[RELZ] Wrye Bash -- Thread 65

Post » Wed Mar 30, 2011 1:41 pm

Random Failure trying to uninstall TestArchive... SVN1056
OPtions in context menu changed and there is no option to uninstall

Traceback (most recent call last):
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\balt.py", line 1560, in DoColumnMenu
item.AppendToMenu(menu,self,iColumn)
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\basher.py", line 6690, in AppendToMenu
menuItem.Check(settings[self.key])
File "C:\Python26\lib\site-packages\wx-2.8-msw-unicode\wx\_core.py", line 11557, in Check
return _core_.MenuItem_Check(*args, **kwargs)
wx._core.PyAssertionError: C++ assertion "wxAssertFailure" failed at ..\..\src\msw\menuitem.cpp(333) in wxMenuItem::Check(): CheckMenuItem() failed, item not in the menu?

EditINI related

EDIT: Shouldn't bBorderRegionEnabled=1
...be Enabled..True???
Or is this backward??? Did Beth muck it up or Bash???
EDIT: Nevermind. A Restart fixed that..
REREEDIT: It did it again.. After Applying a EditINI to Oblivion ini go to the ini tab and see that border regions is 0 but oblivion.ini still says 1

Edit yet again: Here is a pic http://imageshack.us/photo/my-images/268/editini.jpg/

ugh pyAssertionError... try restarting Bash and doing the same thing; sometimes thats a random error... if it happens again let me know and I'll look deeper into it.
I think you want it to be zero - uh make sure you don't have multiple lines that say have the border region (sometimes happens Idkw).


And often B is met with some resistance to it actually being a problem and not end user misuse. That gets tiring. It seems no matter how much time one can put in here or how much beta testing one does - if the opportunity exists to discount and noobify it is usually taken.

I hope you've never felt that from the Bash team, if you have have please pm me for a civil discource about it.
Of course fixing bugs sometimes takes a while but I try to not discount bugs at report - especially from those who have reported bugs before then I have a better assurance that it isn't user error - but if I have done that I do appoligize.

Speaking of which did anyone see Yacoby's suggestion a page or two back? I think it would be a great idea to have a core set of Wrye files that get updated perhaps separately than the files that are game dependent (mash, flash, flashNV, bash), but then again I'm not a developer. My ulterior motive for that would then be to advocate for the changes that Gaticus proposed about having more localized BAIN info storage.

yeah I think it sounds great.

Yes, I centralized resource WOULD be great, but what if no one would maintain it.
Ex. I'm playing morrowind right now, the oblivion or skyrim part doesn't matter....

Are you willing to double the manpower for an good Idea that no one may hold their bets upon?

So, far, there are only those who help dev and so so...
Until they clone themselves, well...............I think you know the answer.

well it would be part of Bash, Mash, Flash, FlashNV so as devs did changes to those they would do required changes to the shared code, so I think that wouldn't be much problem. and it should decrease manpower after an initial outlay of course.


Reading OMODs is more important because there are numerous existing files already in the wild that used those. Nehrim may be popular but it's a tiny minority of users who use Bash with it. Prioritization is a necessity in any project.

And I was serious, if you don't' think you'll have time to help with followup on your bug reports, you shouldn't be reporting them. That's not meant to be an attack, it's just simple fact. The developers can't go asking other random souls to help with it if you're the one experiencing the problem.

prioritization is based on two things: perceived importance by devs, and what the heck the devs feel like doing :D
if it's a good bug report (and a repeatable bug) even if you don't have to to test it often can be fixed without followup but vague ones really do need followup.


Basically, what I want to know is if I re factored everything common between projects out to a new projected, is likely that my patches would get accepted? I am willing to basically all the work but I don't want that work to be for nothing.

Whatever happens, I wouldn't do anything until end of may/june. I have exams atm :(


The idea is that if you had something really general, you would commit the changes to the centralized project rather than the game specific project.

definitely :)
yeah I just drove into town yesterday for an examy thing.
precisemant

If this installers.dat file were divorced from the BAIN directory and stored in the save game directory (ideal) or in the Mopy directory even (or even settable to anywhere via an ini setting) then one could have one BAIN archive and depending upon what each clone reads from the installers.dat file it would then read and access the BAIN archive (Oblivion Mods/Bash Installers) differently with each clone (installers.dat file).

