[RELZ] Wrye Bash -- Thread 52

Post » Mon May 16, 2011 10:04 am

I just tested version 290, and it still seems that 287 is the last version that works for me. The later versions simply dont start up at all (no error message, not even a window pops up).

I was advised in response to my previous post about this problem to provide a bugdump, but Im not sure how Im supposed to go about doing that (not familiar with the workings of python). I normally just double click "Wrye Bash Launcher.pyw" and expect it to load lol. If anyone could help, that would be appreciated. Btw Im using Windows 7 32-bit and I have the appropriate Wrye Python components installed (unless the requirements were changed since 287).

EDIT: I read a previous post on this page about running wrye through the command line, and Im getting the error "ImportError: No module named wx" when it tries to do "import wx".

EDIT2: I found that I was using Wrye Python 03 instead of 03a, so I updated that, but it still doesnt work. Now Im getting:

C:\Python26>python.exe "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\Wrye B
ash Launcher.pyw"
Traceback (most recent call last):
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\Wrye Bash Launcher.pyw
", line 95, in
bosh.initDirs(personal,localAppData,oblivionPath)
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 28442,
in initDirs
raise BoltError(_("Install Error\nFailed to find Oblivion.exe in %s.\nNote t
hat the Mopy folder should be in the same folder as Oblivion.exe.") % dirs['app'
])
bolt.BoltError: Install Error
Failed to find Oblivion.exe in bolt.Path('C:\\Python26\\C:').
Note that the Mopy folder should be in the same folder as Oblivion.exe.

Which is odd because Mopy IS in the oblivion folder...
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Smokey
 
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Post » Mon May 16, 2011 3:55 am

I just tested version 290, and it still seems that 287 is the last version that works for me. The later versions simply dont start up at all (no error message, not even a window pops up).

I was advised in response to my previous post about this problem to provide a bugdump, but Im not sure how Im supposed to go about doing that (not familiar with the workings of python). I normally just double click "Wrye Bash Launcher.pyw" and expect it to load lol. If anyone could help, that would be appreciated. Btw Im using Windows 7 32-bit and I have the appropriate Wrye Python components installed (unless the requirements were changed since 287).
If WB is not starting, look at post #49.
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renee Duhamel
 
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Post » Mon May 16, 2011 12:35 am

I just tested version 290, and it still seems that 287 is the last version that works for me. The later versions simply dont start up at all (no error message, not even a window pops up).

Well, if it's the problem I just fixed, try removing the Mopy/pidfile.tmp file before starting Wrye Bash Launcher.pyw
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Jeff Tingler
 
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Post » Mon May 16, 2011 8:14 am

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.
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Catharine Krupinski
 
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Post » Mon May 16, 2011 9:39 am

Well, if it's the problem I just fixed, try removing the Mopy/pidfile.tmp file before starting Wrye Bash Launcher.pyw


Theres no pidfile.tmp left over in my Mopy folder, and the problem isnt just with 290, its with 288-290. After my last escapade running python through the command line (see my edited previous post), "python.exe" turned into a 0 byte file and I cant run it anymore (but apparently wrye bash 287 still works).
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Chris Cross Cabaret Man
 
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Post » Mon May 16, 2011 12:35 pm

EDIT2: I found that I was using Wrye Python 03 instead of 03a, so I updated that, but it still doesnt work. Now Im getting:

C:\Python26>python.exe "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\Wrye B
ash Launcher.pyw"

I think the problem here is that you should be running:
cd /d "C:\Program Files\Bethesda Softworks\Oblivion\Mopy"C:\Python26\python.exe "Wrye Bash Launcher.pyw"

that is, you should be running python when Mopy is your current working directory.
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Javaun Thompson
 
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Post » Sun May 15, 2011 11:49 pm

Ill try that after I reinstall python...When I ran it through command line, something broke and now I cant use python.exe at all.

Funny thing is that Wrye Bash 290 still doesnt work from the double click, so Ill probably expect another bugdump when I run it through command line again.

