[RELZ] Wrye Bash -- Thread 52

Post » Sun May 15, 2011 9:31 am

Download: http://tesnexus.com/downloads/file.php?id=22368 or https://sourceforge.net/projects/oblivionworks/files
Readme: http://wryemusings.com/Wrye%20Bash.html (Very outdated ... most up to date readme is in the download - the file named Wrye Bash.html in the mopy folder)
Wrye Bash Wiki: http://www.uesp.net/wiki/Tes4Mod:Wrye_Bash
Screenshots: http://wryemusings.com/images/WryeBash_01.png, http://wryemusings.com/images/WryeBash_02.png, http://wryemusings.com/images/WryeBash_03.png, http://wryemusings.com/images/WryeBash_05.png
Previous Topic: http://www.gamesas.com/index.php?/topic/1119710-relz-wrye-bash-thread-51
Requirements:
  • The old "official" setup:
    • Python 2.5.4 and wxpython 2.8.7.1 ansi () - if using this best to just download the Wrye Python 01 package from http://tesnexus.com/downloads/file.php?id=22368

  • The newer recommended setup:
    • http://www.python.org/ftp/python/2.6.6/python-2.6.6.msi, http://downloads.sourceforge.net/wxpython/wxPython2.8-win32-ansi-2.8.10.1-py26.exe, http://sourceforge.net/projects/comtypes/files/comtypes/0.6.2/comtypes-0.6.2.win32.exe/download, http://www.voidspace.org.uk/downloads/psyco-1.6.win32-py2.6.zip, and http://sourceforge.net/project/platformdownload.php?group_id=78018. (the newer stuff so should be faster, needed for newer versions of Blender/Nifscripts/PyFFI, tested as working well other than one bug to be fixed)
      (Probably best to just download Wrye Python 03 package from http://tesnexus.com/downloads/file.php?id=22368 unless you like to customize your install)


Overview:
  • Wrye Bash has a lot of features. I mean a LOT. It's like twenty tools rolled into one. It includes as subfeatures the entire feature sets of other tools, and offers plenty of other features that no other mod tool has. Except installation. It's the "everything but installation" tool! Now with installation too!

Installation:
  • First time installation is still a little difficult, but later updates are easy (just unzip latest version into Oblivion directory). However, for first time installation you have to preinstall two other packages and then (sometimes) tweak a shortcut. You can't just download and press the pretty buttons -- you have to follow the readme instructions. If you have followed the instructions and still have problems, post the bugdump. If you haven't followed the instructions and whine that it won't work without posting the bugdump, Wrye will bite your fingers off (it's a monkey thing). Otherwise he's quite helpful.

Linking:
  • If you'd like to link to Bash from somewhere else, please do! But be sure to link to either http://tesnexus.com/downloads/file.php?id=22368or http://sourceforge.net/projects/oblivionworks/. Don't link to the actual Bash zip file, since that changes fairly frequently.

Bain
  • Install/uninstall mods from zip, 7z, archives, etc. No OMODs required!

Bashed Patchers
  • Configure and build a custom patch mod to...
  • Merge leveled lists
  • Merge TNR faces over other changes to npcs
  • Merge race eye/hair/body/voice changes over other changes to races
  • Tweak clothes: Show amulets with robes, zero weight rings and amulets, etc.
  • Tweak misc. GMST settings.

Repair/Edit Stuff
  • Repair animation bug (various animations freezing)
  • Repair hair bug (game ctds when viewing race menu after removing a hair mod)
  • Remove spells from spell list
  • Rename created spells, enchanted items
  • Remove bloating (one use of this reduced a 158 Mb savegame to 2.5 Mb)
  • Import NPC levels into an existing savegame (essential when switching to/from OOO, Frans, etc.)
  • Import PC face from other savegame or any mod (e.g., import any of TNR's faces into game)
  • Easily generate html readmes using wiki-like syntax.

Mod, Savegame, Screenshot Management
  • Auto-Ghost mods to reduce espm thrashing.
  • Launch Oblivion and TESCS (with or without OBSE).
  • Mod, save, screenshot file management. (Rename, duplicate, etc.)
  • Save Profiles: Have different sets of saves for different npcs with different loadlists, etc.
  • Screenshots: View, delete, batch rename, open, etc.
  • Readme Browser: Quickly view readme of currently selected mod.
  • Quick/Autoswap between SI and pre-SI versions of Oblivion.esm.

