[RELZ] Wrye Bash -- Thread 51

Post » Fri May 27, 2011 1:36 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Readme: http://wryemusings.com/Wrye%20Bash.html (Very outdated ...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/1114316-relz-wrye-bash-thread-50
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/2.6.5/python-2.6.5.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:
=== 288 [06/10/2010] [DJ_Kovrik,PacificMorrowind,roxahris,scooby,Waruddar]
Spoiler

    === 288 [06/10/2010] [DJ_Kovrik,PacificMorrowind,roxahris,scooby,Waruddar]
  • Bashed Patch:
    • '[[#|Tweak Assorted]]':
      • 'Playable Armor' and 'Playable Clothes' now skip over even more items that shouldn't be made playable
      • 'Harvest Chance' tweaker added
      • 'No Wind' tweaker added
      • Weigh adjusting tweakers adjusted
      • 'Reweigh: Arrows' tweaker added
      • 'Reweigh: ingredients' tweaker added

    • '[[#|Tweak Actors]]':
      • MAO Skeleton setter now has option to only affect male or female NPCs or all NPCs

  • BAIN:
    • Archives created with solid compression may now set the solid block size.
    • The General Info tab now displays the block size an archive was compressed with.
      • Solid archives not made by BAIN will display "Unknown" for the block size.

    • BCFs may now set the block size of the resulting archive.
    • Unpack to Project now works on multiple selections (though then uses automatic naming for the projects names)

  • General:
    • The error message for unexpected subrecords is now a little more helpful.
    • A few untranslateable strings fixed to be translateable (as reported by DJ_Kovrik)
    • Updated Russian Translation (contributed by DJ_Kovrik).
    • BOSS Launcher (if (new) option selected in menu automatically deactivates and reactivates Lock Times)
    • Updated BOSS Launcher and various other code to work with new BOSS version (1.6+) and still work with the old one.
    • Updated Bash Tag grabbing code to read the new BOSS userlist.
    • A few readme updates
    • Export Script text now adds comment signifiers (;) to the start of the bash added lines.

  • New Export/Import function: Map Markers (CBash active only)
  • Make use of/follow the oblivion.ini option of bUseMyGamesDirectory to have basically totally seperate Bash & Oblivion profiles (contributed by scooby)
  • Initial Nehrim Support (based on contributions by roxahris)
  • New option to save settings/data at any time from the right click header menu.
  • Taglist updated to BOSS rev 1605

User avatar
Mr.Broom30
 
Posts: 3433
Joined: Thu Nov 08, 2007 2:05 pm

Post » Fri May 27, 2011 8:05 am

catch up from last thread from before the almost simultaneous uploading of the new version and internet failure (and then long long busy day)...
oh gonna have to do this in at least two posts... max quote limit surpassed.

Could you add a new setting for the bashed patch?

Cap arrows weight:
0
0.1
0.2
[Custom]

added, hmm and while I was at it I adjusted all the assorted tweaks that adjust weights to sort nicely by renaming them to 'Reweigh: type' and updated the logging info a bit too.

I have a small question....I have two mods which show that they can be bash patched, but do not patch. The lettering are green and Bash says they should be patched, but they don't. Any way of forcing them to?

Raed

what version of Bash, what mods, did you select them in teh merge patches section of the Bashed Patch Dialogue?

I have a small request as well. How difficult would it be to add a "No Wind" tweak to the Bashed Patch. It basically involves changing the "WInd Speed" setting of every weather to zero. The main effect of this is that trees and other objects don't move when the wind is blowing, which might improve FPS for lower end PCs. There is already a mod that does this for vanilla weathers but if you have a weather mod installed, these ones won't be covered.

added, gonna have to test out if that gives any speed improvement on my graphically challenged speedy cpued laptop right here.


well I'm homebrew programmer - and I know it's a simple loop with a few conditionals - and aswell you have similair code in "reweight ..." patchers

also could you add tweakers to reweight ingredients? similair one you have with reweght potions ... just some players want to carry plenty of ingredients (which some are currrently heavy) but doesn't want to get encumbrance out of game at all
also could you add tweak "Reweigth Normal clothes"? it would go through all clothing/armor without defence nor enchantments... could you?