Where hidden archives (Bash mod data) goes would likely need to be addressed by also making those locations related to the three areas above. mTES4Manager works with Oblivion, F3, and FNV already. Not morrowind but there are similar programs for it - and my bet is that they too would benefit from this.

Trying to have Wrye Bash as an independent program that does not switch or remains separate from the clones switching yet tracks them is, I think, a bad idea - and again maybe I misunderstand. It really seems to be about just changing the locations of where certain files are read and stored. So the suggestion is not to have bash track clone switching - the suggestion is just to divorce the installers.dat file and the hidden folders from the BAIN archive. Let mTES4Manager handle the rest.

An update to the system would require users of the older scheme to back up certain folders - which could be easy as just installing the new would not remove the old. But yeah I'd expect a thread of complaints.

It seems simple to me anyway. Gaticus' proposals were posted back in Oct-Nov 2010 in bash threads.I'd think mod makers would love this idea - then they could have a modding clone with their data folder just so and bare except for what they are working on - and then another folder to play with or test their mods in the mix).

it's on the list just a larger change and no one's gotten around to it.
Pacific Morrowind
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Charlie Ramsden
 
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Post » Wed Mar 30, 2011 7:29 am

@PM : the TamrielTravellers4OOO.esp - should have been active IIRC
@Corepc : the error is usually some lines before (some selectOne etc) OR in the new wizards not accepting multiple strings : http://www.gamesas.com/index.php?/topic/1185023-relz-wrye-bash-thread-65/page__view__findpost__p__17680600
btw it occurred to me it could be handy (or cluttering) to have a menu item like "Go to installer"

Btw - don't get me wrong - I'd always wanted to be a beggar/guard/whatnot :)
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leni
 
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Post » Wed Mar 30, 2011 4:47 am

I'm having some problems with both the Standalone WB and the latest SVN.

When I try to build a bash patch, it keeps spitting out this error:

Spoiler

Traceback (most recent call last):
File "H:\Oblivion\Mopy\basher.py", line 5780, in Execute
patchFile.buildPatch(log,SubProgress(progress,0.8,0.9))#no speeding needed/really possible (less than 1/4 second even with large LO)
File "H:\Oblivion\Mopy\bosh.py", line 17643, in buildPatch
patcher.buildPatch(log,SubProgress(subProgress,index))
File "H:\Oblivion\Mopy\bosh.py", line 31574, in buildPatch
raise StateError(_('Mesh undefined for eye %s in race %s') % (strFid(eye),race.eid,))
bolt.StateError: Mesh undefined for eye (bgBalancingEVCore.esp,0x017900) in race Ohmesshaved


Any ideas?

umgh odd... er I'll just change that to a non-fatal error that removes that eye from that race (with a printout about that fact in debug mode ofc) and let it continue on.
- wait about 30 seconds and the SVN should be commited with that fix :)
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Milad Hajipour
 
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Post » Wed Mar 30, 2011 2:57 am

Hey, I posted a couple days ago about problems. Wanted to clear a few things up.

I've been on vacation this week and took the time over the last couple days to really do diligence on learning this utility and others and I've gotta say.... wow. Thanks. The tools: Bash, BAIN, Boss, LODGen, TES4Edit, etc. are quite amazing and simple once you understand what they do and probably most important why they do what they do.

The result is that I've achieved the most stable mod platform build I've ever experienced.... even going back to maybe Morrowind. (at least, when I'm using a significant number of mods.) It's got FCOM at it's heart and a fair number of tweaks.

So, um, thanks. Look forward to seeing what this community can do with V.

