[RELZ] Wrye Mash #4

Post » Fri May 27, 2011 4:36 pm

And you only had to wait 10 months for me to include your german update! Heh. Sorry about that. :shakehead: Next time, if it's not in after nine months, let me know. :D

9-months is your gestation time?
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Danial Zachery
 
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Post » Fri May 27, 2011 1:49 pm

Another feature?! Wrye, you're a genius!
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Irmacuba
 
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Post » Fri May 27, 2011 3:23 pm

So I've recently installed Wrye Mash for the first time (I'm pretty old school; everything I've ever needed to do before now can be done with TESAME or TESDTK), and after spending about 10 minutes trying to figure out why it wouldn't even show the icons for the shortcuts (the package wasn't the most informative on where to place the folders--I'm still not even sure if I have them all in the right locations), I solved my issue, and it now simply refuses to work.

I followed your instructions on what to do if it won't start, and you say post the bug dump results:

Traceback (most recent call last):   File "mash.py", line 7, in <module>	  import masher"   File "C:\Program Files\Bethesda Softworks\Morrowind\Mopy\masher.py", line 20,in <module>	  import wxImportError: No module named wx


Now, I'm going to assume this means I need a wx.py file or something similar to that. Problem is, I don't know where get one of these wx.py files. OR if that's not the issue, what is, and how do I fix it?
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Elizabeth Davis
 
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Post » Fri May 27, 2011 3:03 pm

Mash != Bash, however when it comes to python and wxPython problems, Bash has some of the same problems. So see answer http://wrye.ufrealms.net/Wrye%20Bash.html#CommonProblems.
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Hella Beast
 
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Post » Fri May 27, 2011 9:45 pm

Mash != Bash, however when it comes to python and wxPython problems, Bash has some of the same problems. So see answer http://wrye.ufrealms.net/Wrye%20Bash.html#CommonProblems.


I'm not sure what you were suggesting there, but that didn't really help my Mash problem. I have the latest and complete version of Python, as well as the past two previous versions. Is there some Morrowind script I need to download as well?
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Kitana Lucas
 
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Post » Fri May 27, 2011 12:38 pm

No, you need to also download and install wxPython. wxPython is the graphic library used for the Mash (and Bash) GUI. Wrye pointed you to the Bash FAQ because it contained an answer that was valid for Mash too.

In short, http://prdownloads.sourceforge.net/wxpython/wxPython2.8-win32-ansi-2.8.0.1-py25.exe. It'll solve the "no module named wx" error.
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renee Duhamel
 
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Post » Sat May 28, 2011 1:05 am

No, you need to also download and install wxPython. wxPython is the graphic library used for the Mash (and Bash) GUI. Wrye pointed you to the Bash FAQ because it contained an answer that was valid for Mash too.

In short, http://prdownloads.sourceforge.net/wxpython/wxPython2.8-win32-ansi-2.8.0.1-py25.exe. It'll solve the "no module named wx" error.

Thanks
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Bethany Short
 
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Post » Fri May 27, 2011 7:08 pm

I'd recommend to post the bug dump. It wouldn't hurt in any case.


Microsoft Windows [Version 6.0.6000]Copyright (c) 2006 Microsoft Corporation.  All rights reserved.C:\Users\Casey Tucker>chdir C:\Program Files\Bethesda Softworks\Morrowind\MopyC:\Program Files\Bethesda Softworks\Morrowind\Mopy>c:\python24\python.exe mash.py 0Traceback (most recent call last):  File "mash.py", line 19, in ?	app = masher.MashApp(stdOutCode)  File "C:\Python24\Lib\site-packages\wx-2.5.3-msw-ansi\wx\_core.py", line 5301, in __init__	self._BootstrapApp()  File "C:\Python24\Lib\site-packages\wx-2.5.3-msw-ansi\wx\_core.py", line 4980, in _BootstrapApp	return _core_.PyApp__BootstrapApp(*args, **kwargs)  File "C:\Program Files\Bethesda Softworks\Morrowind\Mopy\masher.py", line 2784, in OnInit	self.InitData()  File "C:\Program Files\Bethesda Softworks\Morrowind\Mopy\masher.py", line 2841, in InitData	mosh.modInfos = mosh.ModInfos(os.path.join(mwDir,'Data Files'))  File "C:\Program Files\Bethesda Softworks\Morrowind\Mopy\mosh.py", line 2848,in __init__	FileInfos.__init__(self,dir,factory)  File "C:\Program Files\Bethesda Softworks\Morrowind\Mopy\mosh.py", line 2559,in __init__	self.table = Table(os.path.join(self.dir,'Mash','Table.pkl'))  File "C:\Program Files\Bethesda Softworks\Morrowind\Mopy\mosh.py", line 326, in __init__	inData = http://forums.bethsoft.com/index.php?/topic/718247-relz-wrye-mash-4/cPickle.load(ins)EOFErrorC:\Program Files\Bethesda Softworks\Morrowind\Mopy>