You should add a few more things to that list, Wrye. Almost none of the items from my list of the most compelling features in Wrye Bash are on your list:

For everyone:
  • Accurately and quickly managing your load order (correctly sorts ESMs)
  • Locking your load order (so updated mods automatically load in the exact same spot as the old version)
  • Checking your load list for problems (missing mod dependencies)
  • Checking savegames against load list and syncing load list to savegame
  • Cleaning bloated savegames
  • Archive Invalidation (now supports BSA-alteration BSA-redirection method)
  • Replacers (install/remove texture replacement mods -- really any mod, too)
  • Change master entry in savegame (to avoid losing items, quest progress, etc. when the name of a mod has changed)


For mod-makers:
  • Add a master to a plugin (for mod de-isolation)
  • Change master entry in plugin (for mod de-isolation)
  • Locking your load order (so changes you make don't move the plugin to the end of your load list)
  • Savegame profiles (so you can easily test with only your mod active, then easily switch back to playing with all your mods active)


Fallout 3:
  • TheLORDofDOOM has taken on making a FO3 version, Wrye4Fallout3... and here's the first little bit of it (not all translated to account for FO3 but it's showing promise). And another, a bit further along, by Valda called http://www.gamesas.com/index.php?/topic/1079607-relz-garybash/.

Other news:
  • There is now a listserve for the svn and bug/request/patch/support trackers; if you want to get emails whenever changes to those items happen just join over https://lists.sourceforge.net/lists/listinfo/oblivionworks-committers. You can also use it for support requests/questions if you desire.

Latest Version:
=== 289 [14/10/2010] [myk002,PacificMorrowind,roxahris,valda68k]
Spoiler

    === 289 [14/10/2010] [myk002,PacificMorrowind,roxahris,valda68k]
  • Bashed Patch:
    • Fixed Reweigh Staff logger
    • Fixed some missing gmstIds for non-CBash build of the tweak settings (gmst tweaker)
    • Added CBash version of Import Actors: Spells
    • optimizations/fixes applied to Import Actors: Spells (both CBash & non-CBash versions)
    • Actors.Skeleton importer added
    • skeleton removed from graphics import for creatures.
    • NpcFacesForceFullImport tag added.

  • Improved Nehrim Support (contributed by roxahris)
  • A slight fix so that if the user has BOSS version 1.6 but hasn't created a masterlist yet it'll still work fine.
  • 7z reverted to version 9.15 and then updated to version 9.17
  • Unicode/ansi fatal installer errors fixed. (it still may copy slightly er funkified file names of some non-ASCII char files).
  • DnD ordering in Installers fixed for Non-English installs (contributed by valda68k)
  • Escaping of quotations in names export (contributed by valda68k)
  • fix/improvement for oneInstanceChecker (contributed by myk002)

User avatar
Wanda Maximoff
 
Posts: 3493
Joined: Mon Jun 12, 2006 7:05 am

Post » Sun May 15, 2011 9:26 am

Well sorry for the new round of bug reports - I have a few new feature requests, but they seem to me a bit premature considering the reports.

Still I'd like to get them in and make them easy to find. :unsure:

1. Move the BAIN installers information about what BAIN packages are installed into the Mopy folder of the Oblivion game directory.

Advantage - if one is juggling more than one install then they can have one BAIN archive folder that could then be read and read differently by different versions of Wrye Bash.

This is, of course, a feature that many will scratch their heads and go 'Huh" but with http://www.gamesas.com/index.php?/topic/1119357-wipz-mtes4-manager/ one can have clones of their Oblivion install and each with their own versions of the Oblivion tools such as Wrye Bash, OBMM, and TES4edit. The problem though is that (with the current file paths of the installers info) to have the installers tab of each of these versions of Wrye Bash have their own and different mods installed from the BAIN folder one has to create new Oblivion Mods (BAIN) folders and reassign the path in the Bash.ini. This gets to be very space consuming. Having it where the information about what is installed more local to the Oblivion directory (mopy folder) then two version of bash could read the same BAIN archive and read it differently. Thereby removing the need for more than one BAIN archive.

