[RELZ] Wrye Bash -- Thread 61

Post » Tue May 03, 2011 1:56 am

Yeah. BAIN is based on transparency, so you can always see what installing a mod will do to your system. BAIN wizards auto-configure the mod in a way that allows you to review what's going to happen, see how a mod will affect other mods, and make further changes as you see fit. OBMM has a lot of "one way" operations, so you can install something, but there is no way to see exactly what it did. If you want to change the way you installed a mod, in BAIN you just make your selections and hit 'anneal'. In OBMM you have to uninstall the mod and run the installation script from scratch, remembering and reapplying all the choices you made.

That said, it /may/ be possible to add anologous features to BAIN, maybe even to the point where the scripts could be translatable. It's something I think about in my spare time (which, admittedly, is pretty little nowadays, now that I'm working two jobs). One idea I had was to apply OMOD scripts as a kind of BCF -- you know, that feature of Wrye Bash that can convert an unstructured archive into something that can be installed by Wrye Bash. That way, you can use existing OBMMs with WB, and get the transparency to boot. OBMM INI editing features could be represented by auto-creating WB INI tweak files. The down side would be that it adds an extra step into the installation process, but it would still be better than using a mix of OBMM and Wrye Bash to manage your files, since there would be no annealing conflicts.

Dunno.. just thinking aloud here.
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Minako
 
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Post » Tue May 03, 2011 8:04 am

Talking about feature requests, I'd like to bump these 2 up for the WB team's attention:

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.



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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Ross Zombie
 
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Post » Tue May 03, 2011 6:45 am

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?

myk002 is correct. The WBSA is built with just the standard launcher, so a few things (like bashmon, etc) aren't included. I'll work on getting all of the WB features in the standalone eventually, but right now about all I can do is answer questions.


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.

Yeah. BAIN is based on transparency, so you can always see what installing a mod will do to your system. BAIN wizards auto-configure the mod in a way that allows you to review what's going to happen, see how a mod will affect other mods, and make further changes as you see fit. OBMM has a lot of "one way" operations, so you can install something, but there is no way to see exactly what it did. If you want to change the way you installed a mod, in BAIN you just make your selections and hit 'anneal'. In OBMM you have to uninstall the mod and run the installation script from scratch, remembering and reapplying all the choices you made.

That said, it /may/ be possible to add anologous features to BAIN, maybe even to the point where the scripts could be translatable. It's something I think about in my spare time (which, admittedly, is pretty little nowadays, now that I'm working two jobs). One idea I had was to apply OMOD scripts as a kind of BCF -- you know, that feature of Wrye Bash that can convert an unstructured archive into something that can be installed by Wrye Bash. That way, you can use existing OBMMs with WB, and get the transparency to boot. OBMM INI editing features could be represented by auto-creating WB INI tweak files. The down side would be that it adds an extra step into the installation process, but it would still be better than using a mix of OBMM and Wrye Bash to manage your files, since there would be no annealing conflicts.

Dunno.. just thinking aloud here.

Pretty much hit it on the spot here. First there's the design philosophy of what a BAIN wizard is actually allowed to do: aka, it's basically just for configuring the installer. It doesn't do "one way" operations, and if the user cannot do it throught the BAIN GUI, then the wizard can't do it either. Then there's the 1:1 issue, where wizards can do similar things to obmm, but doing a conversion would be very complicated, and honestly, not worth my effort to try something of that magnitude. I'm not saying never, but if something like this did happen, it probably wont be from me.


Talking about feature requests, I'd like to bump these 2 up for the WB team's attention:

Got it, I'll put em in the tracker.
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Amanda savory
 
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Post » Tue May 03, 2011 3:43 am

Mayhaps third time lucky? :)

1) CBash SVN 841 still seems to want to merge OOO.esp and KvatchRebuilt.esp - http://www.mediafire.com/?4ou6shvul927eo1 contains both esps for review.

