[RELZ] Wrye Mash #4

Post » Fri May 27, 2011 10:41 am

Logically, it should be "Main", but that's not so good for searching, so I'm sticking with "Bain". Which sounds waaayyy cooler than Main anyway. :)
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Chad Holloway
 
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Post » Fri May 27, 2011 7:51 pm

:P Could always do MBain. But yes, Bain sounds much cooler.
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Iain Lamb
 
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Post » Fri May 27, 2011 11:57 am

I'm getting a stacktrace when trying to start Mash version 81:
Traceback (most recent call last):  File "mash.py", line 19, in <module>	app = masher.MashApp(stdOutCode)  File "C:\Program Files\Python25\lib\site-packages\wx-2.8-msw-ansi\wx\_core.py", line 7836, in __init__	self._BootstrapApp()  File "C:\Program Files\Python25\lib\site-packages\wx-2.8-msw-ansi\wx\_core.py", line 7433, in _BootstrapApp	return _core_.PyApp__BootstrapApp(*args, **kwargs)  File "C:\Program Files\Bethesda Softworks\Morrowind\Mopy\masher.py", line 3205, in OnInit	size=settings['mash.frameSize'])  File "C:\Program Files\Bethesda Softworks\Morrowind\Mopy\masher.py", line 2678, in __init__	self.notebook = notebook = MashNotebook(self,-1)  File "C:\Program Files\Bethesda Softworks\Morrowind\Mopy\masher.py", line 2599, in __init__	self.AddPage(InstallersPanel(self),_("Installers"))  File "C:\Program Files\Bethesda Softworks\Morrowind\Mopy\masher.py", line 2336, in __init__	details=self, style=wx.LC_REPORT)  File "C:\Program Files\Bethesda Softworks\Morrowind\Mopy\balt.py", line 944, in __init__	gList.SetImageList(icons.GetImageList(),wx.IMAGE_LIST_SMALL)  File "C:\Program Files\Bethesda Softworks\Morrowind\Mopy\masher.py", line 555, in GetImageList	indices[key] = imageList.Add(image.GetBitmap())  File "C:\Program Files\Python25\lib\site-packages\wx-2.8-msw-ansi\wx\_gdi.py", line 6105, in Add	return _gdi_.ImageList_Add(*args, **kwargs)wx._core.PyAssertionError: C++ assertion "hbmpMask" failed at ..\..\src\msw\bitmap.cpp(1762) in wxInvertMask(): invalid bitmap in wxInvertMask

This appears to be the same error that Sir ?ob mentioned in http://www.gamesas.com/bgsforums/index.php?s=&showtopic=718247&view=findpost&p=10589990, except in my case Mash is trying to initialize the new Installers tab rather than the Mods tab.

I'm using Python 2.5 and all the add-ons installed via Wrye Python, and I installed Mash by opening the .zip and dragging both the "Data Files" and "Mopy" folders into my Morrowind folder and selecting "yes to all" at the overwrite prompt. (This is the same way I've always installed Mash and Bash.) It's a fresh install of Morrowind GOTY on Windows XP SP3, 32-bit. Mash version 80 works without problems, and Bash also works fine on this machine.
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Adrian Morales
 
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Post » Fri May 27, 2011 3:27 pm

Download v0.82. The v0.81 release was missing some files. Check the http://www.gamesas.com/bgsforums/index.php?showtopic=952489 for further info.
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Samantha hulme
 
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Post » Sat May 28, 2011 1:59 am

Well, that was quick. I had just determined on my own that the problem was missing image files, came back here to update my post, and found that there were two Mash version updates in the intervening half-hour or so. :)
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Ludivine Poussineau
 
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Post » Fri May 27, 2011 10:53 am

Yeah, watch the Bain for Mash topic for now.
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lucile
 
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Post » Fri May 27, 2011 5:24 pm

It just crossed my mind and as this thread is back from the dead, I figured I'd ask while I still have the chance.

http://img18.imageshack.us/img18/4866/wyremm6.png is my mod setup. Kind of just a pet peeve of mine, but I cannot get the Better Heads and Book Rotate plugins to appear on the list in the proper order. Yes, I have tried sorting by "Modified" and "Load Order", but they keep squeezing in between the Bethesda ESMs and Bethesda ESPs. Why can't I get them to organize themselves? :\

Additionally, the [Game Files] section of my Morrowind.ini begin as such:

