[RELZ] Wrye Bash -- Thread 52

Post » Mon May 16, 2011 1:10 pm

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:
Spoiler
Traceback (most recent call last):
File "I:\Games\Oblivion\Mopy\basher.py", line 9917, in Execute
itemStats.readFromMod(fileInfo)
File "I:\Games\Oblivion\Mopy\bosh.py", line 13496, in readFromMod
stats[longid] = tuple(recordGetAttr(attr) for attr in attrs)
File "I:\Games\Oblivion\Mopy\bosh.py", line 13496, in
stats[longid] = tuple(recordGetAttr(attr) for attr in attrs)
AttributeError: 'MreAlch' object has no attribute 'modPath'
This occurs with Oblivion master esp as well here is TIE:
Spoiler
Traceback (most recent call last):
File "I:\Games\Oblivion\Mopy\basher.py", line 9917, in Execute
itemStats.readFromMod(fileInfo)
File "I:\Games\Oblivion\Mopy\bosh.py", line 13496, in readFromMod
stats[longid] = tuple(recordGetAttr(attr) for attr in attrs)
File "I:\Games\Oblivion\Mopy\bosh.py", line 13496, in
stats[longid] = tuple(recordGetAttr(attr) for attr in attrs)
AttributeError: 'MreAlch' object has no attribute 'modPath'
Same thing.

May not be important and it does OK with stats export (what I really need anyway).

========================

Possible feature request

The ability to right click on an esp in the mods tab and click something like 'increment time'. This function would then undo any two esp having the same time signature.

Problem - seems that often I add an esp that ends up getting the same time signature as another. With OBMM this is never a problem - not allowed to happen with that I guess. True it is not a real super hassle to go into the time field and add or subtract some time and then click save. But there are times with a busy load order that this sets a chain reaction of the same problem being shifted down to the next two esp.

thanks for considering.
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Lynne Hinton
 
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Post » Mon May 16, 2011 11:08 am

Possible feature request

The ability to right click on an esp in the mods tab and click something like 'increment time'. This function would then undo any two esp having the same time signature.



Just change the time in the right hand column.
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Big mike
 
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Post » Mon May 16, 2011 7:28 am

I already pointed out that I could do that.

I guess I mean a feature that spaces out all the time signatures - even when I do it by hand I keep getting clusters that are very tightly grouped together.

[edit] you know what nevermind that is the role of BOSS - it is time I grew up and used it in my data folder.
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Ria dell
 
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Post » Mon May 16, 2011 1:43 am

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)
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Thema
 
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Post » Mon May 16, 2011 6:19 pm

