[RELZ] Wrye Bash -- Thread 64

Post » Wed Mar 30, 2011 4:17 am

Spoiler

Sub-Packages List for "Generated folder structure output"
000 ===List Sub-package Contents SVN 1012===
005 Pacific Morrowind


Thanks, PM. EDIT: you need to toggle the \spoiler to /spoiler

Now where in business.lol

BTW what might the toggle be useful for?

Mooo
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Tyrone Haywood
 
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Post » Wed Mar 30, 2011 4:52 am

No, both are installed on my D:/Games/Bethersda Softworks/Oblivion.. Thought it might be because I had "disable at startup" marked, but when I unmark it it will be marked again when I restart Wrye Bash...

hrm.. settings are saved in My Documents/My Games/Oblivion/BashSettings.dat. You could try moving that file somewhere else and letting WB create a new one (make sure you move BashSettings.dat.bak as well -- and make sure you don't have WB open when you move the files : ) ). Could still be permissions-related. Possibly corruption, but one would think that would result in an error from WB...
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Charlotte Henderson
 
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Post » Wed Mar 30, 2011 1:23 pm

Lojack - Just having a mess with r1015 ...

I noticed mention of the Back button on wizards probably being better in the other thread (http://www.gamesas.com/index.php?/topic/1174346-wrye-bash-wizards/page__view__findpost__p__17541480 and redoing the back button) .. Just finished the new BAIN Wizard I was working on last couple of days and tried to break it as previously, hitting back quick from finish page to start, proceeding forward again with multiple options going back a step, forward again (basicly checking every single option back and forward for every page) ... No matter what I tried I cant make a single error happen :).
Good news!

One minor cosmetic glitch again though...
Well the 'debug page' isn't really a page exactly, it's just where the ouputs go from a "deprint" (a print that happens only when debug mode is on). I can however make is so turning off debug mode wont print "Debug Mode OFF" when doing it.

@ Quintus Sertorius: It does indeed sound like a problems saving the settings file. Try as myk002 suggests.
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GabiiE Liiziiouz
 
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Post » Tue Mar 29, 2011 10:01 pm

That appears to be working!
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Batricia Alele
 
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Post » Wed Mar 30, 2011 2:02 am

r1015 is looking good, we're down to resolving the last bits of that landscape texture stuff and some stubborn rogue forms it's adding with unresolved references.

http://img215.imageshack.us/img215/5909/unresolved.jpg

Not sure what it is about the OCR+UL Cheydinhal Falls patch but that's the one causing all the grief with these unresolved references and adding stuff to the patch using the patch's own index. It's also the one that's generating the bad landscape texture references.

Also these:
[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


They've been reported before but I'm not sure if it's anything to worry about. The patch doesn't put anything in the field but in the mods the errors relate to the LVLF fields where the data should be are present but blank. Hard to explain, but should be obvious in tes4edit.
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Claire Jackson
 
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Post » Wed Mar 30, 2011 10:18 am

r1015 is looking good, we're down to resolving the last bits of that landscape texture stuff and some stubborn rogue forms it's adding with unresolved references.
snip


Is that happening in standard Bash patch also, or just CBash Patch?
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JAY
 
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Post » Tue Mar 29, 2011 11:24 pm

I've only been testing the CBash side, on the assumption that once it's been validated it'll be turned on by default and "standard" patching will cease.

I'll try the standard stuff in a bit. I think there were some minor issues with that, but obviously it won't cover worldspace stuff.
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Gill Mackin
 
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Post » Wed Mar 30, 2011 4:14 am

Ok, from the looks of it, CBash is copying injected records incorrectly. It looks like that is the majority of our remaining problems...hmm, I'll try something real quick.
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Abi Emily
 
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Post » Wed Mar 30, 2011 1:20 am

I've only been testing the CBash side, on the assumption that once it's been validated it'll be turned on by default and "standard" patching will cease.

I'll try the standard stuff in a bit. I think there were some minor issues with that, but obviously it won't cover worldspace stuff.

I still use standard for my game, CBash for modding/testing as it is still not final.
Haven't kept up on all that lately, but I would sure hope that the standard is still the best working version.
Minus the long build time.
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Kahli St Dennis
 
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Post » Wed Mar 30, 2011 8:58 am

Well once we get the last few remaining issues out of the way, CBash will be vastly superior to the current method. Way faster and capable of merging far more records into the patch, thus freeing up untold numbers of slots.

Right now, with Bash 291, using the standard method is the way to go as CBash in 291 isn't useable in a real game. With 292 that's all going to change. It was Warudar's original goal to have CBash become the working method for doing patches.
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Star Dunkels Macmillan
 
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Post » Wed Mar 30, 2011 3:40 am

Well, we've got a setback:

I can't for the life of me figure out how to get CBash to copy an injected record correctly. As far as I can tell, it isn't in the Python end of it. Looking into the CBash source (which is lain out pretty well, but I have only a small idea how stuff works in there), it looks like when CBash saves the modfile (Bashed Patch in this case), it does some FormID validating. I think at this point, CBash recognizes that the FormID doesn't exist in the mod it's being injected to (hence, an injected record), and changes the mod index of it to itself.

