[RELZ] Wrye Bash -- Thread 63

Post » Wed Mar 30, 2011 2:38 am

Nice comparison Lojack, It will help a bit for those looking to convert omods :)

Also noticed Auto-Refresh Projects... is Off Thank You :) , that waaaas getting a bit annoying every time I made a little change to a project. Very useful.
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J.P loves
 
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Post » Wed Mar 30, 2011 12:07 am

Stuff it I need to make another post ...

Suggestion - The Comparison post would go well as additional notes in the Wizards.html
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Tamara Primo
 
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Post » Wed Mar 30, 2011 1:36 am

Very nice comparison Post ...That would work as an auto Second post when starting a new thread. My Brain stumbled a bit on this part.

Wizard:
If statement == statement
If statement > statement
If statement >= statement
If statement > statement
If statement >= statement


Not that I understand this ...But is that right? or would it need a couple of < I always get smarter when I ask dumb Questions!
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Keeley Stevens
 
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Post » Wed Mar 30, 2011 12:50 pm

Very nice comparison Post ...That would work as an auto Second post when starting a new thread. My Brain stumbled a bit on this part.



Not that I understand this ...But is that right? or would it need a couple of < I always get smarter when I ask dumb Questions!
Nope, wizards do expression evaluation sort of like Python or C/C++.
> is greater than.
>= is greater than or equal to.
< is less than.
<= is less than or equal to.
== is equal to.
!= is not equal to.
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Fiori Pra
 
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Post » Tue Mar 29, 2011 9:51 pm

Nope, wizards do expression evaluation sort of like Python or C/C++.
> is greater than.
>= is greater than or equal to.
< is less than.
<= is less than or equal to.
== is equal to.
!= is not equal to.


I think what Camaro is trying to point out is that you don't have < or <= in your spoiler post. You've got > and >= twice instead :D
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GLOW...
 
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Post » Wed Mar 30, 2011 12:23 pm

erp! :whistling:

Oh, right, that's because I'm showing the equivilant of

If GreaterThan
if fGreaterThan

and

If GreaterEqual
If fGreaterEqual

So, makes sense it you think about it for a while.
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Genocidal Cry
 
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Post » Wed Mar 30, 2011 3:51 am

erp! :whistling:

Oh, right, that's because I'm showing the equivilant of

If GreaterThan
if fGreaterThan

and

If GreaterEqual
If fGreaterEqual

So, makes sense it you think about it for a while.


Right... :rofl: How about !> or !>= then?
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helen buchan
 
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Post » Wed Mar 30, 2011 11:17 am

Right... :rofl: How about !> or !>= then?


LMAO...is there a typo or not?...lol
What I saw was the same thing twice. Color me stupid. Wish I did understand all this! :)

Edit...look below...Ahhhhh...Thanks for the time and laugh!!
Edit 2...Post Below Arthmoor...The only reason I still Have OBMM installed is the occasional mod that is Omod only. I use OBMM to extract to folder and make a BAIN!
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Natasha Callaghan
 
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Post » Tue Mar 29, 2011 10:47 pm

Another OMOD thing, I'm toying with giving WB the ability to unpack OMODs into projects.

As in unpacking an actual .omod file into a project? I'd love to see that.
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:)Colleenn
 
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Post » Wed Mar 30, 2011 5:23 am

LMAO...is there a typo or not?...lol
What I saw was the same thing twice. Color me stupid. Wish I did understand all this! :)


:rofl:

Ok, ok. So in the post > and >= are listed twice, becuase you use the same thing for 'GreaterThan' and 'fGreaterThan' in OBMM. Now there is the full range of comparison operators, they're just not listed, because I'm showing the one-for-one of OBMM->Wizard. All the operators are listed in the the documentation ( >, >=, <, <=, ==, != )

EDIT:
As in unpacking an actual .omod file into a project? I'd love to see that.
Yeah. Once I figure out how to get the data files out of the 'data' file inside the omod. Time to dig into the source code!
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Lynne Hinton
 
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Post » Wed Mar 30, 2011 11:49 am

LMAO...is there a typo or not?...lol
What I saw was the same thing twice. Color me stupid. Wish I did understand all this! :)

Edit...look below...Ahhhhh...Thanks for the time and laugh!!
Edit 2...Post Below Arthmoor...The only reason I still Have OBMM installed is the occasional mod that is Omod only. I use OBMM to extract to folder and make a BAIN!


fGreaterThan in OBMM stands for float greater than - OBMM doesn't have a less than. I guess they figured you can just flip the variables around. I admit that I didn't know what fGreaterThan stood for either :lol: I really thought it was a typo somewhere...
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Cedric Pearson
 
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Post » Wed Mar 30, 2011 7:09 am

Stuff it I need to make another post ...

