[RELZ] Wrye Bash -- Thread 66

Post » Wed Mar 30, 2011 1:56 am

Hi All,

UI usability requests.

1. In Bashed Patch Dialog. Ability to right click Import:, Tweak entries etc and have Select All, Select None options which do same as clicking on buttons at right. Don't need to click button on right removing focus from list of imports, can then just down arrow and space to navigate and activate packages without extra mouse clicking.

2. In Installer Tab. BAIN sub folders when selected indicate which esps belong to which sub folder. Eg 00 Core (Required) is selected, it has 4 esps.
This is disaplyed for selection with column headers:

Sub Folder | Data File
00 Core (Required) 1.esp
00 Core (Required) 2.esp
00 Core (Required) 3.esp
00 Core (Required) 4.esp

I find with complex packages, it is difficult to tell which esps are from which subpackage and when you come back to activate compatibilty patches for instance I find my self deactivating everything then activating sub packages one by one to understand what each sub package contains, then choosing selections again.

3. Column resizing is a bit odd. Automati, intelligent ie no elispes in column header or column contents, column resizing would be cool, but I realize probably a luxury.

What do you think?

Regards,
niche99
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Vicki Gunn
 
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Post » Wed Mar 30, 2011 11:35 am

Hi All,

UI usability requests.
My favorite area!

1. In Bashed Patch Dialog. Ability to right click Import:, Tweak entries etc and have Select All, Select None options which do same as clicking on buttons at right. Don't need to click button on right removing focus from list of imports, can then just down arrow and space to navigate and activate packages without extra mouse clicking.
You know, that bugged me too. I'll work on a good way to implement it. Maybe I'll just make it so clicking the "Select All" and "Select None" buttons return focus to the previous control.

2. In Installer Tab. BAIN sub folders when selected indicate which esps belong to which sub folder. Eg 00 Core (Required) is selected, it has 4 esps.
This is disaplyed for selection with column headers:

Sub Folder | Data File
00 Core (Required) 1.esp
00 Core (Required) 2.esp
00 Core (Required) 3.esp
00 Core (Required) 4.esp

I find with complex packages, it is difficult to tell which esps are from which subpackage and when you come back to activate compatibilty patches for instance I find my self deactivating everything then activating sub packages one by one to understand what each sub package contains, then choosing selections again.
It's been requested before, so I'll put it on the list. A lot of the BAIN UI stuff has gotten lower priority because when bait is done, it'll be obsolete, but since this is a multiple request, it gives me more incentive to work on it.

3. Column resizing is a bit odd. Automati, intelligent ie no elispes in column header or column contents, column resizing would be cool, but I realize probably a luxury.
The best way to do this: Ctrl+Numpad(+). It doesn't make the column headers autosize the best (still might have ellipses in the header), but it'll auto size the columns so the items in the list are fully visible.
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Emmanuel Morales
 
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Post » Wed Mar 30, 2011 7:15 am

OP updated to reflect changes in current svn starter post.
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lisa nuttall
 
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Post » Wed Mar 30, 2011 7:12 am

Guys, can anyone tell me what BAIT means? I've monitored the last couple of threads pretty close but cannot recall reading an explanation.

Thx a bunch.
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Jeneene Hunte
 
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Post » Wed Mar 30, 2011 4:38 am

Guys, can anyone tell me what BAIT means? I've monitored the last couple of threads pretty close but cannot recall reading an explanation.

Thx a bunch.

Bash asynchronous installers tab
meaning installers will load in the background
and much more
check sourceforge
still have to do my homework - everybody else too
let's discuss the features before they're up on us lol :D
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Sophie Louise Edge
 
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Post » Wed Mar 30, 2011 1:07 am

Does anyone have a BAIN ready file as well as a simple mod that i can try and install but is not BAIN ready that i can use to try and figure this system out?
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christelle047
 
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Post » Wed Mar 30, 2011 6:34 am

Bash asynchronous installers tab
meaning installers will load in the background
and much more
check sourceforge
still have to do my homework - everybody else too
let's discuss the features before they're up on us lol :D

