[RELZ] Wrye Bash -- Thread 66

Post » Wed Mar 30, 2011 5:38 am

Really?

Where do you guys work? at the north pole - cause its like constant Christmas.

Glad for this

========

OMG you have scrolling with drag and drop now - way cool.
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BrEezy Baby
 
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Post » Wed Mar 30, 2011 12:23 pm

I said SVN 1106 but I was using 1110. :blush:
(Could've been fixed in 1106, last one I had was 1104(you guys are cranking them out faster than I can count)) :bowdown:
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Steve Bates
 
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Post » Wed Mar 30, 2011 12:28 am

Well wouldn't you know.

In reinstalling http://www.gamesas.com/index.php?/topic/1179408-rel-oblivion-warcry-new-dimension-ev-2/ plugins I get this error:
Traceback (most recent call last):  File "F:\Bethesda Games\Oblivion\Mopy\basher.py", line 7867, in Execute    self.data.anneal(self.filterInstallables(),progress)  File "F:\Bethesda Games\Oblivion\Mopy\bosh.py", line 12579, in anneal    SubProgress(progress,index,index+1))  File "F:\Bethesda Games\Oblivion\Mopy\bosh.py", line 11547, in install    self.unpackToTemp(archive,dest_src.values(),SubProgress(progress,0,0.9))  File "F:\Bethesda Games\Oblivion\Mopy\bosh.py", line 11488, in unpackToTemp    out.write('\n'.join(fileNames))  File "C:\Python26\lib\codecs.py", line 686, in write    return self.writer.write(data)  File "C:\Python26\lib\codecs.py", line 351, in write    data, consumed = self.encode(object, self.errors)UnicodeDecodeError: 'ascii' codec can't decode byte 0x9a in position 72: ordinal not in range(128)
Would not install the plugins.
In trying a second time I got this:
Traceback (most recent call last):  File "F:\Bethesda Games\Oblivion\Mopy\basher.py", line 7867, in Execute    self.data.anneal(self.filterInstallables(),progress)  File "F:\Bethesda Games\Oblivion\Mopy\bosh.py", line 12579, in anneal    SubProgress(progress,index,index+1))  File "F:\Bethesda Games\Oblivion\Mopy\bosh.py", line 11547, in install    self.unpackToTemp(archive,dest_src.values(),SubProgress(progress,0,0.9))  File "F:\Bethesda Games\Oblivion\Mopy\bosh.py", line 11524, in unpackToTemp    self.tempList.remove()  File "F:\Bethesda Games\Oblivion\Mopy\bolt.py", line 616, in remove    if self.exists(): os.remove(self._s)WindowsError: [Error 32] The process cannot access the file because it is being used by another process: u'InstallerTempList.txt'
Still no installing the plugins.

I'm too scared to close BAIN with any foreign language mods, so this install is again on hold. In fact I'm taking Ivellon out too.

If anyone wants to look at it - you don't have to download 8 gigs as the main plugins have their most recent update http://www.tesnexus.com/downloads/file.php?id=36260 (around 4 mb).
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DeeD
 
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Post » Wed Mar 30, 2011 1:08 pm

What is the algorithm we're using for character encoding conversion? Like:
  • How do we detect input character encoding (e.g. the character set used by the mod names, text input in the UI, etc.)
  • What character encoding do we use internally (UTF-8?)
  • What character encoding do we use for display (UTF-8? System character set?)

This kind of stuff is always the hardest to get right. It's got an interesting history, if anyone wants to read up on it. It can really all be blamed on us stupid English speakers who thought 52 letters is all anyone would ever need, and then the rest of the world being forced to find (mutually incompatible) hacks around the restriction. : P
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Alexxxxxx
 
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Post » Wed Mar 30, 2011 1:57 am

Just did an extensive bashed patch, which concluded with the following "stdout/stderr" messages:

