[RELZ] Wrye Mash #4

Post » Sat May 28, 2011 1:46 am

Hi there, i'm new in using this application, and it doesn't start.
On the prompt, it gives me the error
File "mash.py", line 7, in
import masher
File "C:\Programmi\Bethesda Softworks\Morrowind\Mopy\masher.py", line 26, in <
module>
import wx
ImportError: No module named wx


Where can i find this module? Is it really necessary?

EDIT: ok, i googled it, and i found the GUI libraries. 9Mb with a dial-up... it's going to be long XD
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Sabrina Steige
 
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Post » Fri May 27, 2011 6:06 pm

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

sieboldii

Thank you, fixed it.
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Mr. Allen
 
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Post » Fri May 27, 2011 3:47 pm

Anyone tried Python 2.6 with Mash?
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Rachael Williams
 
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Post » Sat May 28, 2011 12:36 am

Anyone tried Python 2.6 with Mash?
:wave: Seems to work OK. Although see my earlier posts in this thread about some Mash errors, I don't think they're caused by my Python version
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Irmacuba
 
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Post » Fri May 27, 2011 4:51 pm

Oops :embarrass:
Cheers for the heads up D32, it seems I'm a fool.
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BethanyRhain
 
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Post » Fri May 27, 2011 6:40 pm

Oooh would this be the right place to ask about http://www.gamesas.com/bgsforums/index.php?showtopic=979745&hl= again?
Sorry to persist everyone off but y'know :P
What about the questions in that thread?
So after uninstalling and reinstalling you still get the same error as in your previous bugdump? John knows Python better than me but it's weird that, rather than C:\Program Files, it's C:\\Program Files. Not sure what that means though...

@TheGabe: did you, at some point, have things installed under C:\ and then moved them to F:\? I'm just wondering where that is coming from.

Another thing, when you re-installed Mash, did you remove or rename Morrowind\Mopy and Morrowind\Data Files\Mash first? If not, you might try that to insure that the re-install does not use any old data.

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patricia kris
 
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Post » Sat May 28, 2011 12:03 am

Hello,
So after uninstalling and reinstalling you still get the same error as in your previous bugdump? John knows Python better than me but it's weird that, rather than C:\Program Files, it's C:\\Program Files. Not sure what that means though...

From what I've seen, when people get the same type of error, the path has two backslash.
http://mail.python.org/pipermail/python-bugs-list/2006-February/031897.html (or http://bugs.python.org/issue1425127)
It seems that people agree to say that you can get his error in (at least) two cases: http://bytes.com/groups/python/441842-occasional-oserror-errno-13-permission-denied-windows or when http://bytes.com/groups/python/24474-simple-python-cgi-server.

Now I've got a headhache from trying to read about python. :P

Bjam
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benjamin corsini
 
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Post » Fri May 27, 2011 4:30 pm

I use Wrye Mash for almost all installing and have had a few instances where it does not like a sub-package of a BAIN package. One instance is Mournehold expanded. It gives an error every time I try to install.

I'd run into a similar error with Wrye Bash's BAIN in that a file with foreign Punctuation was unrecognizable and Wrye Bash would give that error and not install. Ivellon was an example. Also there was a problem with files that began with an undescore - but that was fixed, while the foreign file name bug was not (to my knowledge).

Mournehold, however, is not a foreign mod and I didn't see any foreign names therein - I did see underscore beginning files.

so this is a bug report that lacks details - sorry.

Next part - a question.

If LCV esps are packaged with mods - such as Living Cities of Vvardenfell - is it required to use the import the LCV schedules on these files?

What is that command most often used for?

thanks
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Jesus Sanchez
 
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Post » Fri May 27, 2011 9:34 pm

I use Wrye Mash for almost all installing and have had a few instances where it does not like a sub-package of a BAIN package. One instance is Mournehold expanded. It gives an error every time I try to install.

I'd run into a similar error with Wrye Bash's BAIN in that a file with foreign Punctuation was unrecognizable and Wrye Bash would give that error and not install. Ivellon was an example. Also there was a problem with files that began with an undescore - but that was fixed, while the foreign file name bug was not (to my knowledge).

Mournehold, however, is not a foreign mod and I didn't see any foreign names therein - I did see underscore beginning files.

so this is a bug report that lacks details - sorry.

Next part - a question.

If LCV esps are packaged with mods - such as Living Cities of Vvardenfell - is it required to use the import the LCV schedules on these files?

What is that command most often used for?

thanks

This is a more active thread for help with Wyre stuff

http://www.gamesas.com/bgsforums/index.php?showtopic=258708
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leni
 
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Post » Fri May 27, 2011 9:17 pm

Yeah I found that after posting here - but lest I be accused of spam - I'll leave this here for now.

