[RELZ] Wrye Bash -- Thread 65

Post » Wed Mar 30, 2011 2:39 pm

Any progress with http://www.gamesas.com/index.php?/topic/1182249-relz-wrye-bash-thread-64/page__view__findpost__p__17573252 problem?

With svn ver. 1039 this problem still exists.


EDIT

http://www.4shared.com/photo/U0sRfaL4/CBASH.html
Is the Better Benirus Manor - AN Patch - Natural.esp - patch correct imported, the tags (C.Climate, C.Light, C.RecordFlags) are my own settings. I think something is missing. The "only" merged version looks equal.


This with or without CBash? With CBash that should have imported correctly.
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Kayleigh Mcneil
 
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Post » Wed Mar 30, 2011 6:56 am

This with or without CBash? With CBash that should have imported correctly.


With CBASH merged (green and the +) and imported (C.Climate, C.Light, C.RecordFlags).
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Add Me
 
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Post » Wed Mar 30, 2011 3:12 am

That plugin should only be imported and not merged.

The merge is overriding your desire to import the tagged data, and because you have other mods loading after where the BBM-AN plugin is, Bash is respecting load order on those mods and giving their data priority.

This may well be a bug too though, PM or Lojack will need to comment on that.
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Amber Ably
 
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Post » Wed Mar 30, 2011 9:13 am

Hmm, I have no tags for that one - http://www.bild.me/bild.php?file=6957204Untitled.jpg

Edit: Oh right, I see Baphometal added his own tags.
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Brandi Norton
 
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Post » Wed Mar 30, 2011 5:42 am

Hmm, I have no tags for that one - http://www.bild.me/bild.php?file=6957204Untitled.jpg

Edit: Oh right, I see Baphometal added his own tags.


me selftagging :hubbahubba:


@Arthmoor
I think we need a CBash mod priority system.

EDIT
Perhaps the Wrye Bash rating system can be used for the mod priority system. (None = CBash automatic decision; 1, 2, 3, 4, 5 = user adjusted priority)
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Emma Pennington
 
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Post » Wed Mar 30, 2011 3:02 pm

That plugin should only be imported and not merged.

The merge is overriding your desire to import the tagged data, and because you have other mods loading after where the BBM-AN plugin is, Bash is respecting load order on those mods and giving their data priority.

This may well be a bug too though, PM or Lojack will need to comment on that.

merged mods should be able to be imported as well... at least that's how it's supposed to work... I'm investigating what is fracking up.
Pacific Morrowind
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Melis Hristina
 
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Post » Wed Mar 30, 2011 1:17 am

Ok, I think I squashed this one.

Hmm doesn't fix it for me who already have it (SVN 1041)
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Michael Korkia
 
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Post » Wed Mar 30, 2011 3:31 am

Hmm doesn't fix it for me who already have it (SVN 1041)

Ok, well I reverted the problem causing code. As a side effect, the "disappearing progress bar" thing that happens when building the bashed patch will return now.
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helliehexx
 
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Post » Wed Mar 30, 2011 2:28 am

Ok, well I reverted the problem causing code. As a side effect, the "disappearing progress bar" thing that happens when building the bashed patch will return now.

OOPS - not fixed - was ok when I first opened it but now flashes again - didn't mess up with it at all
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Natasha Biss
 
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Post » Wed Mar 30, 2011 3:51 am

Aside: I have to change line 118 in SVN Package for Release.py to
subprocess.call([nsis, '/DWB_NAME=Wrye Bash %s' % (version), '/DWB_FILEVERSION=%s' % (file_version), script], shell=True, stdout=pipe, stderr=pipe)
or NSIS cries ... subprocess calls behave strange if you try to pass multiple arguments at once.
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Annick Charron
 
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Post » Wed Mar 30, 2011 5:05 am

Hi.

I've totally not been keeping up with bash.

I have been toying a bit with Morrowind and http://www.gamesas.com/index.php?/topic/1180562-yacobys-wrye-mash-fork/ (as it has the most updated features), but it seems that possibly there is some low level conflicts going on with the stand alone and having python installed as well (via Wrye Python 03a).

Reported issues with mash refreshing and an error I get http://www.gamesas.com/index.php?/topic/1180562-yacobys-wrye-mash-fork/page__view__findpost__p__17647646.

Are there any reports of having Python and stand alone Wrye Bash installed?

Another forum member recommend I update to Python 2.7.1 - are there any reports of issues in using that instead of what is in Wrye Python 03a?

If not and I do decide to update - anything I should know about the component pieces and updating/including them too?

thanks
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lexy
 
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Post » Wed Mar 30, 2011 11:52 am

Aside: I have to change line 118 in SVN Package for Release.py to
subprocess.call([nsis, '/DWB_NAME=Wrye Bash %s' % (version), '/DWB_FILEVERSION=%s' % (file_version), script], shell=True, stdout=pipe, stderr=pipe)
or NSIS cries ... subprocess calls behave strange if you try to pass multiple arguments at once.
Ah yeah, that would be the technically more correct way of doing it. Thanks.