C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py:3567: DeprecationWarning: struct integer overflow masking is deprecated
MelStructA.dumpData(self,record,out)
Dumping: SEDementiaGardens 493690
> recType: REGN
> size: 434
> fid: 493690
> flags2: 13086
> flags1:
> changed: True
> subrecords: None
> data: None
> inName: AWS-ShiveringIsles.esp
> longFids: False
> eid: SEDementiaGardens
> iconPath: None
> mapRed: 0
> mapBlue: 70
> mapGreen: 70
> unused1:
> worldspace: 327187
> areas: []
> entries: [, , ]
Traceback (most recent call last):
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\basher.py", line 5311, in Execute
patchFile.safeSave()
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 5144, in safeSave
self.save(filePath.temp)
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 5164, in save
selfTops[type].dump(out)
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 4244, in dump
size = self.getSize()
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 4236, in getSize
return 20 + sum((20 + record.getSize()) for record in self.records)
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 4236, in
return 20 + sum((20 + record.getSize()) for record in self.records)
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 1754, in getSize
self.dumpData(out)
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 1843, in dumpData
self.__class__.melSet.dumpData(self,out)
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 1502, in dumpData
element.dumpData(record,out)
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 938, in dumpData
element.dumpData(target,out)
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 3567, in dumpData
MelStructA.dumpData(self,record,out)
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 1172, in dumpData
data += struct.pack(format, *[getattr(x,item) for item in attrs])
SystemError: ..\Objects\longobject.c:336: bad argument to internal function

About to run the game, see what happens...
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Miragel Ginza
 
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Post » Wed Mar 30, 2011 10:08 am

What is the algorithm we're using for character encoding conversion? Like:
  • How do we detect input character encoding (e.g. the character set used by the mod names, text input in the UI, etc.)
  • What character encoding do we use internally (UTF-8?)
  • What character encoding do we use for display (UTF-8? System character set?)

This kind of stuff is always the hardest to get right. It's got an interesting history, if anyone wants to read up on it. It can really all be blamed on us stupid English speakers who thought 52 letters is all anyone would ever need, and then the rest of the world being forced to find (mutually incompatible) hacks around the restriction. : P

I have no doubt that everyone but the English speakers looks at my posts above and thinks - "what is he whining about"

I've been told that most serious modders in Germany use Wrye Bash, but with these kinds of issues my bet is that they don't use BAIN.

I've only had one issue with OBMM and foriegn language characters - is it because OBMM is coded using something else?
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Sian Ennis
 
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Post » Wed Mar 30, 2011 5:54 am

Ive got a question regarding the installers, i understand that BAIN ready archives can go straight into the Bash Installers folder and then i just activate them and they are there, but simple archives which i have come to understand as archives that dont have alternate esps. that are incompatible are also able to be directly placed in that folder? For example Armor of the White Fox is BAIN ready and i got that set up, but Improved Armory-Iron (a vanilla armor texture replacer) is not BAIN ready and yet i just placed it into the Bash Installers folder and activated it and it is working in game. Is it safe to assume that simple archives can be place directly into the Bash Installers folder and then tweak in the installer tab of Wrye Bash or am i supposed to be doing something else. I am following along with the pictoral guide but finding the whole process a bit boggling, unless of course im doing it correctly. :shrug:
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Rachell Katherine
 
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Post » Wed Mar 30, 2011 3:50 pm

IMHO full Unicode support is the single biggest improvement that could be made to WB, aside from maybe CBash. It might only make a difference for 1 in 100 mods that the average person on this board might use, but that's 1 in 100 mods that can't be used with Wrye Bash otherwise, and this forum is only one small corner of the internet, with Oblivion having fans worldwide.

