[RELZ] Wrye Bash -- Thread 65

Post » Wed Mar 30, 2011 2:09 pm

Question for everyone. Is it ok to have only the latest version of C++ Runtime Library (2010)? I was tidying up my drives and realized that I have like 6 different version of the Redistributable, from 2005 onward. The link on TESIV Positive is for a version that goes with 2008 Service Pack 1. Any insight is appreciated :)

it depends on what programs you have that require them - a program built with the 2010 VC++ for example won't work with the 2008 redistributable - 2005 isn't used by much anymore so it is almost certainly fine to get rid of.


Back to business - after a couple err silly pages :rolleyes:
Where is the group option in the Mods tab ?
Looks like it disappeared
As I am starting a debugging session I would very much like to group mods - hurry up it's my sunday chance lol

aaaah late reply in relation to your sunday - sorry; yep dissappeared it did; Lojack disabled BALO (since AFAWK no one uses it anymore ) with an option to enable it in the ini if really desired; however I think that groups might still be wanted so I've made it so even without BALO enabled groups are still accessible.
Also I noticed a group : BashedPatchMerged - not applied to all + mods - a bug ?

not a built in group in the current code/code at least for the last year... did you hand add that a long time ago?


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 ...

1. not the most right now actually... any changes to cint.py and changes to a significant portion of bosh.py are CBash changes on the python side of it... been working quite a bit there so it is the least stable its been in a few weeks the last 5 days or so


Bash Patch Error SVN 1056

Spoiler




try again... usually means you didn't ahve enough memory and just closing and reopening Bash (and closing any uuusually memory hogging other apps) usually fixes it
Pacific Morrowind
User avatar
James Baldwin
 
Posts: 3366
Joined: Tue Jun 05, 2007 11:11 am

Post » Wed Mar 30, 2011 1:47 pm

aaaah late reply in relation to your sunday - sorry; yep dissappeared it did; Lojack disabled BALO (since AFAWK no one uses it anymore ) with an option to enable it in the ini if really desired; however I think that groups might still be wanted so I've made it so even without BALO enabled groups are still accessible.

not a built in group in the current code/code at least for the last year... did you hand add that a long time ago?

Thanks - sunday monday whatevah :D
Hmm I read about BALO - but still groups are useful - even if BALO goes down the drain groups must stay methinks
I doubt I added a group like BashedPatchMerged - but still... Can't be 100% sure
Thanks !
User avatar
Laura-Jayne Lee
 
Posts: 3474
Joined: Sun Jul 02, 2006 4:35 pm

Post » Wed Mar 30, 2011 1:48 am

Has separating height/weight data from body textures ever been considered, tag-wise? I recently had an issue where Slof's Better Bodies.esp needed to be tagged Body-F/Body-M but in doing so it overwrites the height/weight data from bgBalancingEVCore.esp. I fixed this easily enough by adding the records to Slof's Better Bodies.esp but separate tags would be preferable. Alternatively, any suggestions as to how I should have resolved this?

Another issue involving Slof's Better Bodies.esp: this mod uses Scanti's mouth and teeth resources to add eyelashes and claws. I added the tags R.Mouth/R.Teeth to get it to work correctly but there is no mention in BOSS. Did I do this correctly, and if so, should this should be reported to the BOSS team?

Lastly, an apology. Recently I complained about tag documentation. It would seem it was quite some time since I had last read the Bash docs :blush: since the latest version is very good.
User avatar
Ricky Meehan
 
Posts: 3364
Joined: Wed Jun 27, 2007 5:42 pm

Post » Wed Mar 30, 2011 12:35 am

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...


Hi,

Drag 'n' Drop, no icon shows for me. Left Click and drag just does nothing at all. Almost as if there is no event linked to a left click?

Regards,
Niche99
User avatar
Blessed DIVA
 
Posts: 3408
Joined: Thu Jul 13, 2006 12:09 am

Post » Wed Mar 30, 2011 7:32 am

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 find git suites my workflow more so I am tending to use github for things nowadays. Thanks for the offer though.


I will get board of Wrye Mash/Bash/Whatever stuff before the Skyrim release :P

yeah Git is really nice for that... oh and github that makes it really easy to work with in relation to Bash's SVN... github now supports SVN (since April Fools :)) - can easily set it as an external; let me know when you have something and I'll set up a branch of Bash to test it with on my end.
I think I wasn't entirely clear there that offer was also for the permissions for the Nexus main Mash page unless you've done anything totally wacko with Mash which I doubt :D

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

woops... missed a couple lines that refer to that, fixed all lines now. thanks for the loverly bug report :).