EDIT: o.0 Wrye Bash 290 actually starts through the command line...but for some reason it still doesnt work through directly running the launcher. Any idea why that might be the case?

EDIT2: I also lost all of my bashed patch configuration data and it doesnt seem to import old data...
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Euan
 
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Post » Mon May 16, 2011 12:34 pm

yep I'm looking into it... probably be a week or so anyways.
Pacific Morrowind


Thank you! Now I know how to plan the rewrite.

On that note a question about BAIN installation:

I'm in the process of giving Oblivion XP an overhaul. It appears that if I relocate it's ini file to the ini directory under data, that would be better for those using BAIN. Is that correct? I don't use BAIN, yet... Oblivion XP currently has a manual and an OMOD install and puts its ini file in its own directory. I can leave that as is if it doesn't affect BAIN, but I saw a post earlier about BAIN auto-detecting certain structures, so if it would work better, I don't mind relocating the ini file.
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benjamin corsini
 
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Post » Mon May 16, 2011 12:18 am

Thank you! Now I know how to plan the rewrite.

On that note a question about BAIN installation:

I'm in the process of giving Oblivion XP an overhaul. It appears that if I relocate it's ini file to the ini directory under data, that would be better for those using BAIN. Is that correct? I don't use BAIN, yet... Oblivion XP currently has a manual and an OMOD install and puts its ini file in its own directory. I can leave that as is if it doesn't affect BAIN, but I saw a post earlier about BAIN auto-detecting certain structures, so if it would work better, I don't mind relocating the ini file.

The user must check "has extra directories" for BAIN to install in a folder other than the standard. You can leave the ini in it's own folder, but you must let users of BAIN know to do the directories thing. Otherwise for less / no confusion and ease of installation, put your ini in \Data.
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Claire Lynham
 
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Post » Mon May 16, 2011 4:10 am

The user must check "has extra directories" for BAIN to install in a folder other than the standard. You can leave the ini in it's own folder, but you must let users of BAIN know to do the directories thing. Otherwise for less / no confusion and ease of installation, put your ini in \Data.


Here's PM's response to the earlier post asking about the directories:

"not very well documented... updated the documentation for skips in the readme, thanks.
(oh btw the full list of non-standards directories that are autorecognized is: ini, ini tweaks, pluggy, scripts, streamline', and '_tejon')."

So does that mean that if I put the ini file in the ini directory, a BAIN user still has to select "has extra directories", but the ini file will get installed? If I leave the ini file where it is right now, then even selecting "has extra directories" won't find it? That's what it sounds like to me and I just want to make sure. I'd rather not put the ini in the data directory.
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X(S.a.R.a.H)X
 
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Post » Mon May 16, 2011 6:47 am

The user must check "has extra directories" for BAIN to install in a folder other than the standard. You can leave the ini in it's own folder, but you must let users of BAIN know to do the directories thing. Otherwise for less / no confusion and ease of installation, put your ini in \Data.

This actually isn't true anymore. The 'ini' folder is now recognized by bash as a "first class" directory. Config files in ini will get included even if the user doesn't check 'has extra directories'. Therefore, it is safe to put ini files in the "Ini" directory without confusing users.
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Sarah Knight
 
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Post » Sun May 15, 2011 11:30 pm

This actually isn't true anymore. The 'ini' folder is now recognized by bash as a "first class" directory. Config files in ini will get included even if the user doesn't check 'has extra directories'. Therefore, it is safe to put ini files in the "Ini" directory without confusing users.


Ah even better. Thanks!
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Abel Vazquez
 
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Post » Mon May 16, 2011 3:06 pm

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.
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Ash
 
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Post » Mon May 16, 2011 11:26 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.

I would also like to see some modesty amongst the dead! :laugh:
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Natasha Callaghan
 
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Post » Mon May 16, 2011 4:37 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.