Hi.

I've totally not been keeping up with bash.

I have been toying a bit with Morrowind and http://www.gamesas.com/index.php?/topic/1180562-yacobys-wrye-mash-fork/ (as it has the most updated features), but it seems that possibly there is some low level conflicts going on with the stand alone and having python installed as well (via Wrye Python 03a).

Reported issues with mash refreshing and an error I get http://www.gamesas.com/index.php?/topic/1180562-yacobys-wrye-mash-fork/page__view__findpost__p__17647646.

Are there any reports of having Python and stand alone Wrye Bash installed?

Another forum member recommend I update to Python 2.7.1 - are there any reports of issues in using that instead of what is in Wrye Python 03a?

If not and I do decide to update - anything I should know about the component pieces and updating/including them too?

thanks
Well, from the testing I've done, I haven't seen any issues with the WBSA (other than those listed in the OP). I've tested on my Win7 x64 with a full python install, and on XP x86 VM with no python installed, so there shouldn't be any issues whether you have python or not, at least as far as the WBSA. I wouldn't be able to tell you about the WMSA though. If you want to upgrage to python 2.7.1, just install the applicable components listed in the OP. And as a reference, I build the WBSA with Python 2.7.1 and unicode wxPython, so it'll run as if you had those python components installed.
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Marcin Tomkow
 
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Post » Wed Mar 30, 2011 4:58 am

Hey there PM: :foodndrink:

Just wanted to post to let you know about a problem in some of the recent changes...

Yesterday after updating Wrye Bash (and other things) to SVN HEAD and then rebuilding my Bashed Patch, my saved games would not load anymore: it CTDed while on the load progress bar while loading any saved game. So I had to track down what change was causing that (I've updated several things at the same time! :brokencomputer:)

At first I blamed Arthmoor's ESP reorganization on BOSS masterlist (sorry Arthmoor :icecream: :)), I was about to post on BOSS thread, but it was nearing 2 A.M. in the morning and I wasn't able to prove the BOSS change was the culprit.

Today I reverted back Bash to SVN r1038 and rebuilt Bashed Patch and then the saved games loaded again.

Now I have the two Bashed Patches: they're almost identical, but they have some differences. I was trying to peek inside with TES4Edit looking for any differences causing the above problem, but I can't seem to identify any important.

Any pointers as to what might be causing the problem described above? I didn't checked in SVN log as to what the recent changes are about...

Now that I solved my CTD it's time to play! :twirl:

EDIT: Sorry, I addressed PM, but I do not really know which of the last changes are causing the problem! /EDIT

Cheers,
Leandro
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Alkira rose Nankivell
 
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Post » Wed Mar 30, 2011 6:45 am

Looks like the only change recently that could cause that would be r1039. PM will have to look at that, since he knows what's going on there better than I do.
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SWagg KId
 
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Post » Wed Mar 30, 2011 2:37 pm

No joy yet - Mopy @1045
Opens alright but after clicking on a couple packages the Horror of infinite Refresh pops up lol
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Juliet
 
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Post » Wed Mar 30, 2011 12:58 am

:brokencomputer:
Ok, I'll put some debug stuff in there, then we'll see what you're getting.
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electro_fantics
 
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Post » Wed Mar 30, 2011 1:11 pm

I cant help with this one, I have not seen any problems with infinite refresh since .. ages ago in terms of svn updates. I am still updating and trying them out ( I have noticed the effect of the reversion going back to the old vanishing progress bar problem - but its obviously causing other problems without reverting so I understand the necessity, ie not complaining here :) ), though not incorporating anything in a wizard until 292 release ( noticed the update on the Wizard topic - Current additions are beyond me at the moment )
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RAww DInsaww
 
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Post » Wed Mar 30, 2011 7:02 am

What I did was : I carried a bunch of files from the --Duplicates dir into the Bash Converters dir (dunno how they ended there - probably I messed some syncing session). Then when I got back to Bash it said refreshing Converters, I said good, then I said bad, then I kept having this in a week now
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BEl J
 
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Post » Wed Mar 30, 2011 1:12 pm

What I did was : I carried a bunch of files from the --Duplicates dir into the Bash Converters dir (dunno how they ended there - probably I messed some syncing session). Then when I got back to Bash it said refreshing Converters, I said good, then I said bad, then I kept having this in a week now
Ok, I think I've got it this time. Give it another whirl.
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Kevin Jay
 
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Post » Wed Mar 30, 2011 4:07 am

Ok, I think I've got it this time. Give it another whirl.

Nope (1047)
Works fine initially but as soon as I double click on a package the nightmare begins
I have a custom location for the Oblivion Mods folder btw - not related probably
Sorry for the trouble
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Jennifer Rose
 
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Post » Wed Mar 30, 2011 10:29 am

Ok, new version with debug prints is up. You'll need to run it in the bugdump mode (you know, to a text file). Just let it run a few seconds through the infinitely refreshing progress bar (like 2 times should be good) then kill the process, and either pm me the bugdump or post it if it's not too long.
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*Chloe*
 
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Post » Wed Mar 30, 2011 4:43 am

I am doing some work with Wrye Mash at present, and a lot of the feature requests I am getting are basically Bash has this feature. Please implement. (Some aren't). There are some areas of code base that are essentially the same (Or were at some point the same and have about the same interface) and it seems stupid me copy and pasting code.