PS: Would you like get me working on some features in Wrye Bash? I'm good at programming (well i have some leaks at derivation of classes), also I know python well (nice programming language) - so i think there my capabilities would be better used than in just making mods (and I'm also not think about making OBSE plugin as it would need some more hackish abilities)
PS2: If you get me to the team I definatelly can do as easy things as patchers (as simple as weigth ones), and I'll be able do more complex things if you would say what would you want (even much more complex as i suppose most desires won't need heavy professional coding)

added Reweigh: Ingredients, thaks.
the more the merrier... you're definitely welcome to make changes from the SVN source (or the released but that is fairly different already), then submit (pm or post link to uploaded copy or email (pacificmorrowndgmailcom)), I'll review it and if I'm relatively happy with the quality (which I'd expect to be - I'm not extremely fussy; afterall this ain't a paid job and mistakes do sometimes happen) I'd give you SVN access (You would need a SourceForge account btw), and you'd be free to commit it and other stuff (just always make sure to document in the commit log at the time and in the same or relatively soon commit (if needed) also the changelog/readme what you've been doing).

Yeah, I thought about it, but it seems my change could make sometimes problem when someone changes the same part of code, also I haven't downloaded the SVN release yet.

Hmm but I'll try do something.

PS: If Ido a change that is visible would I have nice line in credits? It would me made so happy that would be written my name as one of contributers of those great tool (of course with a note that it's some particular feature, as my contributions probably wouldn't be great)

definitely... hmm you should look at the change log for ahh lets see version 261
Pacific Morrowind
User avatar
Chad Holloway
 
Posts: 3388
Joined: Wed Nov 21, 2007 5:21 am

Post » Fri May 27, 2011 1:32 am

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.

Many thanks for considering this request and apologies if I have already asked (can't remember)

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)

So what does a guy have to do to import Eyes from a mod's Race records these days?
I can import Hairs from other mods' Race records just fine using the Hair tag, http://bildr.no/view/731614 I even tried R.Head without luck. I have Dwarves Mines.esp ticked under Race Records when rebuilding the Bashed Patch, so it's not that.

erm... I'll have to download Dwarven Mines, and test to figure out wtf it going on there because as far as I can see it SHOULD be importing.

If a mod adds new levelled lists, should have it have the Delev and/or Relev tags? I'm asking specifically about NNWARE's dungeons - they have custom levelled lists, which interfere with FCOM; if you go into one of the vanilla dungeons altered by NNWARE, you'll see the standard creatures mixed with oddball stuff (frex, undead and imps, ogres, wolves, trolls, etc.).

no tagging needed for plain LL additions/number changes; De/Relev tags only for deleting/changing the levels on existing items in LLs

Healthy skepticism and verification are one thing. Basing that on extremely old versions of the tool are quite another. If you're going by what you remember from the pre-tag days, you're easily a year or more behind the curve on that. Especially now that BOSS and Bash communicate with each other and the tagging information has gone through a great deal of vetting already.

Maybe it's time to re-open your mind, just a bit? :P

@Bash Crew: I submitted a bug report on the sourceforge page - has anyone looked at it yet?

pretag days... that is er much more than a year... 2007 was the start of tagging (well okay it had very few tags at point but they did exist)...
No I hadn't seen that (must have miss set up the mailing list since it isn't working for the tracker items (I'll have to fix that) but now I've downloaded that esp, and will work on that. (dialogue mods did not use to be mergeable so an error in the filter code relating to that I'm guessing is the error.).

control freaks

*whistle*... oh fine I admit it I often do have an extra patch just before the bashed patch that I merge in.

I get a very strange error when trying to close wrye bash
Spoiler

Traceback (most recent call last):
File "D:\games\Bethesda Softworks\Oblivion\Mopy\basher.py", line 4126, in OnCloseWindow
self.notebook.GetPage(index).OnCloseWindow()
File "D:\games\Bethesda Softworks\Oblivion\Mopy\basher.py", line 490, in OnCloseWindow
self.data.save()
File "D:\games\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 10991, in save
self.dictFile.save()
File "D:\games\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 273, in save
saved = bolt.PickleDict.save(self)
File "D:\games\Bethesda Softworks\Oblivion\Mopy\bolt.py", line 838, in save
cPickle.dump(data,out,-1)
MemoryError


What do I do? I close it with task manager? This happened after updating some mods and rebuilding the bashed patch

Edit: I was forced to exit with task manager, and when I entered bash again the mods that I installed last time weren't recognized as installed and I had to reinstall them after I remembered where they were in the install order :( .Oh well, at least the bash closed successfully this time :) .

