[RELZ] Wrye Bash -- Thread 51

Post » Sat May 28, 2011 7:09 am

Not sure, but Gecko disappeared from my "toolbar" as well, while I did not change anything. The same configuration on another PC works fine, so beats me what's up.

Regarding Steam, well.. I am still confused. Can you run Gecko, at all? Like I said, if it is throwing up errors of not finding the Oblivion directory, then you will need to add it yourself.


Directly double clicking on the jar file gives that error.

I guess this tool specifically needs to know where it is? The other programs I can launch just fine after dropping them into the folder.

I only know how to open regedit and search. I would know nothing about how/where to properly place a path for Steam Oblivion.
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Sharra Llenos
 
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Post » Sat May 28, 2011 4:49 am

(found an entry under Wow6432Node>Bethesda Softworks>Oblivion...no idea what wow6432node is. It is only one install path among others noted among a few searches I did)


That is the default register install path for an x64 system. Gecko is ancient, and still relies on the fact that it needs a directory path in the regular x86 register. That is why I asked you to add that register key in the first place, since it is obvious lacking ^^


Directly double clicking on the jar file gives that error.

I guess this tool specifically needs to know where it is? The other programs I can launch just fine after dropping them into the folder.

I only know how to open regedit and search. I would know nothing about how/where to properly place a path for Steam Oblivion.


Yes it does.

Compare these values from my register.

Default x86 path:[HKEY_LOCAL_MACHINE\SOFTWARE\Bethesda Softworks\Oblivion]"Installed Path"="C:\\Program Files (x86)\\Bethesda Softworks\\Oblivion"Default x64 path:[HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Bethesda Softworks\Oblivion]"Installed Path"="C:\\Program Files (x86)\\Bethesda Softworks\\Oblivion\\"


You mentioned that your register had an entry in the Wow6432Node part, rite?

Right click the Oblivion key, and choose export. Put it somewhere on your desktop, and open the file in notepad.

You will see the 2nd example I posted above. Now change [HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Bethesda Softworks\Oblivion] to [HKEY_LOCAL_MACHINE\SOFTWARE\Bethesda Softworks\Oblivion] and save it. Double click the file and let it merge in the register.

That should be all to get Gecko working. If you follow my instructions nothing can go wrong. Getting a modded Oblivion running is way harder than screwing around with a register ;)

lunaaaa
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Danger Mouse
 
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Post » Sat May 28, 2011 12:13 pm

That is the default register install path for an x64 system. Gecko is ancient, and still relies on the fact that it needs a directory path in the regular x86 register. That is why I asked you to add that register key in the first place, since it is obvious lacking ^^




Yes it does.

Compare these values from my register.

Default x86 path:[HKEY_LOCAL_MACHINE\SOFTWARE\Bethesda Softworks\Oblivion]"Installed Path"="C:\\Program Files (x86)\\Bethesda Softworks\\Oblivion"Default x64 path:[HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Bethesda Softworks\Oblivion]"Installed Path"="C:\\Program Files (x86)\\Bethesda Softworks\\Oblivion\\"


You mentioned that your register had an entry in the Wow6432Node part, rite?

Right click the Oblivion key, and choose export. Put it somewhere on your desktop, and open the file in notepad.

You will see the 2nd example I posted above. Now change [HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Bethesda Softworks\Oblivion] to [HKEY_LOCAL_MACHINE\SOFTWARE\Bethesda Softworks\Oblivion] and save it. Double click the file and let it merge in the register.

That should be all to get Gecko working. If you follow my instructions nothing can go wrong. Getting a modded Oblivion running is way harder than screwing around with a register ;)

lunaaaa



Like this:

Windows Registry Editor Version 5.00

[HKEY_LOCAL_MACHINE\SOFTWARE\Bethesda Softworks\Oblivion]
"Installed Path"="e:\\steam\\steamapps\\common\\oblivion\\"

[HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Bethesda Softworks\Oblivion\1.00.0000]
@=""

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Stacey Mason
 
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Post » Sat May 28, 2011 10:04 am

Windows Registry Editor Version 5.00[HKEY_LOCAL_MACHINE\SOFTWARE\Bethesda Softworks\Oblivion]"Installed Path"="e:\\steam\\steamapps\\common\\oblivion\\"


That should be enough.
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Ricky Meehan
 
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Post » Sat May 28, 2011 4:06 am

works directly clicking it. Now I need the button(s) to show up.