I don't understand your request :) Presumably the corpses are naked because you looted them of all their armour, so what are they supposed to equip? Besides they're dead anyway - how is a dead body supposed to don armour or clothing? As I said, I don't understand!
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Nichola Haynes
 
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Post » Mon May 16, 2011 2:24 am

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

Random junk:
[331466L, 331465L, 318532L][331465L, 331466L, 318532L][331465L, 331466L, 318532L][331465L, 331466L, 318532L][331465L, 331466L, 318532L][331466L, 331465L, 318532L][331465L, 331466L, 318532L][331465L, 331466L, 318532L][331466L, 331465L, 523717L][331465L, 331466L, 523717L][331465L, 331466L, 523717L][331465L, 331466L, 523717L][331466L, 331465L, 523717L][267555L, 267547L][267554L, 267548L][267555L, 267556L, 267547L][267557L, 267554L, 267548L][267555L, 267550L][267554L, 267549L][267554L][267555L]


There's a lot more where that came from, with some of it being unprintable characters. That's what the debug window collects when it hits the NPC face import.

On to patchers:

Actors:AIPackages is missing. So no AI packs are being imported at all.

That problem I pointed out where entries are being added to the patch when the only change is the case on the file paths is here. Several potions with nothing other than that are showing up as identical to master in TES4Edit.

The CELL patcher is not behaving properly: http://tinypic.com/r/2vxj3io/7 In this shot, the USIP has the import cells tag, and obviously AN-SI does too, but AN-SI got ignored entirely when the USIP is what should have been ignored due to having no changes in its climate data. It does appear to be handling things properly if another mod gets in between the last one tagged for cells and the patch.

The merge patcher that enabled some nice new stuff is copying unnecessary records that have no changes: http://tinypic.com/r/2v9vzae/7

The "Actor strength encumbrance multiplier" setting from the tweak settings menu was not done properly. The Bashed patch copied the value from TIE rather than what I had set the tweak to. It should be a 4, but TIE sets it to 3.6, and 3.6 is what's in the patch.

The merge patcher copied in some bad formID references when dealing with Aelis' quest delayers: http://tinypic.com/r/13z7uj5/7

The merge patcher incorrectly removed a music data entry from a region record: http://tinypic.com/r/m9x4pg/7

Some more stuff the merge patcher did that it shouldn't have: http://tinypic.com/r/2i117on/7

The biggest surprise though was the worldspace patcher. Offering to deactivate several landscape patching mods was a pretty welcome thing.

First issue - which may be from the music patcher instead: http://tinypic.com/r/ogctfl/7
It's supposed to ignore tagged mods (the UOP) if the data is the same as Oblivion.esm, which in this case it is, but it copied it to the patch anyway, overriding what Open Cities wants to do.

The patcher blows it big time on a deleted reference: http://tinypic.com/r/15zp5r7/7 NO data should get copied from below the record flags, or ideally the record should NOT be copied at all to avoid issues. Though obviously I'm happy it found this because it means I missed an undelete somewhere :)

This one looks like a serious bug: http://tinypic.com/r/f9mhjk/7 - All of these entries on the left have been assigned to 0,0 on the X/Y grid, which can't be a good thing. This only seems to have happened in Block 0,0 Sub-block 0,0. Also, another example of the music setting getting stepped on.