Thanks - sunday monday whatevah :D
Hmm I read about BALO - but still groups are useful - even if BALO goes down the drain groups must stay methinks
I doubt I added a group like BashedPatchMerged - but still... Can't be 100% sure
Thanks !

and commited so you don't have to enable BALO to use groups :)
Pacific Morrowind
User avatar
Gill Mackin
 
Posts: 3384
Joined: Sat Dec 16, 2006 9:58 pm

Post » Wed Mar 30, 2011 11:43 am

Hi,

Drag 'n' Drop, no icon shows for me. Left Click and drag just does nothing at all. Almost as if there is no event linked to a left click?

Regards,
Niche99


It's working in the Mods Section, but not the Installers, (SVN 1058) Left-Click selects a mod, but it Doesn't drag...

*If there is'nt a mod selected (**Allready Blue), a left-clicl & drag will display the data but not turn it Blue
User avatar
jessica breen
 
Posts: 3524
Joined: Thu Aug 03, 2006 1:04 am

Post » Wed Mar 30, 2011 10:32 am

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.

Ok, gotcha.
But, it isn't EW I'm having problems with. It's with the Bashed Patch.

Here is the scenario:
The game ran fine last week (flawlessly, actually).
Saturday, I decided to update Wrye Bash.
When I tried rebuilding my Bashed Patch, I got a bug dump, and the patch failed to update.
Corepc told me there was an issue with older versions of EW, so I tried to update EW.
I started the game, did the console command to clear the weather (fw 38EEE), and saved and exited the game.
I deactivated the EW esps, rebuilt the Bashed Patch (which completed that time).
I tried to launch the game to do the clean save, and got a CTD while loading my last save.
I moved the EW files out of my Data folder, rebuilt the Bashed Patch, but still got a CTD.
I tried using the dummy esps as you suggested, rebuilt the Bashed Patch, but still got a CTD...

I'm pretty certain I'm doing something wrong when rebuilding my Bashed Patch, I just don't know what it is.

Thanks for the suggestion, tho.
User avatar
Sylvia Luciani
 
Posts: 3380
Joined: Sun Feb 11, 2007 2:31 am

Post » Wed Mar 30, 2011 9:43 am

1. not the most right now actually... any changes to cint.py and changes to a significant portion of bosh.py are CBash changes on the python side of it... been working quite a bit there so it is the least stable its been in a few weeks the last 5 days or so



]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)


So I need patience, I should have listened to Master Yoda... huh...:D

Hopefully not very long though.
User avatar
Alyce Argabright
 
Posts: 3403
Joined: Mon Aug 20, 2007 8:11 pm

Post » Wed Mar 30, 2011 6:39 am

For anyone having problems with drag n drop - Just trying 1061 (I missed 1058, no problems with 1057 prior to that with drag and drop, and no problems with the current svn - so dont know if that was something introduced in 1058 and cured again since)

In the mods tab, drag and drop esps is no probem, and the same in the installers tab, drag and drop installers up / down the list is no problem here ... If it helps anyone, heres my current settings with the svn

http://www.bild.me/bild.php?file=1161714ScreenShot382.jpg

http://www.bild.me/bild.php?file=3353500ScreenShot381.jpg

I was going to mention not having either "sort by active" or "projects first" selected .. but niche99 has already said tried without those I think. Unless you are selecting one and de-selecting the other, then back again - Neither of those should be selected if you want drag and drop to work.

Highlighted (or not) if I left click (and keep the left mouse button held down) then drag either a mod esp in the mods tab, or an installer in the installers tab, it always works here.

Drag 'n' Drop, no icon shows for me. Left Click and drag just does nothing at all. Almost as if there is no event linked to a left click?

Icon? (edit: Had a think, still cant imagine why an icon should be expected to appear)

Oh, and obviously alt3rn1ty's picture is one of himself :rolleyes:

I resemble that remark :)
User avatar
Andrew Perry
 
Posts: 3505
Joined: Sat Jul 07, 2007 5:40 am

Post » Wed Mar 30, 2011 7:04 am

Well, now that Is interesting, SVN 1061 Still not working for Me, I deselected sort by Projects First, Still nothing. :unsure:
(Been that way for Several SVNs)
User avatar
Hayley Bristow
 