Tes4Gecko & Oblivion Book Creator will be available if the javaw.exe is present in Windows\System32 and their .jar file is present in Oblivion install directory or for OBC in the data directory.


They are but the button isn't.

Once again my bash.ini in the Mopy folder (where I assume it should be):

;--sTes4GeckoPath is the path to look for Tes4Gecko (defaults to Tes4Gecko.jar).
; sTes4GeckoJavaArg is the memory size argument used for launching Tes4Gecko.
sTes4GeckoPath=E:\Steam\steamapps\common\oblivion\Tes4Gecko.jar
sTes4GeckoJavaArg=-Xmx1024m

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Lucky Boy
 
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Post » Sat May 28, 2011 8:26 am

Ref http://www.gamesas.com/index.php?/topic/1119710-relz-wrye-bash-thread-51/page__view__findpost__p__16467769

After deleting all dat and settings files, putting Wrye Bash effectively back to first run status (lost window positions, lost labels in installers, lost all installers info etc), a bit of work getting Wrye bash back to comfortable.....

Also re-compressed AWLS so that we are all talking with the same compression method using 7zip latest beta (and still having overwritten the 288 installed version)....

Turned off lock times, re-enabled all usual settings - Going to Installers tab gave the usual message to noob Wrye bash user and did a full refresh en-route

Re-arranged all installers back to the install order I need, re-selected all sub-packages required (and the few "Has hidden folders" instances)

Shift selected all installers and hit Install.

(In the following second screenshot I know there are a lot of selected esp's which need de-selecting, its WIP until I get AWLS installing properly and before building bashed patch again..)

In the esp filter windowlightingsystem.esp is checked to install

http://www.bild.me/bild.php?file=53956351.jpg

However its not present in the mod list or in the data folder after install/anneal all

http://www.bild.me/bild.php?file=94254912.jpg
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Flash
 
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Post » Sat May 28, 2011 12:03 pm

Is there a dat file somewhere I have missed that could be keeping a record of the oddly removed windowlightinsystem.esp, and holding me at that state?

After an un-install of the previous version, manually selected all options for AWLS, right click install, anneal all, then go to mods tab and Wrye bash reports windowslightingsystem.esp not found, removed it from the mods list O_o.


P.S Because I am un-willing at this time to progress on the Win7 machine, going to keep my setup at this state until any solutions are forth-coming, or I can be a guinea pig and help with troubleshooting - Happy either way, the XP desktop is stable for the time-being and family use anyway.

Edit: Or - Another thought occurs, could the new version of Wrye bash be in-advertantly protecting files so that new files come along will not overwrite previously installed?
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Gemma Flanagan
 
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Post » Sat May 28, 2011 12:26 pm

I just downgraded back to 287 to see if the BAIN issues I'm having would carry over like is happening to others. Here's what I did:

1. Delete Mopy folder.
2. Download 287 archive from Nexus page.
3. Extract Mopy folder from archive to Oblivion folder.
4. Run WB.

Result: Everything works as it did before 288.
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Wane Peters
 
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Post » Sat May 28, 2011 3:11 pm

Yeah, I am considering doing the same and reverting to 287 ( the new AWLS is glaring at me :D ) - And, judging by the way PM has been darting in and out since release of 288, I presume he is beavering away at this like a mad thing

The offer of being a guinea pig still stands though - I can get it back to this state with 288 quite easily :)

Edit: Update I'm rolling with 287 again, new AWLS bain wizard functioning correctly and installs going well.
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Peter P Canning
 
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Post » Sat May 28, 2011 5:49 pm

Is it possible to change the Import NPC Faces so that it does NOT *merge* the FaceGen Data but *overrides* all the sub-records (FGGS, FGGA and FGTS)?