For reference, the load order this patch was tested with:
Spoiler
Active Mod Files:00  Oblivion.esm01  TR_OoT_Main.esm  [Version 17]02  Hammerfell.esm03  Cobl Main.esm  [Version 1.72]04  Harvest[Containers].esm05  All Natural Base.esm  [Version 1.1]06  Open Cities Resources.esm  [Version 3.5.5]07  Armamentarium.esm  [Version 1.35]08  Artifacts.esm  [Version 1.1]09  VASE - core.esm0A  TamrielTravellers.esm  [Version 1.39c]0B  CM Partners.esm0C  Cybiades.esm  [Version 2.0]0D  Children Of Rourken.esm0E  Kvatch Rebuilt.esm0F  Windfall.esm10  GTAesgaard_2.esm11  Oblivifall Master File.esm  [Version 1.0]12  Unofficial Oblivion Patch.esp  [Version 3.3.2]13  Unofficial Shivering Isles Patch.esp  [Version 1.4.0]**  Cava Obscura - Cyrodiil.esp**  Cava Obscura - SI.esp14  Enhanced Economy.esp  [Version 4.3.1]15  DLCShiveringIsles.esp**  MOBS SI.esp  [Version 1.2.2a]++  Harvest[Containers] - Vanilla.esp++  Harvest[Containers] - SI.esp16  All Natural.esp  [Version 1.0.1]17  All Natural - SI.esp  [Version 1.0]18  All Natural - Real Lights.esp  [Version 1.1]19  Immersive Interiors.esp  [Version 0.7]1A  Immersive Interiors - Lights Addon.esp  [Version 0.7]++  TamrielTravellersItemsNPC.esp  [Version 1.39c]1B  ShiveringIsleTravellers.esp  [Version 1.39c]1C  Happyhannah's Wines.esp  [Version 1.1]1D  BHC_Expanded.esp  [Version 1.2]1E  Cliff_BetterLetters.esp  [Version 1.2]++  ArmamentariumLL.esp  [Version 1.35]++  ArmamentariumLLMagic.esp  [Version 1.35]1F  ArmamentariumArtifacts.esp  [Version 1.35]++  ArmamentariumLLArmaVendor.esp  [Version 1.35]++  Artifacts - ArmaCompleteAddon.esp  [Version 1.0]20  AFK_Tweaks.esp  [Version 1.4]21  TIE.esp  [Version 1.37]22  IlluminateStaves.esp23  Immersive Travelers.esp24  Alternative Start by Robert Evrae.esp  [Version 1.67]25  Oblivifall - Losing My Religion.esp  [Version 1.3]++  VASE - Vanilla Cyrodiil.esp++  VASE - Vanilla SI.esp26  Cyrodiil Travel Services.esp  [Version 2.0.4]27  AFK_PrayerIdles.esp  [Version 1.0]28  DLCHorseArmor.esp29  DLCOrrery.esp2A  DLCFrostcrag.esp2B  DLCThievesDen.esp2C  DLCVileLair.esp2D  DLCMehrunesRazor.esp2E  DLCSpellTomes.esp2F  Knights.esp30  DLCBattlehornCastle.esp31  SM Plugin Refurbish(Merged).esp  [Version 1.30]32  OCC-KOTN-Patch.esp  [Version 3.0]33  OCOD+FrostcragSpire Patch.esp34  AFK_Frostcrag.esp  [Version 1.0]35  Whispered Warning.esp36  Kvatch Rebuilt.esp  [Version 1.1]37  Kvatch Rebuilt Weather Patch.esp38  OCC-KR-Patch.esp  [Version 2.0.1]39  Lost Paladins of the Divines.esp3A  RTT.esp  [Version 3.01]3B  RTT-Weye Relocation Patch.esp  [Version 