Posts: 3467
Joined: Tue Oct 31, 2006 12:24 am

Post » Wed Mar 30, 2011 8:21 am

Query for the Wrye pros. I created BAIN packages for some very simple mods, but they do not properly register in the Installers tab. One mod is just additional weapons. It has meshes folder, textures folder, and a single esp. I added these 3 items to 00 Core Files folder, then zipped said folder and put the archive into Bash Installers folder. The BAIN package does appear in my Installers tab, but is still glaring red, saying that all of the meshes and textures are missing :brokencomputer: Any insight is appreciated, as I don't think I skipped any steps.
User avatar
Austin Suggs
 
Posts: 3358
Joined: Sun Oct 07, 2007 5:35 pm

Post » Tue Mar 29, 2011 11:35 pm

Query for the Wrye pros. I created BAIN packages for some very simple mods, but they do not properly register in the Installers tab. One mod is just additional weapons. It has meshes folder, textures folder, and a single esp. I added these 3 items to 00 Core Files folder, then zipped said folder and put the archive into Bash Installers folder. The BAIN package does appear in my Installers tab, but is still glaring red, saying that all of the meshes and textures are missing :brokencomputer: Any insight is appreciated, as I don't think I skipped any steps.


I've had that problem a few times for some unknown reason yet, but if the archive is structured properly then I found that a unzip, then rezip with BAIN will fix the problem.
not sure if it has to do with 7zip or bash code.. it doesn't happen that often tho...

If your mod archives are a simple structure then the meshes dir, textures dir,espm sould be at the head of the archive.
If it's a complex archive then throw all of that into another dir.

Sometimes(well ages(svns) ago, might still be)if you had an oddball named dir in the head of the archive then it wouldn't want to read properly.

If you are using the latest svn, then if rezipping in bash doesn't work, there is an option to list the subpackages structure in spoiler tags(right click context) Check it over and if not post your structure, as it's usually something simple.

Sound like you have a simple archive structure, if so it should not be in a 00 core/whatever dir.

EDIT: My frans wizbain maker archive structure in my sig link is a complex structure. Meshes/tex dirs go inside of all those dirs(actually just esps for that one. unless a bsa of course)

And just for the record, It is not a Folder. Bad habit ya forumers got me into. It's a directory. LOL
In other words: Folder = Directory. Directory = Directory(but maybe with a folder icon representing.)
User avatar
Yung Prince
 
Posts: 3373
Joined: Thu Oct 11, 2007 10:45 pm

Post » Wed Mar 30, 2011 11:29 am

Query for the Wrye pros. I created BAIN packages for some very simple mods, but they do not properly register in the Installers tab. One mod is just additional weapons. It has meshes folder, textures folder, and a single esp. I added these 3 items to 00 Core Files folder, then zipped said folder and put the archive into Bash Installers folder. The BAIN package does appear in my Installers tab, but is still glaring red, saying that all of the meshes and textures are missing :brokencomputer: Any insight is appreciated, as I don't think I skipped any steps.

Right Click> Install
Then it should turn Green, or yellow depending on conflicts.

Just a guess...
User avatar
Spaceman
 
Posts: 3429
Joined: Wed May 23, 2007 10:09 am

Post » Tue Mar 29, 2011 11:48 pm

Camaro, yes the archive turns green when installed, but I'm trying to get my uninstalled ones to appear white when not installed (hence be proper BAIN packages). And Metallicow, I tried zipping the archive within Wrye, but to no avail. The basic mod-name folder appears as a red diamond, with the 3 items inside it (meshes, textures, esp). Making a new archive from that still has Wrye saying all files are missing b/c the mod isn't installed yet. I realize this seems like a small thing, but I'd prefer to keep red for actual problems, and not have to double check every mod to see if I broke it or it is simply uninstalled.
User avatar
Gaelle Courant
 
Posts: 3465
Joined: Fri Apr 06, 2007 11:06 pm

Post » Wed Mar 30, 2011 11:54 am

Camaro, yes the archive turns green when installed, but I'm trying to get my uninstalled ones to appear white when not installed (hence be proper BAIN packages). And Metallicow, I tried zipping the archive within Wrye, but to no avail. The basic mod-name folder appears as a red diamond, with the 3 items inside it (meshes, textures, esp). Making a new archive from that still has Wrye saying all files are missing b/c the mod isn't installed yet. I realize this seems like a small thing, but I'd prefer to keep red for actual problems, and not have to double check every mod to see if I broke it or it is simply uninstalled.