Logic is that when you merge the sub-records, you can get some strange facial results rather than the last mod winning in what an NPC's face will look like.

sure... working on it (it actually USED to work that way but then when I changed all the other patcher to merge changes I did it to this one without thinking of facial oddities)

Could I make a similar request for hair (HNAM) and hair length (LNAM)? Many thanks.
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Roberto Gaeta
 
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Post » Sat May 28, 2011 9:24 am

I've a feature request to avoid a major annoyance with Wrye Bash:

My mouse is super-sensitive (I play on a 46" TV, so it has to be). Sometimes, I inadvertently double-click on something I intended to single-click on, and that opens two instances of that program.

When this happens with Wrye Bash (v 287), it always creates an interesting problem - some of my esp files disappear (Wrye bash comes with a message on one of the program instances that the following esps cannot be found and are removed from the load order etc.). After clicking OK, these esps disappear from both instances of Wrye Bash. Usual esps that get deleted and disappear are DLC Orrery.esp, Knights.esp, TR_OOT.esm - I am not sure why these particular ones get deleted, but there it is.

Thankfully, I can "Anneal All" to get my files back, but it is a major annoyance nevertheless in case multiple files disappear (I've had one instance when Oblivion.esm disappeared and WB wouldn't start then). Thankfully, a backup copy of a clean Oblivion install came to the rescue.

Please create a setting that only one instance of WB can be open at a given time, similar to what OBMM does.
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Lizs
 
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Post » Sat May 28, 2011 8:33 pm

I've a feature request to avoid a major annoyance with Wrye Bash:

My mouse is super-sensitive (I play on a 46" TV, so it has to be). Sometimes, I inadvertently double-click on something I intended to single-click on, and that opens two instances of that program.

When this happens with Wrye Bash (v 287), it always creates an interesting problem - some of my esp files disappear (Wrye bash comes with a message on one of the program instances that the following esps cannot be found and are removed from the load order etc.). After clicking OK, these esps disappear from both instances of Wrye Bash. Usual esps that get deleted and disappear are DLC Orrery.esp, Knights.esp, TR_OOT.esm - I am not sure why these particular ones get deleted, but there it is.

Thankfully, I can "Anneal All" to get my files back, but it is a major annoyance nevertheless in case multiple files disappear (I've had one instance when Oblivion.esm disappeared and WB wouldn't start then). Thankfully, a backup copy of a clean Oblivion install came to the rescue.

Please create a setting that only one instance of WB can be open at a given time, similar to what OBMM does.

Ohh man I struggled with that for a while - kept making reports that bash was crashing and eating my mods (many at a time) - eventually I realized that Habu mouse was dying and all kinds of apps were double opening. If your mouse is that sensative then turn it down. Otherwise get rid of it - never had that problem since I ditched that mouse. game was more stable too (think that could be happening in the game too).

Be sure that it is not the mouse dying - took months for it to start happening more frequently and enough to see that I wasn't inadvertently double clicking.

Somebody made a thread here once about the dangers of mouse double clicks but I think it has been purged.

... and here I thought I was styling with my 28" monitor.
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Robyn Lena
 
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Post » Sat May 28, 2011 7:03 am

Ohh man I struggled with that for a while - kept making reports that bash was crashing and eating my mods (many at a time) - eventually I realized that Habu mouse was dying and all kinds of apps were double opening. If your mouse is that sensative then turn it down. Otherwise get rid of it - never had that problem since I ditched that mouse. game was more stable too (think that could be happening in the game too).

Be sure that it is not the mouse dying - took months for it to start happening more frequently and enough to see that I wasn't inadvertently double clicking.

Somebody made a thread here once about the dangers of mouse double clicks but I think it has been purged.

... and here I thought I was styling with my 28" monitor.


Darn, Mine just started doing that in the last couple weeks, its a Logitech MX Revolution Bluetooth, and I Really didn't want to replace it yet... :cold:
(although I was looking at some pretty nice Razors a while ago) B)
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sunny lovett
 
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Post » Sat May 28, 2011 4:14 pm

This is probably something I'm not understanding. But if I do understand it, It is a minor annoyance I hope can be corrected in a future release.