Yeah, I've been recording all the requests that have to do with the Installers tab for a while now. I realized the greatest problems were:
1) It's slow, especially the initial load
2) It's hard to find stuff when you have a lot
3) It's hard to determine if everything is installed the way you want it to be

I've been working on a replacement that fixes the problems (I hope!) for a while now, but I'm working 2 jobs atm so I only get to make progress about 1 or 2 nights a week : (
Documentation for BAIT is up at sourceforge http://oblivionworks.svn.sourceforge.net/viewvc/oblivionworks/Programs/Wrye Bash/experimental/bait/doc/func_spec_view.txt. With a demo screenshot http://oblivionworks.svn.sourceforge.net/viewvc/oblivionworks/Programs/Wrye%20Bash/experimental/bait/doc/gui_mockup.png. It's currently not the prettiest thing in the world, but I'm trying to get the basic functionality down before I work an aesthetics : ) Feedback is more than welcome! I would like to know if I'm working on something people actually want! Which are your favorite new features? Least favorite?
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Josh Sabatini
 
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Post » Wed Mar 30, 2011 5:51 am

Are there specific exceptions to Import Spells like with avoiding Import Factions for OOO, or should the option be left alone entirely?


That depends on Mod itself and what it does. .In some cases you want to import spells or factions in some cases you do not ..Depends on what mods you are using once again and how they are changing things on npc/creatures etc..

Usually it is safe to import spells ( has that adds spells or remove spells from npc if another mod changes them or removes them)..
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Marlo Stanfield
 
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Post » Wed Mar 30, 2011 8:53 am

(19-April-2011) wxPython 2.8.12.0 This is a new release from the 2.8 stable release series. No major features or enhancements have been added to the core library, so this release is mostly bug fixes in both the C++ and Python parts of the project, plus some enhancements in the wx.lib package.
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Vickey Martinez
 
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Post » Wed Mar 30, 2011 12:33 am

Oops. Any idea what this means? I upgraded to latest wxPython 2.8.12.0. Refreshing Data when switching to Installers Tab produced this.

Traceback (most recent call last):  File "D:\Games\Bethesda\Oblivion\Tools\Wrye Bash\Mopy\basher.py", line 4739, in OnShowPage    self.GetPage(event.GetSelection()).OnShow()  File "D:\Games\Bethesda\Oblivion\Tools\Wrye Bash\Mopy\basher.py", line 3239, in OnShow    if data.refresh(progress,what,self.fullRefresh):  File "D:\Games\Bethesda\Oblivion\Tools\Wrye Bash\Mopy\bosh.py", line 11927, in refresh    if 'I' in what: changed |= self.refreshInstallers(progress,fullRefresh)  File "D:\Games\Bethesda\Oblivion\Tools\Wrye Bash\Mopy\bosh.py", line 12126, in refreshInstallers    try: installer.refreshBasic(apath,SubProgress(progress,index,index+1))  File "D:\Games\Bethesda\Oblivion\Tools\Wrye Bash\Mopy\bosh.py", line 10819, in refreshBasic    self.refreshSource(archive,progress,fullRefresh)  File "D:\Games\Bethesda\Oblivion\Tools\Wrye Bash\Mopy\bosh.py", line 11655, in refreshSource    progress, True, fullRefresh)  File "D:\Games\Bethesda\Oblivion\Tools\Wrye Bash\Mopy\bosh.py", line 10459, in refreshSizeCrcDate    progress.setFull(totalSize)  File "D:\Games\Bethesda\Oblivion\Tools\Wrye Bash\Mopy\bolt.py", line 1766, in setFull    if (1.0*full) == 0: raise ArgumentError('Full must be non-zero!')bolt.ArgumentError: Full must be non-zero!


Regards,
niche99
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sally coker
 
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Post » Wed Mar 30, 2011 7:26 am

Does anyone have a BAIN ready file as well as a simple mod that i can try and install but is not BAIN ready that i can use to try and figure this system out?