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Nathan Maughan
 
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Post » Fri May 27, 2011 4:20 pm

Casey: Your data file has become corrupted. You'll need to discard it (thus losing some data, unfortunately). Find Data Files\Mash\Table.pkl and delete it. then restart Mash.
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JUan Martinez
 
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Post » Fri May 27, 2011 1:15 pm

Thanks a lot man, that fixed it. Problem solved!
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Trevi
 
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Post » Sat May 28, 2011 1:31 am

OK, I'm totally confused.

I have several mods -- mostly face mods, except for "Weathered Signs" and "Foreign Quarter Manor" -- which come up with yellow checkboxes. They are also Mods that get flagged by Morrowind when I start the game and are listed in the warnings.txt log. I understand this is because they have been changed somehow since I last played the game. Except that they always come up as changed even though I've done nothing to them, the load order hasn't changed and, except for the foreign quarter manor, I haven't used them.

What am I supposed to do about them? Do I have to take them out? I use the foreign quarter manor all the time and I like having a lot of non-ugly Morrowind heads to choose from when I run a character, but having to hit tell the game to go again and run it anyway every time is getting old.
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KiiSsez jdgaf Benzler
 
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Post » Fri May 27, 2011 10:41 am

OK, I'm totally confused.

I have several mods -- mostly face mods, except for "Weathered Signs" and "Foreign Quarter Manor" -- which come up with yellow checkboxes. They are also Mods that get flagged by Morrowind when I start the game and are listed in the warnings.txt log. I understand this is because they have been changed somehow since I last played the game. Except that they always come up as changed even though I've done nothing to them, the load order hasn't changed and, except for the foreign quarter manor, I haven't used them.


That isn't your fault--what's happened is that the mod author saved the mod while using a different version of Morrowind (typically an earlier one) than you're running. I use Weathered Signs and had the same problem. If you select the mod in Wrye Mash, you should see a list of its master files in the lower right hand corner. If any of them are yellow instead of green, click on them to update the masters list. Then hit save, and it's all fixed! :)
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vicki kitterman
 
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Post » Sat May 28, 2011 1:52 am

Worked like a charm. Thainks!
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Ross Thomas
 
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Post » Fri May 27, 2011 6:15 pm

Whoa, this thread hasn't seen any activity for a long time. But it is the most recent release thread for Mash, hence the proper place for my question, I guess ...

I've run into the following problem: My heavily modded savegame crashed upobn loading when I added PTE (Piratelord's Trade Enhancements). Starting a new game had the same effect (instant crash), so the cause must be in my mod setup, not in something stored in my savegame.

Since PTE immediately accesses leveled lists when it's started, I wondered whether my lists had some problem. Regenerating Mashed Lists didn't help. However - and that's what really surprised me - regenerating Merged Leveled Lists.esp with TESTool, resequencing them, and using that instead of Mashed Lists, worked.

I don't have an explanation for this. Is there a bug in Mash's merging algorithm that somehow breaks my leveled lists? Or is there a bug in my *lists*, which somehow gets lost in TESTool's merging algorithm, while Mash preserves it?

I'd be interested in further thoughts on this, and suggestions on how to find out what's actually happening. Any ideas?
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Alexis Acevedo
 
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Post » Fri May 27, 2011 9:21 pm

Wow, odd. Never heard of that one before. Have you tried something like WinMerge to compare the two different merged lists?
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Spaceman
 
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Post » Fri May 27, 2011 9:28 pm

Wow, odd. Never heard of that one before. Have you tried something like WinMerge to compare the two different merged lists?

