[RELZ] Wrye Mash #4

Post » Fri May 27, 2011 12:12 pm

I got it to run. I was just being a nimrod as usual and trying to do too much to get it to work. My new mantra is 'winefile' is my friend. :shootme: Thanks again for this utility. Don't know where my MW game would be without it.

If you could, for those of us with a notion that we might try Linux, give a quick description of how you got Mash up and running?
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Donald Richards
 
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Post » Fri May 27, 2011 3:50 pm

I'm having some trouble directly adding a mod to the middle of my load order, but this is probably just my own newbiness at work. Basically, if I add a mod to the middle of my load list (say I just added Madd Leveler base):

http://img104.imageshack.us/img104/281/zzz1le0.jpg

And then I go over to my current save and attempt to update the masters appropriately, everything after madd leveler in the save needs to have its modindicies updated appropriately to adjust for the new load order. However, Mash seems to miss this:

http://img104.imageshack.us/img104/3889/zzz2pl5.jpg

For instance, Improved C...should be 18, Area Effect Arrows should be 19 for the new load order, etc.

The way I've gotten around this is (if I want to add a mod to the middle of my load order) to first put the mod at the end of my load order and load up the save game I want to update. Save the savegame (to add the mod to the masters list for the savegame), then exit, go back to mash, reorder my mods (put the mod in the middle of the load order, where I want it), and update masters.

Any thoughts?
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Lynette Wilson
 
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Post » Fri May 27, 2011 2:53 pm

After you added the mod to your load list, choose your save, ricght-click on top of its masters list, and choose "sync to load list". Then click "Save". The masters should now all be coded in blue, and the save should turn purple.
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Rachel Tyson
 
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Post » Fri May 27, 2011 11:21 am

If you could, for those of us with a notion that we might try Linux, give a quick description of how you got Mash up and running?


If Wrye doesn't mind I'll post a short how-to here.
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louise hamilton
 
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Post » Fri May 27, 2011 10:44 am

If someone could be kind enough to save me a even bigger headache and tell me what precisely this means?

The following save files have corrupted headers: Restore.ess.

Is this my backup file or what? I have no save named this so im a bit lost.
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Len swann
 
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Post » Fri May 27, 2011 3:39 pm

If someone could be kind enough to save me a even bigger headache and tell me what precisely this means?
The following save files have corrupted headers: Restore.ess.
Is this my backup file or what? I have no save named this so im a bit lost.

You do have a file named Restore.ess. Check your Saves directory. Sometimes when Morrowind crashes, the game is still able to automatically save the game before the crash happens. This automatic pre-crash save is called restore.ess. However, most of the time this save is corrupted and unusable (not surprising, considering that the program wasn't especially healthy when it performed the save).

Simply delete the file.
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Anthony Santillan
 
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Post » Fri May 27, 2011 8:57 pm

Thank you Psyringe
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Abi Emily
 
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Post » Sat May 28, 2011 1:09 am

If someone could be kind enough to save me a even bigger headache and tell me what precisely this means?

The following save files have corrupted headers: Restore.ess.

Is this my backup file or what? I have no save named this so im a bit lost.


If the restore.ess is corrupted use Mash to delete it. That way the next time a restore.ess is created there will be less chance of the corrupted file corrupting the new restore.ess (if you catch my drift).

sieboldii
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Adriana Lenzo
 
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Post » Fri May 27, 2011 2:04 pm

After you added the mod to your load list, choose your save, ricght-click on top of its masters list, and choose "sync to load list". Then click "Save". The masters should now all be coded in blue, and the save should turn purple.


Ohh, ok, that works. Thanks! I thought the "auto-update masters" thing was supposed to automatically sync to the load list. Ok, great, all is well!
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Claire Vaux
 
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Post » Fri May 27, 2011 2:54 pm

If Wrye doesn't mind I'll post a short how-to here.

I'm semi-retired these days -- best not to wait for my permission! Anyway, feel free...
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Syaza Ramali
 
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Post » Fri May 27, 2011 10:12 am

I want to thank you for this gift to modders and the gamers who love them. This must have utility has probably saved me countless game hours. Thank you Wyre.
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Julia Schwalbe
 
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Post » Sat May 28, 2011 2:09 am

I want to thank you for this gift to modders and the gamers who love them. This must have utility has probably saved me countless game hours. Thank you Wyre.


Indeed. It's an essential tool.

I've found a small bug but I can't reproduce it. I changed my mod list recently and since then the error disappeared. And even with the error, it worked fine, so it was only something minor.
I *think* it was related to deleting a mod file. When you start WM then, you normally get a message box telling which entries were removed because the files didn't exist anymore. However, I didn't get that msgbox but some error output instead. I didn't c&p it, though... I will if it happens again.
It happened directly when I started WM and did nothing in the program yet.
So if you're still supporting the program, you might want to check the code that is run at start-up for a bug.
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Bethany Short
 
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Post » Fri May 27, 2011 6:31 pm

Okily Dokily.