Wrye Bash Pictorial Guide http://www.tesnexus.com/downloads/file.php?id=35230 - In the description, I have a list of BAIN Ready/Friendly
The end of the first pdf introduces BAINs, but just basic usage of premade (refer to description)
Installers Advanced and Installer Creation pdf's should give enough info to get you off the ground making them.
The only limiting factor is your own knowledge of what the game expects where.
But that will come once you have extracted a few of the already BAIN Ready/Friendly files to see how they are put together.

Just remember a simple run-down of game startup - Game loader (or OBSE Loader), launches Oblivion.exe. Then looks for files in data\, starting with Oblivion.esm, and extracts files it needs from the Bethesda Softworks Archives (BSA's, similar to zips). Thats the basic game launched.

To mod the game, you are adding more esp/m's (or just file replacers) to the data folder, and ticking them in the launcher (or via Wrye Bash Mod List - Does the same thing).

Added esp/m's may need their own custom files in custom BSA's (depends on the mod author), for the esp to get its custom required files. And/OR the mod esp may also use vanilla files from the game BSA's.

OR - It may have loose files; Textures, Meshes, Sounds etc <-- The files in these folders will be Replacers for the same files (and paths) normally found in the game BSA's.

OR - The mod may just be replacer files (textures for grass, landscape, bodies) - So long as you are using a method of archiveinvalidation (Wrye Bash uses the safest BSA Redirection), the game will use these instead of the BSA equivalents.

Thats about it. You just need to be familiar with where the files go in data. And make BAINs which conform to either Simple, Simple/Complex, or Complex BAIN structure. Wrye Bash then knows the standard folders to install things to http://www.tesnexus.com/downloads/images/35230-1-1298582347.jpg

Its easiest just to extract a few premade BAINs somewhere temporary and poke your nose in there :)
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Gemma Archer
 
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Post » Wed Mar 30, 2011 2:24 pm

Upon attempting to rebuild after installing a new set of mods I get this error (v291):

MERGE/SCAN ERROR: M.O.E. - Main Quest Delayer.espTraceback (most recent call last):  File "H:\Oblivion\Mopy\basher.py", line 5306, in Execute    patchFile.scanLoadMods(SubProgress(progress,0.2,0.8)) #try to speed this up!  File "H:\Oblivion\Mopy\bosh.py", line 17055, in scanLoadMods    patcher.scanModFile(modFile,nullProgress)  File "H:\Oblivion\Mopy\bosh.py", line 25070, in scanModFile    if record.eid.lower() == tweak.key:AttributeError: 'NoneType' object has no attribute 'lower'


The esp referenced is from http://www.tesnexus.com/downloads/file.php?id=19949. Is there anything I can do to resolve this? I particularly wanted to use this MQ delayer as it's the only one I've found that has a living, breathing Kvatch.

edit. In case it's relevant, the esp isn't tagged and I'm not trying to merge it.
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Austin England
 
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Post » Wed Mar 30, 2011 2:42 pm

Oops. Any idea what this means? I upgraded to latest wxPython 2.8.12.0. Refreshing Data when switching to Installers Tab produced this.
Fixed, thanks for reporting.

Upon attempting to rebuild after installing a new set of mods I get this error (v291):


The esp referenced is from http://www.tesnexus.com/downloads/file.php?id=19949. Is there anything I can do to resolve this? I particularly wanted to use this MQ delayer as it's the only one I've found that has a living, breathing Kvatch.

edit. In case it's relevant, the esp isn't tagged and I'm not trying to merge it.
Also fixed. It came up in the globals tweaker for some reason. Looks like a record in MOE doesn't have a EID or something (maybe). :shrug:
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Keeley Stevens
 
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Post » Wed Mar 30, 2011 9:54 am

That eye mesh bug is still a problem. Latest SVN installed. Sorry to harp :x

could you post what error you're getting now?

