[RELZ] Wrye Bash -- Thread 64

Post » Wed Mar 30, 2011 2:33 am

Just popping in to mention the last couple of builds seem to have regained the progress window focus problems Lojack had fixed a few revisions ago (actually thats a fair few revisions ago now).

I've been haveing with http://tesalliance.org/forums/index.php?/files/file/594-wellspring-vale/ , the Progress bar would zip along kust fine until it hit CRC for that particular esp, then Freeze(stop Responding) for a couple minutes, last few SVN's, the whole Progress window just Vanishes at the same poimt.
But it Seems to be related to ceryain mods...

*1020 makes No differance Here, window still Vanishes for a couple minutes when I first visit the Installers tab.. :shrug:
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CxvIII
 
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Post » Wed Mar 30, 2011 2:59 am

-snip-

if you wait a while does it finish building and become responsive again?
Pacific Morrowind


Unfortunately, it doesn't. I've left it on for an entire night, and nothing.
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Kim Kay
 
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Post » Wed Mar 30, 2011 12:23 am

And PM gets the prize... :icecream:

Yes, I remember now, that's exactly what the issue is. The skills are in a different order in the patches, and as it's sorting out which skills get which bonuses by using array indexes or something. It was a while ago that I found the original problem, and I can't remember exactly what the code is doing, but because the skills have changed 'position', it's applying the bonus to the wrong skill. Can't find my original post, either. That's how long ago it was. :snoring:

Eloise
I'll take a look at it as well, see if we can massage Wrye Bash into doing it right.


:rofl: Just had a funny moment - But first that seems to have fixed it, I think .. back to the funny moment - About a quarter way through building the bashed patch it de-focussed but only very briefly, then without me doing anything it popped immediately back to the front at which point I thought "Lojack just shot down the cable and slapped it back to the front"
:whistling:


I've been haveing with http://tesalliance.org/forums/index.php?/files/file/594-wellspring-vale/ , the Progress bar would zip along kust fine until it hit CRC for that particular esp, then Freeze(stop Responding) for a couple minutes, last few SVN's, the whole Progress window just Vanishes at the same poimt.
But it Seems to be related to ceryain mods...

*1020 makes No differance Here, window still Vanishes for a couple minutes when I first visit the Installers tab.. :shrug:
Hmm, tried downloading it to see what would happen for me: no problems. So I'm not sure what would cause that. AFAIK, nothing from Python 2.6 to 2.7 should be affecting it like that. It sounds like it's just having a hard time reading the file from disk :shrug:

Unfortunately, it doesn't. I've left it on for an entire night, and nothing.
Don't know what to tell you. Have you tried upgrading to Python 2.7, etc to see what happens? Alternatively, have you tried the WBSA?
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Emerald Dreams
 
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Post » Wed Mar 30, 2011 4:39 am

I am using Windows 7 and my Oblivion is installed to an external folder on my desktop.



Unfortunately, it doesn't. I've left it on for an entire night, and nothing.


Really did you install Oblivion to your desktop that is one of the worst places to install it to outside of the programs files directory under Windows 7..

Best to reinstall everything to something like c:\games\ or another drive..

Don't know what to tell you. Have you tried upgrading to Python 2.7, etc to see what happens? Alternatively, have you tried the WBSA?


I do it is where he installed Oblivion to that is most likely causing the problem..

========

I am using the SVN Release and have python 2.6 installed and have not noticed anything other than perhaps bain and bash patch building a little slower.. Should I upgrade to 2.7 python..?
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Alex Blacke
 
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Post » Wed Mar 30, 2011 12:41 am

I am using the SVN Release and have python 2.6 installed and have not noticed anything other than perhaps bain and bash patch building a little slower.. Should I upgrade to 2.7 python..?
Other than Python 2.7 just being better for the programmer, nope. If you were doing a fresh install, there would be no reason not to use 2.7, but why bother if you already have 2.6 setup? Every once in a while some 2.7 only code slips in, but we fix it as soon as it's brought up.
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Carlitos Avila
 
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Post » Tue Mar 29, 2011 10:23 pm

My Bad, I had to go back to SVN 975 to find one that didn't loose the Window, and it would freeze everytime on Wellspring, I "Thought" I tried without Wellspring Before and it progressed without incident, I however, can't reproduce that Now, if I remove Wellspring, it just freezes on the next mod in line. :blush:
I apologize for the False Reports...
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Chantelle Walker
 
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Post » Tue Mar 29, 2011 11:18 pm

So I've been scouring the bashed patch looking for any little thing to explain the issue with the one patch that's acting up when it hit me to wonder, does hex 80 mean anything special? It might, depending on whether decimal 128 is significant. I can't help but notice it being on a power of 2 boundary which suggests bitflags or something may be to blame for why the mod at index 80 is the ONLY one not being accounted for. It's the only mod with forms to update that isn't being added to the patch's master list. Everything else is 100% kosher.