2) Even if it needs to merge an esp, PM did say the bash patch wasn't supposed to merge esps that are used as masters by other esps. Apparently, this doesn't work at the moment. It merges my esps and deactivates all its "slave" esps (???) cause they can't find their master

3) Feature Request - A Check/Uncheck All option for the header right click menu in the Mods tab

4) Feature Request - A Check/Uncheck option in the right click menu for individual mods (or selections of mods)

#1: will look into it... haven't had a chance yet - but I'll guess it's due to #2 and won't look into it unless you say its still not working (or I get more time and am playing and modding more than currently).
#2: ah right lets see I dunno who did that (and I'm not looking through the SVN logs to find out in case it was me - probably was) but that particular function was totally fracked - the likelyhood of it working was pretty low - say a 50% or lower chance with Bash and a 0% chance with CBash... fixed, thanks.
3: there is an equivalent to uncheck all - RClick header menu -> load -> none. However no check all option; not sure how would be best to implement it... seeing as maximum that can be checked is 255 and some of often have more than that in are data files - would you like check maximum alphabetically, check maximum by LO or what other method would you prefer given that nasty limitation?
4: select -> space bar currently does that... still want a right click option? (if so should be easy)


No, that was the prompt I'm thinking of. I'm a compulsive saver and move most of the saves to backups folders regularly - but then Streamsaves etc will be overwritten of course, so it would be nice to have Yes/No to all then. But I guess the move = copy bug should be addressed first.

okay then implemented.

Possible whether realization of import of sounds NPC\Creatures? Example - DLCFrostCrag - Unofficial Patch.esp - it add sound on fire golem. Thx.

hmmm have to be new patcher... added to the list.

What about adding IAllyHitAllowed to Tweak Settings in the Bashed Patch? The default's 4 or 5. I use several companions, along with Mart's, and there are a number of pitched battles where in-fighting becomes almost as bad as the scheduled combat. ("Hey, orc berserker, here! What about trying to kill me?") Putting in settings of 10, or even 15, sounds good. And it would save on using a mod to achieve the same purpose. log binary. Contacted the modder.

added, thanks.

Hoping someone can help me here. I'm using TNR and was wondering if there was some way to import the faces WITHOUT importing each character's hair style?

not currently... can look into it having a way to do that though.
(hmmph I think I got a wee bit behind on my replyings and coding... ah well maybe I'll catch up one day :D.
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Lori Joe
 
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Post » Mon May 02, 2011 8:21 pm

Is there a way to change the default save game folder location? My C: is getting full, and I have ample space in another drive.

Is this something Wrye Bash can accomplish?
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brenden casey
 
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Post » Tue May 03, 2011 7:03 am

svn 901 - Tweak Actors; The new VadersApps skeleton - Can that be used safely with anyones game, body types, HGEC with Roberts for example? And what advantages does it give - Currently not included in the help file. The quick note says it makes NPCs use diverse skeletons for different look, is that random?
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ladyflames
 
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Post » Mon May 02, 2011 11:53 pm

Is there a way to change the default save game folder location? My C: is getting full, and I have ample space in another drive.

Is this something Wrye Bash can accomplish?

Not as far as I know or can think of anyway... sorry

svn 901 - Tweak Actors; The new VadersApps skeleton - Can that be used safely with anyones game, body types, HGEC with Roberts for example? And what advantages does it give - Currently not included in the help file. The quick note says it makes NPCs use diverse skeletons for different look, is that random?

er hmm just a sec let me look at that code... ... ... okay that does require VadersApp's Oblivion Real Bodies to be isntalled (not sure of the requirements for that though), it SHOULDN't do anything if you have it enabled without Vader's isntalled... but presuming you have it installed, yes it randomly selectes from Vader's custom skeletons for each NPC so that there is body differences active on all NPCs - or only female or only male depending on option selected in tweaker... adding a bit of info to the readme, thanks.
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Danny Blight
 
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Post » Mon May 02, 2011 9:14 pm

Is there a way to change the default save game folder location? My C: is getting full, and I have ample space in another drive.

Is this something Wrye Bash can accomplish?


There is a setting in the Oblivion INI. That I have not tried But heard this is what you can Do.

SLocalSavePath=Saves

That would be a directory under my "my docs folder" .......I have read that if you put a full Path IE: G:\Games\Oblivion bla bla ...then the Game would Save to that path...Worth a shot...

Intresting.....In Bash you can add profiles (Differant save Profiles) i just added one. And it changed my INI! now my Oblivion INI says my save path is...