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:
Spoiler
Meshes\armor\Artefakte der Ahnen\R?stung der Ahnen\Helm der Ahnen.NIFMeshes\armor\Artefakte der Ahnen\R?stung der Ahnen\Helm der Ahnen_gnd.nifMeshes\armor\Artefakte der Ahnen\R?stung der Ahnen\Umhang der Ahnen.nifMeshes\armor\Artefakte der Ahnen\R?stung der Ahnen\Umhang der Ahnen_gnd.nifMeshes\armor\Artefakte der Ahnen\R?stung der Ahnen\F\cuirass.nifMeshes\armor\Artefakte der Ahnen\R?stung der Ahnen\F\cuirass_gnd.nifMeshes\armor\Artefakte der Ahnen\R?stung der Ahnen\F\gauntlets.nifMeshes\armor\Artefakte der Ahnen\R?stung der Ahnen\F\greaves.nifMeshes\armor\Artefakte der Ahnen\R?stung der Ahnen\F\greaves_gnd.nifMeshes\armor\Artefakte der Ahnen\R?stung der Ahnen\M\boots.nifMeshes\armor\Artefakte der Ahnen\R?stung der Ahnen\M\boots_gnd.nifMeshes\armor\Artefakte der Ahnen\R?stung der Ahnen\M\cuirass.nifMeshes\armor\Artefakte der Ahnen\R?stung der Ahnen\M\cuirass_gnd.nifMeshes\armor\Artefakte der Ahnen\R?stung der Ahnen\M\gauntlets.nifMeshes\armor\Artefakte der Ahnen\R?stung der Ahnen\M\gauntlets_gnd.nifMeshes\armor\Artefakte der Ahnen\R?stung der Ahnen\M\greaves.nifMeshes\armor\Artefakte der Ahnen\R?stung der Ahnen\M\greaves_gnd.nifMeshes\creatures\wraith\H?ter des Grauens.nifMeshes\creatures\xivilai\Dunkler F?rst.niftextures\armor\Artefakte der Ahnen\R?stung der Ahnen\Helm der Ahnen.ddstextures\armor\Artefakte der Ahnen\R?stung der Ahnen\Helm der Ahnen_g.ddstextures\armor\Artefakte der Ahnen\R?stung der Ahnen\Helm der Ahnen_n.ddstextures\armor\Artefakte der Ahnen\R?stung der Ahnen\Umhang der Ahnen.ddstextures\armor\Artefakte der Ahnen\R?stung der Ahnen\Umhang der Ahnen_n.ddstextures\armor\Artefakte der Ahnen\R?stung der Ahnen\f\cuirass.ddstextures\armor\Artefakte der Ahnen\R?stung der Ahnen\f\cuirass_g.ddstextures\armor\Artefakte der Ahnen\R?stung der Ahnen\f\cuirass_n.ddstextures\armor\Artefakte der Ahnen\R?stung der Ahnen\f\Greaves.ddstextures\armor\Artefakte der Ahnen\R?stung der Ahnen\f\greaves_g.ddstextures\armor\Artefakte der Ahnen\R?stung der Ahnen\f\greaves_n.ddstextures\armor\Artefakte der Ahnen\R?stung der Ahnen\m\boots.ddstextures\armor\Artefakte der Ahnen\R?stung der Ahnen\m\boots_g.ddstextures\armor\Artefakte der Ahnen\R?stung der Ahnen\m\boots_n.ddstextures\armor\Artefakte der Ahnen\R?stung der Ahnen\m\cuirass.ddstextures\armor\Artefakte der Ahnen\R?stung der Ahnen\m\cuirass_g.ddstextures\armor\Artefakte der Ahnen\R?stung der Ahnen\m\cuirass_n.ddstextures\armor\Artefakte der Ahnen\R?stung der Ahnen\m\gauntlets.ddstextures\armor\Artefakte der Ahnen\R?stung der Ahnen\m\gauntlets_g.ddstextures\armor\Artefakte der Ahnen\R?stung der Ahnen\m\gauntlets_n.ddstextures\armor\Artefakte der Ahnen\R?stung der Ahnen\m\greaves.ddstextures\armor\Artefakte der Ahnen\R?stung der Ahnen\m\greaves_g.ddstextures\armor\Artefakte der Ahnen\R?stung der Ahnen\m\greaves_n.ddstextures\creatures\wraith\H?ter des Grauens.ddstextures\creatures\wraith\H?ter des Grauens_n.ddstextures\creatures\xivilai\Dunkler F?rst.ddstextures\creatures\xivilai\Dunkler F?rst_g.ddstextures\creatures\xivilai\Dunkler F?rst_n.ddstextures\Menus\icons\armor\R?stung der Ahnen\black.ddstextures\Menus\icons\armor\R?stung der Ahnen\f\cuirass.ddstextures\Menus\icons\armor\R?stung der Ahnen\f\greaves.ddstextures\Menus\icons\armor\R?stung der Ahnen\m\boots.ddstextures\Menus\icons\armor\R?stung der Ahnen\m\cuirass.ddstextures\Menus\icons\armor\R?stung der Ahnen\m\gauntlets.ddstextures\Menus\icons\armor\R?stung der Ahnen\m\greaves.ddstextures\Menus\icons\armor\R?stung der Ahnen\m\helmet.dds
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.
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Chris Johnston
 
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Post » Mon May 16, 2011 6:45 am

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?

this is a good point. I'll talk to PM about it.
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Big mike
 
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Post » Mon May 16, 2011 8:11 am

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

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!beef
 
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Post » Mon May 16, 2011 5:28 am

Is Wrye Bash 290 only working via the command line for anyone else? Its only a minor problem, but it kinda irks me that I cant just run Wrye Bash Launcher.pyw directly and have it work.

Also, is it possible to transfer a bashed patch configuration from 287 to 290? Im not too sure myself which mods I need merged/imported and which ones should just be plain inactive. Quite a few more mods have become mergeable since I last rebuilt my patch, which adds to the confusion.
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D IV
 
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Post » Mon May 16, 2011 6:21 am

Is Wrye Bash 290 only working via the command line for anyone else? Its only a minor problem, but it kinda irks me that I cant just run Wrye Bash Launcher.pyw directly and have it work.

