Wrye Mash Thread #5

Post » Tue May 17, 2011 12:02 pm

Hi, I've a question for the installation mod feature of Wrye Mash.

Until now I used http://planetelderscrolls.gamespy.com/View.php?view=utilities.detail&id=10 to install/uninstall my mod RAR archives.
Now I see the advantages of Wrye Mash and I'd like to give it a try.

One thing bothers me though: With Wrye Mash, it seems you cannot use a subdirectory tree to organize your mod archives.
As I have approx. 150 archives, I use directories like graphics, fixes or gameplay and even subdirectories.

However, if I want to use the Wrye Mash installer, if I understand well, I'll have to move all archives into a single directory (Morrowind/Installers).
Am I right?
Is there a way to preserve my subdirectories?
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Gen Daley
 
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Post » Tue May 17, 2011 1:21 am

That's not possible as far as I'm aware. Wrye Mash considers one folder/archive to be one complete mod. So you'll have to move them to one folder indeed (not necessarily Morrowind/Installers if you use the stand-alone installer). What you could do is rename them to Graphics-..., Fixes-... and so on to keep a clear view of things.
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Nathan Barker
 
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Post » Tue May 17, 2011 5:36 am

Hi, I've a question for the installation mod feature of Wrye Mash.

Until now I used http://planetelderscrolls.gamespy.com/View.php?view=utilities.detail&id=10 to install/uninstall my mod RAR archives.
Now I see the advantages of Wrye Mash and I'd like to give it a try.

One thing bothers me though: With Wrye Mash, it seems you cannot use a subdirectory tree to organize your mod archives.
As I have approx. 150 archives, I use directories like graphics, fixes or gameplay and even subdirectories.

However, if I want to use the Wrye Mash installer, if I understand well, I'll have to move all archives into a single directory (Morrowind/Installers).
Am I right?
Is there a way to preserve my subdirectories?

You're correct about the installers directory and you can use the sub-directories in an archive with the command "Has Extra Directories" checked on the right click popup menu.

That's not possible as far as I'm aware. Wrye Mash considers one folder/archive to be one complete mod. So you'll have to move them to one folder indeed (not necessarily Morrowind/Installers if you use the stand-alone installer). What you could do is rename them to Graphics-..., Fixes-... and so on to keep a clear view of things.

Yes you can configure the Installers folder in WMSA. What do you mean by renaming the archives to Graphics- Fixes- just to clear things up for better overview?
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Rachel Eloise Getoutofmyface
 
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Post » Tue May 17, 2011 5:32 am

You're correct about the installers directory and you can use the sub-directories in an archive with the command "Has Extra Directories" checked on the right click popup menu.

Actually I meant the sub-directories containing my archives and not my archives containing sub-directories.
But as Fredie007 said, it seems Wrye Mash doesn't handle sub-directories of mod archives.
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NAkeshIa BENNETT
 
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Post » Tue May 17, 2011 6:51 am

Actually I meant the sub-directories containing my archives and not my archives containing sub-directories.
But as Fredie007 said, it seems Wrye Mash doesn't handle sub-directories of mod archives.

If I understand you correctly you mean the project folders or is it the markers like "==Last=="?
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Angela Woods
 
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Post » Tue May 17, 2011 6:58 am

If I understand you correctly you mean the project folders or is it the markers like "==Last=="?


I mean each mod is an archive (rar compressed) which is located in a specific sub-directory.

As an illustration, here is a sample of my mod folders:

Spoiler

Morrowind\Installers||-- Audio|   |-- Atmospheric Sound Effects 3.0.rar|   |-- Better Music System 1.8.rar|   \-- Kirels Interior Weather 1.0.rar||-- Fixes|   |-- Correct UV Rocks 10.rar|   |-- Morrowind Patch Project 1.6.5 beta.rar|   \-- Texture Fix 1.8.rar||-- Graphics|   ||   |-- Armory|   |   |-- Darknuts Armor Textures.rar|   |   \-- Darknuts Little Weapons Mod.rar|   ||   |-- Creatures|   |   |-- Beast Bodies 3.3 and Shadow 2.0.rar|   |   |-- Better Bodies 2.2 Underwear.rar|   |   \-- Better Heads 2.0.rar


Edit: Added a spoiler tag
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Mr. Ray
 
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Post » Tue May 17, 2011 11:37 am

I mean each mod is an archive (rar compressed) which is located in a specific sub-directory.

As an illustration, here is a sample of my mod folders:

Spoiler
Morrowind\Installers||-- Audio|   |-- Atmospheric Sound Effects 3.0.rar|   |-- Better Music System 1.8.rar|   \-- Kirels Interior Weather 1.0.rar||-- Fixes|   |-- Correct UV Rocks 10.rar|   |-- Morrowind Patch Project 1.6.5 beta.rar|   \-- Texture Fix 1.8.rar||-- Graphics|   ||   |-- Armory|   |   |-- Darknuts Armor Textures.rar|   |   \-- Darknuts Little Weapons Mod.rar|   ||   |-- Creatures|   |   |-- Beast Bodies 3.3 and Shadow 2.0.rar|   |   |-- Better Bodies 2.2 Underwear.rar|   |   \-- Better Heads 2.0.rar


Yes, if these mods archive was in folders. No, I don't think Wrye Mash is designed to handle mods like that.
Nevertheless that illustration was quite useful though. Thanks. :)

Please note that some author's is not allowing to repackage their mods and others doesn't mind that at all if that's only for personal use. :)
I know that you can create an archive with several mods in one compressed mod package, but only if the file structure is recognized by Wrye Mash (Installers tab).

