(progress,0,0.8))  File "C:\Games\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 5789, in load    self.tempEffects = ins.read(size)MemoryError


try restarting Bash... closing other processes to to make sure Bash has lots of memory available (usually that Python error means it can't access enough Memory anyways).
Pacific Morrowind
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Alyna
 
Posts: 3412
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Post » Tue May 17, 2011 5:11 am

@ Wrye bash team - Made a little Pictorial noob guide post on tesnexus http://www.tesnexus.com/downloads/file.php?id=35230

Hopefully no bad advice therein.

Or if you prefer I will keep that page alive if you want to put a "Noobs start here" link in the description, and add any suggestions/changes any of you feel are missing, but keep in mind the purpose is just a launch for newbies, leaving them to do further research as required. If any of you would like editing access just PM me your ID on nexus.

@ Casual visitors here, dont respond to this post with a hundred and one suggestions taking over this Wrye bash thread, this is just to inform the Wrye bash team, plus senior members who can at their discretion maybe give a pointer or two as to anything needing a change addition.

added linkie, looks really nice :)... will comment more later/to later posts.


I've had a few issues with 290. The first time I build a Patch, it takes ~4 minutes, that's down from 7-8 on previous versions, however, I've Allways left Bash open, but if I Rebuild a Patch now, if I'm lucky it'll take ~8min., maybe 15, 20, or just crash, Unless I close and Reopen Bash... :shrug:
It doesn't Allways Delete the pidfile.tmp file when it closes...
(running on Python 266)
Tried CBash, thought it was Great, rebuilding Patches consecutivly in ~2minutes, :tops: untill I couldn't get the Heads back for the Vanilla NPCs??

The Bugs Are Frustrateing, but It's definatly getting Faster, and I appreciate the New options as well.. :frog:

CBash shouldn't decapitate anyone but will look into it :lol:
Probably a bit of lost memory during patch build... will see if I can find the leak(s) and plug a few at anyrate.

I have started working on restructuring all of Bashes external files.
I've inspected the code and mapped out everything that I could find.

So here is a revised version of Bash's current file mapping (sans Mopy):
Spoiler
.\Oblivion\
.....\Builds\ <-- I've never seen this folder, what's it for?
.....\Data\
.........\ArchiveInvalidationInvalidated!.bsa
.........\Bash Patches\
.........\Bash\ <- for BSAInfos... appears to be unimplemented yet
.............\Table.dat
.............\Table.pkl
.............\Table.dat.bak
.............\Table.pkl.bak
.............\Backups\ <-- Don't see any reference to this, but presumed
.............\Hidden\ <-- *
.........\Docs\
.............\wtxt_sand_small.css
.............\wtxt_teal.css
.............\Bash\
.........\INI Tweaks\
.\Oblivion Mods\
.....\Bash Installers\
.........\Bain Converters\
.............\--Duplicates\
.........\Bash\
.............\Converters.dat
.............\Installers.dat
.............\Converters.dat.bak
.............\Installers.dat.bak
.....\Bash Mod Data\
.........\Table.dat
.........\Table.pkl
.........\Table.dat.bak
.........\Table.pkl.bak
.........\Backups\ <- backup plugins
.........\Hidden\ <- hidden plugins and installers
.........\INI Data\ <- INI tweak states?
.............\Table.dat
.............\Table.pkl
.............\Table.dat.bak
.............\Table.pkl.bak
.\My Games\
.....\Oblivion\
.........\BashProfiles.dat
.........\BashSettings.dat
.........\Messages.dat
.........\Messages.html
.........\ModBase.dat
.........\Modchecker.html
.........\People.dat
.........\WryeLogTemp.html
.........\Pluggy\
.............\User Files\
.................\BashMon\
.....................\ping.txt
.....................\pong.txt
.....................\request.txt
.....................\completed.txt
.....................\failed.txt
.....................\shapeIsMale.txt
.........\Saves\
.............\Plugins.txt
.............\Bash\
.................\Table.dat <-- Do these files actually get created? I haven't seen them.
.................\Table.pkl <-- *
.................\Table.dat.bak <-- *
.................\Table.pkl.bak <-- *
.................\Backups\
.................\Hidden\
.\Application Data\
.....\Oblivion\
.........\Profiles.pkl
.........\bash config.pkl