B :celebration:
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gandalf
 
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Post » Wed Mar 30, 2011 7:43 am

Hmm, I might be doing something wrong but the problem remains. I got the new oblivionworks and extracted it all but no-go.
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Ernesto Salinas
 
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Post » Tue Mar 29, 2011 11:50 pm

EDIT: Double post...dumb slow internet.
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BRAD MONTGOMERY
 
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Post » Wed Mar 30, 2011 1:41 am

@Yacoby: Pretty much echoing what PM said: It's a great Idea. Obviously the easy stuff to port first would be in balt.py and bolt.py, etc. It'll take some work, but if we get it worked out before the Skyrim release, it'll make a Wrye (Skash?) much easier. I think PM already mentioned it, but we could add it as a project under the oblivion works svn.

Hi,

I am using latest Wrye Bash 292 from svn.
Has reordering installers with the mouse been disabled? After updating I noticed I can't reorder using the mouse.

Regards,
niche99
Check to be sure that the installers are sorted by Load Order. Drag n Drop work work otherwise. If it's still a problem, we can look into it more.


Back 2 business afyer last nght's silliness...

!. If looked at SVN Rev history and it tells me that CBash is unchanged since 1024, 2 weeks ago. Am I to assume that is Stable and safe to use now?... Hmmm... am I only one who roots for CBash? Haven't seen much interest or bug reports for CBash use in the last couple of weeks ...

2. Little req.. Is any way possible to trick BAIN folder to be actually spread accross multiple folders? f I allready asked it before I apologize.
  • Sort of. It looks like we've got 99% if the bugs worked out, but there are a few thinks that need looking into before we call it good. (something about merging Artifacts.esp that I haven't had a chance to test yet, for example)
  • If you have windows NT, you can make junctions (like hard links in linux IIRC). Other than that I don't think so.


@Psymon: Just to reitterate my take on things:
Things that get developed from me are either:
  • Something I think I can get done in the ammount of time I have availible (which is usually not a lot, so big things wait until I have a lot of time)
  • Things I find interesting or a challenge or fun to do (most everything, except bugfixing, lol)
  • Bugfixing
  • Things that I think have a high demand (key: what I think, so often I'm wrong about what actually has high demand)
  • If I haven't seen PM or War in a while....I start leaning about new areas in the Bash code...like Bashed Patch creation (made my brain hurt for a while)

I try to catch every request and make sure there's been a response by it by one of the active devs, so if something goes missed, I apologize. But...as Arthmoor said, most of the time for bugfixes, I'll either need more info about what you were doing, or I'll need you as a guinne pig later to test fixes (if I can't reproduce it). As for your specific request for the Installers.dat: it probably wouldn't be too hard to do, just none of us has gotten around to it yet. I could do it, but don't expect it for a few weeks (I'm in Alaska visiting brothers / seeing awesome stuff..OT, but driving from Anchorage to Fairbanks the other day we had an awesome view of Mt Mickinley, sweet!...anyway, I'll do some random stuff while I'm up here, but more than likely it will just be to my local copy, with not much committing changes to the svn)

And it looks like everyone else got taken care of by PM and other helpful users.

Oh, and obviously alt3rn1ty's picture is one of himself :rolleyes:
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Del Arte
 
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Post » Wed Mar 30, 2011 10:39 am

  • If you have windows NT, you can make junctions (like hard links in linux IIRC). Other than that I don't think so.


Indeed, in all NT-based WinOS (NT/2000/XP/2003/2008/7).

Easiest way is to use http://technet.microsoft.com/en-us/sysinternals/bb896768 by Sysinternals. Do keep in mind NT Junctions are really, really hairy and fragile like glass, so if at all possible avoid.
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Fluffer
 
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Post » Tue Mar 29, 2011 11:09 pm

Yup, 1058 CBASH completed fine. :thumbsup: (I Did have a "Not Responding" moment(first time I belive)) Stil wants to merge OOO. (so I tagged it Nomerge)
I still have the issue with the Installers, apperantly "Not Responding"(the "Progress Box" just dissapears for awhile) when I first visit...

I Just noticed the CBash in the title bar. :biggrin: (Is that New??)