2. Renumber save games.

Advantage - better save game management. Wouldn't it be great if after deleting all the save games you don't want you could right click and choose renumber and all the save game files are then renmubered filling in the missing slots.

There are already is a program that does this but it has some bugs with listing masters. It is called http://www.fallout3nexus.com/downloads/file.php?id=8678 by Lazy Monk (works with Fallout and Oblivion) and really the only reason I use it is for this purpose. Added link for reference to how it is already done since I'm not that tech savy.


Best of luck with working the bugs out and thank you for considering these additions.

And most of all thanks for the work you do.

[edit] mistakes [/out]
User avatar
~Sylvia~
 
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Joined: Thu Dec 28, 2006 5:19 am

Post » Sun May 15, 2011 1:38 pm

1. Move the BAIN installers information about what BAIN packages are installed into the Mopy folder of the Oblivion game directory.


This request has actually already been sitting on the bench for quite a while. Since April I think. Requested for different reasons.
There is discussion to revise the entire directory structure that Bash uses. I'm not sure why it sits unaddressed.
The official request is http://sourceforge.net/tracker/?func=detail&aid=2985605&group_id=284958&atid=1207904

I second this request. Regardless of the issue with multiple installs.

The issue of multiple installs is not as simple as just moving the installers.dat file et al into the Mopy folder though.
In fact, as far as multiple installs go, I'm not sure what can be done on Bash's end to be able to rectify the problem.

Even if all the dat files are moved so that they are isolated to the bash instance, there is still other things in the BAIN Mods folder that will cause conflict.
In particular, the Bash Mod Data\Hidden folder contains any hidden plugins as well as any hidden installers.
You don't want those changes mitigated to your other instances of Oblivion.
The hidden plugins are not so much of an issue, they are specific to one instance of Oblivion.
The hidden installers on the other hand.. No matter how you cut it, if you use a common BAIN mods folder for multiple instances of Oblivion, you cannot hide any installers, or those installers will be hidden in every instance.

There may be other important considerations as well.

Ideally, I think all the bash settings files belong in the Mopy folder. Not in the user profile or in the BAIN Mods folder.

In order for bash to properly support multiple installs, the installers must be segregated from all instance specific stuff..
There must also be a different way of hiding installers so that they don't remain hidden when the same installers are listed in another instance.
BCF's can probably stay with the installers. Pretty much nothing else though, from what I can tell.
User avatar
Kit Marsden
 
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Post » Sun May 15, 2011 1:05 pm

So what's the working state on CBash these days?
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Stay-C
 
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Post » Sun May 15, 2011 7:19 am

Even if all the dat files are moved so that they are isolated to the bash instance, there is still other things in the BAIN Mods folder that will cause conflict.
In particular, the Bash Mod Data\Hidden folder contains any hidden plugins as well as any hidden installers.
You don't want those changes mitigated to your other instances of Oblivion.

Ideally, I think all the bash settings files belong in the Mopy folder. Not in the user profile or in the BAIN Mods folder.

In order for bash to properly support multiple installs, the installers must be segregated from all instance specific stuff..
There must also be a different way of hiding installers so that they don't remain hidden when the same installers are listed in another instance.
BCF's can probably stay with the installers. Pretty much nothing else though, from what I can tell.
I've never once hidden a BAIN package - do people really use that?

The only reason I can think of is if they update a package and the new package has the same name and they want try it out without deleting the older one. What other reason could there be? It seems like a feature added just because the mechanics were already in place.

I don't see it being that big a deal. In fact with the understanding of a shared BAIN archive would come the understanding of a shared hidden folder. I'd be fine with that. I think the advantage far outweighs the disadvantage - which only would present itself if one were managing multiple installs anyway and they, hopefully, would understand what a shared BAIN folder would mean.
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Ashley Clifft
 
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Joined: Thu Jul 26, 2007 5:56 am

Post » Sun May 15, 2011 8:46 pm

I've never once hidden a BAIN package - do people really use that?