SLocalSavePath=Saves\Dark.
Hmmmm. {Dark was name of new Profile.)
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maria Dwyer
 
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Post » Mon May 02, 2011 8:30 pm

Is there a way to change the default save game folder location? My C: is getting full, and I have ample space in another drive.

Is this something Wrye Bash can accomplish?


.... Also, you can right click on My Documents, choose properties, Location, Move - And a dialogue pops up asking for drive path where to move your whole Documents setup including links and environment variables to. Just be wary if you are also going to be moving a massive music collection along with that :)

Cons: Besides the amount of data to move to consider, if you use both Windows Media Player and an I-Tunes setup hopefully they sing off the same location hymn sheet .. so I would check that out before a move.
Pros: If you're system partition goes wibble in future, a reformat and re-install of the OS does not mean you lose Documents which are still on the partition you moved them to .... So it has more benefits than just moving your save games. You might have to re-take file/folder ownership after such an event but they will still be there.

I think it varies between versions of windows exactly what is contained in that move, but pretty sure My Games would be in all of them.
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James Potter
 
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Post » Tue May 03, 2011 3:26 am

.... Also, you can right click on My Documents, choose properties, Location, Move - And a dialogue pops up asking for drive path where to move your whole Documents setup including links and environment variables to. Just be wary if you are also going to be moving a massive music collection along with that :)

I think it varies between versions of windows exactly what is contained in that move, but pretty sure My Games would be in all of them.

yes to the Above..My earlier suggestion didn't work...Oblivion couldn't find any Saves. So looks like Moving the entire dir is only hope. But certainly possible.Heck Miscrosft says even a Different Computer on Network is OK...lol
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Nikki Lawrence
 
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Post » Mon May 02, 2011 10:44 pm

I had to format my C: drive and reinstall the OS recently due to viruses. Since all my Python components were on the same drive, I had to reinstall them too. WB worked fine last night - I rebuilt the bashed patch and everything, then started a new game and played for a bit - but now it's not working. I uninstalled and reinstalled the python components - still no dice. The readme says to open a DOS prompt and do a bugdump. Problem is, it says to use Python 2.5. I'm using Python 2.6 (cause, you know, it's more up-to-date and all); do I still have to have 2.5? I tried substituting python26 in the command, but it didn't like that. Is there another command I can use to get a bugdump?

Oh, and where can I find Pywin32? The link in the readme leads to a text file, and a Google search didn't turn anything up either.
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Peter P Canning
 
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Post » Tue May 03, 2011 4:49 am

I had to format my C: drive and reinstall the OS recently due to viruses. Since all my Python components were on the same drive, I had to reinstall them too. WB worked fine last night - I rebuilt the bashed patch and everything, then started a new game and played for a bit - but now it's not working. I uninstalled and reinstalled the python components - still no dice. The readme says to open a DOS prompt and do a bugdump. Problem is, it says to use Python 2.5. I'm using Python 2.6 (cause, you know, it's more up-to-date and all); do I still have to have 2.5? I tried substituting python26 in the command, but it didn't like that. Is there another command I can use to get a bugdump?
2.6 works fine (it's what's installed by Wrye Python), and 2.7 works as well (it's what I use). As for getting the bugdump, just run 'Wrye Bash Debug.py' from the command prompt, it'll print out a bugdump. And of course, you can always pipe it to a text file or something.


Oh, and where can I find Pywin32? The link in the readme leads to a text file, and a Google search didn't turn anything up either.
didn't turn anything up...? pywin32 + I'm Feeling Lucky = http://sourceforge.net/projects/pywin32/.
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Averielle Garcia
 
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Post » Tue May 03, 2011 2:23 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

That's my fault there. I cut the 'inspect' module from the WBSA build, thinking nothing used it...I'll get a new WBSA up in the next few weeks that'll take care of that issue.
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JD FROM HELL
 
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Post » Mon May 02, 2011 9:12 pm

Re: Wizards

If a wizard has a statement like this:
If DataFileExists('Kvatch Rebuilt.esp')


It will perform whatever code is inside if the file is there. Does the wizard system have a way to know if the file is actually active in the load order?
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James Wilson
 
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Post » Tue May 03, 2011 3:19 am

As for getting the bugdump, just run 'Wrye Bash Debug.py' from the command prompt, it'll print out a bugdump. And of course, you can always pipe it to a text file or something.

