[RELZ] Wrye Bash -- Thread 54

Post » Wed Sep 01, 2010 8:26 am

Dunno if this is a problem but I used "Replace FormIDs" -> TI_Cobl_FormIDs.csv and while rebuilding the bash patch, the process "pythonw.exe" was using 2+ GB of RAM (using the /3GB switch on WinXP Pro). The process didn't release the RAM even after the patch got created and I had to close wyre bash (normally :)) for memory to return to normal.

Also, on a related note, are there alternate .csv files out there other than the packaged stuff for importing?
User avatar
Ludivine Dupuy
 
Posts: 3418
Joined: Tue Mar 27, 2007 6:51 pm

Post » Wed Sep 01, 2010 10:47 pm

Some requests of my own if you will :P

Can the Bashed patch be used to assign a generic icon to spells/items/quest entries that are missing one?

yes... would I guess go in misc tweaks... Any thoughts on a good icon(s) to use?
Can BAIN automatically detect (or try to detect) whether the voice files in a mod are blank and apply "skip voices" automatically? (check size or packing ratio or somesuch)

well not very well... it can check if size less than *somevalue* but the problem is that in many cases (as in most that I know of) the blank sound files are not blank but just x seconds of dead air which takes the same amount of size give or take as x seconds of non-dead air... and as far as I can tell same other properties... I could still add one that checks for zero sized sound files but I think that would be pretty limited use so unless someone wants that despite that or has another idea I think the answer would be "nope sorry".

Have problem with Wrye Bash, after Installing everything (running Wrye Bash 275 - Self Installer and Wrye Python 03a) but clikick on the Launch button a quick loading window pops open and disapear and then nothing.
Have tried to find the bugdump in Oblivion/Mopy (it's bash.log right?) but I can't find it there.
ALso, I'm following the TESIV:POSItive guide to a complete modded oblivion, it tells me to change something to a copy of the ini file, in it there is just one long string of text. It talks alot about the sOblivionMods that I'm to change but what one shall i set to the path to my Oblivion mods, noone seems like the right.

to generate the bugdump you need to run cmdprompt, cd to Oblivion/Mopy and then type
C:/Python26/python.exe "wrye bash launcher.pyw" (or bash.py but that usage is being depreciated soon) -d > bugdump.txt

(changing the python path as required for your system).

I would like to request two new features for Wrye Bash. One concerns the Bashed Patch and the other concerns the Installers section.

First, for the Installers section, could you please add an option to prevent installers from installing files into the following directories:
\data\meshes\landscape\lod
\data\textures\landscapelod\generated
\data\distantlod(already implemented)

The reason for this is that there are tools available that can create the files that go into these folders which means that end-users can (and, if they have numerous landscape enhancers, should) generate their own versions of these files based on their mod list. Having options to supress the installation of these files will make it easier to create your own versions.


Second request is for the Bashed Patch. Is it possible to add a "Silence Script Effect" tweak? It seems that "Duke Patrick's Basic Script Effect Silencer" is the most popular and comprehensive mod for this purpose so I loaded it into TES4Edit to see what changes it makes. Here is a screenshot of the changes it makes to the SEFF magic effect record (which BW is the only change the plugin makes): http://img576.imageshack.us/img576/8713/seffrecord.jpg

The parts with the blue box around them are the changes made to silence script effect spells. Also, while DP's script effect silencer doesn't touch the records with a red box around them, it would probably be a good idea if Wrye Bash checks that those records are also set to Null.

huh must have missed something sometime... probably in the last year that I've been quite busy and haven't been at all keeping up with mod releases, but what tool(s) are you using to generate files for those top two directories (either that or I never noticed something that Tes4lodGen generates and I should downgrade myself to blind as an eyeless worm)?
options to suppress added; though not really nicely named... any ideas on good names for them? (currently just named skip %folderpath%)

Adding the Script Effect Silencer tweak.
thanks as always for the good ideas :)
Pacific Morrowind
User avatar
I’m my own
 
Posts: 3344
Joined: Tue Oct 10, 2006 2:55 am

Post » Wed Sep 01, 2010 8:59 am

New 7-zip stable released (in fact quite a few betas' too since not so long ago) - http://www.7-zip.org/

- Some bugs were fixed.


well now that is one of my favourite things to see... wow if I'd said that the last while 291's changelog when it comes out would be about half as long or less :)
... downloading and testing though don't expect any errors.

I'm not updating that until I get confirmation that the next stable Wrye Bash works with it.