Never used it myself, I dont think I ever will either if I were to utilise hidden functions I know sometime in the future I would forget what has been hidden and cause myself more problem solving grief

---------------------------------------------------------

Edit2: The following resolved with v290

Thank you very much for this anticipated 289 version PM

Installed just by overwrite of data and mopy (I have not overwritten your new 917 version of 7zip .exe and .dll - should be the same as mine anyway and just going with what everyone else is going to use)

Sent the Wrye bash launcher to desktop (just to be sure paths okay, win 7 x32 can be weird sometimes)

Launched okay. Checked settings (including the new update masterlist before launching BOSS 1.6 (also installed))

Went to installers tab. Refresh completed, installers loaded okay. Including installers not installed yet.

Did a full refresh (just in case), just over 11 minutes.

Decided to check AWLS wizard, no problems there it ran fine and selected everything correctly

Re-installed AWLS (after previous weird missing windowlightingsystem.esp from the mod list with 288) .. No problems.

Anneal all - No problem. And no unexpected greying out

Went back to mods tab, all esp's present and correct. Ran BOSS 1.6 from Wrye bash button, updated and report/refresh all correct

Selected all and then mark mergeable. Then went for a rebuild of Bashed patch, checked all imports were as desired and went for it......

All seems fine until the build failed at the end....

Spoiler
Traceback (most recent call last):
File "D:\Program Files\Bethesda Softworks\Oblivion\Mopy\basher.py", line 4958, in Execute
raise
File "D:\Program Files\Bethesda Softworks\Oblivion\Mopy\basher.py", line 4917, in Execute
patchFile.buildPatch(log,SubProgress(progress,0.8,0.9))#no speeding needed/really possible (less than 1/4 second even with large LO)
File "D:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 15354, in buildPatch
self.tes4.masters = self.getMastersUsed()
File "D:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 5127, in getMastersUsed
masters = MasterSet(self.masterName)
File "D:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 4998, in __getattr__
raise ArgumentError(_('Invalid top group type: ')+topType)
ctypes.ArgumentError: Invalid top group type: masterName


In case my modlist is relevant to the problem.....


