[RELZ] Wrye Mash #4

Post » Fri May 27, 2011 9:09 pm

This is the continuation topic for the old http://www.gamesas.com/bgsforums/index.php?showtopic=249084 topic, which is nearing the 200 entry limit. New release announcements will be posted here and this will be the main place to discuss problems with Mash. Previous Mash topic started in March 2006, and is just now hitting 200 post limit!

Manage Mod Files and Load List
* Select load mods from a list that can be sorted by: File Name, Modification date, Size, Mod Author, Load Order, Selection State and file type (Esm/Esp).
* Select mods by loads lists which you define. E.g., define a Bethesda Mods list, or an LGNPC or Astarsis Heads list.
* Hide rarely used mods. (Yes, there's an Unhide command too!)
* Delete and Duplicate Mods.
* Edit file name, modification date, author, description and master list.
* Automatically reset modification dates after file has been modified. (This substantially reduces doubling problems.)

Manage Save Games
* View a list of your save games sorted by: File Name, Save Name, Player Name, Current Cell, Load Status (see below).
* Delete, Duplicate and Hide Save Games.
* Edit file name, Save Name and master list.

Reduce/Eliminate Doubling
* See potential doubling before it happens. (Status boxes in save game and master lists.)
* Automatically reset modification dates.
* Update save game files to handle changes to the masters that it depends on and to the current load list.
* Repair References in existing files.

Browse Mod Documents
* Browse documents for all mods with the [[#| Doc Browser]].


Bash and Mash
Wrye Bash is the Oblivion version of Wrye Mash. While they have much of the same appearance and base functions, they tend to differ strongly in the special (right-click) functions. Generally speaking Bash is a bit more sophisticated and has some base features that have not been migrated back to Mash. OTOH, Mash is even more crucial for Morrowind than Bash is for Oblivion -- largely because of Mash's mod installation/removal features.

Mash is no longer being updated actively, but I do keep an eye on it. Also, when I'm not around there are number of other forum members who are familiar with its use and can answer questions about it.

Download: http://wrye.ufrealms.net/#WryeMash
Readme: http://wrye.ufrealms.net/Wrye%20Mash.html
Installation: http://wrye.ufrealms.net/Wrye%20Mash.html#Installation

Note in particular that installation, while not hard, is not trivial. Just follow the directions and use your head, and you'll be fine.
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Rachel Eloise Getoutofmyface
 
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Post » Sat May 28, 2011 1:38 am

Well, I did as you guys said, I unchecked the mod I wanted to remove, went to the Saves tab, did the same to the save I wanted to remove it from, and saved it. So are all traces of this mod removed from my save now? Can I load it without it being corrupted?
And more important: Can I remove the files from that mod from my Data Files? Because it added some music that REALLY didn't fit into the Morrowind theme, and kept on popping up.
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Marie Maillos
 
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Post » Sat May 28, 2011 2:09 am

Well, I did as you guys said, I unchecked the mod I wanted to remove, went to the Saves tab, did the same to the save I wanted to remove it from, and saved it. So are all traces of this mod removed from my save now? Can I load it without it being corrupted?
And more important: Can I remove the files from that mod from my Data Files? Because it added some music that REALLY didn't fit into the Morrowind theme, and kept on popping up.


Do a repair all aswell, just to be safe. that's what I do anyway.(on the save, it's better to use the sync. to load list command)
And you should be able to load the save, aslong as it has no special uninstalation instructions in the readme, and that you did nothing stupid. And aslong as the resources arn't shared by other mods you should be somewhat safe in removing them.
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IsAiah AkA figgy
 
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Post » Fri May 27, 2011 12:31 pm

So I removed the mods from the list, then repaired my file. After I've done that, a list pops up.
Are those the files that have been removed/repaired?
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cosmo valerga
 
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Post » Fri May 27, 2011 2:05 pm

So I removed the mods from the list, then repaired my file. After I've done that, a list pops up.
Are those the files that have been removed/repaired?


