[RELZ] Wrye Bash -- Thread 54

Post » Wed Sep 01, 2010 12:52 pm

While tweaking my new game build, I decide to remove GTAesgard_2. That frees up 2 extra slots what with the removal of the esm that goes with it, and why load it now when I haven't even got to GTAesgard_1 yet.

Now, however, I can't rebuild my batch patch because it says it is missing a master. That master seems to be GTAesgard_2.esp which is listed in red in the Masters: File box.

I have this nagging feeling I'm missing some obvious solution, but all my searching has failed to come up with it. :blush:

Your help would be much appreciated. :)
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Hot
 
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Post » Wed Sep 01, 2010 12:46 pm

Possibly a mergable into bash quest delayer is still installed?

If that is not it then try pulling out a fresh unused bashed patch file and start over.

I've seen evidence in the past (as have others) that sometimes deactivated/uninstalled mods still have legacy left behind in the bashed patch.
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Elizabeth Lysons
 
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Post » Wed Sep 01, 2010 7:55 pm

Possibly a mergable into bash quest delayer


You nailed it Psymon. Thanx Mucho. :bowdown:

Overlooking things like this can sure keep a guys ego in check.
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Barbequtie
 
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Post » Wed Sep 01, 2010 8:49 am

A few questions about Bashed patch.
1. I use this mod Vanilla Eyes Addon V2.0 Stock by Phaedra.
When I Rebuild Bashed patch, I get a message that this mod is tagged Deactivate and should be deactivate and imported into the bashed patch but are currently active. I deactivate it and in the Race Records part of the Wrye Bash I check the box next to this mod. I rebuild the patch. When I start the game the eyes in the character generation menu are only Vanila eyes. Why?
Next to this mod in the Race Records there are: Slofs Oblivion Better Beasts and Male Body Replacer v4, but only Slofs is checked.

2. When using FCOM…
This is what is written on the FCOM page:

Now you'll need to actually create the patch. To do this, simply right-click on the Bashed Patch, 0.esp and select Rebuild Patch. This will give you a menu with a bunch of patch options. Configure any options you want. All of the necessary FCOM files will be correctly configured in the Leveled Lists section without any further action required. Just make sure you activate the Leveled Lists section of the Bashed Patch config by placing a checkmark next to Leveled Lists (if it doesn't have one already). If you're in a hurry, you can just click OK at this point, then let it process for a bit and you're almost done!


What other options should I check, because I see OOO, MMM, FCOM and other FCOM related (and not related) mods in many of the Wrye Bash options?

Thank you.
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STEVI INQUE
 
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Post » Wed Sep 01, 2010 12:16 pm

2. When using FCOM…
This is what is written on the FCOM page:
Now you'll need to actually create the patch. To do this, simply right-click on the Bashed Patch, 0.esp and select Rebuild Patch. This will give you a menu with a bunch of patch options. Configure any options you want. All of the necessary FCOM files will be correctly configured in the Leveled Lists section without any further action required. Just make sure you activate the Leveled Lists section of the Bashed Patch config by placing a checkmark next to Leveled Lists (if it doesn't have one already). If you're in a hurry, you can just click OK at this point, then let it process for a bit and you're almost done!


What other options should I check, because I see OOO, MMM, FCOM and other FCOM related (and not related) mods in many of the Wrye Bash options?

Thank you.


EXACTLY the same question comes up here! especially with Import Factions, Import Inventory, Import Relations, Import Scripts and Import Stats etc... http://www.abload.de/img/obl_bashed_patch_fcomynyp.png
do they have to be checked on the left side along with what on the right?? like Leveled Lists?

what i've noticed so far by myself is: leave (at least some) Import Graphics alone, for me it has changed the potions icons and potions 3D models to much simpler ones, i don't like the look of that.

if you're using all natural be sure to check Import Cells on the left and the All Natural (three) stuff to the right.

addendum: http://www.tesivpositive.animolious.com/?page=bashed_patch has a guide for general Rebuild patch... options. It says Import Stats is important for Overhauls and MOBS (whatever MOBS is?!)
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Stephanie Nieves
 
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Post » Wed Sep 01, 2010 9:25 pm

Possibly a mergable into bash quest delayer is still installed?

If that is not it then try pulling out a fresh unused bashed patch file and start over.

I've seen evidence in the past (as have others) that sometimes deactivated/uninstalled mods still have legacy left behind in the bashed patch.


You nailed it Psymon. Thanx Mucho. :bowdown:

Overlooking things like this can sure keep a guys ego in check.