Spoiler
Active Mod Files:
00 Oblivion.esm
01 All Natural Base.esm [Version 1.0]
02 Cobl Main.esm [Version 1.72]
03 Unofficial Oblivion Patch.esp [Version 3.3.1]
04 Oblivion Citadel Door Fix.esp
05 DLCShiveringIsles.esp
06 Unofficial Shivering Isles Patch.esp [Version 1.4.0]
** Oblivion Vwalk UOS.esp
** DLCShiveringIsles Vwalk UOS.esp
** DLCShiveringIsles Vwalk DG_DS UOS.esp
++ RedBag - Fog.esp
07 All Natural.esp [Version 1.0]
08 All Natural - SI.esp [Version 1.0]
++ phinix-waterfix.esp
++ ln.esp
09 WindowLightingSystem.esp
0A Display Stats.esp [Version 1.2.2]
0B diversegrasses.esp
0C ImprovedSigns.esp
0D Luchaire's Neck Seam Concealer.esp
0E Slof's Oblivion Pillow Book.esp
0F VAs Better Gold with no Menu Icon.esp
10 DLCHorseArmor.esp
11 DLCHorseArmor - Unofficial Patch.esp [Version 1.0.5]
12 DLCOrrery.esp
13 DLCOrrery - Unofficial Patch.esp [Version 1.0.3]
** DLCOrrery Vwalk.esp
14 DLCVileLair.esp
15 DLCVileLair - Unofficial Patch.esp [Version 1.0.5]
16 DLCMehrunesRazor.esp
17 DLCMehrunesRazor - Unofficial Patch.esp [Version 1.0.4]
** DLCMehrunesRazor Vwalk UOP.esp
18 DLCSpellTomes.esp
++ DLCSpellTomes - Unofficial Patch.esp [Version 1.0.1]
++ MaleBodyReplacerV4.esp
++ Blade Of Woe Replacer.esp
19 Featherwynd - Amazon Priestess.esp
1A Gizmodian - Shell of the Artifice.esp
1B GizmodianSothaDagger.esp
1C Hentai DarkSisterhoodArmor.esp
1D HGEC Witch Queen Ritual Robe.esp
1E KDDwemerSpectacles.esp
1F Mithris_HGEC.esp
20 Nicos Tabaxi Bows.esp
21 Sister_of_Eisen_HGEC.esp
22 Underworld Armor.esp
23 TGND.esp
** TGND_SI.esp
24 TGND_Corsets_of_the_Rose.esp
25 TGND - Kogane's Ranger Armor.esp
26 TGND_Lingerie_Underwear.esp
27 Ryk_AtholBrose.esp
28 RogueLeather.esp
29 Benjamin the Donkey - pimped up version - small.esp
2A DLCThievesDen.esp
2B DLCThievesDen - Unofficial Patch.esp [Version 1.0.5]
2C DLCThievesDen - Unofficial Patch - SSSB.esp [Version 1.0.4]
** DLCThievesDen Vwalk UOP.esp
2D Cobl Glue.esp [Version 1.72]
2E Cobl Si.esp [Version 1.63]
++ Cobl Tweaks.esp [Version 1.44]
2F TIE.esp [Version 1.37]
** TIE Vwalk.esp
++ TIE Cats.esp
30 EM_CompInnsleeping.esp [Version 0.9]
31 AleswellHomeQuest.esp
32 Better Dark Brotherhood Sanctuary.esp
33 BrotherhoodRenewed.esp [Version 1.0.7]
34 The Ayleid Steps.esp [Version 3.4]
** The Ayleid Steps Vwalk.esp
35 DLCBattlehornCastle.esp
36 DLCBattlehornCastle - Unofficial Patch.esp [Version 1.0.4]
37 DLCFrostcrag.esp
38 DLCFrostcrag - Unofficial Patch.esp [Version 1.0.4]
** DLCFrostcrag Vwalk.esp
39 Knights.esp
3A Knights - Unofficial Patch.esp [Version 1.0.10]
** Knights Vwalk UOP.esp
3B road+bridges.esp [Version 4.5.8]
3C Feldscar.esp [Version 1.0.4]
** Feldscar Vwalk.esp
3D Vergayun.esp [Version 1.0.5]
** Vergayun Vwalk.esp
3E Faregyl.esp [Version 1.0.10]
** Faregyl Vwalk.esp
3F Molapi.esp [Version 1.0]
40 Better Abandoned House.esp
** Leviathan Soul Gems Abridged.esp
41 Oblivifall - Ambiant Dungeon SFX.esp [Version 1.2]
++ Khajiit Fix.esp
42 CCR - Capucine.esp
43 Tabaxi Race 2.0.esp [Version 2.0]
44 1em_Vilja.esp [Version 2.3.2]
++ 1em_Vilja_as_Custom_by_Xtudo.esp
** 1em_Vilja Vwalk.esp
45 TheOubliette.esp
** NRB4 Standard Road Record.esp
++ Cobl Filter Late MERGE ONLY.esp [Version 1.53]
** All Natural - Indoor Weather Filter For Mods.esp [Version 1.0]
46 Bashed Patch, 0.esp
47 Streamline 3.1.esp


Oblivion.esm is actually Oblivion.esm [SI] in my modlist

Edit1: Also tried going back to Installers, multi-selecting all and re-installing everything (noticed T.I.E version listed as 1.37 when I have 1.39, so I guesse some information had been lost along the way recently changing different versions of Wrye bash) - Long story short; All went well up until the end of the build again and received the same stdout error noted above.
User avatar
Farrah Barry
 
Posts: 3523
Joined: Mon Dec 04, 2006 4:00 pm

Post » Sun May 15, 2011 7:37 pm

I have a question, I used Bash's merge races function and it works well but I don't like that it assigns random hairs for NPCs who have no hair. For example it assigned a long hair for an orc smith in SI who supposed to be bald. So I disabled the merge races option in the bashed patch and used Tes4Gecko for the race merging. Is there any way to disable this option in Bash? Why was it included in the first place?
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Krista Belle Davis
 
Posts: 3405
Joined: Tue Aug 22, 2006 3:00 am

Post » Sun May 15, 2011 11:51 am

Ooops; Addendum

Also found a typo. In Tweak settings - Actor Strength Encumbrance Multifier (Multiplier?)
User avatar
CORY
 
Posts: 3335
Joined: Sat Oct 13, 2007 9:54 pm

Post » Sun May 15, 2011 1:20 pm

Semantics really, but the way v290 is packaged, it suggests the bash docs should be placed in Data\Docs\Bash (which is preferable). Bash complains when you launch it however, saying the installation is incomplete, because it expects the css files to be in Data\Docs.