Now I could be completely wrong. What we really need is Waruddar around to either fix it, or tell PM/me how to use it properly to get what we want.
:brokencomputer:
If I have to dig into the CBash source to fix this, it could take quite a while. The only other alternative that I can see is making mods with injected records non-mergeable, but that would knock out a ton of mods.
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Jamie Lee
 
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Post » Wed Mar 30, 2011 3:40 am

Well once we get the last few remaining issues out of the way, CBash will be vastly superior to the current method. Way faster and capable of merging far more records into the patch, thus freeing up untold numbers of slots.

Right now, with Bash 291, using the standard method is the way to go as CBash in 291 isn't useable in a real game. With 292 that's all going to change. It was Warudar's original goal to have CBash become the working method for doing patches.


Well, the standard should be preserved first, I would recommend.
We, as in the mouse in my pocket(that's a joke arthy) are still waiting,
but yes, I understand the point of progress(and I do keep updatedSVN).
War did an excellent job thinking it all out.
Just don't lose your footing.Don't jump too far too fast...
Otherwise we may all be pacing back far too soon.

Test.

Anyway, so far everything seems to be progressing smoothly on my end...
not sure of the few other issues that have been brought up.

Test somemore. :)
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Miguel
 
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Post » Wed Mar 30, 2011 2:12 am

Well the thing is that SOME injected records are working fine. I've seen plenty of the ones from the Lost Spires patch in there that worked properly, along with several of the other patches. It just seems like this one for OCR and Cheydinhal Falls is all that's botching. Maybe something screwed up about that particular mod file? Is there any way to know?

@Metallicow: Testing is what this back and forth has been all about. We're close. Very close. Other people should offer up other load orders for testing though because mine certainly can't account for weirdness that may come from FCOM. My load order is a good start and has been enough to certify that everything else except this last worldspace patch works, but I for one wouldn't be comfortable with CBash going live based only on it working 100% in my game.
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Vahpie
 
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Post » Wed Mar 30, 2011 12:51 am

Well, some are, and some aren't. I don't see the pattern myself. The UL Cheydinhal Falls patch isn't getting copied right, ImpeREALForts+BrinaCross Path isn't either, just doing a real quick scan But then others are getting copied right, like OCC-RTTv3 Patch.

The common factor is injected records though. It's driving me crazy!

EDIT: Time for a chow break.
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Tanika O'Connell
 
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Post » Wed Mar 30, 2011 9:29 am

Is there any way to know?

Maybe , Test , what files?
ULs? Or Who? What? Where?
You're just looking at records in tes4edit right?

I do most of my testing in game....
I made 'that special corrupt test spot' err whatever.
what do you want tested?
sometimes amusing to test with a corrupted file, if it doesn't crash.

Are you sure.....
esp viewer isn't corrupt or have a bug...hmmmmm


EDIT: Don't bother asking me about the FCOM thing. I played all four parts, I know how to work them, I won't use them all together, mainly because I mod constantly and could care less about a extra CTD. but anyway...
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Louise
 
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Post » Wed Mar 30, 2011 1:00 pm

Testing in game won't reveal this sort of problem other than the potential for crashes in certain areas or by eventually noticing something is missing, duplicated, or just plain not right.

Curing it first by fixing what tes4edit reveals will go a long way. Once those errors vanish then anything that's still missing will show up once it's been checked in game. There's also nothing wrong with it's "ESP viewer".

I mention FCOM only because it's widely popular but I have no intention of testing against it because I don't want it for my game and I don't want to go to the trouble of generating a second install just for that purpose.
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Rhi Edwards
 
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Post » Wed Mar 30, 2011 4:39 am

Testing in game won't reveal this sort of problem other than the potential for crashes in certain areas or by eventually noticing something is missing, duplicated, or just plain not right.

Curing it first by fixing what tes4edit reveals will go a long way. Once those errors vanish then anything that's still missing will show up once it's been checked in game. There's also nothing wrong with it's "ESP viewer".

I mention FCOM only because it's widely popular but I have no intention of testing against it because I don't want it for my game and I don't want to go to the trouble of generating a second install just for that purpose.


Sure I agree, there, that's a start. Basically, I was suggesting that you test it with more than one viewer more than anything...
Do they all produce the same results...?
Record wise...

