[RELZ] Wrye Bash -- Thread 65

Post » Wed Mar 30, 2011 8:12 am

Also - IIRC discussed before - I have a mod that has OOO.esp for master - OOO merged => mod deactivated - workaround ?

Don't let it merge the OOO.esp file? You'll have to tag it nomerge or something until the OOO guys can address it properly.
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Baby K(:
 
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Post » Wed Mar 30, 2011 2:13 am

Don't let it merge the OOO.esp file? You'll have to tag it nomerge or something until the OOO guys can address it properly.

Thanks :) - so from the suggested mods to be merged we should only skip OOO ?
This problem with .esp masters that get merged has a workaround ?
master.esp    <---if this mergedslave.esp     <---this will be deactivated

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Beast Attire
 
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Post » Wed Mar 30, 2011 11:43 am

Okay had to take time out and upload the promised revision of Lush and Gaudy

I am missing something obvious but it escapes me, I'm wondering if the new changes affect how strings are handled

For All Natural ..


Edit: Solved, All natural wizard now reposted above
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JD FROM HELL
 
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Post » Wed Mar 30, 2011 9:04 am

Okay had to take time out and upload the promised revision of Lush and Gaudy

I am missing something obvious but it escapes me, I'm wondering if the new changes affect how strings are handled

For All Natural ..

Spoiler
    If DataFileExists("DLCShiveringIsles.esp")        SelectOne "Do you want to use All Natural's Shivering Isles support?  Pick yes if you do not use another mod for Shivering Isles weather.","",\            "|Yes","Installs Shivering Isles support for All Natural, including the weather system and Natural Interiors.","",\            "No","Does not install All Natural for Shivering Isles.  Use this option if you have another mod that controls weather in Shivering Isles.  You will not get the interior weather effects of Natural Interiors.",""            Case "Yes"                SelectEspm "All Natural - SI.esp"                sRebuild = sRebuild + ' and 'All Natural - SI.esp''                ; ============================                ; Check for EW incompatibility                ; ============================                If DataFileExists("EnhancedWeather.esm")                    Cancel "Enhanced Weather has been detected, please uninstall it before installing All Natural."                EndIf                Break            Case "No"                ; ============================                ; Check for EW incompatibility                ; ============================                If DataFileExists("EnhancedWeather.esm")                    Note "Enhanced Weather has been detected, please make sure you are using the Shivering Isles only install option of EW.\n"                EndIf        EndSelect    EndIf

Can anyone spot the possible problem here, wizard error always points at the 3rd line "No","Does not install All Natural ~snip~ ,
Missing arguments to 'SelectOne' ?

SelectOne "Do you want to use All Natural's Shivering Isles support? Pick yes if you do not use another mod for Shivering Isles weather.","",\
must be
SelectOne "Do you want to use All Natural's Shivering Isles support? Pick yes if you do not use another mod for Shivering Isles weather.",\


BTW the SelectOne examples in the wizard.html must be edited to reflect the new syntax
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Mari martnez Martinez
 
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Post » Wed Mar 30, 2011 8:21 am

:facepalm: Man that was way too easy - Testing and will update the post above to include a revised All Natural wizard ^^ (after its crunched and tested again) :thumbsup: Thank you.

EDIT2: the purple color for non merge mods does still disappear (on SVN update ?)


I get this all the time with svn updates too. Just a re-mark-mergeable sorts it out (until the next svn that is)

Edit: New error ...

Line: Note "Remember to select Import Cells from" sRebuild "when rebuilding your Bashed Patch.\n"
Error: (Line 176, Column 96): Too many values left at the end of evaluation.
- Edit: Solved
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Vickytoria Vasquez
 
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Post » Wed Mar 30, 2011 3:16 pm

Thanks for the tip about the readme for SelectOne/Many. I'll get that once I have real Internet access (on my iPod right now).
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Vivien
 
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Post » Wed Mar 30, 2011 10:34 am

Thanks for the tip about the readme for SelectOne/Many. I'll get that once I have real Internet access (on my iPod right now).


Noticed there was some change to the wizardscripthighlighter...pic. umm what was that just changing it to a jpg...?

I will need to make another for the new syntax.

Also, has anything been done about the quality of jpg conversion on the screenshots tab... an old request of mine
The current quality is crap and I don't use the jpg option there.
Options for 100%, 90, 70, 50 etc.. Like irfanview. Xnview.