2.0.1]3C  OCC-RTTv3 Patch.esp  [Version 2.0]3D  Malevolent.esp  [Version 1.02]3E  OCC-Malevolent-Patch.esp  [Version 3.0]3F  GTAesgaard.esp40  GTAesgaard_2.esp41  Cybiades.esp  [Version 2.1]42  CybiadesDungeon.esp  [Version 2.1]43  Nascosto Isles 3.esp44  All Natural - Nascosto Isles Weather Patch.esp  [Version 2.0]45  COR-Episode1 Secret of Enourk.esp46  Ivellon.esp  [Version 1.8]47  WeynonRetreat.esp  [Version 1.4]48  The Lost Spires.esp  [Version 1.4]49  OCC-Lost Spires-Patch.esp  [Version 2.1]4A  OldCrowInn.esp  [Version 1.5.1]4B  HeartOftheDead.esp  [Version 6.3.2]4C  Windfall.esp4D  LetThePeopleDrink.esp  [Version 2.5]4E  The Ayleid Steps.esp  [Version 3.4]4F  HackdirtCaverns.esp50  Mimics!.esp51  BrotherhoodRenewed.esp  [Version 1.0.8]52  TheForgottenRealm.esp53  EaglesRest.esp  [Version 1.0]54  Better Benirus Manor - Interior Only.esp55  Better Benirus Manor - Helping Hands.esp56  Better Dark Brotherhood Sanctuary for OBSE.esp  [Version 2.3]57  Gaelendryl.esp58  Dungeons Merger.esp59  Unique Dungeons - Lost Glory.esp5A  Unique Dungeons - Lichs Lair.esp5B  JQ-Return_of_Dagoth_Ur.esp5C  TheOubliette.esp5D  PTArtifacts.esp5E  ImpeREAL Empire - Unique Forts.esp5F  ImpeREALForts+LostSpires Patch.esp  [Version 1.0]60  Valley_View_Estate.esp61  InnsOfCyrodill.esp62  Shezrie's Villages.esp63  TR_Stirk.esp64  Stirk_Compatibility_Patch.esp65  To Feed an Empire - Wickmere Farm.esp  [Version 1.0]66  VHBloodlines 1.2.esp  [Version 1.5]67  AFK_Weye.esp  [Version 2.2.Non-COBL]68  Wellspring Vale.esp69  ElsweyrAnequina.esp6A  road+bridges.esp  [Version 4.5.8]6B  Feldscar.esp  [Version 1.0.5]6C  Vergayun.esp  [Version 1.0.6]6D  Faregyl.esp  [Version 2.0]6E  Faregyl+Anequina Patch.esp  [Version 2.0]6F  Molapi.esp  [Version 1.0.1]70  HammerfellBorders.esp71  xulStendarrValley.esp  [Version 1.2.2]72  xulAncientRedwoods.esp  [Version 1.6]73  xulCloudtopMountains.esp  [Version 1.0.3]74  xulBeachesOfCyrodiilLostCoast.esp  [Version 1.6.4]75  XulEntiusGorge.esp  [Version 1.2]76  xulImperialIsle.esp  [Version 1.6.6]77  xulAncientYews.esp  [Version 1.4.3]78  xulArriusCreek.esp  [Version 1.1.4]79  xulPatch_AY_AC.esp  [Version 1.1]7A  xulRollingHills_EV.esp  [Version 1.3.3]7B  xulFallenleafEverglade.esp  [Version 1.3.1]7C  xulChorrolHinterland.esp  [Version 1.2.2]7D  xulRiverEthe.esp  [Version 1.0.2]7E  xuldarkforest.esp  [Version 1.0.5]7F  xulLushWoodlands.esp  [Version 1.3.1]80  xulColovianHighlands_EV.esp  [Version 1.2.2]81  xulTheHeath.esp  [Version 1.1.1]82  xulPantherRiver.esp83  xulBravilBarrowfields.esp  [Version 1.3.3]84  