Not for me, it won't - it says "wrye" is not a recognized command or file. I can't even CD to E: (which is where my Wrye Bash is installed), and using the command as written in the readme won't work either. My guess is, I'm missing a dll (I recently did an OS reinstall to get rid of a virus, and I've had to add some since), but which one?

didn't turn anything up...? pywin32 + I'm Feeling Lucky = http://sourceforge.net/projects/pywin32/.

Correction: Couldn't find a site that would actually let me download it. I found one that had a ton of mirrors, but none of them seemed to work, and I can't get it from Sourceforge (or at least, I can't find a download link). I don't really need it anyway, since it's just for BAIN.
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maya papps
 
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Post » Tue May 03, 2011 9:47 am

@ WalkerInShadows:
Simple solution:
  • Uninstall all traces of Python from the Add/Remove Programs part of your control panel (wxPython, pywin23, comtypes)
  • Download and run Wrye Python 03a from the http://tesnexus.com/downloads/file.php?id=22368
  • Make sure you wait for all of the installers to finish
  • Install Wrye Bash
  • Run Wrye Bash


That being said, if you still don't want to do it the easy way, my much too long explination follows. This will be the last time I do something like this, I'm getting very tired of spelling things out for everyone. I think from now on my response will be one of 3 things:
  • A link to the OP
  • A link to the current readme, installation section
  • A smarmy remark. Possibly advice to take a hammer to your computer or reformat you harddrive unknowingly

Edit: don't take this personally, I've just answered these questions that are more of basic usage of DOS (fake DOS at least) or usage of other programs, and I am getting worn out answering the same questions the same way over and over again.



Not for me, it won't - it says "wrye" is not a recognized command or file. I can't even CD to E: (which is where my Wrye Bash is installed), and using the command as written in the readme won't work either. My guess is, I'm missing a dll (I recently did an OS reinstall to get rid of a virus, and I've had to add some since), but which one?
I guess I have to step this through for you...
Assuming you have python installed correctly, you should be able to just navigate to your Wrye Bash directory and run Wrye Bash Debug.py without specifying what to run it with. Assuming Wrye Bash is installed in E:\Program Files\Bethesda Softworks\Oblivion\Mopy (in this example) and you're starting from the C drive that would be:
E:cd "Program Files"cd "Bethesda Softworks"cd Oblivioncd Mopy"Wrye Bash Debug.py"

As a pointer, you don't even have to type the whole name to do this easy. Just start typing the first part of it, then us TAB to auto complete. So for me When I'm at my C drive, i just type
cd Pr
TAB and it auto completes to:
cd "Program Files"
Then I press TAB again to get it to auto complete to:
cd "Program Files (x86)"


If all of that doesn't work, maybe your python isn't installed normally, so you might have to launch it with python. So say in the example above, python is installed to C:\Python27. You would then type:
"C:\Python27\python.exe" "E:\Program Files\Bethesda Softworks\Oblivion\Wrye Bash Debug.py"

Notice the quotations. Technically they're not required for the first half, but the second half needs them because of the spaces in "Program Files", "Bethesda Softworks", and "Wrye Bash Debug"


Correction: Couldn't find a site that would actually let me download it. I found one that had a ton of mirrors, but none of them seemed to work, and I can't get it from Sourceforge (or at least, I can't find a download link). I don't really need it anyway, since it's just for BAIN.

Click on the link
Click on the second link in the grey menu looking link area that says "Files"
Click the folder that says "pywin32"
Click the folder that says "Build216" (or if you really want a different version, click a different folder...)
That will bring you http://sourceforge.net/projects/pywin32/files/pywin32/Build216/
Select the version that is right for you. For example, I run Python 2.7 (x86) on a 64 bit machine. So I selected "pywin32-216.win32-py2.7.exe", notice I selected the "win32" version even though I'm on a 64bit machine. That's because Python is 32bit on my machine.
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Enie van Bied
 
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Post » Mon May 02, 2011 9:20 pm

Re: Wizards

If a wizard has a statement like this:
If DataFileExists('Kvatch Rebuilt.esp')


It will perform whatever code is inside if the file is there. Does the wizard system have a way to know if the file is actually active in the load order?