Wrye Mash (Linux Setup)

This is not supported by Wrye and don't expect too much help from me as I usually make it up as I go along.

1. Download & Install WINE for your distro http://www.winehq.org/site/download (You should have this already if Morrowind is installed)

2.Download the two Python downloads Wrye Mash needs:
--A.http://www.python.org/ftp/python/2.5/python-2.5.msi
--B.http://prdownloads.sourceforge.net/wxpython/wxPython2.8-win32-ansi-2.8.0.1-py25.exe

3.Place the download from 2A into your home/.wine folder (Make sure Show Hidden Files is enabled) and type
wine msiexec /i python-2.5.msi
into the terminal.

4.Install the download from 2B.

5.Unzip Wrye Mash into your Morrowind Directory.

6.You should be ready to go. Type
winefile
into the terminal, go to .wine/drive_c/Program Files/Bethesda Softworks/Morrowind/Mopy/Wrye Mash for Python 2.5.lnk, and double click it.
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Elina
 
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Post » Fri May 27, 2011 8:23 pm

I am getting issues starting Mash. I am using Python 2.5. I reinstalled everything using the guide, but to no avail.

Bugdump:
Traceback (most recent call last):  File "mash.py", line 19, in <module>	app = masher.MashApp(stdOutCode)  File "C:\Python25\lib\site-packages\wx-2.8-msw-ansi\wx\_core.py", line 7748, in __init__	self._BootstrapApp()  File "C:\Python25\lib\site-packages\wx-2.8-msw-ansi\wx\_core.py", line 7345, in _BootstrapApp	return _core_.PyApp__BootstrapApp(*args, **kwargs)  File "C:\Program Files\Bethesda Softworks\Morrowind\Mopy\masher.py", line 2688, in OnInit	size=settings['wrye.mash.frameSize'])  File "C:\Program Files\Bethesda Softworks\Morrowind\Mopy\masher.py", line 2180, in __init__	self.notebook = notebook = MashNotebook(self,-1)  File "C:\Program Files\Bethesda Softworks\Morrowind\Mopy\masher.py", line 2128, in __init__	self.AddPage(ModPanel(self),_("Mods"))  File "C:\Program Files\Bethesda Softworks\Morrowind\Mopy\masher.py", line 1727, in __init__	modList = ModList(self)  File "C:\Program Files\Bethesda Softworks\Morrowind\Mopy\masher.py", line 1299, in __init__	List.__init__(self,parent,-1,ctrlStyle=(wx.LC_REPORT))#|wx.SUNKEN_BORDER))  File "C:\Program Files\Bethesda Softworks\Morrowind\Mopy\masher.py", line 741, in __init__	self.PopulateItems()  File "C:\Program Files\Bethesda Softworks\Morrowind\Mopy\masher.py", line 791, in PopulateItems	self.PopulateItem(itemDex,mode,selected)  File "C:\Program Files\Bethesda Softworks\Morrowind\Mopy\masher.py", line 1369, in PopulateItem	self.list.SetItemImage(itemDex,self.checkboxes.Get(status,on))  File "C:\Program Files\Bethesda Softworks\Morrowind\Mopy\masher.py", line 497, in Get	self.GetImageList()  File "C:\Program Files\Bethesda Softworks\Morrowind\Mopy\masher.py", line 476, in GetImageList	indices[key] = imageList.Add(image.GetBitmap())  File "C:\Python25\lib\site-packages\wx-2.8-msw-ansi\wx\_gdi.py", line 6101, in Add	return _gdi_.ImageList_Add(*args, **kwargs)wx._core.PyAssertionError: C++ assertion "hbmpMask" failed at ..\..\src\msw\bitmap.cpp(1757) in wxInvertMask(): invalid bitmap in wxInvertMask


Anyone know what the problem is?
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Samantha Jane Adams
 
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Post » Sat May 28, 2011 12:48 am

Anyone know what the problem is?

I suspect that you didn't unzip the image files along with the rest of the installation. When unzipping, unzip everything from mash.zip to the Morrowind directory.
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Red Sauce
 
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Post » Fri May 27, 2011 4:58 pm

Okily Dokily.

Wrye Mash (Linux Setup)

This is not supported by Wrye and don't expect too much help from me as I usually make it up as I go along.

Thank you for this information. It's saved and greatly appreciated. I understand 'make it up as I go along' very well, I call it life. :shootme:
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Annick Charron
 
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Post » Fri May 27, 2011 12:09 pm

I suspect that you didn't unzip the image files along with the rest of the installation. When unzipping, unzip everything from mash.zip to the Morrowind directory.