Also, is it possible to transfer a bashed patch configuration from 287 to 290? Im not too sure myself which mods I need merged/imported and which ones should just be plain inactive. Quite a few more mods have become mergeable since I last rebuilt my patch, which adds to the confusion.


http://www.gamesas.com/index.php?/topic/1120997-relz-wrye-bash-thread-52/page__view__findpost__p__16490675

*Should work with the Same Patch
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Emma Louise Adams
 
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Post » Mon May 16, 2011 10:18 am

http://www.gamesas.com/index.php?/topic/1120997-relz-wrye-bash-thread-52/page__view__findpost__p__16490675

*Should work with the Same Patch


None of those problems describe the situation that I have. I have no pidfile.tmp, I do not have multiple copies open, and I am not trying to run the file bash.py instead.

Wrye Bash Launcher.pyw works when I tell python to execute it via cmd, but it doesnt work when I directly run the file from windows explorer (which worked until version 288+ broke it).
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Solina971
 
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Post » Mon May 16, 2011 8:36 am

For those having the problem that Wrye Bash Launcher.pyw won't start...

For the time being, unless you care to get and apply myk002's patch, you can just replace the Wrye Bash Launcher.pyw with an older version and it will work.
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rebecca moody
 
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Post » Mon May 16, 2011 5:18 pm

For those having the problem that Wrye Bash Launcher.pyw won't start...

For the time being, unless you care to get and apply myk002's patch, you can just replace the Wrye Bash Launcher.pyw with an older version and it will work.


I must be blind or something, but I see the post where myk002 says he attached a patch...however I dont see a link to get said patch.

Btw, Wrye Bash Launcher.pyw seems to work when executed by "python.exe", but the problem shows up when it is executed by "pythonw.exe".
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!beef
 
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Post » Mon May 16, 2011 10:51 am

None of those problems describe the situation that I have. I have no pidfile.tmp, I do not have multiple copies open, and I am not trying to run the file bash.py instead.

Wrye Bash Launcher.pyw works when I tell python to execute it via cmd, but it doesnt work when I directly run the file from windows explorer (which worked until version 288+ broke it).


Did you reinstall python as some point?
When you run from Wrye Bash launcher.pyw from the command line, do you use python.exe or pythonw.exe? you read my mind :)

myk002's patch is... not for the faint of heart.
It is a diff patch for developers. It's not like a regular software patch that you can click and run. So if you don't know what that means, just hang tight for the next release.

If that doesn't scare you, the patch is http://sourceforge.net/tracker/download.php?group_id=284958&atid=1207901&file_id=390150&aid=3088781
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Laura Wilson
 
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Post » Mon May 16, 2011 5:16 am

Did you reinstall python as some point?
When you run from Wrye Bash launcher.pyw from the command line, do you use python.exe or pythonw.exe?


I use python.exe to run Wrye Bash Launcher.pyw when I use the command line. When I double click, the default program to open it is pythonw.exe. pythonw.exe seems to handle WB 287 and below alright, but it just takes issue with the newer version. I reinstalled python when it failed to run 290 the first time, which obviously didnt work since the same problem persists.

Btw, I read the post about the patch again, and I now realize that he said he was attaching it to "issue 3088781", so I assume its in the svn then? Older version of launcher should probably work ok since the launcher isnt what does the work anyhow.\

EDIT: Using the 287 launcher failed to resolve the problem, and I dont have the tools to open the patch from the svn.
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Emma-Jane Merrin
 
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Post » Mon May 16, 2011 8:32 am

Has anyone run into any problems with bashed patches generated by Wrye Bash v290? I upgraded to this version, as well as updated several mods. When I tried to play Oblivion, the problem locked up before it reached the in-game menu. Checking task manager showed Oblivion.exe was using 50% CPU cycles. I turned off the mods I upgraded and tried running oblivion.exe again, but this problem persisted. When I turned the bashed patch off, Oblivion.exe not only reached the in-game menu, but I was able to load a savegame.
Rebuilding the patch without scripts hasn't worked, so I am unchecking 'add cells' next.
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Stephanie Valentine
 
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Post » Mon May 16, 2011 8:05 pm

I reinstalled python when it failed to run 290 the first time, which obviously didnt work since the same problem persists.

[SNIP]

EDIT: Using the 287 launcher failed to resolve the problem, and I dont have the tools to open the patch from the svn.


I don't think your problem is the Wrye Bash Launcher.pyw (maybe it was the issue originally, when you first tried to run v290)

I'm guessing you have a different version of python now or you are missing some of the support files.
You are using python26?
Installed via Wrye Python 03a?