I resolved it by moving the css files up to Data\Docs and leaving the rest of the bash docs in Data\Docs\Bash.
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Robert
 
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Post » Sun May 15, 2011 3:12 pm

EDIT: Disregard.
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Solène We
 
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Joined: Tue Mar 27, 2007 7:04 am

Post » Sun May 15, 2011 5:06 pm

Version 290 just released on tesnexus solves my problem above on win7 x32 (still has the typo though in tweak settings :P) - Same stdout error as yours Wrinkly, give the new bash a bash :)
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xx_Jess_xx
 
Posts: 3371
Joined: Thu Nov 30, 2006 12:01 pm

Post » Sun May 15, 2011 10:09 am

So what's the working state on CBash these days?


Curious about this one as well.
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Sabrina Steige
 
Posts: 3396
Joined: Mon Aug 20, 2007 9:51 pm

Post » Sun May 15, 2011 10:23 am

Wrye Bash doesn't work for me anymore. When I double click the icon I see the loading thingy from Win 7 for about 3 seconds before it disappears. I've tried every Wrye Python package and Wrye Bash version from 277 untill 290 but not one versions works,

Also, I can't seem to chdir to my Oblivion\Mopy folder. It just reverts back to C:\Users\....>
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how solid
 
Posts: 3434
Joined: Mon Apr 23, 2007 5:27 am

Post » Sun May 15, 2011 9:06 am

Wrye Bash doesn't work for me anymore. When I double click the icon I see the loading thingy from Win 7 for about 3 seconds before it disappears. I've tried every Wrye Python package and Wrye Bash version from 277 untill 290 but not one versions works,


Well I have just finished checking everything out on Win 7 x32 machine, and on the home desktop Win XP SP3 (along with manipulating multiple user accounts on that machine) - Version 290 is full of win for me.

Do you have WryePython03a installed fully, then you also need a version of Wrye bash prior to 290 installed (286+ - I used 289), then overwrite that with 290. Then go into oblivion\mopy\ folder and find the Wrye bash launcher, right click it and send to desktop, then launch from the new desktop icon ... It should all be fine after that.
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Elizabeth Falvey
 
Posts: 3347
Joined: Fri Oct 26, 2007 1:37 am

Post » Sun May 15, 2011 10:20 pm

Well I have just finished checking everything out on Win 7 x32 machine, and on the home desktop Win XP SP3 (along with manipulating multiple user accounts on that machine) - Version 290 is full of win for me.

Do you have WryePython03a installed fully, then you also need a version of Wrye bash prior to 290 installed (286+ - I used 289), then overwrite that with 290. Then go into oblivion\mopy\ folder and find the Wrye bash launcher, right click it and send to desktop, then launch from the new desktop icon ... It should all be fine after that.



That's what I said...I've tried every Wrye Python and Bash version available.
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Laura Cartwright
 
Posts: 3483
Joined: Mon Sep 25, 2006 6:12 pm

Post » Mon May 16, 2011 12:27 am

That's what I said...I've tried every Wrye Python and Bash version available.


Hmm, if you are trying to chdir for a bugdump, try...

chdir /D "d:\program files\bethesda softworks\oblivion\mopy\" ~ change as required for your path

switch D - /D - changes current drive in addition to changing current directory

Parenthesis "" is needed when the path has spaces, ie d:\programfiles\bethesdasoftworks\ would not need the path in quotes but "d:\program files\bethesda softworks\" does

Hope these help
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Tiffany Holmes
 
Posts: 3351
Joined: Sun Sep 10, 2006 2:28 am

Post » Sun May 15, 2011 3:15 pm

It broke down here as well.

I didn't do anything weird however.

