[RELZ] Wrye Bash -- Thread 61

Post » Tue May 03, 2011 9:32 am

On the to-do list :)

I'm pretty sure PacificMorrowind already took care of the read-only issue, if not for 291 then at least the svn.

I seem to recall having this happen to me once or twice. Is CBash on or off? This one'll probably have to defer to PM/Waruddar

Great. I also recall PM fixing the read-only issue a while back. For my bug report, I'm not using CBash, so it's off.
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Nims
 
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Post » Tue May 03, 2011 5:41 am

On the to-do list :)
Correction: Done. Obviously clicking 'Cancel' will leave BAIN in a state of not up to date crc's, so a refresh will need to be done before any install changes are made.

Great. I also recall PM fixing the read-only issue a while back. For my bug report, I'm not using CBash, so it's off.
Got it. No idea what's wrong, but got it. Can I get you to try rebuilding the patch and seeing if it still happens?
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Nana Samboy
 
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Post » Tue May 03, 2011 9:29 am

Correction: Done. Obviously clicking 'Cancel' will leave BAIN in a state of not up to date crc's, so a refresh will need to be done before any install changes are made.

Got it. No idea what's wrong, but got it. Can I get you to try rebuilding the patch and seeing if it still happens?

Yep, it still happens. Trying other mods, and it works fine. It's just the BP it fails on.
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Joe Alvarado
 
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Post » Tue May 03, 2011 1:40 am

I'm pretty sure PacificMorrowind already took care of the read-only issue, if not for 291 then at least the svn. As for non-standard naming, I'll have to look at it as see how to best handle it.

Is that fix included in WBSA?
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DAVId MArtInez
 
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Post » Tue May 03, 2011 4:37 am

Is that fix included in WBSA?

Should be. Change log says it's in 291, so unless I hear otherwise...
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Ron
 
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Post » Mon May 02, 2011 11:04 pm

Hello guys.


I seem to have some sort of problem with wrye bash recently. After I install Oblivion + SI + DLCs, the next things I install are BOSS and Wrye Bash, but I don't know why, since yesterday I keep getting this:

# Generating comtypes.gen._99AB80C4_5E19_4FD5_B3CA_5EF62FC3F765_0_1_0
# Generating comtypes.gen._00020430_0000_0000_C000_000000000046_0_2_0
# Generating comtypes.gen.stdole
# Generating comtypes.gen.myole4ax
# Generating comtypes.gen._EAB22AC0_30C1_11CF_A7EB_0000C05BAE0B_0_1_1
# Generating comtypes.gen.SHDocVw


in a separate box. Can someone tell me what I'm doing wrong? What I read here is an alien language for me.
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latrina
 
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Post » Tue May 03, 2011 7:25 am

Using WB 291, suddenly instead of getting the little pop-up window when the bashed patch is finished I'm getting an html page opening with the results.

I much prefer the pop-up window. Can someone direct me on how to get it back? I assumed it was an .ini setting but I don't see anything related.
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Darlene Delk
 
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Post » Tue May 03, 2011 10:25 am

Hello guys.

I seem to have some sort of problem with wrye bash recently. After I install Oblivion + SI + DLCs, the next things I install are BOSS and Wrye Bash, but I don't know why, since yesterday I keep getting this:

in a separate box. Can someone tell me what I'm doing wrong? What I read here is an alien language for me.

http://oblivionworks.svn.sourceforge.net/viewvc/oblivionworks/Programs/Wrye%20Bash/Mopy/Wrye%20Bash.html#CommonProblems. If you get this message more than once, something else is going on and we need more information.


Using WB 291, suddenly instead of getting the little pop-up window when the bashed patch is finished I'm getting an html page opening with the results.

I much prefer the pop-up window. Can someone direct me on how to get it back? I assumed it was an .ini setting but I don't see anything related.

Also probably a problem with ComTypes. If http://pypi.python.org/pypi/comtypes/0.6.2 isn't installed, Wrye Bash will open the resulting html in your standard web browser. If it is, it opens it in the popup window. Check your python install and make sure ComTypes is installed correctly. Installing via Wrye Python 03a will make sure your python components are installed correctly as well.
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Irmacuba
 
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Post » Mon May 02, 2011 9:05 pm

If you get this message more than once, something else is going on and we need more information.