You could read the readme, and it would tell you...... When you use the repair command you get a window telling you exactly what it did, simple as that.
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kirsty williams
 
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Post » Fri May 27, 2011 6:54 pm

Damnit, forgot about that. ^_^"
Well, thanks for the help anyway.
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Anna Kyselova
 
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Post » Fri May 27, 2011 9:29 pm

Ok, so in one of my saves, I get

Unable to find script '1jw_dae_chestscript' on object 'WAR_DRM_ChestA'.Item "WAR_Fang of the Kyn" not found on "WAR_DRM_ChestA".Item "WAR_DRM_C_Robe" not found on "WAR_DRM_ChestA".Item "WAR_DRM_Skirt1" not found on "WAR_DRM_ChestA".Item "WAR_DRM_Skirt2" not found on "WAR_DRM_ChestA".Item "WAR_DRM_Skirt3" not found on "WAR_DRM_ChestA".Item "WAR_DRM_Shield" not found on "WAR_DRM_ChestA".Item "WAR_DRM_Gauntlet_R" not found on "WAR_DRM_ChestA".Item "WAR_DRM_Gauntlet_L" not found on "WAR_DRM_ChestA".Item "WAR_DRM_Boots" not found on "WAR_DRM_ChestA".Item "WAR_DRM_Greaves" not found on "WAR_DRM_ChestA".Item "WAR_DRM_PLD_R" not found on "WAR_DRM_ChestA".Item "WAR_DRM_PLD_L" not found on "WAR_DRM_ChestA".Item "WAR_DRM_Cuirass" not found on "WAR_DRM_ChestA".


upon loading up. I think it may have to do with Westly's Markynaz. But the thing is that I don't the the main esp, or the companion esp active in this save. I do one my other, though. So I thought maybe the save just needs cleaning.

Well, I cleaned it and went back to the game, still got the error, and now whenever I sleep, right after I'm done resting, I get a Morrowind was encountered an error, blah, blah, blah...

Now I went back to try and clean it again, and on that particular save file and on the auto-save that happens right before I rest and get the crash, all the plug-ins, the esm's and the eps's, are all blue, and the auto-save and the main save's boxes are both purple.

Any idea on what I can do to get the box green, or blue, so maybe it won't crash anymore, or more importantly, how I can stop those errors from coming up on loading.

It happens when I'm loading the actual game, not even a save, but before it even gets to the main menu.
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Laura
 
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Post » Fri May 27, 2011 10:10 pm

Ok, so in one of my saves, I get

Unable to find script '1jw_dae_chestscript' on object 'WAR_DRM_ChestA'.Item "WAR_Fang of the Kyn" not found on "WAR_DRM_ChestA".<snip>Item "WAR_DRM_Cuirass" not found on "WAR_DRM_ChestA".


upon loading up. I think it may have to do with Westly's Markynaz. But the thing is that I don't the the main esp, or the companion esp active in this save. I do one my other, though. So I thought maybe the save just needs cleaning.

It happens when I'm loading the actual game, not even a save, but before it even gets to the main menu.

Isn't '1jw' from Princess Stomper?
I'd guess a global script is causing the problem after sleeping, but aborting during load, for me, something is usually missing.
Did you redo Mashed Lists for the different load list?
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marina
 
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Post » Sat May 28, 2011 2:00 am

Yeah, I updated it.

But I'm not using one single PS mod..I don't think...