MemoryError = Python ran out of memory (RAM) - I've seen it a very few times reported but there is no fix for it once it has happened that I know of except possibly waiting (ie what you did with taskman is pretty much the thing to do). As for fixing it before it happened I'm not sure exactly where (and if it is Python, wxPython or Wrye Bash) leaking memory (at least that would be my very very guessy guess).
Pacific Morrowind
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barbara belmonte
 
Posts: 3528
Joined: Fri Apr 06, 2007 6:12 pm

Post » Fri May 27, 2011 12:33 pm

I see in the OP that ansi version of wxPython is still recommended. I thought 288 had moved to unicode?
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Spooky Angel
 
Posts: 3500
Joined: Thu Aug 10, 2006 5:41 pm

Post » Fri May 27, 2011 1:31 pm

So is everyone still having problems with the new version as reported at the end of the last thread?

Pacific Morrowind did you see this http://www.gamesas.com/index.php?/topic/1114316-relz-wrye-bash-thread-50/page__view__findpost__p__16458740?:
I've a question though before I dive into this and the mTES4 manager - it is possible that if more than one Wrye Bash can be installed (per game directory) that they could all point to the same BAIN folder but then each one would store the information about what is installed from that BAIN directory in a location other than where the BAIN packages are stored.

This way duplicating the BAIN archives would not be necessary and only one set would be needed.

At this point I don't think that bash or MTES4 Manager can do that.

thanks also for putting up with my impatience and postings about this topic.

User avatar
Joanne
 
Posts: 3357
Joined: Fri Oct 27, 2006 1:25 pm

Post » Fri May 27, 2011 1:49 am

now to catch up on the ones I can't nicely multi-quote because a certain bear locked the thread (oh well can't really blame him given how FAR past the post limit it was... wish multiQuote would work while the thread was locked though)

@@ alt3rn1ty (post #187): (sample simple BAIN install order)
sure I can add that to the readme, thanks.

@@ Jedi21ita (post #195):
shaders not yet... new ones you can install fine but changing existing still has to be OBMM

@@Psymon (post 196):
you do kow that you can't open multiple copies of Bash at the same time (at least from the same bash instalation) anymore right? (did that up a few months ago... maybe May)
&& post #197:
just copy a fullyfledged oblivion.ini to the Oblivion folder (ie where the exe is) and set bUseMyGamesDirectory to 0 instead of 1, and copy your save profiles/bash data to Oblivion/Saves & Oblivion instead of MyGames/Oblivion/saves & MyGames/Oblivion... any more details needed?

@@Myk002 (post #198)
with the new version said settings can be saved at any time now with the new menu item :) (why that didn't get thought of and added years ago I really don't know)
Pacific Morrowind
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helliehexx
 
Posts: 3477
Joined: Fri Jun 30, 2006 7:45 pm

Post » Fri May 27, 2011 4:30 pm

I see in the OP that ansi version of wxPython is still recommended. I thought 288 had moved to unicode?

it had but there were still some fatal errors for some users (ie anyone with non-ascii characters in their profile paths); so that got pushed back a bit.
Pacific Morrowind
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Ana Torrecilla Cabeza
 
Posts: 3427
Joined: Wed Jun 28, 2006 6:15 pm

Post » Fri May 27, 2011 5:02 am

Hello, all.

Installed the new 288, tried to rebuild and got this message:

Traceback (most recent call last):
File "C:\My Games\Bethesda Softworks\Oblivion\Mopy\basher.py", line 4960, in Execute
raise
File "C:\My Games\Bethesda Softworks\Oblivion\Mopy\basher.py", line 4919, 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 "C:\My Games\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 15314, in buildPatch
patcher.buildPatch(log,SubProgress(subProgress,index))
File "C:\My Games\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 22155, in buildPatch
tweak.buildPatch(log,progress,self.patchFile)
File "C:\My Games\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 21600, in buildPatch
log(_('Staffs set to maximum weight of %f') % mxWeight)
NameError: global name 'mxWeight' is not defined


Can someone explain what is Bash trying to tell me?
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ANaIs GRelot
 