I got it more than once allright. One time after I installed the program and started Wrye bash, I didn't even got the bashed patch, so I check the Extras folder, I copyed the bashed patch from there into my Oblivion\data directory. I built the patch, but my game crashed right after the initial window closed and my game started to load in order to get to the menu.

What other information do you need?
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ijohnnny
 
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Post » Mon May 02, 2011 10:11 pm

With the resizeable wizards is this necessary, or are you suggesting a better default size? Personally I'd go with 750x550, to make it even, if that's what you're suggesting.


Not really necessary but, I noticed some uglies with certain types of transparent pics. 750x550 is the better default size, yes. Getting the pic to show at least 256 by default was what I was calculating.
Lines and or clouds got a bit screwy when it resized them a bit smaller. At full screen 1920 x 1080 the pic gets blown up to 472 and still looks fine(LOL that's a big wizard screen) It was just the smaller problem.
So yes if you would change the default to 750x550 I would appreciate it.
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Judy Lynch
 
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Post » Tue May 03, 2011 2:46 am

Hello guys.


I seem to have some sort of problem with wrye bash recently. After I install Oblivion + SI + DLCs, the next things I install are BOSS and Wrye Bash, but I don't know why, since yesterday I keep getting this:



in a separate box. Can someone tell me what I'm doing wrong? What I read here is an alien language for me.


I get that if I launch with python.exe instead of pythonw.exe (from python install directory)
(also leaves Command window open)
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Jessica Stokes
 
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Post » Tue May 03, 2011 8:13 am

I got it more than once allright. One time after I installed the program and started Wrye bash, I didn't even got the bashed patch, so I check the Extras folder, I copyed the bashed patch from there into my Oblivion\data directory. I built the patch, but my game crashed right after the initial window closed and my game started to load in order to get to the menu.

What other information do you need?

Ok, so what is actually your problem? First you said it's the ComTypes initialization messages, now you're saying it's that you don't have a Bashed Patch and the game is crashing.

Sounds to me like you messed up the install (it can be confusing), Have you tried removing all traces of Wrye Bash, uninstalling all the python components, then reinstalling, starting with Wrye Python 03a, then extracting the archive?
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cosmo valerga
 
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Post » Tue May 03, 2011 3:37 am

Should be. Change log says it's in 291, so unless I hear otherwise...

Thanks Lojack. :thanks:
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cutiecute
 
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Post » Tue May 03, 2011 3:01 am

To the Wrye Bash Team:

Can this mod be added as a tweak in the Bashed Patch?

http://www.tesnexus.com/downloads/file.php?id=28304- increases Nord and Orc height and weight to match lore.
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:)Colleenn
 
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Post » Mon May 02, 2011 7:30 pm

Another tweak request here,

I wouldn't need http://tesnexus.com/downloads/file.php?id=37279 if I could change the fAIMaxSmileDistance value through the Bashed Patch.
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NIloufar Emporio
 
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Post » Tue May 03, 2011 11:46 am

Ok, what'did ya do with the latest svn?

Wizard doesn't show in the context menu. cant test.
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Casey
 
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Post » Tue May 03, 2011 7:33 am

Ok, what'did ya do with the latest svn?

Wizard doesn't show in the context menu. cant test.


Problems started here http://www.gamesas.com/index.php?/topic/1174346-wrye-bash-wizards/page__view__findpost__p__17353015

Unfortunately its been a bit borked since and Lojack has gone out of town for a few days.
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Samantha Pattison
 
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Post » Mon May 02, 2011 8:56 pm

i have a question. I have been using wrye bash for a couple years and have gotten fairly acquainted with it and was wondering something. Im going to use Oblivion Warcry EV as an example. It has quite a few bash tags and i was wondering if i disabled it and imported it would it still function? there are lots of mods that have bash tags and i was wondering if they don't have the No Merge tag or the MustBeActiveIfImported is it alright to safely import and deactivate with out any damage?
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Ricky Rayner
 