That seems like a bug to me. A filter patch isn't supposed to import from mods which are not active, and the one I maintain for All Natural certainly doesn't do this when I rebuild my patch. I have all of the mods it requires sitting in my Data folder at all times, not ghosted even.
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Princess Johnson
 
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Post » Wed Sep 01, 2010 7:04 pm

Hi guys

Maybe you guys can help me. I was working on minor improvements of DarN`s UI lately and implemented a new font, replacing the petrock ones I didn`t like with new ones. The first three font types were replaced with new ones:

[Fonts]
sfontfile_1=Data\Fonts\ <- these one are new
sfontfile_2=Data\Fonts\ <- these one are new
sfontfile_3=Data\Fonts\ <- these one are new
sfontfile_4=Data\Fonts\DarN_Oblivion_28.fnt
sfontFile_5=Data\Fonts\Handwritten.fnt

I also altered in the xmls provided by DarN which one of these (1-3) change what. For example: The first one (sfontfile_1) is for the dialogues now. I removed the background of DarN`s UI and took a font with a subtle outline. However, DarNified UI normally uses the second one or third one (sfontfile_2/3) for the dialogue text, I`m not actually sure, because it`s a while ago since I changed it to the first one. Why am I explaining this and don`t get to the point? Well, these details are important to understand the nature of my problem.

Now I found that the font that books and scrolls use cannot be simply assigned by a xml and usually people take the "DarNified Books" tweak of Wrye Bash to fix this problem. So far, it works fantastic, but nevertheless a problem occurs because I did what I explained right above. All the texts now in books and scrolls use the third font (sfontfile_3=) and what I simply want is to make them use the second (sfontfile_2=) instead. I really don`t know how Wrye Bash works or what it does, when it applies the DarNified Books tweak, but would it be possible to make it change the font it assigns from the third font (sfontfile_3=) to the second font (sfontfile_2=)?


I`m bumping my question, because I hope there is a programmer who works on Wrye Bash and who can tell me if there is any solution to my problem. I only need to exchange two numbers to get what I want.
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Katie Samuel
 
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Post » Wed Sep 01, 2010 1:02 pm

That seems like a bug to me. A filter patch isn't supposed to import from mods which are not active, and the one I maintain for All Natural certainly doesn't do this when I rebuild my patch. I have all of the mods it requires sitting in my Data folder at all times, not ghosted even.

Filter patch? No the Gates of Asgard quest delayers are simple merge into bash type of mods ... so that it makes the bashed patch dependent on the Gates plugins.

I've done this same lame brain move and was able to build the patch but it would be red - looking at masters and see the missing plugin/master then remembering the delayer.

More reason to repackage all things gates of Asgard together.
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adam holden
 
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Post » Wed Sep 01, 2010 7:29 pm

I noticed in the svn ini tweaks that they are in the Unix format (\n instead of \r\n for windows) :confused:

the text files (including the ini tweaks) are marked with the "svn:eol-style native" property. They will come down in Unix format if you have your client set up to request Unix line endings, and in Windows format if you set your client up to request Windows line endings. If you're not getting what you expect, check your client config.
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Nick Swan
 
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Post » Wed Sep 01, 2010 12:52 pm

Filter patch? No the Gates of Asgard quest delayers are simple merge into bash type of mods ... so that it makes the bashed patch dependent on the Gates plugins.

I've done this same lame brain move and was able to build the patch but it would be red - looking at masters and see the missing plugin/master then remembering the delayer.

More reason to repackage all things gates of Asgard together.


Arthmoor is referring to my Bashed Delayers - Merge Only.esp.
That esp has a {BASH:Filter} tag. It contains all of the script changes for all of my delayers.

You are referring to the individual patches - GTAesgaard I v1.2, GTAesaard II v1.1, and /or GTAesaard I-II delayers I think.
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Damien Mulvenna
 
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Post » Wed Sep 01, 2010 9:21 am

In case no one has mentioned it, Nexus has changed the name format of new mod downloads.
The version number of the mod is appended to the end of the file name.
I think existing mod files will remain in the old format, but new mods will use the new format.

An example is TNO's Hud mod:
Old file - HUD_Status_Bars_1_2-34905.7z
New file - HUD_Status_Bars_2_0-34905-2-0.7z

As long as a person manually renames the packages used with BAIN, no problem.
However, the new format isn't recogonized for right-click "Open at TesNexus".
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LijLuva
 
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Post » Wed Sep 01, 2010 4:45 pm

the text files (including the ini tweaks) are marked with the "svn:eol-style native" property. They will come down in Unix format if you have your client set up to request Unix line endings, and in Windows format if you set your client up to request Windows line endings. If you're not getting what you expect, check your client config.