  • Copy paste new version over the older 288.
  • Uninstalled my BAIN packages.
  • Installed my BAIN packages.
  • Rebuild load order through BOSS (older version w/ BOMM)
  • Rebuild bashed patch.
  • Did TES4LODGen
  • Closed WB.

Then I played some, and now it refuses to open. I tried to reboot, but to no avail.
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Horse gal smithe
 
Posts: 3302
Joined: Wed Jul 05, 2006 9:23 pm

Post » Sun May 15, 2011 6:56 pm

Thanks that solved the CMD problem! The error log:

Microsoft Windows [Version 6.1.7600]
Copyright © 2009 Microsoft Corporation. All rights reserved.

C:\Users\Al Simmons>chdir /D "D:\bethesda softworks\oblivion\mopy\"

D:\Bethesda Softworks\Oblivion\Mopy>c:\python26\python.exe bash -d
c:\python26\python.exe: can't open file 'bash': [Errno 2] No such file or direct
ory

D:\Bethesda Softworks\Oblivion\Mopy>c:\python26\python.exe bash.py -d
Traceback (most recent call last):
File "bash.py", line 56, in
import bosh, basher
File "D:\Bethesda Softworks\Oblivion\Mopy\basher.py", line 61, in
import wx
ImportError: No module named wx

D:\Bethesda Softworks\Oblivion\Mopy>


I'm now downloading wxPython, see if that solves the problem.

next problem, sigh. What does this mean:

"Be sure to enter a pathname that places wxPython on the PYTHONPATH."

So if i'm correct my installation should look like this: "C:\Python26\Lib\site-packages" right?
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Loane
 
Posts: 3411
Joined: Wed Apr 04, 2007 6:35 am

Post » Sun May 15, 2011 6:29 pm

@ Wrye bash team - The Wrye bash.html needs an ammendment, in the "If bash wont start" section

Generating the Bugdump
? Open a command shell (Start: Programs: Accessories: Command Prompt).
? chdir to the Mopy directory. "chdir" means "change directory". E.g.: chdir C:\Program Files\Bethesda Softworks\Oblivion\Mopy
? Type: c:\python25\python.exe bash.py -d

I cant remember when the dos commands changed but the /D needs including for chdir, and parenthesis around a path with spaces needs including (which has always been a necessity in dos), otherwise files\bethesda in the included example becomes another parameter as far as dos is concerned.

and python25 .. does anyone use that version now?

Edit: At Quintus - Unless you have need for a certain Python setup for another application, just use the WryePython03a installer on tesnexus (I always run it as admin), sets it all up perfectly. I have found in the past un-installing (in control panel, add/remove programs) all parts of a previous setup of python can solve a multitude of problems, then a right click of the newly installed Wrye Bash Launcher and send to desktop automatically includes the correct target and start in directory for the latest Wrye bash.
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Trent Theriot
 
Posts: 3395
Joined: Sat Oct 13, 2007 3:37 am

Post » Sun May 15, 2011 9:37 pm

Deleted everything WB related in %documents% and it runs again. Not sure how I messed up the original tho..
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Eddie Howe
 
Posts: 3448
Joined: Sat Jun 30, 2007 6:06 am

Post » Sun May 15, 2011 11:11 am

It works again. The WxPython download link located in the readme is outdated and doesn't work.. The one in this thread does and so my Wrye Bash works again:).
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Claudia Cook
 
Posts: 3450
Joined: Mon Oct 30, 2006 10:22 am

Post » Sun May 15, 2011 11:40 am

I cant remember when the dos commands changed but the /D needs including for chdir

yeah, the "/D" parameter allows the chdir command to switch drives. for example, if the current directory is "c:/my foo" and you want to change to "d:/my bar", chdir "d:/my bar" will switch the "active" directory on d: to "/my bar", but it won't switch your "current working directory". chdir /D "d:/my bar" does what you want, though. if you were switching from "c:/my foo" to "c:/my baz", however, you wouldn't need the /D parameter. I think it has always been like this on the microsoft OSs.
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Miragel Ginza
 
Posts: 3502
Joined: Thu Dec 21, 2006 6:19 am

Post » Sun May 15, 2011 10:29 pm

The odyssey goes on.