Suggestion - The Comparison post would go well as additional notes in the Wizards.html
Took a bit, but http://oblivionworks.svn.sourceforge.net/viewvc/oblivionworks/Programs/Wrye%20Bash/Mopy/wizards.html?pathrev=971#WizardtoOBMMScriptComparison :)
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Cassie Boyle
 
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Post » Wed Mar 30, 2011 5:27 am

Took a bit, but http://oblivionworks.svn.sourceforge.net/viewvc/oblivionworks/Programs/Wrye%20Bash/Mopy/wizards.html?pathrev=971#WizardtoOBMMScriptComparison :)


Nice! That's better than the original OBMM documentation!
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Josh Dagreat
 
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Post » Wed Mar 30, 2011 12:26 pm

C:\Games\Bethesda Softworks\Oblivion\Mopy\basher.py:1920: UnicodeWarning: Unicode unequal comparison failed to convert both arguments to Unicode - interpreting them as being unequal  (self.authorStr != self.author.GetValue()) or


Author on the file is listed as: Dáin Ironfoot

SVN version 971.
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helliehexx
 
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Post » Wed Mar 30, 2011 8:51 am

r970 - Everything tested in my earlier post with Python Wrye Bash also now tried the new WBSA build ... No problems :)
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Chloe Mayo
 
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Post » Wed Mar 30, 2011 12:24 am

Some typos in the wizard.html

SelectOne title, option1, description1, image1, option2, desciption2, image2 [...]
typo% desciption2 to description2 %typo

This is a comparison ob OBMM's OMOD scripting language to BAIN's Wizards.
typo% ob to of %typo

Similar functionality can be obtained by packaging the mod differently, and then using SelecSubPackage and DeSelecSubPackage
typo% SelectSubPackage & DeSelectSubPackage %typo

Similar functionality can be reproduces using If DataFileExists(modname)
typo% reproduces to reproduced %typo

While expresion
typo% expresion to expression %typo
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Louise Andrew
 
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Post » Wed Mar 30, 2011 1:10 am

It was probably done intentionally, but I am still going to ask.

Would it be possible to have BAIN support the Oblivion & SI BSA files? I like to backup everything and thus I made an Oblivion/Shivering Isles package. They both have their default (untouched) BSA files and I have included the uncompressed & PyFFI BSA as well.

This works fine and you can install it without an issue. However, after re-starting Wrye they are flagged red for missing files - which is not the case. Merely a slight annoyance but I like full control in BAIN. I just hate seeing those two packages being tagged red.

Maybe a flag option within BAIN that gives you the opportunity to "ignore" this behavior. I know it is essential because without either of these files, Wrye Bash doesn't start. Any thoughts?
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Emily Jones
 
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Post » Wed Mar 30, 2011 12:13 am

It was probably done intentionally, but I am still going to ask.

Would it be possible to have BAIN support the Oblivion & SI BSA files? I like to backup everything and thus I made an Oblivion/Shivering Isles package. They both have their default (untouched) BSA files and I have included the uncompressed & PyFFI BSA as well.

This works fine and you can install it without an issue. However, after re-starting Wrye they are flagged red for missing files - which is not the case. Merely a slight annoyance but I like full control in BAIN. I just hate seeing those two packages being tagged red.

Maybe a flag option within BAIN that gives you the opportunity to "ignore" this behavior. I know it is essential because without either of these files, Wrye Bash doesn't start. Any thoughts?

I think the answer of your question is http://www.gamesas.com/index.php?/topic/1180469-relz-wrye-bash-thread-63/page__view__findpost__p__17490110. :)
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Joe Alvarado
 
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Post » Wed Mar 30, 2011 11:36 am

I think the answer of your question is http://www.gamesas.com/index.php?/topic/1180469-relz-wrye-bash-thread-63/page__view__findpost__p__17490110. :)


I knew about that, but lets approach this differently.

How about an option that forces a package to become green, but purely cosmetically? So it still skips the files, but the packages show up as being green? Probably loads of work without a real purpose but it would solve it, I reckon.

So that if WB detects Oblivion/SI BSA or its esm/dummy plugin within a BAIN package, it will recognize this and flag the package as being green.
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Stat Wrecker
 
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Post » Wed Mar 30, 2011 7:43 am

[*]I remember trying to make a bain out of that one myself, it was a pain due to the hugh textures and multitude of options. I guess I'm unclear on what you thing Wrye Bash should be able to do here.
Oh - nothing - was just a btw request for a wizard for that package (which it seems I am not the only one to try to BAIN :D)
@all confused - I unpacked the exe and got ~130 GB of files - that's why I said about shell scripting. A BAIN out of them would be made into a nice exercise in systems programming....