I did that, although the problem has not been fixed. Any other suggestions?
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Dan Wright
 
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Post » Fri May 27, 2011 1:51 pm

I just did a save repair and got the following message ipo the standard repair message:

Traceback (most recent call last):
File "C:\Program Files\Bethesda Softworks\Morrowind\Mopy\masher.py", line 4972, in Do
LogMessage(self.window,message,log.out.getvalue(),caption)
File "C:\Program Files\Bethesda Softworks\Morrowind\Mopy\masher.py", line 300, in LogMessage
textCtrl = wx.TextCtrl(window,-1,logText,style=wx.TE_READONLY|wx.TE_MULTILINE)
File "C:\Python24\lib\site-packages\wx-2.5.3-msw-ansi\wx\_controls.py", line 1621, in __init__
newobj = _controls_.new_TextCtrl(*args, **kwargs)
wx._core.PyAssertionError: C++ assertion "wxAssertFailure" failed in ..\..\src\msw\control.cpp(153): something is very wrong, CreateWindowEx failed

I really do not like the sound of that statement in the last line. :shocking:

sieboldii

[Edit] Restarting Mash resolved this problem.
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rae.x
 
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Post » Fri May 27, 2011 3:16 pm

Got a quick question...
On repairing a savegame, I got the message that "orphan contents" were removed. The Readme doesn't really explain what that is (just that it is a normal cleanup task) and this is the first time I got this, so I was wondering if this could be - under some circumstances - a bad thing?
The "orphan contents" (about 15 of them) in question were all creatures, both from Piratelord's Creature mod and the normal game.
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Taylor Tifany
 
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Post » Sat May 28, 2011 1:11 am

Orphaned content is from IDs that have not been found in the masters (plugins). Usually it comes up if you either disable mods or update mods and the newer versions have removed some old content. I never observed any issues with the removal of this, since it is content that "shouldn't be there".
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Jason White
 
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Post » Sat May 28, 2011 12:37 am

Ok thanks.
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Victoria Vasileva
 
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Post » Fri May 27, 2011 6:45 pm

Hello, :wavey: I'm trying to import a face from a savegame to a face.esp and I get this message from Wrye Bash 0.92:

Traceback (most recent call last):
File "D:\Bethesda Softworks\Oblivion\Mopy\basher.py", line 4744, in Do
srcFace = bosh.PCFaces.save_getFace(srcInfo)
File "D:\Bethesda Softworks\Oblivion\Mopy\bosh.py", line 6231, in save_getFace
face.level = npc.acbs.level
AttributeError: 'NoneType' object has no attribute 'level'

Of course, when I try to open the face.esp and find the face in the Construction Set, it's not in the NPC folder under its name.
I've changed companions' face a few times before but this time, it's not working. Anyone knows what's wrong here?

Thanks. :foodndrink:

Oops! Wrong game! Sorry! :embarrased:
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Samantha Jane Adams
 
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Post » Fri May 27, 2011 11:49 pm

Hello,

First question: How do I get my mods to be blue on the mod tabs? The best I'm getting is green. Is this OK?

Second: I'm trying to remove creatures from a save. I've followed the instructions as I understand them. First I uncheck the mod from the mod tab. Next I hid the file and re import my mashed lists.esp. Then I select my save and update the masters. Then select repair all. Lastly I updated my spawn points. All of my save games are green or better.

Every time I try to run morrowind I get alot of errors that have to do with creatures. Have I missed something?
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Shelby Huffman
 
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Post » Fri May 27, 2011 8:06 pm

Well i'm slowly building up my modlist for my new game and like many i just tried
to install Python 2.5 for Wrye Mash 0.78, no problem there. But everytime i tried
to install wxPython2.8-win32-ansi-2.8.0.1-py25 i got a message from something
called 16 bit MsDos Subsystem.

So i couldn't install it, it wouldn't let me? :sad: So i uninstalled Python 2.5 and
installed Python 2.4 and the wxPython for that version with Wrye Mash 0.77, so
i can use Wrye Mash(Phew :D ), just a slightly older version. But since i never
hat any problems with that version that's fine by me. :)

But has any one else hat problems with installing wxPython2.8-win32-ansi-2.8.0.1-py25?
If so did you found a solution for it or not?
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Robert Jr
 
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Post » Fri May 27, 2011 10:37 am

Python 2.4 is fine and actually is the version that I use. Theoretically python 2.5 should be a little better, but in fact, I've had a few more problems with it (esp with the wxPython version for it). :shrug:

So, stick with 2.4 and you'll be fine.
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Rich O'Brien
 
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