Modlist is as follows:

GameFile0=Bloodmoon.esmGameFile1=Morrowind.esmGameFile2=Texture Fix - Bloodmoon 1.1.esmGameFile3=Texture Fix 1.8.esmGameFile4=Tribunal.esmGameFile5=Almalexia_Voicev1.espGameFile6=barilzar_voice.espGameFile7=Better Bodies.espGameFile8=Blasphemous Revenants.espGameFile9=BR Dead Heros.espGameFile10=CharGen_Revamped_v14.espGameFile11=CLEAR_Unas Elves Ultimate X.espGameFile12=Creatures.espGameFile13=Dagoth Gares_Voice_addon v1.1.espGameFile14=Dagoth Ur Voice Addon v1.0.espGameFile15=Dirty Deeds.espGameFile16=Drug Realism.espGameFile17=full_glass_armor.espGameFile18=GiftExchange1.2.espGameFile19=horationpcenhanced12-bm.espGameFile20=IceNioLivRobeReplacerALL.espGameFile21=Illuminated Windows - Bloodmoon.espGameFile22=Illuminated Windows.espGameFile23=Improved Bartering.espGameFile24=Improved Postitioning.espGameFile25=ImprovedTeleportation2.0.espGameFile26=k_weather.espGameFile27=LGNPC - Foreign Quarter v0.5.espGameFile28=LGNPC - Pelagiad.espGameFile29=lgnpc_Ald'ruhn.espGameFile30=lgnpc_AldVelothi.espGameFile31=lgnpc_GnaarMok.espGameFile32=lgnpc_HlaOad.espGameFile33=LGNPC_Indarys_Manor_v1_45.espGameFile34=lgnpc_khuul.espGameFile35=lgnpc_MaarGan.espGameFile36=LGNPC_PAX_Redoran.espGameFile37=LGNPC_Secret_Masters_v1_1.espGameFile38=Lgnpc_SN.espGameFile39=LGNPC_Tel Mora_v1.02.espGameFile40=LGNPC_Vivec_Redoran_v1_3.espGameFile41=Lights_300_V4.espGameFile42=Mashed Lists.espGameFile43=Merged_Objects.espGameFile44=MWE_Base.espGameFile45=MWE_Journal.espGameFile46=npce_mwse_patch.espGameFile47=P.R.E. v4.0.espGameFile48=Sheikizza_Daedric_Armour_Coll_V0.1.5.espGameFile49=Slof's Better Beasts b.espGameFile50=The Shrine of Mephala by Westly.espGameFile51=Universal Companion Share.espGameFile52=Vivec_Voice_addon TRIBUNAL.espGameFile53=Vvardenfell Footpad MWSE.espGameFile54=Weapons of Tamriel v1.2.esp

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Amanda Leis
 
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Post » Fri May 27, 2011 1:49 pm

Any idea on what I can do to get the box green, or blue, so maybe it won't crash anymore, or more importantly, how I can stop those errors from coming up on loading.

You don't want to have the box of your save game green when it's already purple. Purple is the best you can get. Think about a rainbow; the colors are coded from worst (red) to best (purple) like they appear in a rainbow.

This means that the dependencies between your masters, plugins, and the save game, are as they should be.

It's probably one of your mods that is malfunctioning. Use the windows search function and search all "*.es?" files in Morrowind's Data Files folder for a string like "WAR_DRM_Skirt" to find out which one it might be. It seems unlikely that an inactive mod could be the culprit.
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Victoria Vasileva
 
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Post » Fri May 27, 2011 5:17 pm

You don't want to have the box of your save game green when it's already purple. Purple is the best you can get. Think about a rainbow; the colors are coded from worst (red) to best (purple) like they appear in a rainbow.

This means that the dependencies between your masters, plugins, and the save game, are as they should be.

It's probably one of your mods that is malfunctioning. Use the windows search function and search all "*.es?" files in Morrowind's Data Files folder for a string like "WAR_DRM_Skirt" to find out which one it might be. It seems unlikely that an inactive mod could be the culprit.



From the Wyre Mash help:

? Purple: This will only appears for saves. It indicates that not only are all of the masters synced, but also that no extra masters are loaded. If a save is blue (not purple), then the load list contains an extra esp that the save is not yet dependent on. If you play the save, then the save will become dependent on that new master. ?  For save games, you want every master to be blue - i.e. you want the save itself to be blue.


Now every master is blue, but the save is still purple...