It's not something I really appreciated until I started to work on Unicode support for BOSS, which was a lot simpler than what's required for WB, but the userbase such support opens up is potentially tremendous. Non-English mod makers and users currently have to make do with second-best applications or hacks to manage their Oblivion installs, or simply have no access to equivalents. Once you've got the support though, it opens up application translation possibilities. (Of course, managing the translation process might end up harder than implementing support. :P)

I eagerly await the arrival of such support. :D
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*Chloe*
 
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Post » Wed Mar 30, 2011 8:10 am

Ok, I'll try to catch up a bit here...

actually i didnt get one of those nice little pop up windows with errors in it. and in fact a couple time it crashed so bad. that the program would no longer run untill i rebooted my system. i only tried removing a mod with a cleaned esp. a couple times before i saw the corralation bettween how the mod appears in the installs tab a mod that used to be GREEN turns orange once the esp has been cleaned. so i noticed when i put a dirty esp back in its place it turned green again and let me uninstall it with no issues at all . so i really didnt try to reproduce the error after i figured out how to solve the problem . and here i thought for sure someone would be telling me yeah we know about this or yeah thats suppose to happen.
That sounds very...odd. Sounds like some subprocess is getting hung up (7z.exe most likely). It could just be taking a long time and you need to be patient (I've have to wait like 5 minutes sometimes - this is the reason why I repackage any solid archives to non-solid), or it could be a package with errors in the 7z, not bad enough to be unreadable, but bad enough to slow it to a crawl. After Bash crashes, if you look in your process list, I bet 7z.exe is still running, and if you kill that, then it'll be able to start up again (7z is still holding the file lock, so Bash thinks it's already running)


Well wouldn't you know.

In reinstalling http://www.gamesas.com/index.php?/topic/1179408-rel-oblivion-warcry-new-dimension-ev-2/ plugins I get this error:
Traceback (most recent call last):  File "F:\Bethesda Games\Oblivion\Mopy\basher.py", line 7867, in Execute    self.data.anneal(self.filterInstallables(),progress)  File "F:\Bethesda Games\Oblivion\Mopy\bosh.py", line 12579, in anneal    SubProgress(progress,index,index+1))  File "F:\Bethesda Games\Oblivion\Mopy\bosh.py", line 11547, in install    self.unpackToTemp(archive,dest_src.values(),SubProgress(progress,0,0.9))  File "F:\Bethesda Games\Oblivion\Mopy\bosh.py", line 11488, in unpackToTemp    out.write('\n'.join(fileNames))  File "C:\Python26\lib\codecs.py", line 686, in write    return self.writer.write(data)  File "C:\Python26\lib\codecs.py", line 351, in write    data, consumed = self.encode(object, self.errors)UnicodeDecodeError: 'ascii' codec can't decode byte 0x9a in position 72: ordinal not in range(128)
Would not install the plugins.
In trying a second time I got this:
Traceback (most recent call last):  File "F:\Bethesda Games\Oblivion\Mopy\basher.py", line 7867, in Execute    self.data.anneal(self.filterInstallables(),progress)  File "F:\Bethesda Games\Oblivion\Mopy\bosh.py", line 12579, in anneal    SubProgress(progress,index,index+1))  File "F:\Bethesda Games\Oblivion\Mopy\bosh.py", line 11547, in install    self.unpackToTemp(archive,dest_src.values(),SubProgress(progress,0,0.9))  File "F:\Bethesda Games\Oblivion\Mopy\bosh.py", line 11524, in unpackToTemp    self.tempList.remove()  File "F:\Bethesda Games\Oblivion\Mopy\bolt.py", line 616, in remove    if self.exists(): os.remove(self._s)WindowsError: [Error 32] The process cannot access the file because it is being used by another process: u'InstallerTempList.txt'
Still no installing the plugins.

I'm too scared to close BAIN with any foreign language mods, so this install is again on hold. In fact I'm taking Ivellon out too.

If anyone wants to look at it - you don't have to download 8 gigs as the main plugins have their most recent update http://www.tesnexus.com/downloads/file.php?id=36260 (around 4 mb).
I'll take a look at the file, then add the encoding.
EDIT: Ok, which file am I supposed to download?