If I want a decent conversion to jpg from a screenie I should be possible in Bash.
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Natalie J Webster
 
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Post » Tue Mar 29, 2011 11:59 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/
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Angela Woods
 
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Post » Wed Mar 30, 2011 2:14 pm

What is the exact link for Wrye Bash 292 that OBGE liquid water requires?

thanks in advance
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phillip crookes
 
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Post » Wed Mar 30, 2011 9:03 am

What is the exact link for Wrye Bash 292 that OBGE liquid water requires?

thanks in advance

The SVN is the latest... Does it not work..

http://oblivionworks.svn.sourceforge.net/viewvc/oblivionworks/Programs/Wrye%20Bash/
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Stefanny Cardona
 
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Post » Wed Mar 30, 2011 3:09 pm

not exactly an exact link.

Do I really have to download each file separately?

if so nevermind.

Is there a way to get the entire thing at once?
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Lew.p
 
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Post » Wed Mar 30, 2011 4:57 am

not exactly an exact link.

Do I really have to download each file separately?

if so nevermind.

Is there a way to get the entire thing at once?

Sure Download Tarball.
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Maya Maya
 
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Post » Wed Mar 30, 2011 9:11 am

Did that - am I suppose to extract it or something?

It wants to open the download manager of Internet Explorer even though Firefox is my default on all that.

If I let it all it does is flash the screen when i say open.

hmmm ... ok opening with 7zip worked.

But it looks as if I don't need it. And for my own sanity I'm not interested in beta testing it.
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jesse villaneda
 
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Post » Wed Mar 30, 2011 12:13 am

Did that - am I suppose to extract it or something?

It wants to open the download manager of Internet Explorer even though Firefox is my default on all that.

If I let it all it does is flash the screen when i say open.

hmmm ... ok opening with 7zip worked.

But it looks as if I don't need it. And for my own sanity I'm not interested in beta testing it.


To each his/her own. Some like the cutting edge, which sometimes...oppps, may be cutting.
Keep that in mind.
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Kelly Upshall
 
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Post » Wed Mar 30, 2011 8:48 am

If I had more time I would, but I usually upgrade when something I really want requires it.

I've been on the roller-coaster of beta testing mods and tools a lot over the last year and I just don't have as much time for it.

The problem is I always encounter bugs and conflicts and if I report them then it is either
A. not enough info.
B. enough info but then I' recruited to help fix it.

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 like helping out more - just burned out on the roller coaster right now.
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Philip Lyon
 
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Post » Wed Mar 30, 2011 7:19 am

This is open source, so whether or not you want to help fix it, please post the error traceback.

I have a firmly believe all here are trying to make the ultimate tool.
And anyone helping would appreciate the feedback, whether or not you intend to help fix it.
We'll stick it on a list. The list may never get totally done, but we're working on it.

After all, I'm not getting paid for this, but I enjoy helping improve it.
So that others may enjoy it as I or anyone else may enjoy it also.
Thank Wrye, The monkey god of MODDING!

We all contribute our small pieces to make a pretty picture as a whole.
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Kristian Perez
 
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Post » Wed Mar 30, 2011 9:51 am

You've been hanging out on the Fallout forums too long Psymon, I don't recall anyone having a nasty attitude about that kind of thing over here :)
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nath
 
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Post » Wed Mar 30, 2011 5:27 am

:celebration: Standby for a few posts :)

For anyone using them, and save the authors some work ....

First RAEVWD corrected for new wizard format..


Thanks for those, I'll update the wizards for whenever these get pushed out again.
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liz barnes
 
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Post » Wed Mar 30, 2011 8:10 am

Look sorry for posting off topic here

The core of it is - I just don't have as much time as I used to.

Sorry for sounding like I'm [censored]ing about people here - I don't mean that or that people are rude. It is just that to help one really has to dive into things. I may experience a bug in my game and it drives me nuts - I report it and that is just the beginning ... if a fix is proposed then I got test that and so on. Several bugs I've reported go outright ignored. Even here - not going to mention names or anything. The reports are still there dangling at the end of threads unanswered.

Actually Arthmoor - I've been over on the Morrowind forums more.

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.