Hey thanks :) - what I mean is the .ini files I downloaded, when opened in notepad, have no line breaks - dunno if this can cause problems when merging them with the Oblivion ini (I do not have Ob installed yet)

In case no one has mentioned it, Nexus has changed the name format of new mod downloads.
The version number of the mod is appended to the end of the file name.
I think existing mod files will remain in the old format, but new mods will use the new format.

An example is TNO's Hud mod:
Old file - HUD_Status_Bars_1_2-34905.7z
New file - HUD_Status_Bars_2_0-34905-2-0.7z

As long as a person manually renames the packages used with BAIN, no problem.
However, the new format isn't recognized for right-click "Open at TesNexus".
Ooops - please take this into account for 291 - "Open at TesNexus" is one of the handiest features of Bash (and not present in Explorer :D)
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Mimi BC
 
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Post » Wed Sep 01, 2010 5:51 pm

Hey thanks :) - what I mean is the .ini files I downloaded, when opened in notepad, have no line breaks - dunno if this can cause problems when merging them with the Oblivion ini (I do not have Ob installed yet)

Ooops - please take this into account for 291 - "Open at TesNexus" is one of the handiest features of Bash (and not present in Explorer :D)

I just checked an ini tweak file in notepad and it's fine.
How did you download the ini files? I'm guessing with Sourceforge SVN Browser? I suspect this is the case (yep, just tested). It probably keeps everything as unix format.
Get yourself TortoiseSVN if you'd like to Checkout the repository.

PacificMorrowind, myk002:
Why is it configured for different eol styles anyhow. Someone developing Wrye Bash on linux? o_O
This makes it inconvenient and difficult for a casual user to test the bleeding edge and give feedback.
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Auguste Bartholdi
 
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Post » Wed Sep 01, 2010 8:29 pm

I just checked an ini tweak file in notepad and it's fine.
How did you download the ini files? I'm guessing with Sourceforge SVN Browser? I suspect this is the case (yep, just tested). It probably keeps everything as unix format.
Get yourself TortoiseSVN if you'd like to Checkout the repository.
Thanks - downloading ASAP :)
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Unstoppable Judge
 
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Post » Thu Sep 02, 2010 12:08 am

Ah yes - now that I am back into it - I had requested once to be able to specify command line options for 7z - pack to archive is one of the commands in the installers tab I never use - and it is of course a shame - reason being that I want my 7z ultra compressed while Bash has the second from the top setting (IIRC). As I understand you added an option for specifying solid block size - would be great if we could provide in the ini a default command line for 7z (which if present would bypass all other settings).
This feature - pack to archive from the installers tab - is super nifty (instead of opening the project folder in explorer > Ctrl-A > rClick > 7-zip > add to archive > select archive > move it into bash installers > delete project - see how much of a chorus it is) - and the only reason I don't use it is that I can't control the archive options.
Anyway reinstalling Ob soon - expect to get some feedback from long hours working with bash :toughninja:

working on that... what would be your prefered command line options so that I can test it to make sure that Bash is working as desired?

Trying to delete a project in BAIN gives me this error:



The folder is not deleted. If I then try again, the folder is deleted with no problems. This bug has been around for ages, I just always forgot to note what the error said.

oh blast... the kind of error I hates... the kind I can't reproduce... I can make it fail if I set contents to Read-Only but then it just fails and fails again (well in 290 anyways... in 291 that is now fixed, thanks)... any suggestions on reproducing that issue?

In case no one has mentioned it, Nexus has changed the name format of new mod downloads.
The version number of the mod is appended to the end of the file name.
I think existing mod files will remain in the old format, but new mods will use the new format.

An example is TNO's Hud mod:
Old file - HUD_Status_Bars_1_2-34905.7z
New file - HUD_Status_Bars_2_0-34905-2-0.7z

As long as a person manually renames the packages used with BAIN, no problem.
However, the new format isn't recogonized for right-click "Open at TesNexus".

yep I saw that... adjusted the regexp and working fine for both now, thanks for the name examples.