Added to the list in my Wizards thread thanks :)
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I’m my own
 
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Post » Tue May 03, 2011 5:03 am

Thanks for the explanation, but it turns out it wasn't necessary. On a hunch, I reinstalled Wrye Python with ALL the options enabled (including the so-called "optional" ones). Lo and behold, Wrye Bash started right up. Go fig.
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Marquis T
 
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Post » Mon May 02, 2011 8:58 pm

Technically pywin32 is optional. It's only necessary if you need to use BAIN wizards, unless that's changed or I'm not remembering things right.

I installed all the Python bits manually though so I don't know what the Wrye Python installer says is optional or not. Might need to get tweaked so that whatever module it was is listed as mandatory instead. Or just modified so it always installs the same things every time. That would probably eliminate an entire class of troubleshooting problems.
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Budgie
 
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Post » Mon May 02, 2011 7:29 pm

Technically pywin32 is optional. It's only necessary if you need to use BAIN wizards, unless that's changed or I'm not remembering things right.

Pywin and pysco are optional, yeah. I tried leaving them out, and I ran into the problem. I might've also forgotten Comtypes, but I think that one's listed as optional in the installer.

I installed all the Python bits manually though so I don't know what the Wrye Python installer says is optional or not. Might need to get tweaked so that whatever module it was is listed as mandatory instead. Or just modified so it always installs the same things every time. That would probably eliminate an entire class of troubleshooting problems.

It would be nice for that to be clearly spelled out, so some genius like me doesn't do exactly what I did. Course, I'm infamous for doing things no one does...
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djimi
 
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Post » Mon May 02, 2011 10:01 pm

bug report:

bash tags menu will not scroll if the taskbar is placed on the top of the screen.
win 7 x64 ultimate.

I can confirm that with 7 x64 Home Premium... but will have to see if I can fix it, thanks.

Greetings:

Recently experienced a similar oddity (I believe) to that posted by Tyrthyllanos. In my case, the launcher stopped working.

P.S. Bash window not states that I am using WB v290...not 291...I used the installer for 291...not manual...is this a problem on my end...or is the mismatched version number something that needs updating within WB?

well... without a bugdump or repeatable I'll just say "random error, I'll ignore it unless you can replicate it at least somewhat consistently and or get a bugdump/something that I can go from", (hope that's not too unhelpful seeming)
mismatched version number was my fault but the second package (manual IIRC) had teh correct version number and other than that they are identical - no problems at all except for potential confusion.


I noticed something odd with Wrye Bash 291. I'm not seeing a "merge" tag in the Bash Tags window in the lower right corner of the Wrye Bash window. Mods that I have tagged with the Merge tag (e.g. via BOSS) are instead showing up as having the "Invent" tag, which would alphabetically be the tag immediately above Merge assuming it actually was on the menu. Note that mods that are actually tagged Merge are still getting merged, although it may be because Wrye detects those as mergeable anyway.

EDIT: Documentation for 291 shows the Merge tag is obsolete and ignored. If that's the case, it should not be defaulting to "Invent" if something has the Merge tag. :) Can anyone else reproduce this?

anything with the merge tag should be being automatically detagged if in the esp description and there aren't any in the masterlist. However that said even if it kept them it shouldn't select Invent since they are keyed by name rather number or something. I'm also unable to replicate it so unless I hear other reports I'll consider it a random error of irritation.

PIL not needed for last version? Thx!

hasn't been needed for any version of Bash as far as I know - it could have been needed for versions under 100 or 120 or so (can't quite recall when I first installed Bash but it was around there).


Just dropping the link here also.

TES4WizBAIN v0.01 has been released.

http://www.tesnexus.com/downloads/file.php?id=37511

It generates folder structures with a working wizard for use with BAIN.
I bet a certain Psymon will start drooling. lol Well, maybe not lol

It will become more useful when I have more time to develop it.
Requirements for it are simply Python & wxPython, so Bashers are already, ready to use it:)

it looks nicely useful already... hmmm you know what I think this calls for?... a launch button... I'll try to add that shortly.