But see all this ... that just svcks you back in.
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RAww DInsaww
 
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Post » Wed Mar 30, 2011 7:05 am

Well, to put it simply..
The reason(or one of which) development may take time is that there is a centralized list or ideas that need to be checked before releasing.
Some of those may include

firstary
(the userbase)
1.Bugs requests might introduce?
2.Is it needed?
3.Can we do it, and bugs(again)?
4. Try to implement.
5. Try to fix bugs.

secondary(userbase)
1.Bugfixes for existing stuff.
2.Are requests in operation, if so check/test again.
3.get testers to test.

thirdary(the real shebang)
1.Implemented Code.
2.Generally Check if it works.
3.Consult/Ask if other devs have had a problem.
4.Execute.

pretty lame list(if I do say so myself) but it is general...
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Oceavision
 
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Post » Tue Mar 29, 2011 11:36 pm

I may experience a bug in my game and it drives me nuts - I report it and that is just the beginning ... if a fix is proposed then I got test that and so on.

Well, to be perfectly fair, if you report a bug, I don't find it unreasonable that when someone writes up a possible fix that you be asked to verify that it's working the way you expected.

It may sound harsh, but the obvious answer to me is if you don't have the time to invest, don't report the issue. I am aware that's not terribly helpful for others, but you need to own the issues you're reporting or, as you said, they'll probably get ignored. Especially if nobody else is having the same problem. It works the same way with every development project I've ever seen. It's probably standard fair for every last open source program out there.

The development cycle on Bash is considerably faster than every professional level operation I've ever heard of. Not bad for hobbyists who might also want to spend time PLAYING the game they mod for :P

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.

Yes, I did, and I personally think that would be an excellent idea. But I have no real input to offer on how to go about that. Python isn't a language I'm familiar enough with to do anything with it. That's something the core developers on Bash will need to work out.
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Alan Cutler
 
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Post » Wed Mar 30, 2011 8:05 am

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.

EDIT: and what If I hate morrowind,.....that would be wasted space....
or whatever game.....

But it would be good for one thing. Converting to another moddable game. which IS desirable.

Transendence being one of my targets for TES4WizBAIN
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priscillaaa
 
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Post » Wed Mar 30, 2011 1:17 pm

Well Valda really brought bash to fallout - still the opening post here mentions lord of Doom - nah - he just brought BAIN to fallout. Valda brought the bashed patch. He also ported that to New Vegas.

We have ... what 3 Wrye Mash variants now for Morrowind?

So while you may only care for 2 of the games this can work with others may benefit from having core functions to then allow porting to new games (Skyrim).

It is a noble suggestion I think - speaking as one who will most likely not do anything more than use the program and test features. :rolleyes:

I still think that Gaticus' suggestions are an important set of features that would improve this tool. Certainly those who use Nehrim would appreciate it. Those who want more than one Oblivion install would as well - The idea of having the BAIN info stored near save game profiles (or adjustable in ini) instead of in Oblivion Mods folder. That literally being the last thing that makes multiple installs an easy thing to do.

Still folks think reading omods more important. Ah well.

Yes Arthmoor - I shouldn't make bug reports ... but I can't help it anymore than you could. Trying to curb that by staying in the late beta-full feature release areas. Again sorry I drone on. It is a much me as it is the way things are.
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JD bernal
 
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Post » Wed Mar 30, 2011 4:15 am

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....


The point of a properly centralized library is that it doesn't matter which game you're playing. The core code works on them all. Morrowind, Oblivion, Fallout 3, New Vegas. The only game specific portions would be the parts needed to differentiate the specific records each game has. In that respect you'd still have Yacoby doing the Mash components, PM, Lojack, et al doing the Oblivion components, and Valda + Lore Doom for the Fallout parts.

Skyrim being on a new engine almost certainly means it would need its own build entirely. But I guess we'll see come November. Maybe Bethesda can port their filing system without much trouble.

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.
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CArla HOlbert
 
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Post » Wed Mar 30, 2011 11:44 am

Still folks think reading omods more important. Ah well.


Heck, if someone asked me to send them what I have borked already, better yet. HAHAHAHhahahahah
(stripped wryebash frame)

Tho I think It would be better done by the monkeys.

The ability for those that know how to program(to easily) convert to another MODDABLE Game. #I like comments as u know
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K J S
 
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