I'm going to do some load order shuffling and see if this problem follows the mod or if it sticks to index 80 and get back to you.
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Sakura Haruno
 
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Post » Wed Mar 30, 2011 1:20 pm

So I've been scouring the bashed patch looking for any little thing to explain the issue with the one patch that's acting up when it hit me to wonder, does hex 80 mean anything special? It might, depending on whether decimal 128 is significant. I can't help but notice it being on a power of 2 boundary which suggests bitflags or something may be to blame for why the mod at index 80 is the ONLY one not being accounted for. It's the only mod with forms to update that isn't being added to the patch's master list. Everything else is 100% kosher.

I'm going to do some load order shuffling and see if this problem follows the mod or if it sticks to index 80 and get back to you.

Hmm, very interesting. I haven't seen anything myself. Right now I'm trying to get a working build of CBash so I can put in some debug prints and stuff. It would definitely give me something to go on though if index 80 is the only one not working.
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Doniesha World
 
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Post » Wed Mar 30, 2011 8:43 am

Well it's not tied to the index. I shuffled that UL mod around to several different places and the errors are following it to wherever I put it. Removing it from the load order entirely eliminates all of the remaining worldspace errors in the build. Something definitely not right with one of the two files. I have plenty of other ULs and patches that have record injections in them and they all behave properly. So I don't know at this point if the error is in the UL or in the patch.
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Causon-Chambers
 
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Post » Wed Mar 30, 2011 12:01 pm

YEEEEEEEEEEEAAAAAAHHH!!! :celebration: :flamethrower:

Arthmoor, you sir, just made my day! :foodndrink:

All the records that were getting messed up, also didn't have the target mod listed in the bashed patch's masters!

Now, I'm not sure if it will have any adverse effects, but I have it skipping the part that "Cleaned Masters" on the bashed patch. End result: the Bashed Patch has a lot more masters listed. But, the problem records are working now!

r1021 should have all the previous problems solved now!
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Donatus Uwasomba
 
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Post » Wed Mar 30, 2011 8:07 am

Boom, headshot!

All of the worldspace errors are gone, leaving only the leveled list stuff I know too little about to know if it's an issue.

In case it helps:
[00:11]     AdventurerWarriorBoots [LVLI:0001F1B2] -> Missing required members: Flags[00:11]     AdventurerWarriorHelm [LVLI:0001F1B0] -> Missing required members: Flags[00:11]     AdventurerWarriorShield [LVLI:0001F1AE] -> Missing required members: Flags[00:11]     AdventurerWarriorGreaves [LVLI:0001F1AD] -> Missing required members: Flags[00:11]     AdventurerWarriorCuirass [LVLI:0001F1AB] -> Missing required members: Flags[00:11]     MMPRoamingTraderHeavyDaedric [LVLI:0800D92A] -> Missing required members: Leveled List Entries[00:11]     cobViLootBossBonusItems100 [LVLI:0200145B] -> Missing required members: Leveled List Entries[00:11]     cobViLootSurvivalItems25 [LVLI:0200103E] -> Missing required members: Leveled List Entries[00:11]   Above errors were found in :GRUP Top "LVLI"[00:11]     LL1UndeadLvl75 [LVLC:00017C6F] -> Missing required members: Flags[00:11]     LL1UndeadLvl50 [LVLC:00017C6E] -> Missing required members: Flags[00:11]     LL1UndeadLvl25 [LVLC:00017C64] -> Missing required members: Flags[00:11]     LL1UndeadLvl100 [LVLC:00017C61] -> Missing required members: Flags[00:11]     LL1MythicEnemyBossLvl100 [LVLC:000340B5] -> Missing required members: Flags[00:11]     SE14AdventurerAttackList [LVLC:0008FAB5] -> Missing required members: Leveled List Entries[00:11]   Above errors were found in :GRUP Top "LVLC"[00:12]     Orc "Orc" [RACE:000191C0] -> Missing required members: FaceGen - Main clamp, FaceGen - Face clamp[00:12]     Khajiit "Khajiit" [RACE:000223C7] -> Missing required members: FaceGen - Main clamp, FaceGen - Face clamp[00:12]     Argonian "Argonian" [RACE:00023FE9] -> Missing required members: FaceGen - Main clamp, FaceGen - Face clamp[00:12]   Above errors were found in :GRUP Top "RACE"[00:12] Above errors were found in :[AB] Bashed Patch - CBash.esp

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Red Bevinz
 
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Post » Wed Mar 30, 2011 6:55 am

I also know nothing about LL's, but I'll see what I can figure out :)
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Danny Blight
 
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Post » Wed Mar 30, 2011 9:59 am

Lojack, you are the bash ninja! Great sleuthing!
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Anna S
 
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Post » Wed Mar 30, 2011 10:32 am

Ok, leveled lists:

Looking at these ones, all of the previous records, all the way back to the master record, are all missing the 'Flags' member anyway. So I can only assume it's ok (many of those master records are from Oblivion.esm, so...)
[00:11]     AdventurerWarriorBoots [LVLI:0001F1B2] -> Missing required members: Flags[00:11]     AdventurerWarriorHelm [LVLI:0001F1B0] -> Missing required members: Flags[00:11]     AdventurerWarriorShield [LVLI:0001F1AE] -> Missing required members: Flags[00:11]     AdventurerWarriorGreaves [LVLI:0001F1AD] -> Missing required members: Flags[00:11]     AdventurerWarriorCuirass [LVLI:0001F1AB] -> Missing required members: Flags