Hey thanks :) - what I mean is the .ini files I downloaded, when opened in notepad, have no line breaks - dunno if this can cause problems when merging them with the Oblivion ini (I do not have Ob installed yet)

because notepad svcks :P
Python doesn't care but diffing on different OS's (ie Linux) it is tidier if they use the OS standard EOL... unix is \r, mac is \n and windows\dos is \r\n ... notepad++ and all sensible notepad replacements are happy either way.
EDIT: to be clear Python will aply them correctly whatever the EOL format is in the files.

I just checked an ini tweak file in notepad and it's fine.
How did you download the ini files? I'm guessing with Sourceforge SVN Browser? I suspect this is the case (yep, just tested). It probably keeps everything as unix format.
Get yourself TortoiseSVN if you'd like to Checkout the repository.

PacificMorrowind, myk002:
Why is it configured for different eol styles anyhow. Someone developing Wrye Bash on linux? o_O
This makes it inconvenient and difficult for a casual user to test the bleeding edge and give feedback.

oh wasn't aware that the sourceforge SVN Browser would keep it in unix... have to look into that; except for looking at the files in notepad and stuff like that it won't cause any problems in running/editing the files (forexample bosh.py used to have a mix of all THREE eols).
Pacific Morrowind
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Richard
 
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Post » Wed Sep 01, 2010 7:56 pm

EDIT: to be clear Python will aply them correctly whatever the EOL format is in the files.


oh wasn't aware that the sourceforge SVN Browser would keep it in unix... have to look into that; except for looking at the files in notepad and stuff like that it won't cause any problems in running/editing the files (forexample bosh.py used to have a mix of all THREE eols).
Pacific Morrowind

That's true. Having it compatible with notepad is really a moot issue then, since most just want to download and run it. It is still viewable online for those who are less enthusiastic.
When I think of it that way, for those who are willing to dive into the code it's logical and even beneficial if they are encouraged to get the proper tools. win-win
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ashleigh bryden
 
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Post » Thu Sep 02, 2010 12:02 am

A few questions about Bashed patch.
2. When using FCOM…
What other options should I check, because I see OOO, MMM, FCOM and other FCOM related (and not related) mods in many of the Wrye Bash options?

Thank you.

It is usually safe to select all available options, unless specifically asked not to do so, or if your preferences dictate differently.

FCOM has specific instructions (http://www.gamesas.com/index.php?/topic/1122753-relz-fcom-convergence-and-ufcom/):
Merge Patches - Generally all mergeable mods can be checked.
Import Actors - All FCOM mods and UOP checked.
Import Actors: AIPackages - All FCOM mods and UOP checked. Tag FCOM_Convergence.esp with Actors.AIPackagesForceAdd.
Import Actors: Death Items - All FCOM mods and UOP checked.
Import Actors: Spells - All FCOM mods checked. Tag Oscuro's_Oblivion_Overhaul.esm, Mart's Monster Mod.esm and Oscuro's_Oblivion_Overhaul.esp with Actors Spells. Tag FCOM_Convergence.esp with Actors.SpellsForceAdd.
Import Factions - All FCOM mods and UOP checked. Exception: Oscuro's_Oblivion_Overhaul.esp.
Import Graphics - All FCOM mods. Tag Oscuro's_Oblivion_Overhaul.esm and Oscuro's_Oblivion_Overhaul.esp with graphics.
Import Inventory - All FCOM mods and UOP checked.
Import Relations - All FCOM mods and UOP checked. Exceptions: Oscuro's_Oblivion_Overhaul.esm and Oscuro's_Oblivion_Overhaul.esp.
Import Scripts - All FCOM mods and UOP checked.
Import Stats - All FCOM mods and UOP checked.
Leveled Lists - Generally rely on tags.
Tweak Names - Rename Dwarven to Dwemer.

Others are OK to select based on your preferences - I do not select all tweaks etc., and do not select Rational_names.csv in Import Names options. Same thing with Mayu's Skeletons, I do not select that.
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HARDHEAD
 
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Post » Wed Sep 01, 2010 10:54 am

oh blast... the kind of error I hates... the kind I can't reproduce... I can make it fail if I set contents to Read-Only but then it just fails and fails again (well in 290 anyways... in 291 that is now fixed, thanks)... any suggestions on reproducing that issue?

I think that's just a random Windows bug. I've had that error happen to me a few times while deleting folders in Windows explorer.
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Dewayne Quattlebaum
 
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Post » Wed Sep 01, 2010 1:23 pm

I think that's just a random Windows bug. I've had that error happen to me a few times while deleting folders in Windows explorer.

