[RELZ] Wrye Bash -- Thread 63

Post » Wed Mar 30, 2011 1:19 am

~ I wonder if you haven't consider to create a wiki page for this project or a least a "" site like Tomlong did for TES IV: POSItive? :read:

Just http://www.gamesas.com/index.php?/topic/1123302-wip-wrye-bash-pictorial-guide-for-newbies/ for now, I wouldnt know where to start on such a thing. Tomlong has permission to use anything from WBPG, but I think she has got really busy with studies lately, I believe she was going to have a look - Though the format/information may not fit in with what she wants to present, she has done a few screenies of her own to tailor what she needs to present so maybe that is part of her to-do list when RL is not so demanding.
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Austin England
 
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Post » Wed Mar 30, 2011 12:59 am

Well there is the http://www.uesp.net/wiki/Tes4Mod:Wrye_Bash much of that added by Wrye himself (I'm not sure who or if anyone updates it).

It is a place where pictures could be posted in or around text.

To me Wrye Bash is one of the most arcane aspects of modding this game - many many features that new users will not know is immediately available, the instructions are bare bones and often incomplete, the development is starts and spurts and then suddenly a new version.

As it is now the way to be in the know is to constantly read the forums and that is great - if you can constantly read the forums but threads go away and there seems no other centrally located hub for learning how to use and learn about new features - or even better explain the why of certain features.

As one who tried to write some kind of manual for one function alone (BAIN) I'm of the mind that a wiki for Bash or greatly expanding UESP would be beneficial for all.

... lot of work though
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Emma
 
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Post » Tue Mar 29, 2011 9:52 pm

Well there is the http://www.uesp.net/wiki/Tes4Mod:Wrye_Bash much of that added by Wrye himself (I'm not sure who or if anyone updates it).

It is a place where pictures could be posted in or around text.



... lot of work though

I doubt that's updated just look at Wrye Bash thread #52 link and now we are on thread #63. :shrug:
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Johanna Van Drunick
 
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Post » Wed Mar 30, 2011 6:04 am

Yeah I didn't think so.

The place to start though it would seem would be to explain basic features and get into describing the why of the features. Many have asked what the deal is with leveled lists and bash ... http://www.gamesas.com/index.php?/topic/1117083-merged-patch-or-bashed-patch-or-both/page__view__findpost__p__16416804 at describing the need for bash.

I'm personally of the mind that if you tell a person why they need something then it will be more convincing than just telling them how to use something.

That is how I would do it if I were more capable.

Each major section for each tab with BAIN and mods tabs being the primary sections - then break it down from there into sections where the first is describing the need for the feature then getting into how to get them working always with side notes as why they are important or there. And pictures pictures pictures.

Otherwise I think this will remain a tool mostly for developers and players who invest the time into being in the know. Myself for instance - I watch from a distance and grasp a small bit here and there.
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Juanita Hernandez
 
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Post » Tue Mar 29, 2011 9:57 pm

I'm personally of the mind that if you tell a person why they need something then it will be more convincing than just telling them how to use something.

That is how I would do it if I were more capable.

Indeed. That's what I use to say to people if they don't understand or if they had just ran into trouble and need it to be fixed. :thumbsup:

Sure you can. :nod:
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Dawn Farrell
 
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Post » Wed Mar 30, 2011 4:15 am

Some typos in the wizard.html
...

Fixed thanks :)

Whew this thread's going fast :o

Just for those curious, I'm working on unpacking the data files and plugins from an omod. Man it's a pain. The packaging scheme makes it not compatible with normal archive utilities. Filenames, CRCs, and Lengths are all stored in 'data.crc' and 'plugins.crc', while the actual compressed data is in 'data' and 'plugins', and the archive type is stored in 'config'. It's crazy!
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ezra
 
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Post » Tue Mar 29, 2011 9:23 pm

Good luck !

I think those two :
Readme English.txtReadme German.txt

should be added to the regex for readmes - as it is mods "conflict" on those....
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Sasha Brown
 
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Post » Wed Mar 30, 2011 8:03 am

...I'm of the mind that a wiki for Bash or greatly expanding UESP would be beneficial for all...


I second that. In particular I would like a comprehensive explanation of the appropriate use of each tag with examples. The wiki linked above explains some but the information is scattered and hard to find. Relying on BOSS is fine to a point but if, like me, you have a growing collection of personal and edited mods then a reasonable understanding of tags is necessary but where to get it?
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Rachel Cafferty
 
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Post » Wed Mar 30, 2011 8:39 am

The Bash documentation isn't as bad as it looks but it would be helpful to have more specific usage examples. UESP seems as good a place as any assuming they don't have a cow about updating or adding more pages for it.
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butterfly
 
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Post » Wed Mar 30, 2011 1:16 pm

Ahhh..I hate bugging you guys with dumb questions, seeing as I have been using Bash since v175, and have created all my BAINs. including my First, OBMM extract....DarkDarn UI.