[Game Files]
GameFile0=Better Heads Bloodmoon addon.esm
GameFile1=Better Heads Tribunal addon.esm
GameFile2=Better Heads.esm
GameFile3=Bloodmoon.esm
GameFile4=Book Rotate.esm
GameFile5=Morrowind Patch v1.6.3.esm
GameFile6=Morrowind.esm
GameFile7=Tribunal.esm

Why are they out of order compared to what Wyre Mash should be doing? I've seen no noticeable side-effects but it's strange.
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Gracie Dugdale
 
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Post » Sat May 28, 2011 12:10 am

but I cannot get the Better Heads and Book Rotate plugins to appear on the list in the proper order. Yes, I have tried sorting by "Modified" and "Load Order", but they keep squeezing in between the Bethesda ESMs and Bethesda ESPs. Why can't I get them to organize themselves? :\

I'm not sure what you want. Better Heads and Book rotate are esms, hence they will always load before any esps, hence they are correctly shown before those in the load order.

Additionally, the [Game Files] section of my Morrowind.ini begin as such:
(...)
Why are they out of order compared to what Wyre Mash should be doing? I've seen no noticeable side-effects but it's strange.

They aren't out of order. The list in the ini file is sorted alphabetically, not after load order. When Morrowind start, it takes this list, orders it according to esm/esp type and timestamp, and then loads the files.
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lacy lake
 
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Post » Fri May 27, 2011 5:01 pm

I recently get this error Message every time I open/refresh Mash:

Traceback (most recent call last):  File "D:\Programme\Spiele\Morrowind\Mopy\masher.py", line 2698, in RefreshData	% (', '.join(mosh.mwIniFile.loadFilesBad),))TypeError: not all arguments converted during string formatting



It started when I tried to install a Package with just *.esp-files in it which were already present in the data folder.
At least one of them had non-English characters (?/&) and all of them were assigned to a group.
Installation failed with this error message:
Traceback (most recent call last):  File "D:\Programme\Spiele\Morrowind\Mopy\masher.py", line 4575, in Execute	self.data.install(self.selected,progress,last,override)  File "D:\Programme\Spiele\Morrowind\Mopy\mosh.py", line 4460, in install	installer.install(archive,destFiles,self.data_sizeCrcDate,SubProgress(progress,index,index+1))  File "D:\Programme\Spiele\Morrowind\Mopy\mosh.py", line 3951, in install	self.unpackToTemp(archive,dest_src.values(),SubProgress(progress,0,0.9))  File "D:\Programme\Spiele\Morrowind\Mopy\mosh.py", line 3935, in unpackToTemp	raise StateError(_("Extraction failed."))mosh.StateError: Extraction failed.

Unpacking to a projected doesn't work with the same error Message.

After unpacking manually it worked, but now I don't get rid of the message mentioned above.
It even doesn't go away after deleting all folder which came with Mash-Installation (Mopy, Data Files\Mits, Data Files\Mash, Data Files\Docs, Installers\Bash) and reinstall everything. :(


Help is highly appreciated.
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Kit Marsden
 
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Post » Fri May 27, 2011 12:24 pm

I wonder if Mash is getting hung up on the non-english character when trying to read your modlist?
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sam westover
 
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Post » Sat May 28, 2011 1:56 am

Maybe, but why does the Message still exist after I remove the specific mod?



And it's only the installer having problems. :(




Edit:
Got rid of the problem with a total reinstall of Morrowind. Fortunately this doesn't take as long as a reinstall of Oblivion. :)
But I stumbled over another problem with the installer:
When I first enable the installer part Mash creates a Folder under C:\Programm Files\Bethesda Softworks\Morrowind\Installers (I don't use the default directory). The next time I start Bash the folder is created in the right place and files placed there beforehand are recognized correctly.
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Tikarma Vodicka-McPherson
 
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Post » Sat May 28, 2011 1:56 am

I don't check the MW topics as often, and I'm WAAYYY overworked on the Oblivion side, so I'm afraid that Mash updates will be pretty slow.

Regarding file names... Bain in particular doesn't handle unicode file names. I've looked at the problem briefly and unfortunately, it's not a quick fix -- in fact it would take a LOT of work to fix. Only advice for now is to just stick with ascii names in files. Sorry.