Do not know what is with you, but with v290 I am still not able to built a Batched patch.
I already posted the errors I had with 288, 289, so her is 290:

E:\Oblivion\Mopy\bosh.py:1726: DeprecationWarning: struct integer overflow masking is deprecated
def getSize(self):
Dumping: KvatchRegion 440024
> recType: REGN
> size: 329
> fid: 440024
> flags2: 0
> flags1:
> changed: True
> subrecords: None
> data: None
> inName: bolt.Path('Kvatch Rebuilt Weather Patch.esp')
> longFids: False
> eid: KvatchRegion
> iconPath: None
> mapRed: 0
> mapBlue: 102
> mapGreen: 136
> unused1:
> worldspace: 60
> areas: []
> entries: []
Traceback (most recent call last):
File "E:\Oblivion\Mopy\basher.py", line 4958, in Execute
raise
File "E:\Oblivion\Mopy\basher.py", line 4920, in Execute
patchFile.safeSave()
File "E:\Oblivion\Mopy\bosh.py", line 5058, in safeSave
self.save(filePath.temp)
File "E:\Oblivion\Mopy\bosh.py", line 5078, in save
selfTops[type].dump(out)
File "E:\Oblivion\Mopy\bosh.py", line 4167, in dump
size = self.getSize()
File "E:\Oblivion\Mopy\bosh.py", line 4159, in getSize
return 20 + sum((20 + record.getSize()) for record in self.records)
File "E:\Oblivion\Mopy\bosh.py", line 4159, in
return 20 + sum((20 + record.getSize()) for record in self.records)
File "E:\Oblivion\Mopy\bosh.py", line 1733, in getSize
self.dumpData(out)
File "E:\Oblivion\Mopy\bosh.py", line 1823, in dumpData
self.__class__.melSet.dumpData(self,out)
File "E:\Oblivion\Mopy\bosh.py", line 1487, in dumpData
raise
File "E:\Oblivion\Mopy\bosh.py", line 1481, in dumpData
element.dumpData(record,out)
File "E:\Oblivion\Mopy\bosh.py", line 917, in dumpData
element.dumpData(target,out)
File "E:\Oblivion\Mopy\bosh.py", line 3490, in dumpData
MelStructA.dumpData(self,record,out)
File "E:\Oblivion\Mopy\bosh.py", line 1151, in dumpData
data += struct.pack(format, *[getattr(x,item) for item in attrs])
SystemError: ..\Objects\longobject.c:336: bad argument to internal function

I really do not know where the hell should be other files from Wyre Bash then in the folders
- mopy
- docs
- bash patches
- ini tweaks
There I have deleted all files from Wyre Bash I know of manually, then copied 287 into oblivion folder. With 288 previously installed it worked. I could install 287 after the deleting, run Bashed patch and the game. With 289 and 290 not possible.

Seems I really have to install the whole game again?!
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Jessica White
 
Posts: 3419
Joined: Sun Aug 20, 2006 5:03 am

Post » Sun May 15, 2011 6:12 pm

Bain Packages with custom folders.
According to the Bain documentation I could find, Wrye bash will skip files in non standard directories
Standard Directories being, meshes, textures, video, ect . . .

However files in some non-standard directories are installed
examples: _tejon, ini

Files in some non-standard directories are not installed
eamples: _ini, _bsa

I assume that "_tejon" and "ini" were added to the list of directories not skipped.
I this information documented anywhere?
Is it possible to set up bain to not skip other non-standard directories?

-dan
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Miragel Ginza
 
Posts: 3502
Joined: Thu Dec 21, 2006 6:19 am

Post » Sun May 15, 2011 2:52 pm

Bain Packages with custom folders.
According to the Bain documentation I could find, Wrye bash will skip files in non standard directories
Standard Directories being, meshes, textures, video, ect . . .

However files in some non-standard directories are installed
examples: _tejon, ini

Files in some non-standard directories are not installed
eamples: _ini, _bsa

I assume that "_tejon" and "ini" were added to the list of directories not skipped.
I this information documented anywhere?
Is it possible to set up bain to not skip other non-standard directories?

-dan

Right click the pakage you are installing and check "Has extra Directories".
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Ashley Campos
 
Posts: 3415
Joined: Fri Sep 22, 2006 9:03 pm

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