[EDIT] Are you able to revert to v287? Does it run fine still?
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Ricky Rayner
 
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Post » Mon May 16, 2011 2:25 pm

I don't think your problem is the Wrye Bash Launcher.pyw (maybe it was the issue originally, when you first tried to run v290)

I'm guessing you have a different version of python now or you are missing some of the support files.
You are using python26?
Installed via Wrye Python 03a?

[EDIT] Are you able to revert to v287? Does it run fine still?


287 works perfectly fine on either python.exe or pythonw.exe. 290 only works via python.exe, but not pythonw.exe. I just attempted to use the 287 launcher with 290, which still only worked via command line.

I dont believe python itself is a problem because I installed the Wrye Python 03a package in its entirety.
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Wayne W
 
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Post » Mon May 16, 2011 7:41 am

287 works perfectly fine on either python.exe or pythonw.exe. 290 only works via python.exe, but not pythonw.exe. I just attempted to use the 287 launcher with 290, which still only worked via command line.

when it fails, does it still bring up that c:\python26\bin\c: path? if so, a workaround may be to copy Mopy/bash_default.ini to Mopy/bash.ini and setting the sOblivionPath variable to your Oblivion directory.
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Andrea Pratt
 
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Post » Mon May 16, 2011 7:41 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.

Links back to Wrye bash page, BOSS page and further down the most helpful links which I think are missing on TesNexus, Tomlong and Psymons links for all things Wrye bash and BAIN.

The Images uploaded there are what I feel are missing for a noob getting to grips.

If you want to grab and incorporate any of the content feel free, here are the images.

http://www.bild.me/bild.php?file=77370211.jpg

http://www.bild.me/bild.php?file=82611492.jpg

http://www.bild.me/bild.php?file=56368123.jpg

http://www.bild.me/bild.php?file=85310474.jpg

http://www.bild.me/bild.php?file=98185755.jpg

http://www.bild.me/bild.php?file=10839476.jpg

http://www.bild.me/bild.php?file=23517787.jpg
- Pics updated on tesnexus

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.
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Colton Idonthavealastna
 
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Post » Mon May 16, 2011 1:53 pm

Hey, That looks Good alt3n1ty. :goodjob:

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:
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Mariana
 
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Post » Mon May 16, 2011 5:29 pm

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.
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N Only WhiTe girl
 
Posts: 3353
Joined: Mon Oct 30, 2006 2:30 pm

Post » Mon May 16, 2011 5:54 pm

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


Looks great, do you plan to elaborate it for installers too?

http://www.bild.me/bild.php?file=56368123.jpg


Mark Mergeable is not required as far as I understand. Bash does this automatically nowadays. The only difference is that Mark Mergeable will generate a report.

From http://wryemusings.com/Wrye%20Bash.html#MarkMergeable
"Use of this command is optional since it basically replicates a scan that Bash automatically does on any new or changed files. However, this command may still be useful to modders since it reports why unmergeable mods are unmergeable."

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Tania Bunic
 
Posts: 3392
Joined: Sun Jun 18, 2006 9:26 am

Post » Mon May 16, 2011 6:19 am

Looks great, do you plan to elaborate it for installers too?


Yes, I just need to do batch of screenshots and re-upload them in the right order (tesnexus is weird you have to upload them in reverse order so that 1 is the first picture), just tried a very basic one initially to get a feel for it. The next batch will be all BAIN related pics, to follow the set already up and titled differently to separate the subject (ie going into deeper water for newbies)

Mark Mergeable is not required as far as I understand. Bash does this automatically nowadays. The only difference is that Mark Mergeable will generate a report.

From http://wryemusings.com/Wrye%20Bash.html#MarkMergeable


Thanks for that info, will adjust on next upload later in the week.
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Rusty Billiot
 
Posts: 3431
Joined: Sat Sep 22, 2007 10:22 pm

Post » Mon May 16, 2011 3:32 pm

XP,previous ver of W. Python, W.B. 290

I need help.
After loading master files (save tab) - one time from old save ,the next from the newest one, I cant turn on W.B. No console output, no log, no inf in OS diary - just nothing.I ve tried as admin. - nothing. How I should do to get any information from W.B. luncher?
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Kayla Bee
 
Posts: 3349
Joined: Fri Aug 24, 2007 5:34 pm

Post » Mon May 16, 2011 8:00 pm

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:


Need to be careful with CBash, it's not quite there yet. I posted a somewhat lengthy report on some testing with it. Obviously it needs more eyes on it, so if you do go back and try it again, reporting on what's not working would probably help the guys get it fixed up faster.
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maya papps
 
Posts: 3468
Joined: Mon Aug 07, 2006 3:44 pm

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