I don't completely understand this but a tentative yes:

bgBalancingEVCore.esp, active/not merged, tagged: Hair, R.Attributes-F, R.Attributes-M, R.ChangeSpells, R.Description, R.Relations, R.Skills (Eyes intentionally omitted)

Slof's Better Bodies.esp, merged, tagged:Body-F, Body-M, Eyes, Graphics, R.Mouth, R.Teeth

Slof's Better Bodies.esp loading after bgBalancingEVCore.esp (BOSS)

@psymon: Slof's Better Bodies RMF is quite new and an improvement on Better Beasts. It includes eyelashes and textures for all the races as well as improving on the stuff added by Better Beasts. Admittedly, I prefer the old Roberts normals and that's what I'm using with it. I would link to it but advlt content and all that. As for the '20 minutes', well I prefer my 1 minute import ;)

okay thanks, just deselect the Body-Size-F/M tags (if you using the latest masterlist) from Slof's Better Bodies and you should be good (if you're using the latest SVN/when 292 is fully released).

Does anyone have a BAIN ready file as well as a simple mod that i can try and install but is not BAIN ready that i can use to try and figure this system out?

(just from a quick glance at my to look at someday and see if I want them in my LO archives:
a super simple BAIN ready mod archive: http://www.tesnexus.com/downloads/file.php?id=29688
a super simple but NOT bain ready mod archive: http://www.tesnexus.com/downloads/file.php?id=21678
* so those could have changed since I DLed them
and complex well most are big and take a frack load of time to dl if you don't have a good connection (thats me)... so if you to look at one I'd suggest something you'd like to dl anyways... MMM, Better Cities, come to mind but there are quite a few others.
Pacific Morrowind
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dell
 
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Post » Wed Mar 30, 2011 9:52 am

I ran the debug version in order to get more info to see if it might help and here's what I got:


bosh.py 31524 scanModFile: No right and/or no left eye recorded in race Necro Spirit Servent, from mod Windfall.esm
bosh.py 31524 scanModFile: No right and/or no left eye recorded in race Undead, from mod Mart's Monster Mod.esm
bosh.py 31524 scanModFile: No right and/or no left eye recorded in race Undead, from mod Oblivion WarCry EV.esp
bosh.py 31524 scanModFile: No right and/or no left eye recorded in race Knight, from mod Oblivion WarCry EV.esp
bosh.py 31641 buildPatch: Mesh undefined for eye (bgBalancingEVCore.esp,0x017900) in race Ohmesshaved, eye removed from race list.
bosh.py 31641 buildPatch: Mesh undefined for eye (bgBalancingEVCore.esp,0x017901) in race Ohmesshaved, eye removed from race list.
bosh.py 31641 buildPatch: Mesh undefined for eye (bgBalancingEVCore.esp,0x017902) in race Ohmesshaved, eye removed from race list.
bosh.py 31641 buildPatch: Mesh undefined for eye (bgBalancingEVCore.esp,0x017903) in race Ohmesshaved, eye removed from race list.
bosh.py 31641 buildPatch: Mesh undefined for eye (bgBalancingEVCore.esp,0x017904) in race Ohmesshaved, eye removed from race list.