*Almost forgot, Drag & Drop stopped working a Few SVNs back... :shrug:
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Naazhe Perezz
 
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Post » Wed Mar 30, 2011 2:34 pm

I can't think of any potential issues... hmm lets see best to refactor into a common svn project and then have that as an external in the bash source... [..]
Valda is the Flash developer so once you're done a bit you might want to message/post on his threads about it so that he can update to that.
I totally agree that it would be great to have some stuff shared, probably 50% of the non esp reading/patch building code can be shared I'd say at a rough guess.

Yeah. I will see what I can pull out and test compatibility with other games by then porting it to Mash so I can be fairly sure I haven't pulled out too much.

I've done a hmm one or two things that I just haven't gotten around to releasing, and have Wrye authorization/appropriate nexus permissions to upload to the Nexus Mash page, so if you're not already doing of SCM for your Mash work I was wondering if you wanted to use the oblivionworks (sourceforge) svn? (if not no problem ofcourse).
I find git suites my workflow more so I am tending to use github for things nowadays. Thanks for the offer though.

@Yacoby: Pretty much echoing what PM said: It's a great Idea. Obviously the easy stuff to port first would be in balt.py and bolt.py, etc. It'll take some work, but if we get it worked out before the Skyrim release, it'll make a Wrye (Skash?) much easier.

I will get board of Wrye Mash/Bash/Whatever stuff before the Skyrim release :P
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Steven Hardman
 
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Post » Wed Mar 30, 2011 12:38 pm

Bash Patch Error SVN 1056

Spoiler

(bolt.Path('Oblivion.esm'), 160520)
Skipping the race eye patcher: unable to locate the default blue eye (Oblivion.esm, 027308).
Please copy this entire message and report it on the current official thread at http://www.gamesas.com/index.php?/forum/25-mods/.