I wondered how receptive Bash developers would be to me trying to re-factor out common code and putting it into a common project (Wrye Base? IDK Some name. Basically anything fairly game independent goes in there) so that more code sharing happens. I can also see this being a benefit for Bash if a Skyrim version comes out.

The downsides I see is that if you modified the API of the base project, it becomes more annoying for Bash/Mash developers however I think that in general code sharing is good as it reduces work load and given that Wrye (M|B|F)ash now spans three games I can see it being worth it. Pulling out common things is also really fast as there are good re factoring tools that work fine most of the time (I have only had one strange issue with Rope).

Just a thought. I would be interested to see if there were any comments or potential issues :shrug:
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Alexandra Louise Taylor
 
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Post » Wed Mar 30, 2011 12:51 am

Ok, new version with debug prints is up. You'll need to run it in the bugdump mode (you know, to a text file). Just let it run a few seconds through the infinitely refreshing progress bar (like 2 times should be good) then kill the process, and either pm me the bugdump or post it if it's not too long.

I guess you mean :
C:\GAMES\TESIV\Oblivion\Mopy>c:\Python26\python.exe bash.py -dTraceback (most recent call last):  File "bash.py", line 38, in     import bosh  File "C:\GAMES\TESIV\Oblivion\Mopy\bosh.py", line 12291    if bool(pending):                    ^SyntaxError: invalid syntaxC:\GAMES\TESIV\Oblivion\Mopy>


Once this fixed I should use
c:\Python26\python.exe bash.py -d > bugdump.txt
or
C:/Python26/Python.exe "Wrye Bash Debug.py" -d > BashBugDump.log
(ignore case / slash differences)
Believe it or not I never used the debug mode before :D
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Jonny
 
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Post » Wed Mar 30, 2011 4:39 am

Once this fixed I should use
c:\Python26\python.exe bash.py -d > bugdump.txt
or
C:/Python26/Python.exe "Wrye Bash Debug.py" -d > BashBugDump.log
(ignore case / slash differences)
Believe it or not I never used the debug mode before :D
Er yeah, syntax error was my fault, fixed now.

Either one should work, assuming your path to python is as listed.

EDIT: Actually, your problem could be left over data from before my fixes. Could you try deleting your Converters.dat and Converters.dat.back files in \Oblivion Mods\Bash Installers\Bash\

Then startup bash (non-debug mode) and see if it works. It'll refresh all of your converters. If that doesn't work, then do the bugdump.
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Queen
 
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Post » Wed Mar 30, 2011 1:30 pm

Hi all. Hope you can help.

Returned to Oblivion after a long hiatus. I've been using Mods since Morrowind, so I understand what's what. That said, I don't know what's going on under the hood of these utilities. Call me an experienced layman.

Anyway, here's my prob: for some reason, when I move any mod into the Bash Installers folder Oblivion starts crashing immediately on startup. Doesn't matter if I install it, uninstall it, delete it from the folder, double and triple check that all the plugins are activated (tested the second time by just using 1 mod.)

This is what I've done, and what I'm using:

I followed TESIVPositive guide for installation, fresh install (Z-zip and C++ already installed):

1. Oblivion
2. Oblivion Patch
3. SI
4. OBMM 1-1-12
5. Wrye Bash 291 Installer Version (Used Wrye Python 03a-22368)
6. TES4Edit 3-0-15
7. BOSS
8. TES4LODGen 3-0-15
9. OBSE 0020

I checked startup at every step, transitioning to the appropriate utility after installing it. By the time I got all of these installed, I open Wrye (I initialized BAIN directly after installing Wrye) enabled OBSE and was able to launch Oblivion multiple times. So I'm assuming I'm good up to this point.

Next steps:

1. Moved BAIN Package StartChoices-23757.7z into the Bash Installers folder.
2. Opened Wrye and clicked on the 'package' tab. I did not install StartChoices.
3. Went back to the load order window in Wrye and clicked launch,

Crash immediately. :swear:

I then got rid of the StartChoices BAIN package, deleted it from the folder, opened Wrye again, same thing... immediate crash.

I've tried launching directly from Oblivion.exe and it's crashing. :banghead:

HELP! I'm guessing something changed in my .ini file somewhere, but this is where I get a bit over my head.

More info can be provided on request. Thanks for your effort. :yes:

B

PS- Don't know if this is needed, but I'm using Vista and the file structure is:

C:\WorkingFiles\BethesdaSoftworks\Oblivion\Data

The Oblivion Mods file created by the BAIN initialization is at the same level as Oblivion.
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Laura Elizabeth
 
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