Meanwhile, if you don't see me post here, be just mention my name (and spell it correctly!) and I should at least see the post.
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Chloe Yarnall
 
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Post » Fri May 27, 2011 7:45 pm

As this is related to Mash's save game handling rather than Bain I think this post is better off here, hope Wrye sees it :)

Anyway, I've been working to update my mod list the past couple of days. And I've been running into some problems with Mash 84.

The environment:
  • Python 2.6.1, wxPython 2.8.9.1 ANSI, comtypes 0.5.2
  • EXE patched with Morrowind Code Patch
The situation:
  • All mods green on the mods tab? Check
  • Masters for save are all blue, synced to load list and ready to roll? Yessir
  • Run Repair All and...
  • Error
Traceback (most recent call last):  File "I:\Bethesda Softworks\Morrowind\Mopy\masher.py", line 6068, in Execute	worldRefs.addMasters(fileInfo.masterNames)  File "I:\Bethesda Softworks\Morrowind\Mopy\mosh.py", line 5366, in addMasters	self.addMaster(masterName)  File "I:\Bethesda Softworks\Morrowind\Mopy\mosh.py", line 5433, in addMaster	for levList in (masterRefs.debrisIds['LEVC'] + masterRefs.debrisIds['LEVI']):KeyError: 'LEVC'
Yes, so I've a lot of drives :)

Now the weird stuff. I can load the save game that chokes Mash without problems. I create a new save game (whilst still in the same interior cell and without intentionally changing the game world). That second save game can be Repaired by Mash OK. Odd. I've also been able to run Repair All on the original save that created the error, again with no errors.

I'll keep on messing with my mod list and if I run into this again try for some more detailed tests.

I've spotted two others with the same error message: http://www.gamesas.com/bgsforums/index.php?s=&showtopic=838230&view=findpost&p=12189514 and http://www.gamesas.com/bgsforums/index.php?s=&showtopic=824644&view=findpost&p=12000260. Now, the line numbers are different: 4059 rather than my 5433, but those two errors are before BAIN was ported over. Not sure if that info helps any :shrug:

'Course if I get my mod list sorted I'll move onto BAINing my install. Cool.
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Kate Schofield
 
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Post » Fri May 27, 2011 12:28 pm

Another, different error, so this a new post rather than an edit. Oh, and maybe a bump

On the Mods tab.

Column headers > right click > Load > [an old, saved list]

Error because of missing plugin:

Traceback (most recent call last):  File "I:\Bethesda Softworks\Morrowind\Mopy\masher.py", line 4854, in DoList	mosh.modInfos.load(loadFile,False)  File "I:\Bethesda Softworks\Morrowind\Mopy\mosh.py", line 3111, in load	for master,size in self[fileName].tes3.masters:  File "I:\Bethesda Softworks\Morrowind\Mopy\mosh.py", line 2704, in __getitem__	return self.data[key]KeyError: 'Creatures v7.1.esp'

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Dina Boudreau
 
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Post » Fri May 27, 2011 7:21 pm

Just recently converted to PC from years on the x-box, and heard this was a must-have tool. Unfortunately, I'm not very computer canny and can't get it to work. After doing the bug dump;

Traceback (most recent call last):
File "mash.py", line 7, in
import masher
File "C:\program files\bethesda softworks\morrowind\mopy\masher.py", line 26, in
import wx
ImportError: No module named wx


Any help appreciated, though I don't have enough mods and errors for it to be urgent just yet.
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Matthew Barrows
 
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Post » Fri May 27, 2011 9:18 pm

Just recently converted to PC from years on the x-box, and heard this was a must-have tool. Unfortunately, I'm not very computer canny and can't get it to work. After doing the bug dump;

wx comes from wxPython, which you need to install in addition to Python. Wrye put all the pre-reqs in http://planetelderscrolls.gamespy.com/View.php?view=OblivionUtilities.Detail&id=52560&id=44, if you want to try that.
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Ronald
 
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Post » Fri May 27, 2011 11:46 am

Hrum, I installed both the prereqs listed http://wrye.ufrealms.net/Wrye%20Mash.html#Installation, but I'll try the collection package there tomorrow when I'm on my own computer again. Thanks muchly :twirl:
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Katie Louise Ingram
 
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Post » Sat May 28, 2011 12:06 am

Trying to get Mash working, and it won't start up. Bugdump says "no module named wx." I've read that that mean that I haven't installed wxPython or that I haven't installed it in the right place. I remember running the installer, so that can't be it, but I installed it in the default place. Is there somewhere else I should have installed it?
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Jack Moves
 
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Post » Fri May 27, 2011 9:03 pm

Trying to get Mash working, and it won't start up. Bugdump says "no module named wx." I've read that that mean that I haven't installed wxPython or that I haven't installed it in the right place. I remember running the installer, so that can't be it, but I installed it in the default place. Is there somewhere else I should have installed it?
Python##\Lib\site-packages\wx-#.#-msw-ansi

There should be a "wx.pth" in the site-packages directory
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Ian White
 
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Post » Fri May 27, 2011 7:06 pm

Another, different error, so this a new post rather than an edit. Oh, and maybe a bump

On the Mods tab.