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Post » Tue May 03, 2011 2:17 am

i have a question. I have been using wrye bash for a couple years and have gotten fairly acquainted with it and was wondering something. Im going to use Oblivion Warcry EV as an example. It has quite a few bash tags and i was wondering if i disabled it and imported it would it still function? there are lots of mods that have bash tags and i was wondering if they don't have the No Merge tag or the MustBeActiveIfImported is it alright to safely import and deactivate with out any damage?

imho, unless the mod is mergeable, you should leave it active. If you deactivete the mod, you will risk eliminating elements of the mod that may be required for it to work properly. I have done this for one or two mods, where I have used TES4Edit to establish what will NOT be included in the game and decided that it would be OK. Bottom line is that you need to understand exactly what will be excluded from your game by examining the ESP with something like TES4Edit.

Hope this helps
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Robert Devlin
 
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Post » Tue May 03, 2011 4:22 am

I ran a bugdump to try and see why WBSA froze whenever I try to rebuild my bashed patch, and got this:


Traceback (most recent call last):
File "basher.pyo", line 8675, in Execute
File "bolt.pyo", line 1272, in deprint
ImportError: No module named inspect

What does it mean?

Note: I have renamed "Rename_CBash.dll" to "CBash.dll"
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sam
 
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Post » Tue May 03, 2011 8:53 am

I dont know the answer to your main problem, but take note CBash is not complete yet. Its only provided at the moment for those that want to test it out. There is one remaining import which normal mode Wrye Bash has, CBash still needs to include.
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Mrs. Patton
 
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Post » Mon May 02, 2011 8:34 pm

imho, unless the mod is mergeable, you should leave it active. If you deactivete the mod, you will risk eliminating elements of the mod that may be required for it to work properly. I have done this for one or two mods, where I have used TES4Edit to establish what will NOT be included in the game and decided that it would be OK. Bottom line is that you need to understand exactly what will be excluded from your game by examining the ESP with something like TES4Edit.

Hope this helps


It does help. I was pretty sure that was going to be the answer. I am just starting to learn about tes4edit so i should be able to do that in no time. thanks for the help!
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Carlitos Avila
 
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Post » Tue May 03, 2011 6:29 am

ImportError: No module named inspect

What does it mean?

I'm not familiar with how lojack created the self-contained exe, but this looks like a standard python module was not included in the compilation. This particular line only gets hit when debugging is turned on, though. Have you specifically turned it on, or is it on by default in this build?
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Naazhe Perezz
 
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Post » Tue May 03, 2011 2:42 am

Can I make a feature request?

Currently I have a fair few OMOD files which use some fairly extensive scripting. These are a pain to try to convert to BAIN format, at least as far as my current (lack of) ability goes.

Would it be possible to add an "OMOD-Interpreter" which would step through the script in the OMOD, and build a BAIN-compatible output file which can then be installed using Wrye Bash? Obviously,. if the user wanted to modify the scripted installation, they'd need to re-run the OMOD interpreter, but it seems to me that would be a very useful tool to help people transition from the relative simplicity of OBMM to the more detailed but frighteningly complex world of Wrye Bash.
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Harry-James Payne
 
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Post » Tue May 03, 2011 7:36 am

Can I make a feature request?

Currently I have a fair few OMOD files which use some fairly extensive scripting. These are a pain to try to convert to BAIN format, at least as far as my current (lack of) ability goes.

Would it be possible to add an "OMOD-Interpreter" which would step through the script in the OMOD, and build a BAIN-compatible output file which can then be installed using Wrye Bash? Obviously,. if the user wanted to modify the scripted installation, they'd need to re-run the OMOD interpreter, but it seems to me that would be a very useful tool to help people transition from the relative simplicity of OBMM to the more detailed but frighteningly complex world of Wrye Bash.

There isn't 1:1 support in Wizards for all of OMOD scripting's functions, so I'd imagine that this would be a poor thing to do, resulting in broken scripts and/or missing functionality.
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Darren Chandler
 
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