Just did an extensive bashed patch, which concluded with the following "stdout/stderr" messages:
Spoiler

C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py:3567: DeprecationWarning: struct integer overflow masking is deprecated
MelStructA.dumpData(self,record,out)
Dumping: SEDementiaGardens 493690
> recType: REGN
> size: 434
> fid: 493690
> flags2: 13086
> flags1:
> changed: True
> subrecords: None
> data: None
> inName: AWS-ShiveringIsles.esp
> longFids: False
> eid: SEDementiaGardens
> iconPath: None
> mapRed: 0
> mapBlue: 70
> mapGreen: 70
> unused1:
> worldspace: 327187
> areas: []
> entries: [, , ]
Traceback (most recent call last):
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\basher.py", line 5311, in Execute
patchFile.safeSave()
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 5144, in safeSave
self.save(filePath.temp)
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 5164, in save
selfTops[type].dump(out)
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 4244, in dump
size = self.getSize()
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 4236, in getSize
return 20 + sum((20 + record.getSize()) for record in self.records)
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 4236, in
return 20 + sum((20 + record.getSize()) for record in self.records)
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 1754, in getSize
self.dumpData(out)
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 1843, in dumpData
self.__class__.melSet.dumpData(self,out)
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 1502, in dumpData
element.dumpData(record,out)
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 938, in dumpData
element.dumpData(target,out)
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 3567, in dumpData
MelStructA.dumpData(self,record,out)
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 1172, in dumpData
data += struct.pack(format, *[getattr(x,item) for item in attrs])
SystemError: ..\Objects\longobject.c:336: bad argument to internal function

About to run the game, see what happens...
Ugh, that looks like an internal error in python. What version of python are you running?


@hunter2121: That's the beauty of BAIN. Wrye made the structure of BAIN packages so pretty much anything that you would normally just extract and drop will work fine in BAIN. So most of the time mods aren't even labeled BAIN-ready anymore, at least for simple packages.
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Allison Sizemore
 
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Post » Wed Mar 30, 2011 9:26 am

Alright! Excellent, now what exactly makes an archive complex or simple, was my understanding correct?
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Sxc-Mary
 
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Joined: Wed Aug 23, 2006 12:53 pm

Post » Wed Mar 30, 2011 4:33 am

I think http://oblivionworks.svn.sourceforge.net/viewvc/oblivionworks/Programs/Wrye%20Bash/Mopy/Wrye%20Bash.html#PackageStructure sums it up pretty good.
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Nathan Maughan
 
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Post » Wed Mar 30, 2011 3:25 am




Ugh, that looks like an internal error in python. What version of python are you running?




Python 2.6, Wrye Bash 291

Oblivion started fine, but crashed when I tried to load a saved game.
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Kayla Keizer
 
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Joined: Tue Dec 12, 2006 4:31 pm

Post » Wed Mar 30, 2011 7:36 am

Alright! Excellent, now what exactly makes an archive complex or simple, was my understanding correct?

From the Readme :
Spoiler
Package Structure

Bain recognizes three package structures:

? Simple

? If the package has esps, esms or bsas at the top level, or if it has any of the regular Oblivion\Data subdirectories (specifically currently recognized are screenshots, bash patches, distantlod, docs, facegen, fonts, menus, meshes, music, shaders, sound, textures, trees, video, streamline, _tejón, ini tweaks, scripts, pluggy, ini, obse (last one only if option to install OBSE plugins is active)) at that level, then it will be categorized as a simple package.

? Complex

? If a package is not simple, but has subdirectories which appear simple (have esps/esms/bsas and/or have standard sub-directories), then it will be categorized as complex.

? In this case, each top level subdirectory (that appears simple), will be treated as a sub-package, and you'll be able to activate or deactivate it as desired before installing.

? Complex/Simple

? If a package is complex, but has only one sub-package, then it will appear as a simple package in the interface. (I.e. there will be no sub-package options.)


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WYatt REed
 
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Post » Wed Mar 30, 2011 10:18 am

Hunter2121-

If you are up for some reading you can check out my thread on BAIN thread. http://www.gamesas.com/index.php?/topic/1084204-bain-mod-installation-projects/page__p__15797988#entry15797988 covers all that.

