[RELz/WIPz/BETA] Wrye Flash NV

Post » Wed Aug 18, 2010 5:07 pm

valda have you tested BSA redirection? I tried it and it made my computer crash.
User avatar
Glu Glu
 
Posts: 3352
Joined: Sun Apr 01, 2007 5:39 am

Post » Thu Aug 19, 2010 1:42 am

valda have you tested BSA redirection? I tried it and it made my computer crash.

The problem that a memory error raises at BSA redirectrion was https://github.com/valda/garybash/tree/newvegas.
This is the bug which existed from Fallout3 version. I didn't notice to that.
I tested only activate/deactivate of the BAIN package.
Thanks a lot.
User avatar
Janeth Valenzuela Castelo
 
Posts: 3411
Joined: Wed Jun 21, 2006 3:03 am

Post » Thu Aug 19, 2010 12:14 am

Right, I'm a total dunce. I could have sworn you could just drag/drop zip files into the package pane of the installer tab but now when I do that I get


Traceback (most recent call last):
File "D:\Games\Fallout New Vegas\Mopy\balt.py", line 992, in OnData
self.window.OnDropFiles(x, y, self.dataFile.GetFilenames())
File "D:\Games\Fallout New Vegas\Mopy\balt.py", line 1050, in OnDropFiles
raise AbstractError
bolt.AbstractError: Abstract section called.

What am I doing wrong?
User avatar
Bonnie Clyde
 
Posts: 3409
Joined: Thu Jun 22, 2006 10:02 pm

Post » Thu Aug 19, 2010 2:46 am

Right, I'm a total dunce. I could have sworn you could just drag/drop zip files into the package pane of the installer tab but now when I do that I get


Traceback (most recent call last):
File "D:\Games\Fallout New Vegas\Mopy\balt.py", line 992, in OnData
self.window.OnDropFiles(x, y, self.dataFile.GetFilenames())
File "D:\Games\Fallout New Vegas\Mopy\balt.py", line 1050, in OnDropFiles
raise AbstractError
bolt.AbstractError: Abstract section called.

What am I doing wrong?

It's specification because original WryeBash does the same behavior :P
but, I also think that's strange behavior. so may be corrected arbitrarily.
User avatar
James Hate
 
Posts: 3531
Joined: Sun Jun 24, 2007 5:55 am

Post » Wed Aug 18, 2010 10:21 pm

I get this error when I start up version8

Traceback (most recent call last):  File "E:\Fallout New Vegas\Mopy\basher.py", line 4113, in RefreshData    bosh.modInfos.rescanMergeable(scanList,progress)  File "E:\Fallout New Vegas\Mopy\bosh.py", line 10460, in rescanMergeable    canMerge = PatchFile.modIsMergeable(modInfo) == True  File "E:\Fallout New Vegas\Mopy\bosh.py", line 16682, in modIsMergeable    reasons += '\n.    ' + str(error)+'.'  File "E:\Fallout New Vegas\Mopy\bosh.py", line 140, in __str__    return self.inName.s+': '+self.messageAttributeError: 'str' object has no attribute 's'


Seems it can't mark the mergeable mods...?
User avatar
Steeeph
 
Posts: 3443
Joined: Wed Apr 04, 2007 8:28 am

Post » Thu Aug 19, 2010 1:05 am

I get this error when I start up version8

Traceback (most recent call last):  File "E:\Fallout New Vegas\Mopy\basher.py", line 4113, in RefreshData    bosh.modInfos.rescanMergeable(scanList,progress)  File "E:\Fallout New Vegas\Mopy\bosh.py", line 10460, in rescanMergeable    canMerge = PatchFile.modIsMergeable(modInfo) == True  File "E:\Fallout New Vegas\Mopy\bosh.py", line 16682, in modIsMergeable    reasons += '\n.    ' + str(error)+'.'  File "E:\Fallout New Vegas\Mopy\bosh.py", line 140, in __str__    return self.inName.s+': '+self.messageAttributeError: 'str' object has no attribute 's'


Seems it can't mark the mergeable mods...?

Thanks for your bug report!
It fixed in latest https://github.com/valda/garybash/tree/newvegas repository.
User avatar
Jason White
 
Posts: 3531
Joined: Fri Jul 27, 2007 12:54 pm

Post » Thu Aug 19, 2010 12:00 am

Now this won't start up for me at all.
User avatar
Emmanuel Morales
 
Posts: 3433
Joined: Sat Oct 06, 2007 2:03 pm

Post » Wed Aug 18, 2010 4:30 pm

It might help if there was a guide to installing this from Git.
User avatar
Catharine Krupinski
 
Posts: 3377
Joined: Sun Aug 12, 2007 3:39 pm

Post » Thu Aug 19, 2010 12:59 am

It might help if there was a guide to installing this from Git.