Besides - it is already posted and therefore bumped up to where it can be seen.
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Amy Masters
 
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Post » Fri May 27, 2011 8:09 pm

I think you missed the whole point of the link. Instead of posting here where only a few people can learn from it. You can post there where everyone can continue to get quick help.
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JeSsy ArEllano
 
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Post » Fri May 27, 2011 10:42 am

-clip-
If LCV esps are packaged with mods - such as Living Cities of Vvardenfell - is it required to use the import the LCV schedules on these files?

What is that command most often used for?

From Wrye Mash Help file:
Import LCV Schedules
* Generates LCV schedule scripts from an LCV schedule text file, and inserts the scripts into the current mod file.
Note: This feature is only useful for modders working with LCV Schedules.

Basically, this feature lets you give LCV compatible schedules to NPCs in your own created mod. Refer to Wrye Mash Help file for more details (open Wrye Mash and click on the balloon ? on the bottom status bar). ;)
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Ezekiel Macallister
 
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Post » Fri May 27, 2011 11:17 am

Yeah I already read that - I guess my question was more along the lines of 'Is this ever necessary when for a mod user who is merely adding mods or updating mods?'

The readme was not that clear on that. I'm taking it that it is not necessary.
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Jake Easom
 
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Post » Sat May 28, 2011 12:23 am

Yeah I already read that - I guess my question was more along the lines of 'Is this ever necessary when for a mod user who is merely adding mods or updating mods?'

The readme was not that clear on that. I'm taking it that it is not necessary.

I'm sure Wyre meant people who build mods when referring to modders. Users are users. B)

Any modder wishing to include LCV schedules in their mod will have used Wrye Mash to help build the scripts and thus the schedules will already be included in such a mod - no need for the user to mess with it.
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Lexy Corpsey
 
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Post » Fri May 27, 2011 9:19 pm

This is a more active thread for help with Wyre stuff

http://www.gamesas.com/bgsforums/index.php?showtopic=258708

I think you missed the whole point of the link. Instead of posting here where only a few people can learn from it. You can post there where everyone can continue to get quick help.
True, but this is Wrye's own thread for Mash. I'm still hoping he'll see the errors I posted a couple of months back (http://www.gamesas.com/bgsforums/index.php?s=&showtopic=718247&view=findpost&p=14010016 and http://www.gamesas.com/bgsforums/index.php?s=&showtopic=718247&view=findpost&p=14033481)...
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Ruben Bernal
 
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Post » Fri May 27, 2011 6:09 pm

Hi,

I'm using v84. generally it works OK, but I get some error messages now and then. E.g. I got something like this when I tried to 'Install Missing' with 'Children of the Night II':

********
Traceback (most recent call last):
File "D:\Bethesda Softworks\Morrowind\Mopy\masher.py", line 4575, in Execute
self.data.install(self.selected,progress,last,override)
File "D:\Bethesda Softworks\Morrowind\Mopy\mosh.py", line 4460, in install
installer.install(archive,destFiles,self.data_sizeCrcDate,SubProgress(progress,i
ndex,index+1))
File "D:\Bethesda Softworks\Morrowind\Mopy\mosh.py", line 3951, in install
self.unpackToTemp(archive,dest_src.values(),SubProgress(progress,0,0.9))
File "D:\Bethesda Softworks\Morrowind\Mopy\mosh.py", line 3935, in unpackToTemp
raise StateError(_("Extraction failed."))
mosh.StateError: Extraction failed.
********

I also got similar error messages when I tried to NOMify mods.

Anybody experienced anything similar? Do you have any idea what can possibly cause that?

Regards
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keri seymour
 
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Post » Fri May 27, 2011 3:41 pm

I've noticed a number of posted mod listings recently that use both a Merged Objects and Mashed Lists plug in.
I need a little clarification on this point.
Am I wrong or right in assuming that when compiling a Mashed List that it includes everything required or is a Merged Objects list compiled by TesTool still needed.

From the Mash read-me:-

? If you have a copy of Merged_Leveled_Lists.esp (produced by TesTool), then remove it from your load list. You won't need it anymore. Note too that you won't need to use the Leveled List Resquencer tool. The Import Merged List lists are already resequenced.

My reading of this is that it makes any list complied by TesTool obsolete, or am I missing something?