Collection (0CBA0338) contains the following modfiles:
Load Order (--), Name(Better Cities - Unique Landscape Skingrad Outskirts.esp)
Load Order (--), Name(Alluring Potion Bottles v3.esp)
Load Order (--), Name(Oblivion Citadel Door Fix.esp)
Load Order (--), Name(KotN Wayshrine Fix.esp)
Load Order (--), Name(Cobl Tweaks.esp)
Load Order (--), Name(Alluring Wine Bottles.esp)
Load Order (--), Name(All Natural - Indoor Weather Filter For Mods.esp)
Load Order (--), Name(Better Cities - Open Better Cities.esp)
Load Order (--), Name(Harvest[Containers] - Vanilla.esp)
Load Order (--), Name(Cobl Filter Late MERGE ONLY.esp)
Load Order (--), Name(Harvest[Containers] - Vanilla - Ore ReSpawn.esp)
Load Order (--), Name(Harvest[Containers] - Flat-Top Barrels Add-on.esp)
Load Order (--), Name(NRB4 Standard Road Record.esp)
Load Order (--), Name(Better Cities - All Natural.esp)
Load Order (--), Name(Qarls_Harvest.esp)
Load Order (--), Name(Harvest[Containers] - Player Home Add-on.esp)
Load Order (--), Name(Harvest[Containers] - SI.esp)
Load Order (--), Name(Harvest[Containers] - SI - Ore Respawn.esp)
Load Order (--), Name(VanityCameraSmoother.esp)
Load Order (--), Name(Harvest[Containers] - Havok Crates Add-on.esp)
Load Order (00), Name(Immersive Interiors - Lights Addon.esp)
Load Order (00), Name(Salmo the Baker, Cobl.esp)
Load Order (00), Name(BetterMusicSystem.esm)
Load Order (00), Name(All Natural - Real Lights.esp)
Load Order (00), Name(X.Races.Comp.esp)
Load Order (00), Name(Book Jackets Oblivion.esp)
Load Order (00), Name(DLCShiveringIsles.esp)
Load Order (00), Name(RAEVWD Cities.esp)
Load Order (00), Name(BetterMusicSystem(Elsweyr).esp)
Load Order (00), Name(Cobl Si.esp)
Load Order (00), Name(DropLitTorchOBSE.esp)
Load Order (00), Name(SilverwareWeapons.esp)
Load Order (00), Name(ShezriesTownsMaster.esp)
Load Order (00), Name(Harvest[Containers] - Havok Crates Add-on.esm)
Load Order (00), Name(All Natural - SI.esp)
Load Order (00), Name(ScreenEffects.esm)
Load Order (00), Name(Unofficial Oblivion Patch.esp)
Load Order (00), Name(BetterMusicSystem(SI).esp)
Load Order (00), Name(bartholm.esp)
Load Order (00), Name(road+bridges.esp)
Load Order (00), Name(Harvest[Containers] - Flat-Top Barrels Add-on.esm)
Load Order (00), Name(Vvardenfell_Imports.esp)
Load Order (00), Name(Dynamic Map.esp)
Load Order (00), Name(WindowLightingSystem.esp)
Load Order (00), Name(Harvest[Containers].esm)
Load Order (00), Name(MiniMap.esp)
Load Order (00), Name(TESA Clutter Test Cell.esp)
Load Order (00), Name(Immersive Interiors.esp)
Load Order (00), Name(The Lost Spires.esp)
Load Order (00), Name(Unofficial Shivering Isles Patch.esp)
Load Order (00), Name(Enhanced Water v2.0 HDMI.esp)
Load Order (00), Name(TESA Clutter.esm)
Load Order (00), Name(Better Cities Full.esp)
Load Order (00), Name(mythsandlegends.esp)
Load Order (00), Name(Better Cities - COBL.esp)
Load Order (00), Name(CustomSpellIcons.esm)
Load Order (00), Name(Qarls_Harvest.esm)
Load Order (00), Name(DarNifiedUI Config Addon.esp)
Load Order (00), Name(Mag1cWind0w_The_Imperial_Water.esp)
Load Order (00), Name(Enhanced Grabbing.esp)
Load Order (00), Name(RefScope.esp)
Load Order (00), Name(Cobl Glue.esp)
Load Order (00), Name(Streamline 3.1.esp)
Load Order (00), Name(FormID Finder4.esp)
Load Order (00), Name(Better Cities .esp)
Load Order (00), Name(RAEVWD New Sheoth.esp)
Load Order (00), Name(Cobl Races TNR SI.esp)
Load Order (00), Name(Harvest[Containers] - Player Home Add-on.esm)
Load Order (00), Name(ClocksOfCyrodiil_BC_OBC_OC_OCLR_Vanilla.esp)
Load Order (00), Name(Better Imperial City.esp)
Load Order (00), Name(Slof's Oblivion Goth Shop.esp)
Load Order (00), Name(ElsweyrAnequina.esp)
Load Order (00), Name(RAEVWD Imperial City.esp)
Load Order (00), Name(All Natural.esp)
Load Order (00), Name(Knights - Unofficial Patch.esp)
Load Order (00), Name(Knights.esp)
Load Order (00), Name(Oblivion.esm)
Load Order (00), Name(ScreenControls.esp)
Load Order (00), Name(VaultsofCyrodiilBC.esp)
Load Order (00), Name(Cobl Main.esm)
Load Order (00), Name(Cobl Races TNR.esp)
Load Order (00), Name(Better Cities Resources.esm)
Load Order (00), Name(All Natural Base.esm)
Load Order (--), Name(Kvatch Rebuilt.esp)
Load Order (--), Name(Better Cities - Unique Landscape Cheydinhal Falls.esp)
Load Order (--), Name(MMM-Cobl.esp)
Load Order (--), Name(Growlfs Hot Clothes.esp)
Load Order (--), Name(Harvest [Flora].esp)
Load Order (--), Name(Better Cities - Unique Landscape Chorrol Hinterland.esp)
Load Order (00), Name(Bashed Patch, 0.esp.tmp)


eye_meshes contents
Traceback (most recent call last):
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\basher.py", line 5852, in Execute
patchFile.buildPatch(SubProgress(progress,0.1,0.9)) #try to speed this up!
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 18051, in buildPatch
patcher(self, subProgress)
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 30229, in finishPatch
book = getBook(patchFile, objectId)
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 30209, in getBook
if book.recType != 'BOOK':
AttributeError: 'NoneType' object has no attribute 'recType'

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Matthew Aaron Evans
 
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Post » Wed Mar 30, 2011 7:25 am

Hmm, a fresh install of the newest SVN still gives me that fatal eye problem.
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Tamara Dost
 
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Post » Wed Mar 30, 2011 4:39 am

Check to be sure that the installers are sorted by Load Order. Drag n Drop work work otherwise. If it's still a problem, we can look into it more.