Also as per http://www.gamesas.com/index.php?/topic/1143349-two-warning-messages-at-game-startup/page__view__findpost__p__16712462 - could we at least get all the current bash tags defined in the readme.

thanks

er that is for FO3... I'll remind Valda about that but I don't actually even know what some of those tags do since I'm not familiar with the data structures they are importing from specifically thinking Deflst).

Yep I thought it worth a mention with the impending release of the new installer, a new stable 7z to accompany that would be good if its as dependable as 7z programmers/testers think it is.

I installed last night and also out of curiosity replaced the Wrye bash installed .dll and .exe. No problems so far with bains, I un-installed and re-installed a few with v290... seems okay my end.

Same here, I've had no problems with the new version. Though I didn't replace the WB 7z, just talking about general archive stuff.

great :), thanks both of you
Pacific Morrowind
User avatar
Roberto Gaeta
 
Posts: 3451
Joined: Tue Nov 06, 2007 2:23 am

Post » Thu Sep 02, 2010 12:50 am

On rethinking, wouldn't it be easiest - at least for WB and Python newbies - to bundle e.g. the content of (at present) WryePython 3a together with the installer for WB? So the installer had all the files ready in case no Python or only an older Python version is present. Granted, the size of the installer package would be substantial but at least it would be a hassle-free one-stop-setup.

Ideally a good de-installation routine should also be implemented. Maybe it should cross-check if any resources are still required by other Python apps still installed (like PyFFI springs to mind) ? In any case de-installation of WryePython 3 package prior to installing 3a I had to do manually which is just error prone because you may forget one. However I am not sure if I oversaw something, or if indeed there is no de-install routine for all of the various parts of the Python package at this time.

I can definitely have the Bash installer download and run Python, wxPython etc. installer (with just a single do you want to per download for politeness sake), however can't easily have it merged in (because anything more than 5mbs usually timesout for uploadin gon this dialup)... also would be kinder on the internet connections of users with say Python but not wxxPython).

I can deinstall Python (I believe) however that is a bit er tricky in someways... I suppose with a large enough warning - since it would be pretty much impossible to determine conclusively that the user dind't have soething that used Python on their system (I could confirm that they did but not that they didn't)...

The installer should handle installing the required components if they are missing at the time Bash is installed.
A user could still muck up the setup after installation if they decide to upgrade any components after Bash is already installed.

In my own copy of Bash, I have already added code that checks for the proper component versions and even handles variant setups, like x64 or python2.7

Yep now that you guys mention it I have to say "Why Didn't I think of that earlier" :)

Had the same thing happen to me before. The pidfile.tmp probably was there (instead of being removed when bash closes - a bad closing causing that removal to not be enacted.) And your later proper closing automatically removed it. It is one of the annoyances the upcoming version is (hopefully) going to fix, to the best of my limited knowledge.

definiely :)

Dunno if this is a problem but I used "Replace FormIDs" -> TI_Cobl_FormIDs.csv and while rebuilding the bash patch, the process "pythonw.exe" was using 2+ GB of RAM (using the /3GB switch on WinXP Pro). The process didn't release the RAM even after the patch got created and I had to close wyre bash (normally :)) for memory to return to normal.

Also, on a related note, are there alternate .csv files out there other than the packaged stuff for importing?

great :) well yes it is a problem (memory leak but I should be able to trace it without a massive amount of work if it is narrowed down to a specific function like that, thanks.
I don't know of any other csv files but you can make your own and I'd be happy to include them or if you find external onesI'd be happy to look at them as well.
Pacific Morrowind
User avatar
Imy Davies
 
Posts: 3479
Joined: Fri Jul 14, 2006 6:42 pm

Post » Wed Sep 01, 2010 7:49 pm

\data\meshes\landscape\lod
\data\textures\landscapelod\generated


There is no automated tool that generates this data. You need to use the CS for it, period. Mods that include these files have a reason to include them so BAIN should not be skipping them.
User avatar
Motionsharp
 
Posts: 3437
Joined: Sun Aug 06, 2006 1:33 am

Post » Wed Sep 01, 2010 6:25 pm

I can deinstall Python (I believe) however that is a bit er tricky in someways... I suppose with a large enough warning - since it would be pretty much impossible to determine conclusively that the user dind't have soething that used Python on their system (I could confirm that they did but not that they didn't)...

It's worth including an option to uninstall since most users probably aren't using Python for anything else. A warning would be sufficient.