Here is the plan for the new file mapping:
Spoiler
.\Oblivion\
.....\Builds\ <-- I still don't know what this folder is for o_O
.....\Data\
.........\ArchiveInvalidationInvalidated!.bsa
.........\Bash Patches\
.........\Docs\
.............\Bash\
.................\wtxt_sand_small.css
.................\wtxt_teal.css
.........\INI Tweaks\
.\Oblivion Mods\
.....\BAIN Converters\
.........\--Duplicates\
.....\BAIN Installers\
.....\BAIN Projects\
.....\Bash Backups\
.........\BSAs\ <-- Don't see any reference to this, but presumed
.........\Plugins\
.....\Bash Hidden\
.........\BSAs\ <-- Don't see any reference to this, but presumed
.........\Installers\ <-- for now, I still think installers should be hidden logically instead of physically.
.........\Plugins\
.\My Games\
.....\Oblivion\
.........\Bash\
.............\BashConfig.pkl
.............\BashProfiles.dat
.............\BashSettings.dat
.............\BSAInfo.dat
.............\BSAInfo.pkl
.............\BSAInfo.dat.bak
.............\BSAInfo.pkl.bak
.............\Converters.dat
.............\Converters.dat.bak
.............\INI Tweaks.dat
.............\INI Tweaks.pkl
.............\INI Tweaks.dat.bak
.............\INI Tweaks.pkl.bak
.............\Installers.dat
.............\Installers.dat.bak
.............\Messages.dat
.............\Messages.html
.............\ModBase.dat
.............\Modchecker.html
.............\People.dat
.............\Plugins.dat
.............\Plugins.pkl
.............\Plugins.dat.bak
.............\Plugins.pkl.bak
.............\Profiles.pkl
.............\WryeLogTemp.html
.........\Pluggy\
.............\User Files\
.................\BashMon\
.....................\ping.txt
.....................\pong.txt
.....................\request.txt
.....................\completed.txt
.....................\failed.txt
.....................\shapeIsMale.txt
.........\Saves\
.............\Plugins.txt
.............\Bash\ <-- * Do these files actually get created? I haven't seen them. If not then the Backups and Hidden folders should be moved up and Bash eliminated.
.................\SaveInfo.dat <-- *
.................\SaveInfo.pkl <-- *
.................\SaveInfo.dat.bak <-- *
.................\SaveInfo.pkl.bak <-- *
.................\Backups\
.................\Hidden\


Do all of those files actually get created at some point? Seems that most of the pkl's at least may only be tmp files, since I never see them.

Are all the save Tables packed into Profiles.pkl? That would make things easier...

What's this BSAInfo tab that I have come across in the code? An unfinished feature?

Other than for saves, I have moved the backup and hidden folders (from my original proposal) to Oblivion Mods and arranged them so that one custom path in the bash.ini can redirect all the backups for BSAs and Plugins, and one custom path can redirect all the hidden BSA's, Installers and Plugins. Backup Saves could have their own ini settings. I don't think it makes sense to be able to change the location of the hidden saves.

So that would be 3 new configurable paths in bash.ini.
sBashBackupPath
sBashHiddenPath
sSavesBackupPath

.. or something of the sort.

Please review the file mappings and let me know if there should be any changes.

I think that looks great...
build dir no idea... can't see any ref in the code :shrug:
BSAInfo: yep unfinished, don't need to worry about it really, until it is finished then it can be made to conform to whatever standard.
SaveInfo.* don't think any of those get created (never seen them, can't make em appear, not even in my compiled 7z backup of saves of the last 2 years)

Actually, it works as documented for CBash, but does not seem to refresh properly for non-Cbash (as ov v287) - so in my view, it is still correct (although I use Ctrl-A). I don't think you need to deactivate the Bashed Patch before rebuilding (one less thing to do :) )

oh of course...
CBash auto refreshes Mergeability.
Bash only refreshes if it isn't recorded in the Bash data files, but if you switch back and forth with CBash that isn't accurate (since CBash can merge way more files)... I'll fix that.
Pacific Morrowind
User avatar
Angela Woods
 
Posts: 3336
Joined: Fri Feb 09, 2007 2:15 pm

Post » Tue May 17, 2011 12:10 pm

http://www.gamesas.com/index.php?showtopic=1129495
(I'll try to catch up on replies tomorow and I got copies of all the posts I haven't replied to)
Pacific Morrowind
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Matt Bee
 
Posts: 3441
Joined: Tue Jul 10, 2007 5:32 am

Post » Tue May 17, 2011 4:32 am

I think that looks great...
build dir no idea... can't see any ref in the code :shrug:
BSAInfo: yep unfinished, don't need to worry about it really, until it is finished then it can be made to conform to whatever standard.
SaveInfo.* don't think any of those get created (never seen them, can't make em appear, not even in my compiled 7z backup of saves of the last 2 years)


Great! Because it's already done, mostly :woot:
I've benched it for now though because it's going to break downgrade compatibility if people ever need to revert to a previous version.
In particular, the dir changes.

The plan now entails 3 stages:
1. Backup and restore functionality for bash settings - Done and submitted to SVN
This is the first line of defense for a user to protect their configurations. It does not backup the Bash app itself, but is good for when some Bash data gets corrupted, like when the installers list gets wiped. Regardless of the other two features I expect this will be very helpful to people, having the ability to restore Bash's configurations to a previous state.
2. Update and rollback functionality using snapshots of the complete Bash install - Still Planning
This will make complete backups of the Bash app and all of it's settings. IE. An installer would take a snapshot of Bash before installing a new version. The user can then rollback to a previous version with zero hassle and all of their old Bash files and settings will be restored.
3. Restructure Bash files and folders - About 80% done, on hold pending implementation of the first two stages

ps. I assume you mean you have never seen and can't find any existence of the Save\Bash\Table.dat files? Because SaveInfo.* is the proposed new naming convention. No matter anyways really, the backup/restore feature and the internal auto-upgrade code for the new structure already handle those files and there is no harm if they don't exist.

edit. oops, I coulda swore I was on the new thread
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Amysaurusrex
 
Posts: 3432
Joined: Wed Aug 09, 2006 2:45 pm

Post » Tue May 17, 2011 6:45 am

oops, there's a new thread. didn't see it...
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Eoh
 
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Joined: Sun Mar 18, 2007 6:03 pm

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