Hi Lojack,

Yes, I am sorting by Projrct First and By Order from the right click column menu. Have tried unchecking Project First but made no difference. Click and Drag reordering does not work for me.

Selecting BSA redirection from right click menu option now produces the following error:
Traceback (most recent call last):  File "D:\Games\Bethesda\Oblivion\Tools\Wrye Bash\Mopy\basher.py", line 7335, in Execute    resetCount = bsaFile.reset()  File "D:\Games\Bethesda\Oblivion\Tools\Wrye Bash\Mopy\bosh.py", line 6681, in reset    self.resetMTimes()  File "D:\Games\Bethesda\Oblivion\Tools\Wrye Bash\Mopy\bosh.py", line 6661, in resetMTimes    dirs['mods'].join(bsaFile).mtime = mtime  File "D:\Games\Bethesda\Oblivion\Tools\Wrye Bash\Mopy\bolt.py", line 506, in setmtime    os.utime(self._s,(self.atime,int(mtime)))  File "D:\Games\Bethesda\Oblivion\Tools\Wrye Bash\Mopy\bolt.py", line 475, in atime    return os.path.getatime(self._s)  File "C:\Program Files (x86)\Common Files\Python26\lib\genericpath.py", line 59, in getatime    return os.stat(filename).st_atimeWindowsError: [Error 2] The system cannot find the file specified: 'E:\\Oblivion\\Data\\Oblivion - Textures - Compressed.bsa'


I have set sOblivionTexturesBSAName=Oblivion - Textures.bsa in the bash.ini.

Regards,
niche99
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Cathrin Hummel
 
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Post » Wed Mar 30, 2011 1:42 am

You will need to do the clean save when upgrading from 117 to 144 and obse 20 has well..Else I do not have version 1.17..has far back has I got is 1.36 version of EW..

I just looked, and I don't have the archive for EW 117 either.
I already have OBSE 20 installed.

I did the console command to clear the weather (~fw 38EEE), then deactivated the four EW files. When I deactivated the EW esm file, I had to rebuild my Bashed Patch (since the 117 EW esm file had previously been merged).

When I try to load the game to do the clean save, it CTDs while loading the previous save... like there is a missing master, or something. Only thing is, the only files I removed from my load order was the four EW files, and then rebuilt the Bashed Patch.

I know 'm getting the CTD because something is checked in the Rebuild Patch dialog that shouldn't be, but I ain't smart 'nuff to figer out what it is. :wacko:
Hell, I don't even remember how to export a load list in Bash anymore...
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Mistress trades Melissa
 
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Post » Wed Mar 30, 2011 4:20 am

I know 'm getting the CTD because something is checked in the Rebuild Patch dialog that shouldn't be, but I ain't smart 'nuff to figer out what it is. :wacko:
Hell, I don't even remember how to export a load list in Bash anymore...


Probably easiest to just Uninstall your EW mods, then they won't show up in Bash...
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Tai Scott
 
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Post » Wed Mar 30, 2011 9:55 am

Going through a complete FCOM and Game reinstallation hoping to run a fresh,beautiful and clean game until Skyrim, Ive been following the Official Threads guide, Beginners Guide and 50 steps to Stable FCOM to install it all. Its been a daunting three to four hour task but im nearly at the end, im was going to rebuild my patch when i noticed that there was no Bashed Patch to rebuild is this an issue with my Wrye Bash installation or am i supposed to create the first patch? Its been a while since ive done a clean install and cant remember
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Phillip Hamilton
 