There are a few things you could check to see if python is being used for anything else and it would be a good idea I think.
EG.
- If the user has any other python components installed besides those included in Bash's recommended setup, (warn? and) do nothing.
- If Bash didn't install it to begin with, it shouldn't uninstall it either.
User avatar
Chris Ellis
 
Posts: 3447
Joined: Thu Jul 26, 2007 10:00 am

Post » Wed Sep 01, 2010 8:07 pm

huh must have missed something sometime... probably in the last year that I've been quite busy and haven't been at all keeping up with mod releases, but what tool(s) are you using to generate files for those top two directories (either that or I never noticed something that Tes4lodGen generates and I should downgrade myself to blind as an eyeless worm)?
options to suppress added; though not really nicely named... any ideas on good names for them? (currently just named skip %folderpath%)

You can hold that downgrade because TES4LODGen does not create any files for the top two directories. http://cs.elderscrolls.com/constwiki/index.php/Landscape_LOD_Tutorial explains how one would go about generating the files for those folders using the Construction set. From what I've read though, generating the textures using the CS is buggy and slow. Fortunately, http://cs.elderscrolls.com/constwiki/index.php/TES4qLOD can automatically generate the LOD textures for all of your mods quickly and with less bugs once it has been configured correctly. The CS is the only tool I have found so far for generating the meshes and normal maps, though this doesn't seem to be as buggy as textures.

Finally, I think calling the options "Skip LOD Meshes" and "Skip LOD Textures" would be sufficient. Looking at the above article again though, I think it might be a better idea if the textures folder were divided into two options: "Skip LOD Textures" (\data\textures\landscapelod\generated\*files that don't end in _fn.dds*) and "Skip LOD Normals" (\data\textures\landscapelod\generated\*files that end in _fn.dds*). Of course, I'm not sure if Wrye Bash is up to the task of skipping files based on whether or not the name ends in a certain way.


There is no automated tool that generates this data. You need to use the CS for it, period. Mods that include these files have a reason to include them so BAIN should not be skipping them.

As I noted above, TES4qLOD allows automatic generation of the textures. Meshes and normal maps don't require that many steps in the CS. I imagine the reason mod creaters include these files is so that mod users don't have to generate them themselves. This can cause issues though if two mods replace the same file. For example, I use all of the Unique Landscapes with HTF's Diverse grasses. Both of these mods have their own LOD textures, which means that I'll have to either choose vanilla grass with UL's textures or HTF's grass without UL's landscape edits, which is actually quite a dramatic difference when compared side-by-side.

Besides, they won't be selected by default, so it can be assumed that anyone who does select those options would know what they are doing. If not, well, that's their problem.
User avatar
trisha punch
 
Posts: 3410
Joined: Thu Jul 13, 2006 5:38 am

Post » Wed Sep 01, 2010 4:02 pm

Re: Default icons

If WB can determine the type of item (clutter/blade/blunt/l. armor/h. armor etc) the generic iron set for equippables and the azura star icon for misc. items could do well :) If type can't be determined, the azura's star icon seems pretty generic enough
If WB can determine the school of spells, I guess icon assignment would be too easy. Else the "heal" icon could do.
For non-icon quests, the best would be the tutorial quest icon imho!

Thanks for considering the request btw :)

EDIT: Re: .csv files

The only one outside of Bash I found was http://www.tesnexus.com/downloads/file.php?id=24882 for Crowded roads revamped. But the latest update is called http://www.tesnexus.com/downloads/file.php?id=20575. It'd be great if someone could make a CR Revisited compatible version.

There are also generic unnamed "Soldiers" in http://www.tesnexus.com/downloads/file.php?id=9858.
User avatar
Madison Poo
 
Posts: 3414
Joined: Wed Oct 24, 2007 9:09 pm

Post » Wed Sep 01, 2010 10:21 pm

EDIT: Re: .csv files

The only one outside of Bash I found was http://www.tesnexus.com/downloads/file.php?id=24882 for Crowded roads revamped. But the latest update is called http://www.tesnexus.com/downloads/file.php?id=20575. It'd be great if someone could make a CR Revisited compatible version.


Here ya go. I edited the version you linked above to work with Revisited. I've had this for my personal use forever, never knew there was demand for it. Feel free to include it anywhere you see fit.

Download Link for Names for Crowded Roads Revisited NPCs.
http://www.4shared.com/file/ikYSj-5B/CRR_Named_NPCs.html
User avatar
Maddy Paul
 
Posts: 3430
Joined: Wed Feb 14, 2007 4:20 pm

Post » Wed Sep 01, 2010 1:32 pm

Not long ago I installed both Oblivion, Python and Wrye Bash on my PC.
I wanted to get acquainted with new version of WB first before any mod installation begins, when I suddenly come to think of something important about the INI-tweaks in Wrye Bash. Here is an example of what I mean.