Red when uninstalled doesn't exactly mean it's borked, but may have an option selected. Read over the color options in the wrye bash.html
They are all a bit different for each tab.
Actually I think a few more colors would help out with this sort of confusion. It isn't the first time it has come up.... Almost all my BAINs are red, because there is an option available.
If it is white, that is rare, or it is a complex archive with no subpackages selected to install, hence you would be installing nothing if you did try to install.

I don't have an automatic pipeline to photoserv like alt3rnity... above. check out some of his pics and then refer to the ones in the html. Should clear it up I would think.
BTW , what are you trying to install?
User avatar
Chase McAbee
 
Posts: 3315
Joined: Sat Sep 08, 2007 5:59 am

Post » Wed Mar 30, 2011 3:31 am

Rename your 00 Core Files \ to 01 Core files \

Add a 00 Docs \ folder

slap a readme in there, if it hasnt got one just make a quick readme.txt file and plop it in.

so you end up with

00 Docs <- Readme in here
01 Core Files <-everything else in here

Select both folders, right click and add to archive. So both folders end up in the root of the archive. ie if you now double click the archive so that it opens with 7zip, you should immediately see those two folders listed in 7zip.

Now put this new archive in Bash Installers - White?

Not necessary, as metallicow says a simple archive could just have your meshes \, textures\ and esp in the root of the archive making it a simple archive. But if you want white the above will do it.
User avatar
Timara White
 
Posts: 3464
Joined: Mon Aug 27, 2007 7:39 am

Post » Wed Mar 30, 2011 5:24 am

...If it is white, that is rare, or it is a complex archive with no subpackages selected to install, hence you would be installing nothing if you did try to install...
This is what I was trying to accomplish, hence using proper folder names (00 Core, etc.) for simple mods/packages. That pictoral guide is a fantastic resource, though at this point I have a fairly good grasp of the normal WryeBash features (e.g. Bashed Patch, imports, etc.) I'm also relieved to see that it's ok to have green squares, since I thought diamonds indicated a perfect archive.

Edit 1: alt3rn1ty, I did as you suggested. The only thing that changed is the new archive (uninstalled) has a gray highlight going across it, but remains red with all files listed missing. I guess I'lll just have to be extra careful keeping track of my mod changes :shrug:
User avatar
Rachael Williams
 
Posts: 3373
Joined: Tue Aug 01, 2006 6:43 pm

Post » Wed Mar 30, 2011 6:35 am

This is what I was trying to accomplish, hence using proper folder names (00 Core, etc.) for simple mods/packages. That pictoral guide is a fantastic resource, though at this point I have a fairly good grasp of the normal WryeBash features (e.g. Bashed Patch, imports, etc.) I'm also relieved to see that it's ok to have green squares, since I thought diamonds indicated a perfect archive.

Diamond just indicate that it is a "Folder"errrm Directory in the Bash Installers Directory.
A Project to be more precise. A unzipped archive that will install faster than an zipped archive(compressed), but if you have many projects in the bash installers dir, this will play hell with your initial installers tab load, especially if you have a bunch of them.

I would recommend to alt3rnity to put in his guide if it isn't there already to disable the auto-refresh projects if you do not use them, or often. But a refresh would be needed to see any added ones, and also the second run-thru is always faster, plus if it is already there you can aslo just right click refresh on 1 project, not the whole shebang at once.

There are many tricks to using bash. They are all achieved by different means and settings(especially if you mod!)
keep that in mind. the html readme is your friend...lol, but not all those tricks are in the readme either.
User avatar
Jon O
 
Posts: 3270
Joined: Wed Nov 28, 2007 9:48 pm

Post » Wed Mar 30, 2011 4:30 am

Ummm...I thought...

All Projects = SquaresDiamonds
All Zips = DiamondsSquares

All the different colors relate to both sets the same.
??
Edit...NM I read the above post wrong that is what you are saying...and I got that backward...lol
Edit: my speed is way better now with the SNV i have only ONE square out of 110 Projects...man i need to spend a day Zipping everything. but my speed opening the Installer tab went from 6-10 mins down to 2 mins now. Love the New SNV....
User avatar
Natasha Callaghan
 
Posts: 3523
Joined: Sat Dec 09, 2006 7:44 pm

Post » Wed Mar 30, 2011 4:51 am

Just doing a quick look, I haven't got anything with just two folders to show at the moment, but numbers aren't important for a Simple/Complex, or Complex BAIN (Simple/Complex as opposed to a Simple BAIN)

Here's my streamline BAIN un-installed (and double clicked to bring up 7Zip)