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Post » Wed Mar 30, 2011 7:32 am

Hmm, a fresh install of the newest SVN still gives me that fatal eye problem.

ack try again... I played the idiot and only changed teh non-CBash version :headbang:
Pacific Morrowind
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Phoenix Draven
 
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Post » Wed Mar 30, 2011 11:14 am

Going through a complete FCOM and Game reinstallation hoping to run a fresh,beautiful and clean game until Skyrim, Ive been following the Official Threads guide, Beginners Guide and 50 steps to Stable FCOM to install it all. Its been a daunting three to four hour task but im nearly at the end, im was going to rebuild my patch when i noticed that there was no Bashed Patch to rebuild is this an issue with my Wrye Bash installation or am i supposed to create the first patch? Its been a while since ive done a clean install and cant remember

The blank "Bashed Patch, 0.esp" is in the mopy/extras folder in your Oblivion folder.

Copy (Don't Move!) the file to your Data folder...
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Averielle Garcia
 
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Post » Wed Mar 30, 2011 10:05 am

Thank you for the reminder and quick response =)
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Lucy
 
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Post » Wed Mar 30, 2011 1:29 am

Probably easiest to just Uninstall your EW mods, then they won't show up in Bash...

I tried that, but I'm still getting the CTD.
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Everardo Montano
 
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Post » Wed Mar 30, 2011 7:49 am

What about loading the game with dummy ESPs that have the same filenames? Perhaps it'll be enough to bridge the gap, allow you to make a new save, then remove the dummy files.
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Richard Thompson
 
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Post » Wed Mar 30, 2011 9:50 am

What about loading the game with dummy ESPs that have the same filenames? Perhaps it'll be enough to bridge the gap, allow you to make a new save, then remove the dummy files.

You mean for each one of my esp files?
I have 120ish esps active in my load order.
And, won't that reset every modded item in the game (since the records would be missing)?

I've been doing some tinkering on my own, but it takes over 5 minutes to rebuild the Bashed Patch, and another 2 to load the game. Including making the tweaks, that means it is about 10 minutes of sitting here waiting between each CTD. And I'm getting nowhere.

Going to go play some Civ IV for a while. Maybe doing something where I can kick the computer's butt for a change will make me feel better. :banghead:
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maddison
 
Posts: 3498
Joined: Sat Mar 10, 2007 9:22 pm

Post » Wed Mar 30, 2011 1:14 pm

No, you're having trouble with EW, right? Try making dummy files with the same names as the EW files you're trying to remove. It's been known to work in a few cases.
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Bethany Short
 
Posts: 3450
Joined: Fri Jul 14, 2006 11:47 am

Post » Tue Mar 29, 2011 10:46 pm

Is there anyway to reclaim a deleted ini i thought it may have been causing a CTD initially with my new FCOM set up so i deleted it in hopes the game would start up and a new one would be generated, but apparently the ini isnt the problem and now i cant open up OBMM to manage the files that may be causing the issue. Im hoping Wrye Bash has some utility in its depths that will save me.
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rebecca moody
 
Posts: 3430
Joined: Mon Mar 05, 2007 3:01 pm

Post » Wed Mar 30, 2011 5:30 am

Yup, 1058 CBASH completed fine. :thumbsup: (I Did have a "Not Responding" moment(first time I belive)) Stil wants to merge OOO. (so I tagged it Nomerge)
I still have the issue with the Installers, apperantly "Not Responding"(the "Progress Box" just dissapears for awhile) when I first visit...

I Just noticed the CBash in the title bar. :biggrin: (Is that New??)

*Almost forgot, Drag & Drop stopped working a Few SVNs back... :shrug:

CBash thing in the title bar's been around forever now.

Drag n Drop: Can you describe what's happening? (well, besides the obvious.) Is the drag'n'drop icon still showing? It's working fine on my end, so it's kinda hard to debug...
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Shannon Marie Jones
 
Posts: 3391
Joined: Sun Nov 12, 2006 3:19 pm

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