Dumb Question #1
What is the Reason to ZIP as compared to just having Packages?

All 120 BAINS I have are all packages, IF it was time, then the New 292 fixed that. First open to installer tab went from 6-8 mins to 2.5 mins!
Just curious here?

Edit...Duhhh. Projects..thanks..i get it now...the CRC thing is stored ...in the Zip.
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Suzy Santana
 
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Post » Wed Mar 30, 2011 10:57 am

Ahhh..I hate bugging you guys with dumb questions, seeing as I have been using Bash since v175, and have created all my BAINs. including my First, OBMM extract....DarkDarn UI.

Dumb Question #1
What is the Reason to ZIP as compared to just having Packages?

All 120 BAINS I have are all packages, IF it was time, then the New 292 fixed that. First open to installer tab went from 6-8 mins to 2.5 mins!
Just curious here?

I guess you mean projects ?
In that case - having "packages" - that is archives (zip, 7z, rar) - is faster cause archives store the data CRCs inside them - as opposed to projects - that is directories - where Bash has to recalculate the CRCs on each refresh.

@Team : maybe add the ability to package to archive many projects at once (mirroring unpackage many archives at once and completing the cycle)
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Elizabeth Falvey
 
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Post » Tue Mar 29, 2011 11:05 pm

Just for those curious, I'm working on unpacking the data files and plugins from an omod. Man it's a pain. The packaging scheme makes it not compatible with normal archive utilities. Filenames, CRCs, and Lengths are all stored in 'data.crc' and 'plugins.crc', while the actual compressed data is in 'data' and 'plugins', and the archive type is stored in 'config'. It's crazy!

Whew! It wasn't quite as hard as I feared (ie, I didn't have to write my own LZMA decoder), but it was a little tricky to get working. RIght now, the only was to use it is by drag and drop OMODs onto the BAIN window.
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Madeleine Rose Walsh
 
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Post » Wed Mar 30, 2011 12:05 am

Whew! It wasn't quite as hard as I feared (ie, I didn't have to write my own LZMA decoder), but it was a little tricky to get working. RIght now, the only was to use it is by drag and drop OMODs onto the BAIN window.


No way! Somebody has to test this with Darnified UI :D Sounds amazing, and when I have time, I will try this if no one takes up the gauntlet before then :hubbahubba:
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BEl J
 
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Post » Wed Mar 30, 2011 11:20 am

That will probably fail spectacularly. Extracting is one thing. Getting it to run the OMOD script is quite another :P
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Johnny
 
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Post » Wed Mar 30, 2011 5:15 am

:lol: Hey, well it's step one... I know Lojack and company are working on converting the OBMM scripts too... *chomping at bit here*
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Cheville Thompson
 
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Post » Wed Mar 30, 2011 12:31 pm

That will probably fail spectacularly. Extracting is one thing. Getting it to run the OMOD script is quite another :P

Indeed ;) This is only in there so you won't need OBMM to convert all your OMODs to BAINs :cool:
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Betsy Humpledink
 
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Post » Wed Mar 30, 2011 5:35 am

Sure you can. :nod:
No I won't - I would help though.

So much of what bash does internally is over my head.

I truly dig how many developers had jumped into this and added their bits of genius, but I think that documentation is lacking and it says something when long time modders are more intimidated by the use of bash than they are of the CS. So it will remain niche - or at least parts of it will.
I would of course help or donate anything from my thread (outdated as it is now), but tackle all functions - no not now with real life as busy as it is.

Not to be a nay sayer, but I too expect the omod thing to be a failure once in the hands of most users. Then the thread will fill up with problem reports on problems installing OMODs made in 2007.

Even then most will (should be cleaned anyway) - so I remain doing all that by hand.

Besides what is so inticing about a DarN OMOD to BAIN conversion - when Darnified UI was one of the first http://www.tesnexus.com/downloads/file.php?id=22170 made?
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FLYBOYLEAK
 
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Post » Tue Mar 29, 2011 10:28 pm

Whew! It wasn't quite as hard as I feared (ie, I didn't have to write my own LZMA decoder), but it was a little tricky to get working. RIght now, the only was to use it is by drag and drop OMODs onto the BAIN window.


Well in the spirit of helping to see if we can get an omod extractor off the ground .. First try

I dragged sensual walks omod onto the Installers tab http://www.bild.me/bild.php?file=6129193Untitled.jpg

I then closed the Error page, and closed the folder - Underneath was an omod progress bar (so another window focus problem), which seemed to be locked up.

Closed the Wrye Bash process with task manager and reloaded - Then tried copying the omod to a temporary location, and drag from there ..