Lojack-
the file is OWC ND 121b EV
The plugins in question are OWC - New dimensions.esp and OWC - Seaworld.esp

The actual files are in the updates section of http://www.tesnexus.com/downloads/file.php?id=36260 (I assume temporarily until the next update) the relz thread is http://www.gamesas.com/index.php?/topic/1179408-rel-oblivion-warcry-new-dimension-ev-2/. It is a major wide-ranging overhaul.

thanks
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Eileen Collinson
 
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Joined: Thu Dec 28, 2006 2:42 am

Post » Wed Mar 30, 2011 1:07 pm

I rebuilt the Bashed Patch, unchecking various options, and this resulted:

Traceback (most recent call last):
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\basher.py", line 5316, in Execute
patchFile.safeSave()
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 5145, in safeSave
filePath.untemp()
File "C:\Program Files\Bethesda Softworks\Oblivion\Mopy\bolt.py", line 574, in untemp
shutil.move(self.temp._s, self._s)
File "C:\Python26\lib\shutil.py", line 265, in move
os.unlink(src)
WindowsError: [Error 32] The process cannot access the file because it is being used by another process: 'C:\\Program Files\\Bethesda Softworks\\Oblivion\\Data\\Bashed Patch, 0.esp.tmp'

I was not running anything else except Wrye Bash and Firefox at the time.

Anyway, I was able load a saved game, despite the above. Don't know if anything was affected.
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Robert Jackson
 
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Post » Wed Mar 30, 2011 9:15 am

the file is OWC ND 121b EV
The plugins in question are OWC - New dimensions.esp and OWC - Seaworld.esp

The actual files are in the updates section of http://www.tesnexus.com/downloads/file.php?id=36260 (I assume temporarily until the next update) the relz thread is http://www.gamesas.com/index.php?/topic/1179408-rel-oblivion-warcry-new-dimension-ev-2/. It is a major wide-ranging overhaul.

thanks
Hmm, I don't think the problem file is included in any of those. I didn't see any non-English file names, and I tried installing them with BAIN and it worked fine. I'll try downloading OWC ND (gonna take a while) to see if I can find it.


I rebuilt the Bashed Patch, unchecking various options, and this resulted:

WindowsError: [Error 32] The process cannot access the file because it is being used by another process: 'C:\\Program Files\\Bethesda Softworks\\Oblivion\\Data\\Bashed Patch, 0.esp.tmp'

I was not running anything else except Wrye Bash and Firefox at the time.

Anyway, I was able load a saved game, despite the above. Don't know if anything was affected.
That means the bashed patch didn't get saved, because something else (TES4Edit or similar) has it open already.
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Bellismydesi
 
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Post » Wed Mar 30, 2011 12:16 am

No I packaged the plugins separate from the 8 gigs of data files. It is in the plugins package - could be the readme.

Let me test a few things - will be back.

[edit]
Yeah it was the readme - which was from the last official release that I had packaged with the updates. Some long name that reminds me of something Heidegger would have written, but probably is a mundane word: Farbige übersichtskarte - translates as Colored general map

I can live without that installed.

Thanks though.

=======================

new post:

In looking over the missing pane for the data files (for OWC ND) though it looks like this (Direct copy and paste):
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With bash 291 this is not what it looked like, so what happened? Is this Valda coding? (It is all asian characters on my end - cant tell if Japanese or Chinese or what.)

Previously I could read in german characters (like the bottom few lines) what was missing and manually install them, not so here.
User avatar
Kaley X
 
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Post » Wed Mar 30, 2011 12:44 pm

That means the bashed patch didn't get saved, because something else (TES4Edit or similar) has it open already.


That was indeed what the error message said, but that's why I mentioned that the only programs running were Wrye Bash and Firefox.

So far, so good on using the Bashed Patch. I was nervous to build such an extensive patch, but it seems fine so far. Previously, the only things I had used it for were unlimited amulets and rings.
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Farrah Lee
 
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Post » Wed Mar 30, 2011 2:54 pm

I've only had one issue with OBMM and foriegn language characters - is it because OBMM is coded using something else?

OBMM is written in C# (a language derived from Java). Both Java and C# have much better support for unicode strings built in. In Python (which is what Wrye Bash is written in), unicode was kinda added as an afterthought, and the language hasn't quite caught up with it internally.
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Tamika Jett
 
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