Wrye Mash Stand Alone

Post » Tue May 17, 2011 4:04 pm

Hey there, thanks for the warm welcome, and thanks for your help as well!

You're welcome. :)

That link was incredibly helpful, thank you. However, coming from Linux, I find UAC quite useful and would rather use it if I can. The problem with UAC is that pre-Vista apps don’t have permissions to change anything in the Program Files folder, so there’s some kind of virtual storage mechanism that mirrors the Program Files directory in your user’s %APPDATA% folder. But you guys probably know a lot more about this stuff than I do, so I’ll shut up now :) Anyway, since getting Wrye Mash to take into account UAC settings would probably involve extensive changes to the code, I’d better forget the idea of implementing it myself and stick with compatibility mode for now.

I'm sure that I know more than you do about Windows vs Linux. :user:

WMSA is already installed here and it works well enough now in compatibility mode.

Again, thank you for your help, leonardo, and thanks to Melchor for this tool. :)

Great that's working now and if encounter any future issue you're more than welcome to come here and ask for help. ;)
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Queen of Spades
 
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Post » Tue May 17, 2011 2:08 am

I get the same error with the http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=2526.



Worked around the problem; the issue was that under wine 7zip can't print utf8 characters correctly; Therefore, every attempt to create a list with the correct name by the installer would list one particular with funny characters in the title rather than what it should be (the fine in question was called "Meshes\ff épéeTribal.NIF" note the accented 'e's). Since this filename had erroneous (read: undecipherable) characters in it, 7zip couldn't properly extract the file, and that was what was causing the failure.
My workaround involved manually extracting the archive (as using my native 7zip program deciphers the characters correctly, since it defaults to utf-8) to the Morrowind/Installers folder, which causes it to be registered in the bash installer as a project directory, which can be ordered, and installed from. Thus, the encoding on extraction was no longer inconsistent (no extracting to do), it installed properly. This takes up more space, but w/e it works, and that is a lesser concern for me.
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K J S
 
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Post » Tue May 17, 2011 1:03 am

http://www.mediafire.com/?hfpao6v99ni7n80#2


Anybody have an alternate link for this? I've been trying for three days, keeps saying there's no servers with the requested data available.

EDIT

Nevermind! Just saw this link: http://www.filefactory.com/file/b35h8a0/n/Wrye_Mash_84DCG002_install.exe

Maybe add it to the original post?
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kevin ball
 
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Post » Tue May 17, 2011 10:13 am

Anybody have an alternate link for this? I've been trying for three days, keeps saying there's no servers with the requested data available.

EDIT

Nevermind! Just saw this link: http://www.filefactory.com/file/b35h8a0/n/Wrye_Mash_84DCG002_install.exe

Maybe add it to the original post?

I think Melchor is aware of that, but you can always PM him about it. :)
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Marcin Tomkow
 
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Post » Tue May 17, 2011 2:02 am

How can one use the stand alone version for multiple installations of morrowind? (I have 3 currently) In the regular version, I just changed the shortcut properties in the "Start in" section. I'd like to have a separate Wrye Mash for each install of morrowind, with the installers tab working separate for each. Is this possible?
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gemma king
 
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Post » Tue May 17, 2011 7:14 am

Nevermind, you can change the paths with the green icon at the bottom left. :)
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Manny(BAKE)
 
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Post » Tue May 17, 2011 2:52 pm

Melchor doesn't seem to be active from a while but I have a serious problem with the import/export dialogue function, which is very important for mod translation: WryeMash cannot import any dialogue with non-us characters (even if the text file is ASCII). I get a "unmatched" message and dialogues are not imported, even if there is only one non-us accent (like French "é" letter for example) anywhere in a topic or a dialogue. I can provide a mod and a dialogue file for testing.