Posts: 3401
Joined: Tue Dec 12, 2006 6:19 pm

Post » Fri May 27, 2011 6:20 am

@@Psymon (post 196):
you do kow that you can't open multiple copies of Bash at the same time (at least from the same bash instalation) anymore right? (did that up a few months ago... maybe May)
Good to know - I didn't but do now.
&& post #197:
just copy a fullyfledged oblivion.ini to the Oblivion folder (ie where the exe is) and set bUseMyGamesDirectory to 0 instead of 1, and copy your save profiles/bash data to Oblivion/Saves & Oblivion instead of MyGames/Oblivion/saves & MyGames/Oblivion... any more details needed?
You mean make a saves folder inside the Oblivion directory where the exe is (and where you recommend making a copy of Obliivon.ini)?

If so then what about save profiles - will bash still handle that?

Also if so then that probably won't satisfy Nehrim ... and I'm still thinking if that is necessary if I go to mTES4 Manager.

If not then no I don't get it.

Then also I see you are probably working your way to my post right above this one.
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Anthony Rand
 
Posts: 3439
Joined: Wed May 09, 2007 5:02 am

Post » Fri May 27, 2011 1:20 am

log(_('Staffs set to maximum weight of %f') % mxWeight)
NameError: global name 'mxWeight' is not defined[/b][/i]

Can someone explain what is Bash trying to tell me?


There appears to be a coding error in the tweak for setting the max weight of staffs.
Disable that tweak.
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Lance Vannortwick
 
Posts: 3479
Joined: Thu Sep 27, 2007 5:30 pm

Post » Fri May 27, 2011 12:16 pm

Good to know - I didn't but do now.
You mean make a saves folder inside the Oblivion directory where the exe is (and where you recommend making a copy of Obliivon.ini)?

If so then what about save profiles - will bash still handle that?

Also if so then that probably won't satisfy Nehrim ... and I'm still thinking if that is necessary if I go to mTES4 Manager.

If not then no I don't get it.

Then also I see you are probably working your way to my post right above this one.


I am the person who implemented the fix for bUseMyGamesDirectory.
The bash fix I did was a precursor to the work I am doing now with mTES4.

While the fix for bash does work as intended, from my experiments after fixing the bash bug, the setting does not completely isolate Oblivion.
This is really just a convenience for keeping your saves with your game instead of in your my Documents folder.
Unfortunately, Oblivion still uses the plugins files in the Application Data\Oblivion folder. I think.
Because of this, Bash still updates the plugins.txt in the Application Data\Oblivion folder.
I could not find an alternate place to put those files locally in the game folder.

The best solution would be if obse (possibly INIzer plugin?) could handle redirecting Oblivion to look elsewhere for those two files.
It seems that TES4Edit also places some kind of settings file in the appdata folder as well, so it's still not a universal solution.

What's more, when I used bUseMyGamesDirectory=0, Oblivion would not even recognize anything but the vanilla plugins and bsa's.
I could not get it to detect any 3rd party plugins regardless of where I tried placing the plugins.txt and dlclist.txt files
I had hoped that it would work. It's definitely possible I fudged my experiments somehow though.

So if anyone else has some experience using that setting to try to get multiple copies working without conflict, I'd love to know.
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Harry Leon
 
Posts: 3381
Joined: Tue Jun 12, 2007 3:53 am

Post » Fri May 27, 2011 3:16 am

Installed v288, tried to open the installer, had the following error report, installed Python v03a and v288 anew, no help.

wxPython:stdout/stderr

File "E:\Oblivion\Mopy\basher.py", line 2548, in OnShow
if data.refresh(progress,what,self.fullRefresh):
File "E:\Oblivion\Mopy\bosh.py", line 11020, in refresh
if 'I' in what: changed |= self.refreshInstallers(progress,fullRefresh)
File "E:\Oblivion\Mopy\bosh.py", line 11210, in refreshInstallers
try: installer.refreshBasic(apath,SubProgress(progress,index,index+1))
File "E:\Oblivion\Mopy\bosh.py", line 10065, in refreshBasic
self.refreshSource(archive,progress,fullRefresh)
File "E:\Oblivion\Mopy\bosh.py", line 10585, in refreshSource
ins = listArchiveContents(archive.s)
File "E:\Oblivion\Mopy\bosh.py", line 113, in listArchiveContents
ins, err = Popen(command, stdout=PIPE, startupinfo=startupinfo).communicate()
File "E:\Oblivion Wrye Python\lib\subprocess.py", line 633, in __init__
errread, errwrite)
File "E:\Oblivion Wrye Python\lib\subprocess.py", line 842, in _execute_child
startupinfo)
WindowsError: [Error 14001] ...