Also, I'll try using the search function. Hopefully it'll show us the culprit.
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Pumpkin
 
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Post » Fri May 27, 2011 8:12 pm

The line "you want the save itself to be blue." is a bit misleading when you've got a purple save already. As the first paragraph you quoted explains, purple saves are basically blue saves that fulfill the additional criterion that your load list contains no mod that the save isn't already dependent upon. This means that a blue save will automatically turn purple after loading it re-saving it, unless you keep adding mods. If you wanted to turn a purple save blue, you'd have to add new mods to your load list (which should make clear why blue isn't better as purple).
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Lou
 
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Post » Fri May 27, 2011 5:49 pm

Oh, well then that's a brain buster.

Why the hell is the game crashing still, then.

I actually couldn't come up with ANYTHING on the search...but I don't see how a script on a chest and some missing textures would crash my game.
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Cassie Boyle
 
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Post » Fri May 27, 2011 11:26 pm

(1) I seem to remember that Westly and P_S collaborated on that mod
(2) What happens if you load up the savegame with the error and do an old fashioned "clean save" - i.e. save in some unmodded interior (I use the cave houses in Gnisis for this) and then load that new save?

IIRC, Mash's Repair All does clear out some unnecessary cruft from savegames. But, so does Morrowind itself.
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Danii Brown
 
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Post » Fri May 27, 2011 8:21 pm

That's right, they did!

My bad, I completely forgot, but if I only deactivated it, why would I get the errors?
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мistrєss
 
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Post » Fri May 27, 2011 3:28 pm

That's right, they did!

My bad, I completely forgot, but if I only deactivated it, why would I get the errors?
I guess, because some stuff (and yes that's a technical term) is stored in the save game. E.g. a savegame of mine has 76 Script and 7 Container records in it. Dunno why :shrug: :)
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Ebou Suso
 
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Post » Sat May 28, 2011 1:30 am

Would that cause a crash?

Oh well, I'll be right back to try a clean save.

EDIT: Well, ok, I noticed that I only get the start-up errors near the end of the Initializing Data sequence.

Also, I tired a clean save, I went to Gnisis cave dwelling, manual saved, loaded the save, rested, and it didn't crash at all.

If it makes any difference, when I was crashing, I was in Tel Branora. :shrug:
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Nick Tyler
 
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Post » Fri May 27, 2011 7:04 pm

Because of that:
It happens when I'm loading the actual game, not even a save, but before it even gets to the main menu.

I don't think it's matte rof a dirty save. Maybe I misunderstood you, but if a problem exists even when not loading a savegame, then the savegame can't be the cause of the problem. What exactly happens when you start a new game, does the problem occur not? If yes, successively disable mods until the problem disappears, to find the culprit, then reenable the others. It's important to start a new game each time because erepeatedly removing mods will mess things up otherwise.

The first esp I'd disable in that process is merged_objects.esp, it might contain residues from previous mods (or did you recreate that file too?)
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glot
 
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Post » Fri May 27, 2011 12:27 pm

Recreated the merged objects, too. Didn't have Creatures active at the time.

Maybe merging objects with LGNPC mods is what's wrong. I'm really at a loss here. Why would the script and missing objects just suddenly start up?

So perhaps it's not a dirty save. Maybe a mess up on my part?
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Nick Pryce
 
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Post » Sat May 28, 2011 1:09 am

Anybody have an idea how to get this to run on Linux? I looked around for a tutorial but didn't see one. It shouldn't be that hard since it has python installed from the get-go. My spazz brain just can't grasp it. :bonk: I really need to get this up and running as it's an essential for MW mod use.
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Bones47
 
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Post » Sat May 28, 2011 2:38 am

I found the culprit, it WAS the Markynaz Companion Male .esp.

It seems that the meshes from the corresponding meshes folder were somehow deleted.

Alls should be well now, then.