Note there is content selected, Sub-packages and an esp ... so even though its un-installed, http://www.bild.me/bild.php?file=8219337ScreenShot381.jpg

Heres the same BAIN un-installed with no content selected (de-selected the sub-packages, and then clicked another BAIN to take the highlight off of streamline BAIN http://www.bild.me/bild.php?file=6681680ScreenShot382.jpg

Actually the first time I got it right was when starting the Wrye Bash Pictorial Guide, Gaticus pointed out the correct placement of documentation I should be including in the guide, so I made one and it went white - Revelation moment ( I know little things please little minds :) ). I like them that way too so have created loads of them the same since, Lush and Gaudy is White when you first drop it in Bash Installers with nothing selected. Although to do it exactly right I should be creating a further folder named similar to the mod inside the 00 Docs folder, and place the readmes in there, but they are all uniquely named anyway so will not clash with another mods readme and one or the other overwritten if chosen to install.

I cant understand why you still get red though, I am not saying you have done anything wrong, just did the above in case anyone else wants the same info.
User avatar
Emily Graham
 
Posts: 3447
Joined: Sat Jul 22, 2006 11:34 am

Post » Wed Mar 30, 2011 5:02 am

Just for clarification, and as it was asked above about Grey Background....
From the readme...
Grey: Indicates that some files present in the package will not be installed. This is usually due to a complex structure that is only partially handled by Bain, but can also be due to having files that Bain refuses to install (exe's, dlls, sub-archives, etc.)

I notice a bunch of the Grey background ones in your PIC above. Even Dark Darn UI....?

I am proud of the fact that I do not have one single grey background. (including Dark Darn UI) I search for the reason and remove the problem. But does the grey background mean there was a problem? Or just that some file couldn't be or wont be installed.
User avatar
Klaire
 
Posts: 3405
Joined: Wed Sep 27, 2006 7:56 am

Post » Wed Mar 30, 2011 10:47 am

Well, lets make it simple. Here is a Simple archive WIZBAIN DEMO BETA!
Just drop it in the installers tab and fire up the ol, wizard option. It's ready to test/etc
Don't bug me about yellow_spandex_NAMES.csv
The demo needs testing.

RELAY YOUR BUGS&IDEAS OVER TO Lojacks Wizard thread, where they need to be.

http://www.4shared.com/file/nUHNkq95/TEST_Wizard_SIMPLE_Archive_Str.html

The best wizmod ya can get for a SVN nowadays... LOL

Oh, and it's time for a new thread.
User avatar
Christie Mitchell
 
Posts: 3389
Joined: Mon Nov 27, 2006 10:44 pm

Post » Wed Mar 30, 2011 2:50 am

I notice a bunch of the Grey background ones in your PIC above. Even Dark Darn UI....?


Bunch? - You mean the Markers I have added? - Those are not BAINs :)

DarkUI DarN is yellow because of one file from TNO's Display Stats which needs to overwrite the original for Display stats to work correctly with DarkUI DarN

Edit: Shiny stuff from metallicow - grabbing ( hopefully without any un-usual animations :) )
User avatar
Nany Smith
 
Posts: 3419
Joined: Sat Mar 17, 2007 5:36 pm

Post » Wed Mar 30, 2011 3:34 am

I'll use the last of 2 posts in this thread for one more bit info. I found that if I added an additional esp or mesh/texture folder to the package and zipped it, the new archive is recognized as a true complex package, and becomes white when uninstalled and no options selected. Same files/mod I was using before, except now; 00 Docs, 01 Actual Mod Core, 02 random filler Core items. And for what it's worth, this is the file structure of the archive I've been trying to make a proper BAIN thing;

E:\Oblivion Mods\Bash Installers\abyss_staves.zip\meshes\weapons\staffs\
E:\Oblivion Mods\Bash Installers\abyss_staves.zip\textures\
abyss_staves.esp (located within the first level of the zip, same level as the meshes and textures folders)
User avatar
Isabella X
 
Posts: 3373
Joined: Sat Dec 02, 2006 3:44 am

Post » Wed Mar 30, 2011 10:23 am

Bunch? - You mean the Markers I have added? - Those are not BAINs :)

DarkUI DarN is yellow because of one file from TNO's Display Stats which needs to overwrite the original for Display stats to work correctly with DarkUI DarN

No the Background is a grey color....Peka sheilds, dark darn, baron armor,minibloomers...ect..
User avatar
Margarita Diaz
 
Posts: 3511
Joined: Sun Aug 12, 2007 2:01 pm

PreviousNext

Return to IV - Oblivion