bosh.py 31641 buildPatch: Mesh undefined for eye (bgBalancingEVCore.esp,0x017905) in race Ohmesshaved, eye removed from race list.
bosh.py 31641 buildPatch: Mesh undefined for eye (bgBalancingEVCore.esp,0x017906) in race Ohmesshaved, eye removed from race list.
bosh.py 31641 buildPatch: Mesh undefined for eye (bgBalancingEVCore.esp,0x017907) in race Ohmesshaved, eye removed from race list.
bosh.py 31641 buildPatch: Mesh undefined for eye (bgBalancingEVCore.esp,0x017908) in race Ohmesshaved, eye removed from race list.
bosh.py 31641 buildPatch: Mesh undefined for eye (bgBalancingEVCore.esp,0x017909) in race Ohmesshaved, eye removed from race list.
bosh.py 31641 buildPatch: Mesh undefined for eye (bgBalancingEVCore.esp,0x01790A) in race Ohmesshaved, eye removed from race list.
bosh.py 31641 buildPatch: Mesh undefined for eye (bgBalancingEVCore.esp,0x01790B) in race Ohmesshaved, eye removed from race list.
bosh.py 31641 buildPatch: Mesh undefined for eye (bgBalancingEVCore.esp,0x01790C) in race Ohmesshaved, eye removed from race list.
bosh.py 31641 buildPatch: Mesh undefined for eye (bgBalancingEVCore.esp,0x01790D) in race Ohmesshaved, eye removed from race list.
bosh.py 31641 buildPatch: Mesh undefined for eye (bgBalancingEVCore.esp,0x01790E) in race Ohmesshaved, eye removed from race list.
bosh.py 31641 buildPatch: Mesh undefined for eye (bgBalancingEVCore.esp,0x01790F) in race Ohmesshaved, eye removed from race list.
bosh.py 31641 buildPatch: Mesh undefined for eye (bgBalancingEVCore.esp,0x017910) in race Ohmesshaved, eye removed from race list.
bosh.py 31641 buildPatch: Mesh undefined for eye (bgBalancingEVCore.esp,0x017911) in race Ohmesshaved, eye removed from race list.
bosh.py 31641 buildPatch: Mesh undefined for eye (bgBalancingEVCore.esp,0x017912) in race Ohmesshaved, eye removed from race list.
bosh.py 31641 buildPatch: Mesh undefined for eye (bgBalancingEVCore.esp,0x017913) in race Ohmesshaved, eye removed from race list.
bosh.py 31641 buildPatch: Mesh undefined for eye (bgBalancingEVCore.esp,0x017914) in race Ohmesshaved, eye removed from race list.
bosh.py 31641 buildPatch: Mesh undefined for eye (bgBalancingEVCore.esp,0x017915) in race Ohmesshaved, eye removed from race list.
bosh.py 31641 buildPatch: Mesh undefined for eye (bgBalancingEVCore.esp,0x017916) in race Ohmesshaved, eye removed from race list.
bosh.py 31641 buildPatch: Mesh undefined for eye (bgBalancingEVCore.esp,0x017917) in race Ohmesshaved, eye removed from race list.
bosh.py 31641 buildPatch: Mesh undefined for eye (bgBalancingEVCore.esp,0x017918) in race Ohmesshaved, eye removed from race list.
bosh.py 31641 buildPatch: Mesh undefined for eye (bgBalancingEVCore.esp,0x017919) in race Ohmesshaved, eye removed from race list.
bosh.py 31641 buildPatch: Mesh undefined for eye (bgBalancingEVCore.esp,0x01791A) in race Ohmesshaved, eye removed from race list.
Traceback (most recent call last):
File "H:\Oblivion\Mopy\basher.py", line 5783, 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 31649, in buildPatch
maxEyesMesh = sorted(mesh_eye.keys(),key=lambda a: len(mesh_eye[a]))[0]
IndexError: list index out of range