Just choose download as zip and extract the Data and Mopy folders to your fallout new vegas folder.
User avatar
Lew.p
 
Posts: 3430
Joined: Thu Jun 07, 2007 5:31 pm

Post » Wed Aug 18, 2010 1:31 pm

Downloaded the latest file (valda-garybash-NV_8-2-g8921b86.zip) and still had the same error. Do I have to make a fresh install or can I install over?
User avatar
Taylor Tifany
 
Posts: 3555
Joined: Sun Jun 25, 2006 7:22 am

Post » Wed Aug 18, 2010 9:09 pm

Downloaded the latest file (valda-garybash-NV_8-2-g8921b86.zip) and still had the same error. Do I have to make a fresh install or can I install over?

oops! :shocking:
please try the https://github.com/valda/garybash/tree/newvegas once again.
User avatar
e.Double
 
Posts: 3318
Joined: Tue Jul 24, 2007 11:17 pm

Post » Wed Aug 18, 2010 11:58 am

Is there somewhere I can read about the various tags for mods and what they do? I'd like to know how to find out which tags to apply to which mods.
User avatar
Jeff Turner
 
Posts: 3458
Joined: Tue Sep 04, 2007 5:35 pm

Post » Thu Aug 19, 2010 1:00 am

I was going to suggest this but it seems the site's offline (bookmarked it a long time ago for the same reason) :(
http://wryebash.netai.net/#BashedPatches

BTW, 8.3 doesn't have the bug anymore, thanks valda!
User avatar
T. tacks Rims
 
Posts: 3447
Joined: Wed Oct 10, 2007 10:35 am

Post » Thu Aug 19, 2010 12:21 am

All I need to know is how to switch the the newvegas branch with Git GUI. I did it once, but I can't remember how now, and Google isn't being helpful.
User avatar
Elisha KIng
 
Posts: 3285
Joined: Sat Aug 18, 2007 12:18 am

Post » Wed Aug 18, 2010 3:43 pm

Hi All.

I hope someone can help please.

I'm trying to start a new Game with a very small Mod List:

Spoiler
Active Mod Files:00  FalloutNV.esm01  CaravanPack.esm02  Compiled Patch.esp03  DarNifiedUINV.esp04  Free Play after MQ.esp05  PerkEveryLevel.esp06  RNVExtended[40]v3b1.esp07  Realistic_Repair_NV.esp08  URWLNV.esp


The game crashes as your waking up if I include the Bashed Patch. Why I have no idea. Starts without.

I've used Bashed patch in the past with Oblivion 100+ Mods,and FO3+ many Mods without any problems.

Would a log file be created when it crashes. If so, where can I find it please?

From the above list, only 2 items appear building the new patch. FalloutNV.esm and Compiled Patch.esp

Just tried to rebuild patch without Compiled.esp. still crashed. renabled Compiled.esp without Bsahed patch. Games starts.

Can I get away running a New game, Minus A Bashed Patch, Could this cause a problem the further I get into the New game?

Any help and advice is very much appreciated.

James.
User avatar
Sandeep Khatkar
 
Posts: 3364
Joined: Wed Jul 18, 2007 11:02 am

Post » Wed Aug 18, 2010 1:10 pm

I've found the cause of the Bashed Patch Crashing.

Its the GLOBAL section building the patch. Why? I have not a clue.

James. :)
User avatar
Sarah Bishop
 
Posts: 3387
Joined: Wed Oct 04, 2006 9:59 pm

Post » Wed Aug 18, 2010 10:26 pm

Nilms do you get an any sort of error message when it crashes? like a window that says stdout/stderr.
User avatar
Victoria Vasileva
 
Posts: 3340
Joined: Sat Jul 29, 2006 5:42 pm

Post » Thu Aug 19, 2010 12:14 am

Nilms do you get an any sort of error message when it crashes? like a window that says stdout/stderr.


Hi Space,

Thank you for your reply.

No message shows up. Will there be some kind of error log created?

I found the cause by Accident. Never had a problem with the Global section until reinstalling the Game.

I've used Bash error free for years, with Oblivion and FO3.