I'm using 288 (I don't know if it did this with earlier versions).

In the Installers tab, I have several packages with Mismatched files that are the same as the Conflicts files.
Shouldn't Mismatched be just files that are different from the package and NOT Conflicts?
It doesn't make sense that I must manually check each Mismatched file to confirm it's listed in Conflicts.
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sarah
 
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Post » Sat May 28, 2011 8:39 pm

Hey about a mouse thing:
some mouses have additional button to applly double-left-click (mine has)
some mouse have button that looks if it is not the button (mine left and right mouse-buttons looks like that)
my mouse applies single click when clicking left button, and applies double click if clicking the small specialbutton which is orange
some mouses have switches like "shift"-ke resolution-key an so on (mine haven't)
so as you wouldn't be fooled by clicking wrong button perhaps your mouse has a switch to turn clicking to doubleclicking and back
(it's easy to click wrong button you don't know what to do on heavy button-armed mouse)

sorry for keeping offtopic but maybe it helps with mouse problem
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GLOW...
 
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Post » Sat May 28, 2011 5:36 pm

This is probably something I'm not understanding. But if I do understand it, It is a minor annoyance I hope can be corrected in a future release.

I'm using 288 (I don't know if it did this with earlier versions).

In the Installers tab, I have several packages with Mismatched files that are the same as the Conflicts files.
Shouldn't Mismatched be just files that are different from the package and NOT Conflicts?
It doesn't make sense that I must manually check each Mismatched file to confirm it's listed in Conflicts.

I think this is a great suggestion - has my vote as well.
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Nims
 
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Post » Sat May 28, 2011 12:45 pm

I think this is a great suggestion - has my vote as well.

Good Point, maybe it should reflect the Installed order, if it's the last one installed the Conflicts would still belong to it, and Not be Mismatched... :shrug:
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Oyuki Manson Lavey
 
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Post » Sat May 28, 2011 8:20 pm

Oh boy!
Like I wrote before I tried 288 and it did not work out - error report - so I reverted to 287.
I entered the game and suddenly every merchant had 0 gold. I use enhanced economy but did not install or deinstall the mod. Then the crashing began.
Because I did not install or deinstall any mods the thought was near that maybe anything with Bashed patch.
So I copied 287 again into the Oblivion folder, had no problems with opening it, BAIN or building the Bashed patch - no error report -, entered the game ....
- the merchant still have 0 gold
- after opening the menu of enhanced economy I can not close it again and have to shut down the game.
I did not try to find out if the crashes still occur. I am to frustrated. :brokencomputer:

I have no idea if these could have anything to do with 288, but honestly the only thing I changed was from 287 to 288 and there were not these problems.
I do not know if anybody else had similar things going on.

Anyway you are doing an amazing job. Just keep going :goodjob:
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Greg Cavaliere
 
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Post » Sat May 28, 2011 12:38 pm

Adding myself to the cacophany of voices re: BAIN.

== OverviewType: ArchiveStructure: UnrecognizedSize: 580 KB (Non-solid)Modified: 10/11/2010 6:54:57 PMData CRC: 00000000Files: 0Configured: 0 (0 KB)  Matched: 0  Missing: 0  Conflicts: 0== Configured Files


That's simply not good. I just copied in the update for Enhanced Economy, replacing the previous archive. Shut down Bash after it didn't update the CRC, restasrted, and came back to see that. The archive is listed as grey/black on the package list. The .rar file is structured properly so something is definitely NOT happy. If this is what's being caused by the 7zip update, I think Bash needs to go back to the non-beta version of 7zip.
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victoria johnstone
 
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Post » Sat May 28, 2011 8:25 pm

Ok, I just updated to the new version and it doesnt even start up. I double click the launcher and nothing happens, so it looks like Im going to stick to using 287 for now. Anyone have any ideas on why this might be happening?
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Danel
 
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Post » Sat May 28, 2011 4:00 pm

Got a decent error. Got the latest version of Wrye Bash and started installing some mods. Both archives and folders alike. All went well till suddenly WB refuses to install any archive (7z, rar and zip). Installing folders still works fine but it's a lot of extra work and takes up more space.