Wouldn't work with Winmerge due to the different ways of how Mash and TESTool operate. TESTool simply collects all leveled lists it can find and merges them into one file. Mash is more efficient, it only includes lists that *need* to be merged because they'd be overwritten otherwise. In my setup, Mash produces 281 K of merged lists, while TESTool's version has 1779 K. So they are hard to compare.

I'm trying to narrow down what's causing the issue, but had little luck so far. I'm not done yet though. ;)
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Jonny
 
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Post » Fri May 27, 2011 5:31 pm

Should've tried it out before suggesting it, even after using TESPCD (Merged Levelled Lists from 1235KB to 926KB) the files are, basically, completely different. I guess you'll have to use the Mk.1 eyeball.
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Dean Ashcroft
 
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Post » Fri May 27, 2011 9:56 pm

Geez, the topic is only on #4? Bash is on #24! Ahh well, I did come late to Morrowind modding scene. And probably didn't number the earlier topics. Maybe.

WIPZ: Bain for Morrowind
Anyway to the point... One of my major efforts recently for Bash was to add a mod installer ability. Not just Replacers, but a REAL mod installers ability. Better than OBMM (well, in most ways). A solid month or so of work. Fortunately, due to the miracle of copy and paste (and a little code tweaking)...

http://wrye.ufrealms.net/images/Wrye_Mash_Bain.png

Still needs a bit of work and checking. Main hassle on the Morrowind side is that people (well, me at least) tend to rename mod files a lot -- which tends not to happen on the Oblivion side because file renaming tends to break too much stuff. So, I'll probably have to throw some extra support in for that. But it does look pretty nice so far.

Anyway, sometime this week probably. Maybe this weekend.
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Ebou Suso
 
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Post » Sat May 28, 2011 1:37 am

Yay! Great news - there was quite a number of "Is there mod installer for Morrowind" threads in the last time. Will try this out as soon as it's released - thanks, Wrye. :)

Btw, regarding the "conflicts" tab - have you seen john.moonsugar's mlox tool? Perhaps Mash can make use of its database, might save you a bit of work. :)
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zoe
 
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Post » Sat May 28, 2011 12:55 am

The conflicts is purely about conflicts between different versions of the same file. Nothing to do with logical conflicts between different mods.

BTW, for more info on Bain, see the http://www.gamesas.com/bgsforums/index.php?showtopic=951085. Bain for Mash will be almost identical.
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Laura-Lee Gerwing
 
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Post » Fri May 27, 2011 4:49 pm

Terrific Wrye! :twirl:

I've been using Wrye Mash's replacer function to manage plugins with meshes / icons / bookart as well as textures with much success. The only drawback is that the files need to be uncompressed first and moved into the proper file structure under the Replacers folder. Makes for a lot of redundant files - sure would be nice to be able to just place the archive some place where Wrye mash can see it and let it uncompress the files on the fly.

Look forward to putting Bain thru its paces! :)
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Mason Nevitt
 
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Post » Fri May 27, 2011 10:12 am

Wrye, please read my 1/31 post in the Wrye Luggage topic.

Thanks for continuing to develop Wrye Mash.
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MatthewJontully
 
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Post » Sat May 28, 2011 2:20 am

cbankston: That's in the "You need to figure out for yourself because I'm pretty much retired." category.

General point: If you want me to see a post, just mention my name in it. That's all. I'll catch any such post in any forum just about any time I visit the forums. If you mention my name and I don't reply it's (almost always) because I chose not to.

Ideally I would be 99.5% retired these days, but there are a few projects which I keep my hand in. Main active projects these days are Cobl and "Make playing Oblivion with mods simpler." For other stuff, I'll usually only step in if it really requires my intercession (e.g. a bug in a mod, or a fix that has large benefits).

For the case of Bain for Mash: The benefits are huge (BAIN is really nice) and the cost is relatively small. And I need it for myself anyway.
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Veronica Martinez
 
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Post » Fri May 27, 2011 7:30 pm

Great news! Thanks for continuing to add these features to Mash, Wrye! :)
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Andy durkan
 
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Post » Sat May 28, 2011 12:17 am

Bain (or rather Main = Mash Installer) sounds like the ideal tool to clean up my "Data Files" folder. Just let it uninstall unwanted mods and then semi-automatically add missing files again - Perfect.

Thank you for working on this, Wrye! :thumbsup::thumbsup:
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Emily Rose
 
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