So I am back to v287, no problem there.
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carla
 
Posts: 3345
Joined: Wed Aug 23, 2006 8:36 am

Post » Fri May 27, 2011 1:18 pm

Any report on the issues I had along with another 1 or 2 people in the last thread with 288 not allowing installs of archives, only manual building of a folder in Windows which it then recognizes as a project (can't even build a project) from which you can then install?

It seems that bug followed me back to 287 on certain files.
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Lily Something
 
Posts: 3327
Joined: Thu Jun 15, 2006 12:21 pm

Post » Fri May 27, 2011 6:36 am

wxpython stderr or what have you:

Spoiler
Traceback (most recent call last):
File "C:\Games\Bethesda Softworks\Oblivion\Mopy\basher.py", line 4960, in Execute
raise
File "C:\Games\Bethesda Softworks\Oblivion\Mopy\basher.py", line 4919, 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 "C:\Games\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 15314, in buildPatch
patcher.buildPatch(log,SubProgress(subProgress,index))
File "C:\Games\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 22155, in buildPatch
tweak.buildPatch(log,progress,self.patchFile)
File "C:\Games\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 21600, in buildPatch
log(_('Staffs set to maximum weight of %f') % mxWeight)
NameError: global name 'mxWeight' is not defined


Happens when I rebuild the Bashed Patch. Or try to, anyway. It gets to very enarly the end, then spits out that. I tried three times, just to be sure.

2.87 has no issues for me. 2.88 does the above. I do not know why, as I haven't changed a single other thing.
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Lou
 
Posts: 3518
Joined: Wed Aug 23, 2006 6:56 pm

Post » Fri May 27, 2011 5:31 am

bashed patch errors;
http://www.thenexusforums.com/index.php?/topic/100238-wrye-bash/page__view__findpost__p__2184775
.rar error: I knew about this error and didn't write it down which = forgot it... investing now.
Pacific Morrowind
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Channing
 
Posts: 3393
Joined: Thu Nov 30, 2006 4:05 pm

Post » Fri May 27, 2011 7:20 am

@@ alt3rn1ty (post #187): (sample simple BAIN install order)
sure I can add that to the readme, thanks.


:) Thank you, like this new version very much - And the old small graphical glitches with the installers refresh progress seems to be fixed.

Only problem I still notice is during a bashed patch rebuild, if I get a process not responding (possibly struggling to feed all the data through a low memory situation), that is the only time now that I experience the window focus problem, where the progress of the build dialogue goes behind the main wrye bash window. Clicking on the title bar of the wrye bash window brings the progress dialogue back to the front again. When the wrye bash process becomes responsive again, the build continues and completes successfully so still not a big concern.

Otherwise no problems.

Love this new feature.....

http://www.bild.me/bild.php?file=6359991Untitled.jpg

Edit: Is the masterlist update taken from the google code page svn or tesnexus?, just noticed after hitting the boss button ....

Recognised And Re-ordered Mod Files
Oblivion.esm

Note: Masterlist Revision: 1615

Current svn is 1619 at time of auto update

Edit2: Hmm, problem found - Previous run of building the bashed patch was fine, this run I checked ....

Tweak settings - Inventory quantity prompt - and changed it from the default, result stdout error

Spoiler
Traceback (most recent call last):
File "D:\Program Files\Bethesda Softworks\Oblivion\Mopy\basher.py", line 4960, in Execute
raise
File "D:\Program Files\Bethesda Softworks\Oblivion\Mopy\basher.py", line 4919, 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 15314, in buildPatch
patcher.buildPatch(log,SubProgress(subProgress,index))
File "D:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 23335, in buildPatch
tweak.buildPatch(self.patchFile,keep,log)
File "D:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 22773, in buildPatch
fid = gmst.fid = keep(gmst.getGMSTFid())
File "D:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 2699, in getGMSTFid
return (modInfos.masterName, myClass.oblivionIds[self.eid])
KeyError: 'iInventoryAskQuantityAt'


After un-checking the same tweak and doing a re-run of build bashed patch, build completes no errors.