Errorlog:
Traceback (most recent call last):  File "E:\Games\Bethesda Softworks\Oblivion\Mopy\basher.py", line 6938, in Execute    self.data.install(self.filterInstallables(),progress,last,override)  File "E:\Games\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 11468, in install    installer.install(archive,destFiles,self.data_sizeCrcDate,SubProgress(progress,index,index+1))  File "E:\Games\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 10660, in install    self.unpackToTemp(archive,dest_src.values(),SubProgress(progress,0,0.9))  File "E:\Games\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 10624, in unpackToTemp    self.clearTemp()  File "E:\Games\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 9711, in clearTemp    Installer.tempDir.rmtree(safety='Temp')  File "E:\Games\Bethesda Softworks\Oblivion\Mopy\bolt.py", line 477, in rmtree    shutil.rmtree(self._s)  File "C:\Python26\lib\shutil.py", line 221, in rmtree    onerror(os.remove, fullname, sys.exc_info())  File "C:\Python26\lib\shutil.py", line 195, in onerror    raise  File "C:\Python26\lib\shutil.py", line 219, in rmtree    os.remove(fullname)WindowsError: [Error 2] The system cannot find the file specified: 'InstallerTemp\\+\xa6-\xed\xa6\xb5\xa6\xb2\xa6\xb7 \xa9\xad\xc1\xd5+\xa6\xa9\xdd.txt'

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Emma Parkinson
 
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Post » Sat May 28, 2011 1:30 pm

Question about Import Graphics:

I have created a mod that replaces some of the meshes and texures for OOO's Imperial Watch armors. For various reasons, I have my mod loading after the OOO esp, but before the FCOM esp. As I understand the Graphics bash tag and Import Graphics function, adding the graphics tag and importing graphics will ensure that my changes to OOOs Imperial Watch armor stay in place. However, my mod also adds some enchanted items and the Import Graphics function *seems* to be blocking the effects of [GFFX]_Initial_Glow.esp on those items...which, for me at least, is a BIG problem.

Assuming I am correct in my assumptions/conclusions...suggestions?

If my assumptions/conclusions are incorrect, could some kind soul explain what I might be doing wrong? :hehe:

Regards,

Hem

P.S. Best I can figure, my mod needs to split into two pieces...in the alternative, you can load [GFX]_initial_glow after the bashed patch. :shrug:
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kirsty williams
 
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Post » Sat May 28, 2011 6:45 pm

May I also suggest releases on tesnexus are labelled differently, instead of current sections and old sections, which is going to draw the masses instantly into installing the latest of everything... they may have more caution and plan for reverting if they are labelled Beta and Stable?, especially if they are new to modding.

For instance right now I would consider 1.51 BOSS and WB 287 Stable, and the new versions beta - After all we are talking tools here which could have serious consequencies on a users system and not just mods which dont affect anything but the game ( uhm, well, shouldn't anyway :) ).


From the BOSS thread, Wrinkly has adopted the idea for boss on tesnexus, but I think this applies even more so for Wrye bash

I've updated the file entries on the Nexus page to prevent more newbies being svcked into the mire of problems that some people are having with 1.6, making it clear that 1.51 is the stable version and 1.6 is more of a beta release. Also, we don't actually need to put dates in the file titles because the upload date is given below, though I suppose for the masterlist updates it is clearer.

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Bek Rideout
 
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Post » Sat May 28, 2011 12:23 pm

What exactly does the "Replace Form ID's" in the Bashed Patch do? Just rename certain things? Is it worth incorporating into the Patch?
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Matthew Warren
 
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Post » Sat May 28, 2011 4:50 pm

What exactly does the "Replace Form ID's" in the Bashed Patch do? Just rename certain things? Is it worth incorporating into the Patch?


When I asked something like this some time ago, I was met with pitchforks and torches.

From the readme:

Replace Form IDs

? Allows references to one formID to be swapped for a different formId. Please see Import Formids for details. This component performs the same task, except the changes are made in the Bashed Patch instead of on the mod itself.


(click the link in the readme that is on the Import Formids name for more information)
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Rebecca Clare Smith
 
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