Thank you so much Psyringe, Dragon, and Miran! :hehe:
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Jodie Bardgett
 
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Post » Fri May 27, 2011 1:46 pm

Anybody have an idea how to get this to run on Linux? I looked around for a tutorial but didn't see one. It shouldn't be that hard since it has python installed from the get-go. My spazz brain just can't grasp it. :bonk: I really need to get this up and running as it's an essential for MW mod use.


I have the 2 python programs installed under Wine as well. But I can't get the short cuts to work.Anybody know where to go from here?


Edit:Sorry for all the bumping and whatnot. I got this while trying to run the mash.py through the terminal command 'python'. Still don't know what to do about it.

XXXXX@XXXXX:~$ python .wine/drive_c/Program\ Files/Bethesda\ Softworks/Morrowind/Mopy/mash.py
Traceback (most recent call last):
File ".wine/drive_c/Program Files/Bethesda Softworks/Morrowind/Mopy/mash.py", line 7, in
import masher
File "/home/XXXXX/.wine/drive_c/Program Files/Bethesda Softworks/Morrowind/Mopy/masher.py", line 27, in
import wx.lib.iewin
File "/usr/lib/python2.5/site-packages/wx-2.6-gtk2-unicode/wx/lib/iewin.py", line 19, in
import wx.activex
ImportError: No module named activex

This is the one I get using the 'bash' command

XXXXX@XXXXX:~$ bash .wine/drive_c/Program\ Files/Bethesda\ Softworks/Morrowind/Mopy/mash.py
.wine/drive_c/Program Files/Bethesda Softworks/Morrowind/Mopy/mash.py: line 2: import: command not found
.wine/drive_c/Program Files/Bethesda Softworks/Morrowind/Mopy/mash.py: line 6: syntax error near unexpected token `"2.5.3.1"'
.wine/drive_c/Program Files/Bethesda Softworks/Morrowind/Mopy/mash.py: line 6: ` wxversion.select("2.5.3.1")'
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Luis Longoria
 
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Post » Fri May 27, 2011 5:01 pm

Just a note that I'm not going to address linux compatibility. It's too far down the "maybe" list.
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Bethany Watkin
 
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Post » Sat May 28, 2011 12:47 am

I have the 2 python programs installed under Wine as well. But I can't get the short cuts to work.Anybody know where to go from here?
Edit:Sorry for all the bumping and whatnot. I got this while trying to run the mash.py through the terminal command 'python'. Still don't know what to do about it.

XXXXX@XXXXX:~$ python .wine/drive_c/Program\ Files/Bethesda\ Softworks/Morrowind/Mopy/mash.py
Traceback (most recent call last):
File ".wine/drive_c/Program Files/Bethesda Softworks/Morrowind/Mopy/mash.py", line 7, in
import masher
File "/home/XXXXX/.wine/drive_c/Program Files/Bethesda Softworks/Morrowind/Mopy/masher.py", line 27, in
import wx.lib.iewin
File "/usr/lib/python2.5/site-packages/wx-2.6-gtk2-unicode/wx/lib/iewin.py", line 19, in
import wx.activex
ImportError: No module named activex

This is the one I get using the 'bash' command

XXXXX@XXXXX:~$ bash .wine/drive_c/Program\ Files/Bethesda\ Softworks/Morrowind/Mopy/mash.py
.wine/drive_c/Program Files/Bethesda Softworks/Morrowind/Mopy/mash.py: line 2: import: command not found
.wine/drive_c/Program Files/Bethesda Softworks/Morrowind/Mopy/mash.py: line 6: syntax error near unexpected token `"2.5.3.1"'
.wine/drive_c/Program Files/Bethesda Softworks/Morrowind/Mopy/mash.py: line 6: ` wxversion.select("2.5.3.1")'


I think it's a wxWidgets problem... I must obtain a newer version of Wine so I may finally run Morrowind under Linux (actually, I need a clean Linux install...) :)
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Far'ed K.G.h.m
 
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Post » Fri May 27, 2011 11:49 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.
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Imy Davies
 
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