Column headers > right click > Load > [an old, saved list]

Error because of missing plugin:

Traceback (most recent call last):  File "I:\Bethesda Softworks\Morrowind\Mopy\masher.py", line 4854, in DoList	mosh.modInfos.load(loadFile,False)  File "I:\Bethesda Softworks\Morrowind\Mopy\mosh.py", line 3111, in load	for master,size in self[fileName].tes3.masters:  File "I:\Bethesda Softworks\Morrowind\Mopy\mosh.py", line 2704, in __getitem__	return self.data[key]KeyError: 'Creatures v7.1.esp'

I got a very similar error with Wrye Mash, while repairing (Repair All) a save game, after replacing an .esp by a new updated .esp:

Traceback (most recent call last):
File "D:\Morrowind\Mopy\masher.py", line 6068, in Execute
worldRefs.addMasters(fileInfo.masterNames)
File "D:\Morrowind\Mopy\mosh.py", line 5366, in addMasters
self.addMaster(masterName)
File "D:\Morrowind\Mopy\mosh.py", line 5433, in addMaster
for levList in (masterRefs.debrisIds['LEVC'] + masterRefs.debrisIds['LEVI']):
KeyError: 'LEVC'

Is that mean that the repair function could not work?
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Gwen
 
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Post » Fri May 27, 2011 12:21 pm

Hey man, love your program. Which astounding and providing features as sorting, organizing and controlling all different mods that can be used in MW.
But, I not sure, but I think it missing one thing, categorizing in Wrye Mash > Installers. Could there be a feature that shows in what folder they are. As using something like subfolders inside the installers folder, for example. Now if it's not incredible and even impossible to attempt of course .. just a thought :)
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JAY
 
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Post » Fri May 27, 2011 6:38 pm

Hey, I have a problem concerning the load order management. I try to change the load order by rightclicking on the .esp or .esm and redate the file. But now's the weird thing: the date of the file is always the current date and time of my windows clock. And it keeps updating it every second, so if I change the date it will keep updating to the current time. So I don't really get how to do this. I've read the readme on this (very short version) but I think I might have the wrong config or something and locking the time doesn't help either. Can someone give me a hint on this?

I appreciate the time for reading this =).
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Isaiah Burdeau
 
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Post » Fri May 27, 2011 12:49 pm

Python##\Lib\site-packages\wx-#.#-msw-ansi

There should be a "wx.pth" in the site-packages directory


Yeah, it doesn't seem to be there. Should I try to reinstall?

EDIT: Yup, a reinstall seemed to do the trick. Don't know what that was all about.
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no_excuse
 
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Post » Fri May 27, 2011 7:52 pm

I ran into an interesting problem with this program awhile back after updating one of my mods. The mod was originally named JAC_Jasmine, but when I did my update, I named it jac_jasmine. Same name, just different capitalization. Well, WM didn't seem to like that and removed the mod from my load list. I have locked times setup so I can just boot up the program and automatically redate my mods as needed. Has anybody come across this? I reverted to the old naming convention so I don't have to deal with it in the future, but it would be nice if this could be fixed if possible.
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Danial Zachery
 
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Post » Fri May 27, 2011 3:46 pm

Hey, I have a problem concerning the load order management. I try to change the load order by rightclicking on the .esp or .esm and redate the file. But now's the weird thing: the date of the file is always the current date and time of my windows clock. And it keeps updating it every second, so if I change the date it will keep updating to the current time. So I don't really get how to do this. I've read the readme on this (very short version) but I think I might have the wrong config or something and locking the time doesn't help either. Can someone give me a hint on this?

I appreciate the time for reading this =).


Just highlight the esp or esm, go into the information box in the upper right and change the date there and save.

sieboldii
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latrina
 
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