Something seemed to happen but whatever it was did not appear for long enough to determine what had happened. (No error page this time)

Had a scout around see if I could find anything new http://www.bild.me/bild.php?file=7981084Untitled1.jpg

So we have a partial extraction, but I dont know if this partial extraction was a result of the first (with error page) attempt, or the second 'whatever happened was too quick' attempt.

Edit: Forgot to mention also the partially extracted folder did not show up as a project in the installers tab. (Maybe it would have if I re-loaded Wrye Bash first before deleting the partially extracted folder oops)

:) Done editing
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Marie
 
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Post » Tue Mar 29, 2011 8:56 pm

Well in the spirit of helping to see if we can get an omod extractor off the ground .. First try
...
Hmmm...
Try adding a 'raise' in between line 2928 and 2929 of basher.py, so it looks like:
except:    raise    # Clean up

Of course with much more whitespace before it though. That will give me a better error message, to figure out what exactly is going wrong
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Lovingly
 
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Post » Tue Mar 29, 2011 10:21 pm

Hmmm...
Try adding a 'raise' in between line 2928 and 2929 of basher.py, so it looks like:
except:    raise    # Clean up

Of course with much more whitespace before it though. That will give me a better error message, to figure out what exactly is going wrong


Added http://www.bild.me/bild.php?file=5224776Untitled.jpg

Wrye Bash will not launch
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Princess Johnson
 
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Post » Wed Mar 30, 2011 8:28 am

Added http://www.bild.me/bild.php?file=5224776Untitled.jpg

Wrye Bash will not launch
er? Works fine for me....ugh. It's too late, I'll try to figure this out tomorrow.
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KU Fint
 
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Post » Wed Mar 30, 2011 8:00 am

:D No problem, removed the line and Wrye Bash runs again.
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kasia
 
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Post » Wed Mar 30, 2011 2:41 am

Great news - unpacking omods ! For whoever didn't get it this is just unpacking - not installing
973 :
Spoiler
---------------------------Warning---------------------------The following OMODs failed to extract.  This could be a file IO error, or an unsupported OMOD format:* Unique Landscapes Compilation 1.5.7.omod---------------------------ΟΚ   ---------------------------

Same with
Spoiler
---------------------------Warning---------------------------The following OMODs failed to extract.  This could be a file IO error, or an unsupported OMOD format:* 3 Toggleable Quantity Prompt 3.1.1.omod---------------------------ΟΚ   ---------------------------

Then I got bold and selected some 20 and drag and dropped them in BAIN - about halfway through I got :
Spoiler
Traceback (most recent call last):
  File "C:\Games\Oblivion\Oblivion\Mopy\balt.py", line 1080, in OnData    self.window.OnDropFiles(x, y, self.dataFile.GetFilenames())  File "C:\Games\Oblivion\Oblivion\Mopy\balt.py", line 1135, in OnDropFiles    self.fnDropFiles(x, y, filenames)  File "C:\Games\Oblivion\Oblivion\Mopy\basher.py", line 2931, in OnDropFiles    bosh.dirs['mopy'].join('temp').rmtree('temp')  File "C:\Games\Oblivion\Oblivion\Mopy\bolt.py", line 533, in rmtree    shutil.rmtree(self._s)  File "C:\Python26\lib\shutil.py", line 216, in rmtree    rmtree(fullname, ignore_errors, onerror)  File "C:\Python26\lib\shutil.py", line 221, in rmtree    onerror(os.remove, fullname, sys.exc_info())  File "C:\Python26\lib\shutil.py", line 219, in rmtree    os.remove(fullname)WindowsError: [Error 32] ?e? ?ta? d??at? ? p??sp??as? t?? a??e??? ap? t? d?e??as?a, epe?d? ???s?μ?p??e?ta? ?d? ap? ??p??a ???? d?e??as?a: 'C:\\Games\\Oblivion\\Oblivion\\Mopy\\temp\\Automagic Bags 3.0\\config'
Windoz 7 Home non english (duh)

Hanged on Automagic Bags 3.0 - went ahead and deleted it but still hanged (so the handle was closed apparently but not the thread)
Extracted Saiden's Akatosh mount 1.9 before that though (it refreshed the Installers tab also)

pic : http://www.bild.me/bild.php?file=8157517OMODS_hung.jpg
I would suggest to add a cancel button to the dialog

I had to kill it
Tried to add the raise statement but Bash would not launch for me either
More omods - of note they are leftovers - some of them may be outdated as I switched to BAIN some time ago ;)

Spoiler
---------------------------Warning---------------------------The following OMODs failed to extract.  This could be a file IO error, or an unsupported OMOD format:* 3 Toggleable Quantity Prompt 3.1.1.omod* 4 Quiet_Feet_MAX_20_OMOD-15942.omod* 5 Illumination Within Revived 0.9.2.omod* 8 Unique_Dungeons_Lichs_Lair_OMOD-19282.omod---------------------------ΟΚ   ---------------------------