I have tried to use the standard Python version of Wrye Mash, but it is not working either. Now, coming back to the stand alone version, I got a new error message when trying to import dialogue text file containing non-US letters:

Traceback (most recent call last):  File "masher.pyo", line 5945, in Execute  File "masher.pyo", line 1345, in Refresh  File "masher.pyo", line 1384, in PopulateItem  File "mosh.pyo", line 2351, in isWellOrderedKeyError: 1288262894.001091 

Anyone can help?

Edit: that may be more than an issue with non-us letters. For example, having only replaced a topic "my trade" by "my trading" in a mod, I cannot import the modified dialogue text file, I get an "unmatched" error:
=== Unmatched* (0, 'my trading', '31309318809875547')

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Astargoth Rockin' Design
 
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Post » Tue May 17, 2011 5:41 am

Hi, every body !

This is my return here, and there's a new version of WMSA !



This version (0.0.3) should correct the problems that can be encountered on non US machines.

I thought I've done it in the former version, but I've forgotten to include encoding files for non US characters in the executable :blush:

The fact is that I have a non US machine, but I don't work on mods with Wrye Mash, I use it in a very basically way. (Launching the game, installing and uninstaling mods...)

All my apologies...



Concerning issues with .zip archives, WMSA does not exctract them itself. It uses 7z.exe (the one present in WMSA folder).



This version includes a manifest in the executable, and should be installable on Windows Vista and Seven. (I hadn't any problem myself, but we can't ever know...)



I experience problems too when I try to down or up load files from MediaFire, so I've uploaded WMSA installer on http://www.fileplanet.com/files/210000/217210.shtml.
Feel free to upload it elsewhere if you find it usefull !



Of course, the first post is updated.

Thanks to everybody for the concern they have in WMSA !

Enjoy ! :)
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Blackdrak
 
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Post » Tue May 17, 2011 2:04 am

Thanks Melchor for this update of WMSA. :celebration: :celebration: :celebration:


You know you could actually PM http://www.gamesas.com/index.php?/user/31407-fliggerty/ about hosting WMSA on the http://www.fliggerty.com/phpBB3/index.php. :user:
I think he wouldn't mind at all of such request, but you would ask him in person if you want doing that. ;)
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Steven Hardman
 
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Post » Tue May 17, 2011 1:24 am

Fileplanet has never worked for me. Could you upload the new version somewhere else please?
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DAVId MArtInez
 
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Post » Tue May 17, 2011 9:26 am

Fileplanet has never worked for me. Could you upload the new version somewhere else please?

I did just that. :D


http://www.fliggerty.com/phpBB3/viewtopic.php?f=53&p=63053#p63053
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rolanda h
 
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Post » Tue May 17, 2011 6:53 am

Hi, every body !
This is my return here, and there's a new version of WMSA !

Great news! :)

This version (0.0.3) should correct the problems that can be encountered on non US machines.
I thought I've done it in the former version, but I've forgotten to include encoding files for non US characters in the executable :blush:

I am still having problem to import dialogues... Not sure the problem is connected with non US characters.
- I can export any dialogue without problem, even with non US characters.
- when I try to import dialogues, with or without non US characters, I always get an error... I don't know if this error comes from the original WryeMash, since I never used the import/export dialogue before (but I tested with the latest python WryeMash v84 and it failed too).

Here is an example with "Vampire Embrance". I have translated some topics in the CS from English into French, and I can see that the changes are correct when exporting dialogues. When I modify the exporter text file, I cannot reimport it. I made a few test: I have edited the text of topics from Vampire Embrance, but when I import back the dialogues, it succeeded for one topic and failed for another one... but both have non US characters.

Edited topics:
1. "se protéger du soleil"
2. "société des buveurs de sang"
Both have non US character. But the first topic was successfully imported (UPDATED), not the second one (UNMATCHED).