Just as making a wizard for that mod would take a bit of thought as to how to lay out the options the best way, as time consuming. Not really hard, it's just a math problem and jigsaw puzzle problem. And writing the script/batch to rename all the resources properly.
Ah - the guy with the wizards :D - that's what I was talking about - there are 4*4*4*... combinations, be warned

If you mean having BAIN install from a omod script, I don't think Lojack is going to go for that one... because most everything has been covered so far with wizard script.
No I did not mean that - I don't care much for OBMM scripts

Very nice we got the comparison out of this
Thank you Lojack :thumbsup:


BTW this thread runs very fast lol :)
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Aliish Sheldonn
 
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Post » Wed Mar 30, 2011 2:38 am

I knew about that, but lets approach this differently.

How about an option that forces a package to become green, but purely cosmetically? So it still skips the files, but the packages show up as being green? Probably loads of work without a real purpose but it would solve it, I reckon.

So that if WB detects Oblivion/SI BSA or its esm/dummy plugin within a BAIN package, it will recognize this and flag the package as being green.

Did you also see http://www.gamesas.com/index.php?/topic/1180469-relz-wrye-bash-thread-63/page__view__findpost__p__17498938 - Lojack has already cracked this nut for the next release.

With the new BSA Redating on auto, and the new option in the installers options http://www.bild.me/bild.php?file=6447687Untitled.jpg my official BSAs' are showing green (well ones yellow because of a single file conflict.)

Going to the Installers tab which does a quick refresh only takes 48 seconds, only a few more than normal with my install list. The way it works now has also solved the problem whereby you would have to multi-select everything EXCEPT the original BSA installers (otherwise you would have an age to wait while it re-installed those which were previously red). Anneal all is no longer a problem with these.


Edit: For anyone interested - I have re-done the Wrye Bash Pictorial Guide ready for 292 release, most of the Basics and Intro to installers guide has been overhauled, with an extra screen for Basics (decided to add another Saves Tab screen highlighting the repair ABomb option), but saw no need to update screen 6 because none of the new changes to Wrye Bash change anything there ( and to be honest making that screen keeping it colour blind friendly is a pain :) ). The Installers Advanced pdf will be re-upped aswell, not due to any changes in Wrye Bash but because there was one remaining typo and it was bugging me. Will upload around the same time as Wrye Bash 292 (otherwise 291 users will be wondering where all these new screens and options are).
I also changed screen 4 of the Intro to Installers section - It was a bit confused looking and the UOPS is in the wrong Install Order position.

Also re-vamped screen 4 of the basics guide for now, but I can whip that out at the last minute if we get a fully functional CBash.

That new Installers option in the screenshot above has been left un-selected for the Guide, since most people will not be needing it on.
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Margarita Diaz
 
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Post » Wed Mar 30, 2011 2:04 am

Ah cheers, should have looked further. I guess it is time to update my WB then. I am still running the installer(s) version.

edit: DAMN! That works even better than I thought. It added a few seconds to the initialization but nothing that my system can't handle. Much appreciated!
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Trevor Bostwick
 
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Post » Wed Mar 30, 2011 3:26 am

edit: DAMN! That works even better than I thought. It added a few seconds to the initialization but nothing that my system can't handle.

Ah good, its not just me then with mad installers, good to see another svn tester confirming :celebration:
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Bitter End
 
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Post » Wed Mar 30, 2011 12:26 pm

I am probably worse than you! I ditched the idea of having multiple mods in one complex BAIN achieve. All because - at times - I was running out of numbers! I actually touched the 4 digit achieves, but I quickly gave up on that. Had more than 950 folders at once.

I like to micro-manage everything, as much as possible. This new feature of being able to (properly) use Oblivion BSA files is awesome! Thanks!
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Michael Russ
 
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Post » Wed Mar 30, 2011 9:49 am



Edit: For anyone interested - I have re-done the Wrye Bash Pictorial Guide ready for 292 release, most of the Basics and Intro to installers guide has been overhauled, with an extra screen for Basics (decided to add another Saves Tab screen highlighting the repair ABomb option), but saw no need to update screen 6 because none of the new changes to Wrye Bash change anything there ( and to be honest making that screen keeping it colour blind friendly is a pain :) ). The Installers Advanced pdf will be re-upped aswell, not due to any changes in Wrye Bash but because there was one remaining typo and it was bugging me. Will upload around the same time as Wrye Bash 292 (otherwise 291 users will be wondering where all these new screens and options are).
I also changed screen 4 of the Intro to Installers section - It was a bit confused looking and the UOPS is in the wrong Install Order position.

Also re-vamped screen 4 of the basics guide for now, but I can whip that out at the last minute if we get a fully functional CBash.

That new Installers option in the screenshot above has been left un-selected for the Guide, since most people will not be needing it on.

There is a lot of new information you got there that needs to be added into the Wrye Bash Pictorial Guide project of yours and 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:
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ZANEY82
 
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