This post in particular has sparked my curiosity http://www.gamesas.com/bgsforums/index.php?showtopic=258708&st=3&start=3#
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Kirsty Collins
 
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Post » Fri May 27, 2011 6:05 pm

You would be wrong. It just merges the leveled lists.
Objects aren't touched when merging lists, so you still need TesTool to merge objects so if two mods modify the same object, they get combined.
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Sunnii Bebiieh
 
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Post » Fri May 27, 2011 7:42 pm

I've noticed a number of posted mod listings recently that use both a Merged Objects and Mashed Lists plug in.
I need a little clarification on this point.
Am I wrong or right in assuming that when compiling a Mashed List that it includes everything required or is a Merged Objects list compiled by TesTool still needed.

From the Mash read-me:-

• If you have a copy of Merged_Leveled_Lists.esp (produced by TesTool), then remove it from your load list. You won't need it anymore. Note too that you won't need to use the Leveled List Resquencer tool. The Import Merged List lists are already resequenced.

My reading of this is that it makes any list complied by TesTool obsolete, or am I missing something?
-clip-

'Import Merged Lists' is Wrye's name for generating leveled lists - the resulting Mashed Lists.esp replaces TesTool's Merged_Leveled_Lists.esp. Again, these both are just merged leveled lists that the game uses to spawn creatures / loot according to your PC level.

Merged Objects.esp is completely separate from leveled lists - it combines the same type of object ids that have differing record fields (i.e. like name, mesh path, icon path, value, weight, etc). You'll still need to merge objects with TesTool - no versions of Wrye Mash have a function to generate those for Morrowind plugins. ;)
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Nymph
 
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Post » Sat May 28, 2011 12:47 am

Thanks for the clarification people. :thumbsup:
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Kat Stewart
 
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Post » Fri May 27, 2011 10:47 pm

As far as I know TesTool and Mash use different methods to generate leveled lists. Mash bypasses existing untouched lists and takes only new or changed ones while TesTool compiles them all. Wrye's approach looks more efficient and produces a smaller file, but judging from my experience I would still use Testool+Resequencer combination. Cause for some reason in my exact mod setup Wrye's esp gives me, let's say.. unpredictable result.
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Project
 
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Post » Fri May 27, 2011 5:28 pm

Hello guys, I seem to be having this error message:

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


Whenever I try to do a "Repair All" on any of my saves. All my saves are either green or purple as well.

Does anyone know what's the issue?
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Lynette Wilson
 
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Post » Fri May 27, 2011 3:51 pm

Hello guys, I seem to be having this error message:

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


Whenever I try to do a "Repair All" on any of my saves. All my saves are either green or purple as well.

Does anyone know what's the issue?
I reported a similar error back in March:
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'
And Mordicus looks like he has the same:
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'
No idea what causes it. I am able to launch Morrowind and load the save game that causes Mash to error and then create a new save game. That new save game can be processed by Mash. Check my post.

Just hope Wrye will see this one of these days :unsure:
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gemma king
 
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Post » Sat May 28, 2011 12:52 am

I'm having a problem with Mash where I know the cause, but haven't got a clue how to solve it. It's all because my main drive (Windows, mash and Morrowind are installed there) is labelled E: instead of C:. I did the traceback and got this:
Traceback (most recent call last):  File "mash.py", line 15, in <module>	masher.InitSettings()  File "E:\Program Files\Steam\steamapps\common\morrowind\Mopy\masher.py", line6521, in InitSettings	mosh.initDirs()  File "E:\Program Files\Steam\steamapps\common\morrowind\Mopy\mosh.py", line 6633, in initDirs	dirs['installers'].makedirs()  File "E:\Program Files\Steam\steamapps\common\morrowind\Mopy\bolt.py", line 414, in makedirs	if not self.exists(): os.makedirs(self._s)  File "E:\Python25\lib\os.py", line 164, in makedirs	makedirs(head, mode)  File "E:\Python25\lib\os.py", line 164, in makedirs	makedirs(head, mode)  File "E:\Python25\lib\os.py", line 164, in makedirs	makedirs(head, mode)  File "E:\Python25\lib\os.py", line 164, in makedirs	makedirs(head, mode)  File "E:\Python25\lib\os.py", line 171, in makedirs	mkdir(name, mode)WindowsError: [Error 21] The device is not ready: 'C:\\'

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Emily Rose
 
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Post » Fri May 27, 2011 12:16 pm

When you boot Windows do you have a C: drive? As it says ("most recent call last"): "WindowsError: [Error 21] The device is not ready: 'C:\\'" is the statement that causes the error and it implies that Windows is booting (I assume you're dual-booting) without a C: drive mapped. Check the shortcut you're using and see if that has any reference to a C: drive, change it to point to wherever Python is installed to. I think Python 2.5 still needs shortcuts...
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Kieren Thomson
 
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