If it is simple, change it once, check it twice.
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Wane Peters
 
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Post » Wed Mar 30, 2011 2:38 am

Why wouldn't they? But yes, Gecko shows the same result, although it's much harder to drill down to where it's shown. I don't like it's interface for this sort of thing.
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Nany Smith
 
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Post » Wed Mar 30, 2011 12:12 am

When I reinstalled Windows, I changed my "User Name" and I suspect that's why my Profiles werent working, I couldn't figure out where it was stored, but the Latest SVN (1018) solved it (probably SVN 1012) :celebration:

You guy's are Really cranking out the Updates... :goodjob:
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Jessica Colville
 
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Post » Tue Mar 29, 2011 10:54 pm

I've got a bug in the standard (non-CBash) patch building in both v291 and svn 993. I use Race Balancing Project and Better Redguards. RBP is active, while BR is just selected in the import race data option, and RBP's BR patch is merged. In the resulting patch, the racial skill bonuses for the Redguards are screwed up - they've got two +5 bonuses to restoration, for starters. If I don't merge the RBP/BR patch, the racial bonuses are correct.

I'm also using Robert's Male Body (v5, not that it makes a difference), and I've created my own RBP patch for it. As with the BR patch, if I merge this patch the racial skill bonuses for all of the affected races are screwed. Some of them aren't too bad - the Bosmer gets the bonuses for acrobatics and light armor reversed, for example - but others are completely messed up.

So it seems that if you have something that changes the racial skill bonuses, as RBP does, and then you have a patch for that mod, the bonuses get messed up in the bashed patch. Funny thing is, I'm sure I reported this several versions ago (maybe a year or 18 months ago?) and it got fixed. And I'm fairly certain it was ok in v290.

Edit: OK, so I found a workaround. I added the 'R.Skills' tag to the Robert's & BR patches, and the bonuses were imported into the bashed patch correctly. But it should be working correctly without having to do that - RBP has the 'R.Skills' tag, so the racial skill bonuses should be being picked up and imported into the bashed patch anyway, shouldn't they?

I don't recall any thing like that but easily could be okay ... here's what's happening:
RBP changes only some of the skills bonuses, the ones it doesn't change Bash gets from the last loading/merged mod that changes that skill... if they are in a different order in RBP + RBP/BR patch it won't necessarilly be at all sensible... in which case just tagging the later one fixes it. However if I can think of a way to sanely do a sanity check on teh skills I'll implement it (can't think of one offhand though).

I'm using Wyre Bash, with Python 2.6. Whenever I try to rebuild my Bashed Patch, Wrye Bash freezes. The window is non responsive, whenever I click on the window I get they typical windows 'ping'. I am using Windows 7 and my Oblivion is installed to an external folder on my desktop. I am using Wrye Bash v.291. CBash is disabled

if you wait a while does it finish building and become responsive again?
Pacific Morrowind
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Queen Bitch
 
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Post » Wed Mar 30, 2011 8:38 am

Why wouldn't they? But yes, Gecko shows the same result, although it's much harder to drill down to where it's shown. I don't like it's interface for this sort of thing.


On a former machine ago... I recall finding a problem as such. I don't recall exactly what mod it was, or whether I was actually doing a correct anolysis at the time, but anyway here is a more recent find that isn't as foggy.

There are advantages to testing ingame...
I had BBC installed. I had JQ coffeshop installed(IIRC)

I was looking at the nice bridge over a creek in some vanilla town from the porch of my abode.
Don't know why, but I happened to look over and some beggar was getting chased by, errr whoever it was, actually he got caught and got mobbed(it was rather amusing anyway).

After watching this strange event, I happened to stroll over there and check his goods. A measly few coins... whatever.
While down there, I noticed he fell next to a very lovely flora, that Mikal(IIRC) had textured.

Funny I picked that flower up twice...

Which means..... the mesh was from Harvest.

Now how is it that those two flora became real, but there was no duplicate records?...
Think.Think.Think.

Ahhhhhh(point of realization)

Thing are not always what they seem. Or are they...?
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Hilm Music
 
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Post » Tue Mar 29, 2011 9:38 pm

I don't recall any thing like that but easily could be okay ... here's what's happening:
RBP changes only some of the skills bonuses, the ones it doesn't change Bash gets from the last loading/merged mod that changes that skill... if they are in a different order in RBP + RBP/BR patch it won't necessarilly be at all sensible... in which case just tagging the later one fixes it. However if I can think of a way to sanely do a sanity check on teh skills I'll implement it (can't think of one offhand though).

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
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Lakyn Ellery
 
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Post » Wed Mar 30, 2011 9:08 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).
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Sam Parker
 
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Post » Wed Mar 30, 2011 11:22 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).
Hmm, try r1020, see if that works.

OT: Has anyone tried building CBash themselves? I get it to build (w/ MSVS 2008), but the dll keeps giving me errors on some mod files. The one included in the svn doesn't.
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Taylah Haines
 
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Post » Tue Mar 29, 2011 9:32 pm

Hmm, try r1020, see if that works.


: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"

First load up of 1020 I had previously been on the Installers tab, it went straight into the refresh .. no problems.

Over to the mods tab, built bashed patch - funny moment ^ ^.

Closed and reloaded in the mods tab. Went back to installers and watched the refresh. Back to mods and rebuilt again. No de-focus problems at all on that load up.
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Franko AlVarado
 
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