Usually caused when you have file opened in an application and then try and delete the folder (eg a readme open in NotePad, an image in use by OBMM, etc).
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Michelle Smith
 
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Post » Wed Sep 01, 2010 10:35 pm

I'm also having a problem running wrye bash. I installed everything from texnexus ( Wrye_Python_03a-22368, then Wrye_Bash_275_-_Self_Installer-22368, Wrye_Bash_286_-_Archive_Version-22368 and lastly Wrye_Bash_290_-_Archive_Version_-_Update_Only-22368) It won't start no matter what i do. I tried uninstalling and reinstalling oblivion as well as everything mentioned earlier but to no avail. Any and all help would be appreciated. There was no bash dump created or anything... Please someone, I've been scratching my head for three days. Just want to play some oblivion.

Just wanted to add i'm using Windows 7 64bit, Intel Core 2 Quad CPU @ 2.5 GHz, 8 Gb Ram, Ati HD4650
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Sarah Edmunds
 
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Post » Wed Sep 01, 2010 9:21 pm

Usually caused when you have file opened in an application and then try and delete the folder (eg a readme open in NotePad, an image in use by OBMM, etc).

What you're talking about is the "Access Denied" error. What I'm talking about is the error Wrinklyninja reported:
WindowsError: [Error 145] The directory is not empty: 'C:\\Program Files (x86)\\Bethesda Softworks\\Oblivion Mods\\Bash Installers\\Cava Obscura'


My experience is exactly the same as his. After I delete the folder, I get this error and the folder doesn't get deleted but the folder is now empty (ie: all of it's contents were deleted). If I then ask my PC to delete the same folder again, it gets deleted with no problems (this is not in Wrye Bash, BTW. This is while using Windows explorer).
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Samantha Pattison
 
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Post » Wed Sep 01, 2010 5:28 pm

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

C:\Users\Zlatko>chdir c:\program files\bethesda softworks\oblivion\mopy

c:\Program Files\Bethesda Softworks\Oblivion\Mopy>c:\python26\python.exe bash.py
-d
Traceback (most recent call last):
File "bash.py", line 95, in
bosh.initDirs(personal,localAppData,oblivionPath)
File "c:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 28546,
in initDirs
dirs[key].makedirs()
File "c:\Program Files\Bethesda Softworks\Oblivion\Mopy\bolt.py", line 469, in
makedirs
if not self.exists(): os.makedirs(self._s)
File "c:\python26\lib\os.py", line 150, in makedirs
makedirs(head, mode)
File "c:\python26\lib\os.py", line 157, in makedirs
mkdir(name, mode)
WindowsError: [Error 5] Access is denied: 'c:\\Program Files\\Bethesda Softworks
\\Oblivion Mods'

c:\Program Files\Bethesda Softworks\Oblivion\Mopy>
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john palmer
 
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Post » Wed Sep 01, 2010 10:26 am

Microsoft Windows [Version 6.1.7600]

c:\Program Files\Bethesda Softworks\Oblivion\Mopy>


Using Windows Vista or Seven..This could be a UAC Issue..Since I have not upgrade to Seven yet, can''t help you with UAC.

But try reinstalling Oblivion outside of Program Files directory and then reinstall Wrye Bash once again so that you can get UAC issue

If you are using Windows Xp then is something else..?
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Bambi
 
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Post » Thu Sep 02, 2010 12:44 am

working on that... what would be your prefered command line options so that I can test it to make sure that Bash is working as desired?

Thanks :)

If this is the current command line :
7z.exe a "DESTNAME" -tARCHIVETYPE -ms=SOLID -y -r -o"OUTPUTDIR" -i!"PROJECTPATH\\*" -x@FILELIST -scsWIN
I guess you only want to expose the switches ? I do not know how it should be done - in the first place I just want to be able to add -mx=9, so an ini setting like additional7zOptions= maybe ? What others have to say ?

About the SVN thing - it just surprised me to see those files in Unix format - yes true they are not meant to be opened with notepad at least lol. Not sure how they look like when opened via Bash.

Thanks again !
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Setal Vara
 
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Post » Wed Sep 01, 2010 9:49 am

Using Windows Vista or Seven..This could be a UAC Issue..Since I have not upgrade to Seven yet, can''t help you with UAC.

But try reinstalling Oblivion outside of Program Files directory and then reinstall Wrye Bash once again so that you can get UAC issue

If you are using Windows Xp then is something else..?
He is using 7
Oblivion should be installed outside of Program Folder - or disable UAC - apparently not recommended.
See here : http://cs.elderscrolls.com/constwiki/index.php/Windows_Vista (applies to 7 as well)
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Siidney
 
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