The project 'Akatosh Mount By Saiden Storm 1.9' already exitsts.  Overwrite with 'Akatosh Mount By Saiden Storm 1.9.omod'?
good

And more failures to extract :
* Art of Speedy Looting 1.0.3.omod
* Automagic Bags 4.0.omod
* Automagic_Bags_2-0_BETA_omod-22414.omod
* Cats_and_Rats-25178.omod
* Clep_Reborn_Cobl_OBSE_OBMM-30871.omod
* Clep_Reborn_Cobl_OMOD-30871.omod
* DarkUId_DarN_16_OMOD_Version-11280.omod
* Kyoma's Journal Mod 3.2.1.omod
* Map Marker Overhaul 3.4.omod
* Metallicow_Book_Resource_OMOD-26414.omod
* Natural_Faces_v95_OMOD-1965.omod
* Oscuro's Oblivion Overhaul COMPLETE 1.33.omod
* RefScope 1.3.0.omod
* UnofficialOblivionPatchv3.2.0.omod

Success:
Blood&Mud (Fixed Dial.) 1.0
ConScribe 8.0.omod
Light Spell Recolor 1.03.omod
Unique Landscapes Compatibility Patches 3.41

Smarter mercantile leveling :
Spoiler
Traceback (most recent call last):  File "C:\Games\Oblivion\Oblivion\Mopy\balt.py", line 1080, in OnData    self.window.OnDropFiles(x, y, self.dataFile.GetFilenames())  File "C:\Games\Oblivion\Oblivion\Mopy\balt.py", line 1135, in OnDropFiles    self.fnDropFiles(x, y, filenames)  File "C:\Games\Oblivion\Oblivion\Mopy\basher.py", line 2930, in OnDropFiles    outDir.rmtree(omod.sbody)  File "C:\Games\Oblivion\Oblivion\Mopy\bolt.py", line 533, in rmtree    shutil.rmtree(self._s)  File "C:\Python26\lib\shutil.py", line 221, in rmtree    onerror(os.remove, fullname, sys.exc_info())  File "C:\Python26\lib\shutil.py", line 219, in rmtree    os.remove(fullname)WindowsError: [Error 32] ?e? ?ta? d??at? ? p??sp??as? t?? a??e??? ap? t? d?e??as?a, epe?d? ???s?μ?p??e?ta? ?d? ap? ??p??a ???? d?e??as?a: 'F:\\Oblivion Mods\\Bash Installers\\Smarter Mercantile Leveling 1.65\\data.tmp'

A folder was created with :
Spoiler
F:\Oblivion Mods\Bash Installers\Smarter Mercantile Leveling 1.65>dir /s /bF:\Oblivion Mods\Bash Installers\Smarter Mercantile Leveling 1.65\data.tmpF:\Oblivion Mods\Bash Installers\Smarter Mercantile Leveling 1.65\omod conversion dataF:\Oblivion Mods\Bash Installers\Smarter Mercantile Leveling 1.65\readme.rtfF:\Oblivion Mods\Bash Installers\Smarter Mercantile Leveling 1.65\omod conversion data\configF:\Oblivion Mods\Bash Installers\Smarter Mercantile Leveling 1.65\omod conversion data\info.txt


Also of note : when I switch to the window (search window in windows explorer I dragged the omods from) I still see the little icon on my cursor that indicates drag and drop - as long as Bash is working on extracting the omod(s )(or as long as Bash is displaying a failure dialog - the drag and drop icon stays in explorer till I dismiss the dialog) : http://www.bild.me/bild.php?file=9983352cursor_.jpg - this happens after I dropped the files and without holding the mouse !!!

BTW I added the tortoise SVN instructions for updating WB to my blog : http://udunslabs.blogspot.com/2011/04/essential-tools-and-tips.html - have a look if you care everybody - corrections/additions/tips welcome
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Mistress trades Melissa
 
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Post » Wed Mar 30, 2011 6:35 am

Wow someones been busy, thats a whole lot more testing than I did on the extracting :)

@ Wrye Bash team - All previous testing of all new functions in r973 (minus extracting) which were carried out on Win 7 machine, I have now full confidence on the multi-user setup on the desktop Win XP machine, all new functions up to and including BSA Redating, and refreshes after enabling 'Auto-Refresh gamesas Content' with those Official Installers and original BSAs' - All working as expected :)
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naome duncan
 
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Post » Wed Mar 30, 2011 8:45 am

I'm getting the same IO errors with the ones I tried.
XP Pro SP3
Penguin Box Custom build
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Mariaa EM.
 
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