Let say... you have a fresh installation of Oblivion, WryePython03a and http://www.gamesas.com/index.php?/topic/1136734-relz-wrye-bash-thread-54/page__view__findpost__p__16707164, but have not launching the game yet.

What I try to explain here is about the oblivion.ini (\Document Settings\\My Documents\My Games\Oblivion) and the oblivion.default.ini is located in the game folder.

I wonder if WB do any changes in the oblivion.default.ini at all, when the gamesaves folder doesn't exist?
I think these settings is the most obvious ones for any modder/player to change in WB or the oblivion.ini file before they start to play.

Border Region Enable=1Screenshot Enable=0

It makes sense if Bethesda allow us to restore the default values just a convenient precautions for us. :)
User avatar
Batricia Alele
 
Posts: 3360
Joined: Mon Jan 22, 2007 8:12 am

Post » Wed Sep 01, 2010 10:23 pm

Fortunately, http://cs.elderscrolls.com/constwiki/index.php/TES4qLOD can automatically generate the LOD textures for all of your mods quickly and with less bugs once it has been configured correctly.


Hi JR,

is TES4qLOD a modders'only tool, or can/should be used by players as well (like TES4LODGen)?

Thanks :)
User avatar
Neko Jenny
 
Posts: 3409
Joined: Thu Jun 22, 2006 4:29 am

Post » Wed Sep 01, 2010 11:23 pm

is TES4qLOD a modders'only tool, or can/should be used by players as well (like TES4LODGen)?

Just about any modders tool can be used by players as well (look at TES4Edit, for example). The only real consideration is how easy the tool is to use. In this regard, TES4qLOD is somewhat more difficult to use than most.

To create LOD textures, you need to convert all of your mod added landscape textures (Data/Textures/Landscape/) into 4x4 bitmaps then paste them into TES4qLOD's working directory (the readme names another tool that can batch convert the required textures into 4x4 bitmaps). Then you need to copy all of the ESP files that edit the landscape into the working directory as well (and remove any spaces in their names). After that, you need to open a command prompt and then type in the command specified in the readme to start the process. Then once that's done, you'll have the LOD textures that can be pasted into Oblivion's data folder.

So as you can see, it's not like TES4LODGen where a double-click is all that's necessary. It does require some work to make it function. I probably can call it something a player can use though.
User avatar
Haley Cooper
 
Posts: 3490
Joined: Wed Jun 14, 2006 11:30 am

Post » Wed Sep 01, 2010 4:02 pm

So I downloaded and installed Wyre Bash, and it says it runs from a .pyw file? What is that and how do I open it? Do I just have to install python or something?
User avatar
Nany Smith
 
Posts: 3419
Joined: Sat Mar 17, 2007 5:36 pm

Post » Thu Sep 02, 2010 12:47 am

So I downloaded and installed Wyre Bash, and it says it runs from a .pyw file? What is that and how do I open it? Do I just have to install python or something?

Re-Read Post #1. It will answer your questions.
User avatar
Lisa Robb
 
Posts: 3542
Joined: Mon Nov 27, 2006 9:13 pm

Post » Wed Sep 01, 2010 3:48 pm

Re-Read Post #1. It will answer your questions.

Oh, sweet. Prolly should have read that first...
Thank you though. :)
User avatar
Damien Mulvenna
 
Posts: 3498
Joined: Wed Jun 27, 2007 3:33 pm

Post » Wed Sep 01, 2010 1:33 pm

So I downloaded and installed Wyre Bash, and it says it runs from a .pyw file? What is that and how do I open it? Do I just have to install python or something?

Yes you need to install python first before you can install Wrye Bash. Just follow these instructions. :)

1 - Donwload http://www.tesnexus.com/downloads/file.php?id=22368, http://www.tesnexus.com/downloads/file.php?id=22368, http://www.tesnexus.com/downloads/file.php?id=22368, http://www.tesnexus.com/downloads/file.php?id=22368
2 - Run Wrye Python 03a and reboot your PC
3 - Run Wrye Bash 275 - Self Installer and reboot your PC
4 - Extract Wrye Bash 287 - Archive Version into the Oblivion folder and overwrite then prompted
5 - Extract Wrye Bash 290 - Archive Version - Update Only into the Oblivion folder and overwrite then prompted

Reboot your computer and install OBMM followed with another reboot. Now you can install your mods you want to use. :D
User avatar
jessica robson
 