=== Updated* (0, 'Se prot\xe9ger du soleil', '26415299192467626631')* (0, 'Se prot\xe9ger du soleil', '1538730118203058892')=== Unmatched* (0, 'soci\xe9t\xe9 des buveurs de sang', '65632811357780')* (0, 'soci\xe9t\xe9 des buveurs de sang', '214010795804520801')* (0, 'soci\xe9t\xe9 des buveurs de sang', '102283994518812276')* (0, 'soci\xe9t\xe9 des buveurs de sang', '1640085762044710432')* (0, 'soci\xe9t\xe9 des buveurs de sang', '23042296801897516153')* (0, 'soci\xe9t\xe9 des buveurs de sang', '2935622190167248530')etc........


Any idea to resolve this?
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Kelsey Anna Farley
 
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Post » Tue May 17, 2011 4:09 pm

I did just that. :D


http://www.fliggerty.com/phpBB3/viewtopic.php?f=53&p=63053#p63053



-Thanks!
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Cheryl Rice
 
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Post » Tue May 17, 2011 1:18 am

-Thanks!

You're welcome. :)
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Katie Samuel
 
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Post » Tue May 17, 2011 1:23 am

@leonardo2: thanks for the alternate DL link !

@Mordicus: the problem you have comes from the Wrye Mash code part I haven't modified. The actual WMSA base version is the 84; understand thad I have added functionalities to this version.

I'll have a look to the code for updating/adding/removing dialogs, and I'll try to fix it up.
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Darrell Fawcett
 
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Post » Tue May 17, 2011 1:48 pm

@leonardo2: thanks for the alternate DL link !

@Mordicus: the problem you have comes from the Wrye Mash code part I haven't modified. The actual WMSA base version is the 84; understand thad I have added functionalities to this version.

I'll have a look to the code for updating/adding/removing dialogs, and I'll try to fix it up.

You're welcome and I'm glad I could help you to upload WMSA to other sites. :D

I guess you don't know about the Fliggerty's http://modhistory.fliggerty.com/. There can you archive any new version of WMSA if you like. :)


I've also read something about a possible http://www.gamesas.com/index.php?/topic/1084204-bain-mod-installation-projects/page__view__findpost__p__16622421, but I don't know when or if that is gonna to happen. :whistling:

Btw... could you take a look of this http://www.gamesas.com/index.php?/topic/1083121-relz-mlox-a-tool-for-anolyzing-and-sorting-your-load-order/page__view__findpost__p__16202726 please.
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Alexx Peace
 
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Post » Tue May 17, 2011 10:58 am

I guess you don't know about the Fliggerty's http://modhistory.fliggerty.com/. There can you archive any new version of WMSA if you like. :)

Wow ! Nice place !


I've also read something about a possible http://www.gamesas.com/index.php?/topic/1084204-bain-mod-installation-projects/page__view__findpost__p__16622421, but I don't know when or if that is gonna to happen. :whistling:

This would be great ! And I'll include these update in WMSA as soon as I can.


Btw... could you take a look of this http://www.gamesas.com/index.php?/topic/1083121-relz-mlox-a-tool-for-anolyzing-and-sorting-your-load-order/page__view__findpost__p__16202726 please.

I've checked out mlox compilation script, and it appears that the 'Lib\encodings' folder in the Python installation is not included in the executable. This issues comes from this, IMO.
In fact, I've experienced similar issues when testing my apps on computers that don't have any Python installation, and these issues were fixed when I included the encodings in the executable.
I'm sending a PM to jhon.moonsugar to suggest him to include these localisation files in his stand alone version.

Since this 'encodings' folder is included in the latest version of WMSA, you *should not* experience any more this locale issues with Mash, but...
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Samantha Mitchell
 
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Post » Tue May 17, 2011 6:55 am

I've checked out mlox compilation script, and it appears that the 'Lib\encodings' folder in the Python installation is not included in the executable. This issues comes from this, IMO.
In fact, I've experienced similar issues when testing my apps on computers that don't have any Python installation, and these issues were fixed when I included the encodings in the executable.
I'm sending a PM to jhon.moonsugar to suggest him to include these localisation files in his stand alone version.

Since this 'encodings' folder is included in the latest version of WMSA, you *should not* experience any more this locale issues with Mash, but...