xulBrenaRiverRavine.esp  [Version 1.1]85  xulBlackwoodForest.esp  [Version 1.1.0]86  xulCheydinhalFalls.esp  [Version 1.0.1]87  xulAspenWood.esp  [Version 1.0.2]88  xulSkingradOutskirts.esp  [Version 1.0.1]89  xulSnowdale.esp  [Version 1.0]8A  West Roads.esp  [Version 1.3]8B  WellspringVale+WestRoads Patch.esp8C  Castle_Seaview.esp8D  EaglesRest+LostCoast+CastleSeaview Patch.esp  [Version 1.0]8E  LostSpires-Everglade patch.esp  [Version 1.2]8F  LostSpires-DarkForest patch.esp  [Version 1.1]90  WeynonRetreat-ChorrolHinterland-Patch.esp  [Version 1.1]91  HeartoftheDead-ArriusCreek patch.esp  [Version 2.1]92  ValleyViewEstate-RiverEthe patch.esp  [Version 1.1.1]93  Anequina-Fallenleaf-Patch.esp  [Version 1.0]94  Mimics+Ravenview+Cloudtop Patch.esp  [Version 1.0]95  Gaelendryll-BrenaRiver patch.esp  [Version 1.2]96  KvatchRebuilt-CheydinhalFalls patch.esp97  Lakewood+AspenWood Patch.esp  [Version 1.0.1]98  Feldscar+Snowdale Patch.esp  [Version 1.0]99  Hammerfell+UL Lost Coast Patch.esp  [Version 1.0]9A  Verwen Brewery.esp  [Version wen.]9B  A Imperial Outpost - Fort Novi Sad.esp9C  ClocksOfCyrodiil_BC_OBC_OC_OCLR_Vanilla.esp9D  AFK_ICTempleCleanup.esp  [Version 1.0.LtPD]9E  bartholm.esp9F  WaterfrontMarketNoShack.espA0  Open Cities New Sheoth.esp  [Version 1.1]A1  Open Cities Bartholm.esp  [Version 1.1.1]A2  Open Cities Outer Districts.esp  [Version 3.5.5]A3  Open Cities Reborn - Full Merge.esp  [Version 0.6.3]A4  OCC-ULCH-Patch.esp  [Version 2.2]A5  NRB4+UL-II+LtPD+OCOD Patch.esp  [Version 3.0.2]A6  OCLR+ULBWForest Patch.esp  [Version 1.0.2]A7  OC+Cheydinhal Falls Patch.esp  [Version 1.0.1]A8  OC+ULSkingradOutskirts Patch.esp  [Version 1.0]A9  AN Transitions change.espAA  AFK_Blades_EQ.esp  [Version 1.2]AB  WindowLightingSystem.espAC  Map Marker Overhaul.esp  [Version 3.7]AD  Map Marker Overhaul - SI additions.esp  [Version 3.5]++  Enhanced Water v2.0 HDMI.esp++  Enhanced Vegetation [100%].esp++  Symphony of Violence.esp++  Louder Nirnroot Sound.esp++  Visually Realistic Lava.esp++  TrollfLoadingScreens.esp**  Rusty+Fine Items.esp**  Book Jackets OB+SI+DLC.esp**  Clutter Graphics.esp++  QuestDialogueFix.espAE  PersonalMerge.espAF  Streamline.esp  [Version 3.11]B0  RefScope.esp  [Version 2.0.2]++  NRB4 OCReborn Road Record.espB1  Weather Debug Ring.esp**  All Natural - Indoor Weather Filter For Mods.esp  [Version 1.1]++  Bashed Delayers - MERGE ONLY.esp  [Version 2.02]++  Harvest Containers Filter patch for mods.esp  [Version 1.00]**  Cava Obscura - Filter Patch For Mods.espB2  Bashed Patch, 1.espB3  MergedMaps.esp