Hope it helps!
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sam westover
 
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Post » Wed Mar 30, 2011 4:11 pm

I ran the debug version in order to get more info to see if it might help and here's what I got:


Spoiler
bosh.py 31524 scanModFile: No right and/or no left eye recorded in race Necro Spirit Servent, from mod Windfall.esm
bosh.py 31524 scanModFile: No right and/or no left eye recorded in race Undead, from mod Mart's Monster Mod.esm
bosh.py 31524 scanModFile: No right and/or no left eye recorded in race Undead, from mod Oblivion WarCry EV.esp
bosh.py 31524 scanModFile: No right and/or no left eye recorded in race Knight, from mod Oblivion WarCry EV.esp
bosh.py 31641 buildPatch: Mesh undefined for eye (bgBalancingEVCore.esp,0x017900) in race Ohmesshaved, eye removed from race list.
bosh.py 31641 buildPatch: Mesh undefined for eye (bgBalancingEVCore.esp,0x017901) in race Ohmesshaved, eye removed from race list.
bosh.py 31641 buildPatch: Mesh undefined for eye (bgBalancingEVCore.esp,0x017902) in race Ohmesshaved, eye removed from race list.
bosh.py 31641 buildPatch: Mesh undefined for eye (bgBalancingEVCore.esp,0x017903) in race Ohmesshaved, eye removed from race list.
bosh.py 31641 buildPatch: Mesh undefined for eye (bgBalancingEVCore.esp,0x017904) in race Ohmesshaved, eye removed from race list.
bosh.py 31641 buildPatch: Mesh undefined for eye (bgBalancingEVCore.esp,0x017905) in race Ohmesshaved, eye removed from race list.
bosh.py 31641 buildPatch: Mesh undefined for eye (bgBalancingEVCore.esp,0x017906) in race Ohmesshaved, eye removed from race list.
bosh.py 31641 buildPatch: Mesh undefined for eye (bgBalancingEVCore.esp,0x017907) in race Ohmesshaved, eye removed from race list.
bosh.py 31641 buildPatch: Mesh undefined for eye (bgBalancingEVCore.esp,0x017908) in race Ohmesshaved, eye removed from race list.
bosh.py 31641 buildPatch: Mesh undefined for eye (bgBalancingEVCore.esp,0x017909) in race Ohmesshaved, eye removed from race list.
bosh.py 31641 buildPatch: Mesh undefined for eye (bgBalancingEVCore.esp,0x01790A) in race Ohmesshaved, eye removed from race list.
bosh.py 31641 buildPatch: Mesh undefined for eye (bgBalancingEVCore.esp,0x01790B) in race Ohmesshaved, eye removed from race list.
bosh.py 31641 buildPatch: Mesh undefined for eye (bgBalancingEVCore.esp,0x01790C) in race Ohmesshaved, eye removed from race list.
bosh.py 31641 buildPatch: Mesh undefined for eye (bgBalancingEVCore.esp,0x01790D) in race Ohmesshaved, eye removed from race list.
bosh.py 31641 buildPatch: Mesh undefined for eye (bgBalancingEVCore.esp,0x01790E) in race Ohmesshaved, eye removed from race list.
bosh.py 31641 buildPatch: Mesh undefined for eye (bgBalancingEVCore.esp,0x01790F) in race Ohmesshaved, eye removed from race list.
bosh.py 31641 buildPatch: Mesh undefined for eye (bgBalancingEVCore.esp,0x017910) in race Ohmesshaved, eye removed from race list.
bosh.py 31641 buildPatch: Mesh undefined for eye (bgBalancingEVCore.esp,0x017911) in race Ohmesshaved, eye removed from race list.
bosh.py 31641 buildPatch: Mesh undefined for eye (bgBalancingEVCore.esp,0x017912) in race Ohmesshaved, eye removed from race list.
bosh.py 31641 buildPatch: Mesh undefined for eye (bgBalancingEVCore.esp,0x017913) in race Ohmesshaved, eye removed from race list.
bosh.py 31641 buildPatch: Mesh undefined for eye (bgBalancingEVCore.esp,0x017914) in race Ohmesshaved, eye removed from race list.
bosh.py 31641 buildPatch: Mesh undefined for eye (bgBalancingEVCore.esp,0x017915) in race Ohmesshaved, eye removed from race list.
bosh.py 31641 buildPatch: Mesh undefined for eye (bgBalancingEVCore.esp,0x017916) in race Ohmesshaved, eye removed from race list.
bosh.py 31641 buildPatch: Mesh undefined for eye (bgBalancingEVCore.esp,0x017917) in race Ohmesshaved, eye removed from race list.
bosh.py 31641 buildPatch: Mesh undefined for eye (bgBalancingEVCore.esp,0x017918) in race Ohmesshaved, eye removed from race list.
bosh.py 31641 buildPatch: Mesh undefined for eye (bgBalancingEVCore.esp,0x017919) in race Ohmesshaved, eye removed from race list.
bosh.py 31641 buildPatch: Mesh undefined for eye (bgBalancingEVCore.esp,0x01791A) in race Ohmesshaved, eye removed from race list.

Traceback (most recent call last):
File "H:\Oblivion\Mopy\basher.py", line 5783, 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 31649, in buildPatch
maxEyesMesh = sorted(mesh_eye.keys(),key=lambda a: len(mesh_eye[a]))[0]
IndexError: list index out of range

Hope it helps!

yep that should... try SVN 1077+
debug prints look fine except all those removals from RBP... I'll look into that shortly to make sure it is fine that way
thanks :)
Pacific Morrowind
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Benjamin Holz
 
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Post » Wed Mar 30, 2011 5:25 am

...


...