Posts: 3436
Joined: Mon Oct 09, 2006 11:54 am

Post » Wed Sep 01, 2010 5:31 pm

Thanks for the help guys, hopefully this will help me get rid of those damned hidden ESP's.
User avatar
Sophie Louise Edge
 
Posts: 3461
Joined: Sat Oct 21, 2006 7:09 pm

Post » Wed Sep 01, 2010 6:51 pm

I use WB (290v) and Nehrim. All fine except one: when I start WB I get info my oblivion.ini file has no [general] section. I checked it via WB (ini edit panel) and this section exists. So if someone could put a bit light into my had about it ,I will be thankful.
User avatar
Emily Rose
 
Posts: 3482
Joined: Sat Feb 17, 2007 5:56 pm

Post » Wed Sep 01, 2010 5:02 pm

2 - Run Wrye Python 03a and reboot your PC
3 - Run Wrye Bash 275 - Self Installer and reboot your PC

Reboot your computer and install OBMM followed with another reboot. Now you can install your mods you want to use. :D

You do not need to reboot at all. You are being overly cautious :)

I use WB (290v) and Nehrim. All fine except one: when I start WB I get info my oblivion.ini file has no [general] section. I checked it via WB (ini edit panel) and this section exists. So if someone could put a bit light into my had about it ,I will be thankful.

Nehrim adds it's own General section at the end of Oblivion.ini. The Bash error is confused. It's actually seeing TWO General sections.
User avatar
ashleigh bryden
 
Posts: 3446
Joined: Thu Jun 29, 2006 5:43 am

Post » Wed Sep 01, 2010 7:52 pm

Re-Read Post #1. It will answer your questions.


Don't know if anyone else has had a similar problem as mine with 290, but here is what I have observed.

After I dropped 290 into function. It workes just fine...until...

I have left bash open(in window for # amount of time, while cooking dinner, whatever, etc.

Came back to it... It doesn't want to close properly....

Force closure.

After closure bash does not want to restart back up... by shortcuts or directly launching.

Unlesss.... Drop 287 back onto, then 290 again.....Hmmmmm

notice 290 didn't have a images folder included.
but do delete custom##.pngs before droping upgrade %not downgrade%
preserve what bash should look for before replacing...

Then funny thing... It works fine.... Until... well it has happened 3 times now.
Hmmmm.
User avatar
Andy durkan
 
Posts: 3459
Joined: Fri Aug 03, 2007 3:05 pm

Post » Wed Sep 01, 2010 10:09 am

You don't have to reinstall Bash, just delete the pidfile.tmp
User avatar
Joey Avelar
 
Posts: 3370
Joined: Sat Aug 11, 2007 11:11 am

Post » Wed Sep 01, 2010 12:24 pm

to Gaticus
Thank you. I will try merging the two to one.
User avatar
George PUluse
 
Posts: 3486
Joined: Fri Sep 28, 2007 11:20 pm

Post » Wed Sep 01, 2010 9:24 am

You don't have to reinstall Bash, just delete the pidfile.tmp


Checking it out, but I didn't reinstall. Backup. Delete. Normal usage
Dropping 290 again.
User avatar
Amysaurusrex
 
Posts: 3432
Joined: Wed Aug 09, 2006 2:45 pm

Post » Wed Sep 01, 2010 8:59 am

You do not need to reboot at all. You are being overly cautious :)

No I'm not. :nope:
I reboot my PC because I don't want http://img251.imageshack.us/img251/4994/corruptwinsetupedit01.png to happen again and the last time that occur was this. :shocking:

last time
Spoiler
15 035 Mb of each one of the installed DLC (5), Oblivion (SI) and TESCS

User avatar
Hannah Barnard
 
Posts: 3421
Joined: Fri Feb 09, 2007 9:42 am

Post » Wed Sep 01, 2010 10:36 am

No I'm not. :nope:
I reboot my PC because I don't want http://img251.imageshack.us/img251/4994/corruptwinsetupedit01.png to happen again and the last time that occur was this. :shocking:

last time
Spoiler
15 035 Mb of each one of the installed DLC (5), Oblivion (SI) and TESCS


That's because Windows checks the size of the folder they're installed in, and since they're all installed in the same folder, your Oblivion folder, they all show the same size, which is the total size of your Oblivion install and everything related to it (minus stuff in your My Games folder of course). So you are being over-cautious.
User avatar
Laura Samson
 
Posts: 3337
Joined: Wed Aug 29, 2007 6:36 pm

PreviousNext

Return to IV - Oblivion