Edit3: Just a note reference BAINs, I have run a complete re-install of all BAINs (mostly 7zips now, but a quarter of them still Rars), no problems experienced there.
User avatar
Kevin Jay
 
Posts: 3431
Joined: Sun Apr 29, 2007 4:29 am

Post » Fri May 27, 2011 5:52 pm

I installed that 3a python then installed the 288 and still have the greyed out archives. I assume a fix is in the works still.

Examples are like earlier posts:

HUD_Status_Bars_1_0_1-34905.rar

== Overview
Type: Archive
Structure: Unrecognized
Size: 131 KB (Non-solid)
Modified: 10/8/2010 6:56:09 AM
Data CRC: 00000000
Files: 0
Configured: 0 (0 KB)
Matched: 0
Missing: 0
Conflicts: 0

== Configured Files


All the options for installing are greyed out. As you can see I just downloaded it to test.
User avatar
Dark Mogul
 
Posts: 3438
Joined: Tue Feb 20, 2007 11:51 am

Post » Fri May 27, 2011 5:52 pm

Have you tried Refresh? I've noticed that sometimes BAIN doesn't recognize an archive if you add it while BAIN is open.
User avatar
Enny Labinjo
 
Posts: 3480
Joined: Tue Aug 01, 2006 3:04 pm

Post » Fri May 27, 2011 12:51 pm

Also, another question I had in the previous thread:

Is CBash to be active by default in the latest WB v 288? I remember that it was left deactivated, and had to be renamed etc. to be activated. I think it made the bashed patch building process much quicker... can anyone confirm?
User avatar
Sarah Unwin
 
Posts: 3413
Joined: Tue Aug 01, 2006 10:31 pm

Post » Fri May 27, 2011 5:03 pm

Also, another question I had in the previous thread:

Is CBash to be active by default in the latest WB v 288? I remember that it was left deactivated, and had to be renamed etc. to be activated. I think it made the bashed patch building process much quicker... can anyone confirm?


Looks like it's still disabled by default.
User avatar
Nicole Mark
 
Posts: 3384
Joined: Wed Apr 25, 2007 7:33 pm

Post » Fri May 27, 2011 7:50 pm

Have you tried Refresh? I've noticed that sometimes BAIN doesn't recognize an archive if you add it while BAIN is open.



This was with current archives and new.
It persists through updating to 288 the first time, then it stuck around regressing to 287, and is still there in my 288.
Short of a complete uninstall/deletion of all files or a bug fix, since other people have reported this in the previous thread, I don't know what else to do.
User avatar
Emma Copeland
 
Posts: 3383
Joined: Sat Jul 01, 2006 12:37 am

Post » Fri May 27, 2011 6:04 pm

Looks like it's still disabled by default.

Thanks. Should CBash be activated? Are there any advantages - I vaguely remember some people having crashes/other problems with CBash active. I thinks that why it was disabled by default...
User avatar
luke trodden
 
Posts: 3445
Joined: Sun Jun 24, 2007 12:48 am

Post » Fri May 27, 2011 5:36 pm

Thanks. Should CBash be activated? Are there any advantages - I vaguely remember some people having crashes/other problems with CBash active. I thinks that why it was disabled by default...


Quote from PM on the tesnexus comments for Wrye bash "Waruddar... He's busy with RL right now... I'm hoping he'll finish up CBash's one flaw soon so that everyone can use the much much fasterness of that." - I think thats the reason its still disabled
User avatar
lisa nuttall
 
Posts: 3277
Joined: Tue Jun 20, 2006 1:33 pm

Post » Fri May 27, 2011 3:59 pm

Looks good other than Staff Weights...

Thanks :celebration:
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Ilona Neumann
 
Posts: 3308
Joined: Sat Aug 19, 2006 3:30 am

Post » Fri May 27, 2011 6:54 pm

Wrye Bash seems to be a lot more complex tool than OMOD, which I have been using with limited success so far (not all directories or archives correctly turn into omods upon creation, thus not applying the mod to the game). Are these two tools somewhat competitors, or do they do two completely different things? It looks like they both have the basic function of applying mods to the game, with Wrye having a lot more additional tools included? Could anyone give me a quick breakdown?
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Jake Easom
 
Posts: 3424
Joined: Sun Jul 29, 2007 4:33 am

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