Got an error message saying that http://www.tesnexus.com/downloads/file.php?id=31692 was badly formatted.
Tried using the remove world orphans command on the esp and got this error:
Error in LordKain_Adash_World.espTraceback (most recent call last):  File "I:\Games\Oblivion\Mopy\basher.py", line 10496, in Execute    modFile.load(True,SubProgress(progress,0,0.7))  File "I:\Games\Oblivion\Mopy\bosh.py", line 5101, in load    self.tops[label].load(ins,unpack and (topClass != MobBase))  File "I:\Games\Oblivion\Mopy\bosh.py", line 4114, in load    self.loadData(ins, ins.tell()+self.size-20)  File "I:\Games\Oblivion\Mopy\bosh.py", line 4733, in loadData    raise ModError(self.inName,'Extra subgroup %d in CELL group.' % groupType)bosh.ModError: Unknown File: Extra subgroup 6 in CELL group.

Checking to see if that really is the issue.

Error checker in edit came up with nothing and I can't seem to see any issues with orphans. If anyone has any ideas - let me know.

Just means that the file is different than Bash expects in the cell area - not necessary a problem for Oblivion but different means Bash can't reliably handle it so instead of potentially making a fatal to Oblivion mistake it errors out... it probably is something funky that should be fixed but IIRC that file is largish and I have limited download and even more limited time right now so I'll say just clean it as good as you can automatically with Tes4Edit, and then fix that by hand or when I have more time I'll try to recall to look into it.

I just uploaded a Beta standalone version of Wrye Bash the TESNexus site, based off of the v291 release.

Assuming I did everything right, it *should* work fine without installing any of the python components. The only requirement is that you have the Microsoft Visual C++ 2008 Redistributable package installed (linked to in the mirrors), which should already be installed if you have python installed anyway. The con to this is of course the user can't edit/fix etc the python files for WB.

Anyway, anyone willing to take the plunge and test it out, go ahead. Let me know bugs you run into.

awesomeness!... have to download stuff and figure out how to build it myself so that even when you're away and a new version is released it won't have to go out without the StandAlone Version.

And when trying to use the command prompt to generate the bug dump, I got this:

[img]http://img27.imageshack.us/img27/2443/cmdprmpt.png[/img]


I used Wrye_Python.exe to install the python stuff. Two of the installations crashed the first time I tried to run them. The next time I tried to install, I selected the "2.5" option for the list I was given on the two that had previously crashed. It worked doing that. 2.5 and 2.7 were my only options.

EDIT: The system specs in my sig are not the specs of the computer I am currently using. I am currently running XP, not windows 7

had a 'with' statement which is only valid for Python 2.6+... fixed to reenable python 2.5x support, thanks for the report. - current SVN or next release should work for you.
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Gisela Amaya
 
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Post » Tue May 03, 2011 10:17 am

Could anyone explain to me what the "import cells" function of bashed patch does? For some reason, when I check some of the Better Cities .esps in import cells (I used to just check everything), I get floating doors in Cheydinhal (and maybe other places), but when I un-do it, it fixes it! I'm not sure if I should even use it at all, except for All Natural...
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Robert DeLarosa
 
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Post » Mon May 02, 2011 8:20 pm

I've run into another problem. I got WB working, rebuilt my patch and everything, but if I disable or merge an esp, it doesn't get ghosted like it should. Also, esps added via OMOD that are marked mergeable (OOO Level Rates x5, e.g.) aren't grayed out - the name is green, and they can still be merged, but that's all.
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Sammygirl500
 
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Post » Mon May 02, 2011 7:15 pm

If I were you I shouldn't bother about the ghosting thing in Wrye Bash, because you're lucky to have it that way and I know sometimes when a mod get automatic ghosted you can be sure that your game isn't working as it should. ;)

But if you must know how to ghost it... very well it's quite simple just right click on the mod and deselect "Don't Ghost". :)
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Anne marie
 
Posts: 3454
Joined: Tue Jul 11, 2006 1:05 pm

Post » Tue May 03, 2011 4:25 am

Yeah, I (finally) realized that I didn't have auto-ghosting turned on. That function is handy because ghosted files don't count toward the 256-esp limit.

I also figured out that once I uninstalled and reinstalled the CS, things started working normally - I added a mergeable mod to check, and it's grayed out like it should be. It's really goofy, but I've had to reinstall everything on my computer that used an exe so it would work properly after the OS reinstall. I've decided to rip all my mods out and reinstall them, so hopefully this will fix things.
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Oyuki Manson Lavey
 
Posts: 3438
Joined: Mon Aug 28, 2006 2:47 am

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