Or should I say "I can experience some problems with http://www.gamesas.com/index.php?/topic/1106095-wrye-mash-stand-alone/page__view__findpost__p__16202488 in the future".

I don't mean to bugged you with this issues, but that has been my biggest problems since I start to use mlox. :banghead:
I posted this http://en.wikipedia.org/wiki/Windows-1252 in the mlox thread earlier this year and I don't know if that's much help to you. :shrug:
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Emily Martell
 
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Post » Tue May 17, 2011 7:24 am

Or should I say "I can experience some problems with http://www.gamesas.com/index.php?/topic/1106095-wrye-mash-stand-alone/page__view__findpost__p__16202488 in the future".

I remember this. And my wxWidget version is the accurate now !


I don't mean to bugged you with this issues, but that has been my biggest problems since I start to use mlox. :banghead:
I posted this http://en.wikipedia.org/wiki/Windows-1252 in the mlox thread earlier this year and I don't know if that's much help to you. :shrug:

The first line in my Python script is "# -*- coding: cp1252 -*-", just to avoid runtime problems whith the commented lines.
But forcing the program to this code page isn't very accurate, since every country (or so) can use a different one.

I've just recompiled mlox and tested it a bit, and the non US character issues comes from the fact that mlox uses UTF-8 encoding and doesn't seem to handle ANSI encodings...

The tests I've performed (with the compiled and the script version) are very simple:
I've renamed a mod with non US chars, and mlox could only display questions marks.
ThenI've opend mlox.msg (which contains the localized 'Hello' messages), and added the chars.
Here is the error I got:

Traceback (most recent call last):  File "D:\Jeux\Morrowind\mlox\mlox.py", line 253, in     _ = load_translations(Lang)  File "D:\Jeux\Morrowind\mlox\mlox.py", line 251, in load_translations    return(dyndict(map(splitter, codecs.open("mlox.msg", 'r', "utf-8").read().split("\n[["))[1:]))  File "D:\Python26\lib\codecs.py", line 666, in read    return self.reader.read(size)  File "D:\Python26\lib\codecs.py", line 472, in read    newchars, decodedbytes = self.decode(data, self.errors)UnicodeDecodeError: 'utf8' codec can't decode bytes in position 243-245: invalid data


I've changed the encoding of these chars to UTF-8, and the error was fixed (thanks Notepad++) !

Since I can't subsitute myself to john.moonsugar, I won't correct mlox. But it is a good information to have, and I'll pay attention to this for WMSA (like a function which check the encoding type).
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El Khatiri
 
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Post » Tue May 17, 2011 9:48 am

I remember this. And my wxWidget version is the accurate now !



The first line in my Python script is "# -*- coding: cp1252 -*-", just to avoid runtime problems whith the commented lines.
But forcing the program to this code page isn't very accurate, since every country (or so) can use a different one.

I've just recompiled mlox and tested it a bit, and the non US character issues comes from the fact that mlox uses UTF-8 encoding and doesn't seem to handle ANSI encodings...

The tests I've performed (with the compiled and the script version) are very simple:
I've renamed a mod with non US chars, and mlox could only display questions marks.
ThenI've opend mlox.msg (which contains the localized 'Hello' messages), and added the chars.
Here is the error I got:

Traceback (most recent call last):  File "D:\Jeux\Morrowind\mlox\mlox.py", line 253, in     _ = load_translations(Lang)  File "D:\Jeux\Morrowind\mlox\mlox.py", line 251, in load_translations    return(dyndict(map(splitter, codecs.open("mlox.msg", 'r', "utf-8").read().split("\n[["))[1:]))  File "D:\Python26\lib\codecs.py", line 666, in read    return self.reader.read(size)  File "D:\Python26\lib\codecs.py", line 472, in read    newchars, decodedbytes = self.decode(data, self.errors)UnicodeDecodeError: 'utf8' codec can't decode bytes in position 243-245: invalid data


I've changed the encoding of these chars to UTF-8, and the error was fixed (thanks Notepad++) !