James. :)
User avatar
Cayal
 
Posts: 3398
Joined: Tue Jan 30, 2007 6:24 pm

Post » Thu Aug 19, 2010 12:20 am

I get the following error when trying to view http://www.newvegasnexus.com/downloads/file.php?id=36432s details.
Spoiler
Traceback (most recent call last):
File "K:\Steam Junctions\fallout new vegas\Mopy\basher.py", line 9280, in Execute
modDetails.readFromMod(modInfo,SubProgress(progress,0.1,0.7))
File "K:\Steam Junctions\fallout new vegas\Mopy\bosh.py", line 15882, in readFromMod
ins.seek(size,1)
File "K:\Steam Junctions\fallout new vegas\Mopy\bosh.py", line 444, in seek
raise ModReadError(self.inName, recType,newPos,self.size)
bosh.ModReadError

User avatar
Peter lopez
 
Posts: 3383
Joined: Mon Sep 10, 2007 5:55 pm

Post » Wed Aug 18, 2010 8:05 pm

With the sorting, I have a couple question/suggestion mixes.

With Ingestible sorting, "magazines" are equip type Food, so they get the same categorizing. Could it be made so that if a mod re-assigned magazines to say, the Mines equip type or something, Flash could see that it's an Ingestible with a non-ingestible category.. and give it its own category? Sort of a way to make a "fake" equip type.


Also, can wearable-equipment sorting be more varied? Basically anything that is not Upperbody or Headwear all goes to the same category. Could they be sorted by slot also? Bodyaddon1, Bodyaddon2, Bodyaddon3, necklace, choker, earrings, nosering........


And could it check recipes to tag anything used in a crafting recipe?


I think this would be preferable to a sorting mod..
User avatar
Katy Hogben
 
Posts: 3457
Joined: Mon Oct 30, 2006 12:20 am

Post » Wed Aug 18, 2010 5:15 pm

Nilms, I just checked Global, so you're trying to edit the timescale huh. I hear bad thing happen to people who do that lol. Seriously though I think it can cause crashes, you should use a special mod like http://www.newvegasnexus.com/downloads/file.php?id=34718.

pintocat, I agree, the sorting could use some love. and you're right, it is preferable to a sorting mod because it will sort items added by other mods too (and respect name changes etc). C'mon valda let's blow em away!
User avatar
Tamara Dost
 
Posts: 3445
Joined: Mon Mar 12, 2007 12:20 pm

Post » Wed Aug 18, 2010 1:12 pm

=== 9 [11/25/2010]
* Fixed a bug that memory error is thrown at the bsafile scan.
* Fix for error in file error (from WBsvn657).

It's known bug fix release.
Please wait a moment the addition of the new feature because work is busy now :(
But, I'll investigate promptly about a bug report.
Thanks!
User avatar
Ludivine Poussineau
 
Posts: 3353
Joined: Fri Mar 30, 2007 2:49 pm

Post » Wed Aug 18, 2010 1:41 pm

I get the following error when trying to view http://www.newvegasnexus.com/downloads/file.php?id=36432s details.
Spoiler
Traceback (most recent call last):
File "K:\Steam Junctions\fallout new vegas\Mopy\basher.py", line 9280, in Execute
modDetails.readFromMod(modInfo,SubProgress(progress,0.1,0.7))
File "K:\Steam Junctions\fallout new vegas\Mopy\bosh.py", line 15882, in readFromMod
ins.seek(size,1)
File "K:\Steam Junctions\fallout new vegas\Mopy\bosh.py", line 444, in seek
raise ModReadError(self.inName, recType,newPos,self.size)
bosh.ModReadError


Fixed it! thanks to you.
User avatar
Katharine Newton
 
Posts: 3318
Joined: Tue Jun 13, 2006 12:33 pm

Post » Wed Aug 18, 2010 4:05 pm

A quick question: What do i need to tag a mod with to import Object Effects into the patch?
User avatar
Ymani Hood
 
Posts: 3514
Joined: Fri Oct 26, 2007 3:22 am

Post » Thu Aug 19, 2010 2:07 am

I'm interested in this myself. Arwen added some effects on weapons in V1.5 of her mod and when loading a mod that alters the weapons afterwards the effects are lost even though I tagged Arwen's mod with "stats". I have the automatic option in the tags enabled.
User avatar
Chloe :)
 
Posts: 3386
Joined: Tue Jun 13, 2006 10:00 am

PreviousNext

Return to Fallout: New Vegas