These ones, there are a few empty leveled lists due to:
A - the nested leveled lists where empty, so got removed.
B - another mod with 'Delev' removed all of the items.
[00:11]     MMPRoamingTraderHeavyDaedric [LVLI:0800D92A] -> Missing required members: Leveled List Entries[00:11]     cobViLootBossBonusItems100 [LVLI:0200145B] -> Missing required members: Leveled List Entries[00:11]     cobViLootSurvivalItems25 [LVLI:0200103E] -> Missing required members: Leveled List Entries


Comparing the results to the Python version, I'm getting the exact same LL's, so I think it's safe to say those errors are ok. I'll ask around just in case.

In the mean time...

Attention SVN users:
It's looking like the CBash Bashed Patch creation is nearing release worthy. We need you to build your Bashed Patch with CBash enabled, and report any errors you find. Screenshots in TES4Edit are the best, especially if you supply "good" and "bad" comparison screen shots.
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Schel[Anne]FTL
 
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Post » Wed Mar 30, 2011 10:09 am

Yeah. Only reason I mentioned the flags part is because if you look at mods that alter those lists, you can right click on the field in tes4edit and be prompted to "edit", bringing up the checkboxes. If you right-click the same field in the bashed patch, you're prompted to "add", which means the field is not exactly alike. Chances are it means nothing though if the standard version has been doing that all along.

It did however piss off OSR when the same sort of thing was happening in one of the creature animations fields. That was the opposite though - no field defined, but the patch was creating a blank one.
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Micah Judaeah
 
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Post » Wed Mar 30, 2011 2:03 am

Well, I did a bit more digging. The missing field on those is actually caused by CBash. Dunno if I can fix it myself, I've been unable to build a version that doesn't fail at runtime.
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jessica sonny
 
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Post » Wed Mar 30, 2011 4:28 am

SVN 1021
Well, the patch built fine.

Ummm... What happened to the Group right-click context
and also why isn't rating working...
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James Rhead
 
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Post » Wed Mar 30, 2011 10:38 am

In 291 (dunno about SVN), the right-click menu options for importing/exporting BAIN's OBSE plugin whitelist are available on all tabs - surely these options should only show up in the Installers tab?
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SamanthaLove
 
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Post » Wed Mar 30, 2011 5:26 am

In 291 (dunno about SVN), the right-click menu options for importing/exporting BAIN's OBSE plugin whitelist are available on all tabs - surely these options should only show up in the Installers tab?

They show up in the mods tab. There used to be Group-->Edit groups, etc
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Jamie Moysey
 
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Post » Tue Mar 29, 2011 10:46 pm

Ummm... What happened to the Group right-click context
and also why isn't rating working...
Group right click is part of Balo, and is disabled now (enable through the INI). Just curious do you still actually use Balo?
Ratings menu fixed now


In 291 (dunno about SVN), the right-click menu options for importing/exporting BAIN's OBSE plugin whitelist are available on all tabs - surely these options should only show up in the Installers tab?
In the SVN it's been collapsed into a submenu with the other settings menu options, but it is still shown on all tabs

RE leveled lists: Ok, I put a workaround into Bash to avoid the CBash bug giving those missing field 'flags' errors. It's not perfect, but it should avoid most of those errors.
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roxanna matoorah
 
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Post » Wed Mar 30, 2011 8:51 am

Group right click is part of Balo, and is disabled now (enable through the INI). Just curious do you still actually use Balo?
Ratings menu fixed now


No Balo, I just use it to label my mods, Immersion, Patch, Test Mod, Quest, Etc...
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Dan Endacott
 
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Post » Wed Mar 30, 2011 12:17 pm

RE leveled lists: Ok, I put a workaround into Bash to avoid the CBash bug giving those missing field 'flags' errors. It's not perfect, but it should avoid most of those errors.
Managed to build CBash with it not throwing errors at runtime, so I fixed the bug. Time to sit and wait for new bugs.
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Andy durkan
 
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Post » Wed Mar 30, 2011 10:36 am

I decided to move my Oblivion Mods folder to My Games\Oblivion as I think it looks messy where it is by default in my new Steam install of Oblivion. Reading through the ini, I've also enabled Unicode support to see how that plays (I have the requirements). Reading through the rest of the ini, I found "bEnableWizard=False" - surely this should be true by default?
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Nicholas C
 
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Post » Wed Mar 30, 2011 1:42 pm

bEnableBalo=True

Still no Group--> etc...

Also, tried to import an PMarchive. Nothing
Is this working correctly?
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Tracey Duncan
 
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Post » Wed Mar 30, 2011 6:28 am

Looks like one got lost in the shuffle somewhere: http://img52.imageshack.us/img52/704/scripts.jpg

UOP script should have been copied. TIE is tagged scripts, but has no change to make, so should have been ignored.
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Marine Arrègle
 
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