Since I can't subsitute myself to john.moonsugar, I won't correct mlox. But it is a good information to have, and I'll pay attention to this for WMSA (like a function which check the encoding type).

Thanks Melchor for looking into this I really appreciate your help. :bowdown:


So you mean that you actually have a possible solution for all this issue with mlox, when I launch mlox.exe from the utilities tab in WMSA?

Another thing I'd like to ask you about is the feature called "Full BALO" (BAsh LoadOrder) there is in Wrye Bash. Please tell me if I'm wrong.
Is that something you consider to add to WMSA?


Thank you again Melchor for your hard work on WMSA. :clap:
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Logan Greenwood
 
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Post » Tue May 17, 2011 3:10 am

There is an option in the mods contextual menu to define groups in Mash, may be this is what you are looking for.
But, since I don't have Oblivion, I cant launch Bash :shrug:
Reading Bash documentation, I guess BALO is the Mash "Groups" menu option, or so.
I'll try to know if BALO is accurate for Morrowind, or not. But it is possible that the two games are too different to port this functionnality to Mash.
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Dean Brown
 
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Post » Tue May 17, 2011 1:36 am

@Mordicus: the problem you have comes from the Wrye Mash code part I haven't modified. The actual WMSA base version is the 84; understand thad I have added functionalities to this version.

I'll have a look to the code for updating/adding/removing dialogs, and I'll try to fix it up.

Thank you very much Melchor. I have to say that there is no reliable application allowing to import/export dialogues successfully. The CS and MWEdit are buggy, many others apps do not work very well with dialogues having non US characters... fixing this part of Mash would be wonderful!
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Monique Cameron
 
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Post » Tue May 17, 2011 10:48 am

Since the release of WMSA some people have questions about the improvements that Melchor has added into Wrye Mash.


http://img829.imageshack.us/img829/5674/wmsagreendiskicon.png - Click on the green disk icon

http://img818.imageshack.us/img818/4708/wmsautilitiestab.png - Right click on the row bar "File" and select from the menu
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aisha jamil
 
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Post » Tue May 17, 2011 11:31 am

Important update

Earlier today I reinstalled Morrowind and the tools I wanted to use, just out of curiosity I tested one of Melchor's improvement.
What I mean is when you add a shortcut to a program in the utilities tab in WMSA and here is what I've discovered so far.

All tools which must have Java installed in Windows is not working (BSA Browser, TES Dependancy Tool Kit)
TES Plugin Conflict Detector has an http://img208.imageshack.us/img208/7492/wmsautilitieserror1.png

These tools is working:
Morrowind Plugin ManagerTESToolTES Advanced Mod EditorTES Mod UtilityBSARegGetMWRoot (propably but not sure)TESRESPEC (MentalElf)Morrowind INI EditorMorrowind List MergerNif Textescog

That could be other tools that I've not checked yet and I think this list can help those who is currently using WMSA. :)
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Mariana
 
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Post » Tue May 17, 2011 9:27 am

Important update

Earlier today I reinstalled Morrowind and the tools I wanted to use, just out of curiosity I tested one of Melchor's improvement.
What I mean is when you add a shortcut to a program in the utilities tab in WMSA and here is what I've discovered so far.
[...]

TES Plugin Conflict Detector has an http://img208.imageshack.us/img208/7492/wmsautilitieserror1.png

[...]

That could be other tools that I've not checked yet and I think this list can help those who is currently using WMSA. :)

For anyone looking to fix this, the error is due to the first arguement to the program not being the program name but rather the path to the program. This may be the same issue for the Java based programs. I can't test due to the programs not containing all required files. I have (or will soon have) a fixed version here: https://github.com/Yacoby/Wrye-Mash/tree/master/Mopy (Not really for general use at the moment). Because it seems what all the cool kids do, I am writing my own help browser :P
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Siobhan Wallis-McRobert
 
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