Oh, and a closing bug: http://img408.imageshack.us/img408/958/pidfile.jpg TES4Edit was opened in Bash, leaving the pidfile behind. Closing TES4Edit after closing Bash left the file behind, when it should likely not be tied to TES4Edit at all. Using Bash 290.
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April
 
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Post » Mon May 16, 2011 4:20 am

Oh, and a closing bug: http://img408.imageshack.us/img408/958/pidfile.jpg TES4Edit was opened in Bash, leaving the pidfile behind. Closing TES4Edit after closing Bash left the file behind, when it should likely not be tied to TES4Edit at all. Using Bash 290.


myk002's fix should resolve this.
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Lindsay Dunn
 
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Post » Mon May 16, 2011 1:25 am

I don't understand your request :) Presumably the corpses are naked because you looted them of all their armour, so what are they supposed to equip? Besides they're dead anyway - how is a dead body supposed to don armour or clothing? As I said, I don't understand!

There is a mod existing. name is Corpse Equip .
What it does: if you put armor/clothes back into the inventory of the naked corpse you have already looted, the highest class armor will be donned by the corpse automatically and it will not be naked. If you pay attention, when you put weapon (s) in a corpse inventory, the most expensive one will be equipped automatically and will become visible. bethesda just forgot to do the same for armor.
I liked this mod as it helped not to leave a trail of naked looted corpses behind me Asked Wrye to turn this mod http://www.tesnexus.com/downloads/file.php?id=17137 into Wrye bash feature. He refused and said only a few people would be interested in it.
How about now?
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Emily Shackleton
 
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Post » Mon May 16, 2011 9:56 am

That corpse equip mod says it requires OBSE, so I don't know that it's considered a viable thing to include as a Bash feature.
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Wanda Maximoff
 
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Post » Mon May 16, 2011 4:28 am

If you pay attention, when you put weapon (s) in a corpse inventory, the most expensive one will be equipped automatically and will become visible. bethesda just forgot to do the same for armor.


I don't think bethesda forgot to do the same for armor, I think they forgot to fix the NPC weapon equip for when they are dead. Dead people don't defend themselves or care about fashion.

I prefer naked bodies everywhere :D
I pile them up like they are waiting for the meat wagon.

It does feel unusual though when every single corspe is completely naked, because I use the Take All button.
I actually started being more selective about what I take from the corpses, only taking clothes/armour if I actually want them.
This tends to give a nice bit of variety.
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Killer McCracken
 
Posts: 3456
Joined: Wed Feb 14, 2007 9:57 pm

Post » Mon May 16, 2011 1:04 am

Yeah, I figure if you've looted everything from them, they should be naked. If you don't want them naked, leave their equipped items alone. I find it really creepy to have a dead body equip items!

Btw, I also recall reading a warning the UOP readme about putting stuff in the inventory of dead bodies - it warns not to do it. So if I don't want something, I just drop it - I don't put it back in the body.
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Laura Simmonds
 
Posts: 3435
Joined: Wed Aug 16, 2006 10:27 pm

Post » Mon May 16, 2011 7:31 am

Yeah, I figure if you've looted everything from them, they should be naked. If you don't want them naked, leave their equipped items alone. I find it really creepy to have a dead body equip items!

Btw, I also recall reading a warning the UOP readme about putting stuff in the inventory of dead bodies - it warns not to do it. So if I don't want something, I just drop it - I don't put it back in the body.

I thik that issue was Resolved, (don't remember Witch Mod it was) I generaly Do remove their clothes, then place them back in their inventory so I'll know I've allready lootted them...
I still don't see a Problem with a Switch for reequiping it though...

* I can imagine Instances where a Trail of nvde bodies Could be embaressing :blush:
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Steve Fallon
 
Posts: 3503
Joined: Thu Aug 23, 2007 12:29 am

Post » Mon May 16, 2011 6:38 am

The problem may be that some users start with a pidfile.tmp already in the Mopy directory, left over from a previous version.

btw, Wrye Bash Launcher.pyw parses the commandline, ensures only one process is running, etc. bash.py is the program proper.

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)


Bash.py also does an instance check. Shouldn't that function also be updated with the new file locking coding you amended to Wrye Bash Launcher.pyw?
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Sista Sila
 
Posts: 3381
Joined: Fri Mar 30, 2007 12:25 pm

Post » Mon May 16, 2011 6:14 am

Just created another clone using mTES4 manager - checked all other applications (OBMM, OBSE loader, edit) they all work fine.

Thought I'd try finally moving to 290 with this clone. Made sure to put 175 in first then 290 on top of that.

It will not start ... I read back to post 48-49 and there is no pidfile.tmp already in there to delete.

Thankfully the 287 version of bash does work and that is what I have in my other clones.

Am I missing something with getting 290 working at all?

[edit] oh wait tried the trick of having 287 open and then extracting 290 - closed that now it works.
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Avril Churchill
 
Posts: 3455
Joined: Wed Aug 09, 2006 10:00 am

Post » Mon May 16, 2011 5:49 am

Thought I'd try finally moving to 290 with this clone. Made sure to put 175 in first then 290 on top of that.


From the TesNexus download page: "Requires an old installation of Wrye Bash 286+"
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Epul Kedah
 
Posts: 3545
Joined: Tue Oct 09, 2007 3:35 am

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