Thanks to both.
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stacy hamilton
 
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Post » Wed Mar 30, 2011 12:27 pm

YESSSSSSSSSS

It works finally!

Thanks everyone :D
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Frank Firefly
 
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Post » Wed Mar 30, 2011 1:52 pm

Uh. I looked at bosh.py. Um. Wow.
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Gaelle Courant
 
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Post » Wed Mar 30, 2011 11:12 am

Uh. I looked at bosh.py. Um. Wow.

:) Yeah, 32k lines and growing. :blink: Probably needs to be refactored...
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Jimmie Allen
 
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Post » Wed Mar 30, 2011 2:22 pm

Yeah. To say the least :P

Anyways:
https://github.com/Yacoby/Wrye-Bash
https://github.com/Yacoby/Wrye-Base

I am not 100% sure if I have stripped the right things out and it will need some tweaking so that it can work with Mash/Flash but I think it is going in the right direction. Plus, hopefully I can get basher at least down to a better size.


The downside of the code at the moment is that some constructors have insane (5-8) numbers of arguments and there are still a few issues.

EDIT:
Ok. Quite a lot of basher.py seems fairly game independent.
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BrEezy Baby
 
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Post » Wed Mar 30, 2011 8:15 am

@Psymon:

I've just added two ini options sInstallersData and sBashModData, which should allow you to use mTES4 Manager with all clones pointing to the same BAIN directory. If you could test it out and make sure it works right, I would really appreciate it.
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Russell Davies
 
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Post » Wed Mar 30, 2011 2:45 am

Hello BAIN experts. I'm updating the All Natural script to modify the All Natural.ini based on user preference. I have this bit:

EditINI('ini\All Natural.ini', 'set', 'ANVars.UseSIExtra', 0)


But this doesn't work and gives me this error:

An error occured in the wizard script: Line:	                        EditINI('ini\All Natural.ini', 'set', 'ANVars.UseSIExtra', 0) Error:	(Line 147, Column 86): Too many values left at the end of evaluation.


The sourceforge page has this as an example:

EditINI('TargetINI.ini', 'set', 'ANVars.UseEW', 1)


So somewhere I'm messing up. I'm sure the error is easy to solve for you guys. If you can help me out, that would be great. Thanks!
User avatar
Robert
 
Posts: 3394
Joined: Sun Sep 02, 2007 5:58 am

Post » Wed Mar 30, 2011 4:06 pm

Just a quick check: you're using the current svn to test this, correct?

Also, some advice to make sure your wizard will work on previous versions:
You can enclose Wrye Bash version dependent lines like such:
If CompareWBVersion('292') >= 0    ; User has 292+    EditINI( blah blah blah )    ; Do other things that only WB 292+ can doElse    ; User has < 292    Note "Don't forget to do SOMETHING I WAS TRYING TO DO WITH EDITINI.  But you don't have the bleeding edge version, because of the bugs and all, so you have to do it manually."EndIf


I'll check your wizard on my end, it's most likely a problem with Wrye Bash.

EDIT: also, make sure you use the escape sequence for the backslash:
'ini\\All Natural.ini'
vice
'ini\All Natural.ini'


EDIT2: Just tested your line on my end, it works fine here.
User avatar
GRAEME
 
Posts: 3363
Joined: Sat May 19, 2007 2:48 am

Post » Wed Mar 30, 2011 8:12 am

Ok. My changes will take longer than thought (The code base is a lot bigger than mashes :P) so merging will be hell in the end. The solution may be for me to get the code to a stable point and then merge with the main branch, then continue on with refactoring. Basically doing it in short steps :shrug:

What I am doing at them moment is:
  • Splitting basher.py up in modules of ~1000 lines each
  • removing dependacy on gloabls, which really damage code reuse.


In removing the globals there is a huge amount of parameter passing, which is getting to be a pain. I can probably remove most of it though :shrug:

EDIT
On the subject of refactoring bosh.py, do you know about http://rope.sourceforge.net/. It works pretty well most of the time and makes re factoring fairly easy (if you are just moving this to another module etc)
User avatar
Ilona Neumann
 
Posts: 3308
Joined: Sat Aug 19, 2006 3:30 am

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