Here is an example:

archive - Bodies in Morrowind.rar|| - Beast Bodies 3.3 (folder contains - esm/esp+readme+meshes+textures)|| - Better Bodies 2.2 Underwear (folder contains - esm/esp+readme+meshes+textures)|| - Better Heads 2.0 (folder contains - esm/esp+readme+meshes+textures)

This is possible if the individual mod folder has the right structure, but that's isn't possible if they don't have the correct folder structure.
So each mod cannot have any folder directly above (can if Has Extra Directories is checked) the usual game folders such as icons, meshes and textures.

I also know that Wrye Bash has a scripted installation wizards within that archive.
Those scripts are called "BAIN-wizards" and is already available in Wrye Bash, but not in Wrye Mash yet.
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Nauty
 
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Post » Tue May 17, 2011 1:31 am

Yes, if these mods archive was in folders. No, I don't think Wrye Mash is designed to handle mods like that.

Too bad.

I know that you can create an archive with several mods in one compressed mod package, but only if the file structure is recognized by Wrye Mash (Installers tab).

Having one or a few big archives is not convenient at all.
I think I prefer adding prefixes to each filename and move all of them to the Installers directory.
Not perfect though.

Thx for your help anyway :)
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john page
 
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Post » Tue May 17, 2011 3:44 pm

Please note that some author's is not allowing to repackage their mods and others doesn't mind that at all if that's only for personal use. :)

I don't understand: You mean, for some mods, I'm not allowed to re-organize the archive so it will install properly with my favorite mod manager? ??
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Shannon Lockwood
 
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Post » Tue May 17, 2011 1:40 am

I don't understand: You mean, for some mods, I'm not allowed to re-organize the archive so it will install properly with my favorite mod manager? ??

Yes that's what I mean, but you shouldn't bother to much about your favorite installation tool. Because most author's will see to it that you can use your favorite tool. I've tried to find a readme for a Morrowind mod, but I do find two perfect examples for Oblivion about the mods author who has expressed there wishes in the readme.

Just read the legal section:

http://www.gamesas.com/index.php?/topic/1156112-relz-stealth-wars-version-08a/
http://www.gamesas.com/index.php?/topic/1038509-relz-dbs-book-activation-mod-dbbam/
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Kayla Oatney
 
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Post » Tue May 17, 2011 3:02 pm

http://www.gamesas.com/index.php?/topic/1156112-relz-stealth-wars-version-08a/

It makes no sense to prevent or try to prevent someone to adapt a contributed mod to his own installation of Morrowind, which includes archive re-organization, fixes, merging with overlapping mods... I perfectly understand and advocate the "no modification" and the credit rules when it comes to redistribution though.
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joeK
 
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Post » Tue May 17, 2011 3:14 am

I've just ran into another mod that Wrye Mash cannot install through the installers tab and that's http://www.elricm.com/nuke/html/modules.php?op=modload&name=Downloads&file=index&req=viewdownloaddetails&lid=1461.

system
Windows7 64-bit Home Edition and Wrye Mash Stand Alone


error log
Traceback (most recent call last):  File "masher.pyo", line 5170, in Execute  File "mosh.pyo", line 4583, in install  File "mosh.pyo", line 4042, in install  File "mosh.pyo", line 4026, in unpackToTempmosh.StateError: Extraction failed.

Is anyone who has an idea of what's wrong or had fix it before?
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Poetic Vice
 
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Post » Tue May 17, 2011 5:20 am

I just installed Morrowind and Mash SA. I made two installers, one including all the official plugins and the other with BtB's Patch. I installed them it says everything is matched and it is a green +. However, when I go to look at mods section, there is nothing new there. I checked the actual directory and it doesn't even have the files. I set up the Morrowind and MW Installers directories to the correct folders. I'm running Vista by the way. Can anybody help me out?
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Rach B
 
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Post » Tue May 17, 2011 2:05 am

I think you didn't know that Wrye Mash Stand Alone has an own http://www.gamesas.com/index.php?/topic/1106095-wrye-mash-stand-alone/ now so please use that instead. :)
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Calum Campbell
 
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Post » Tue May 17, 2011 3:50 pm

I think you didn't know that Wrye Mash Stand Alone has an own http://www.gamesas.com/index.php?/topic/1106095-wrye-mash-stand-alone/ now so please use that instead. :)

There's a difference between the two?

Also it turned out that restarting it and reinstalling the packages worked.
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Hazel Sian ogden
 
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Post » Tue May 17, 2011 10:41 am

There's a difference between the two?

Also it turned out that restarting it and reinstalling the packages worked.

Yes. There is a big difference between Wrye Mash (python-based) and Wrye Mash Stand Alone (non python-based, because WMSA is an executable version of the python based version of Wrye Mash with some improvements such as an Utilities tab with configurable settings of installation path and the Installers tab (green disk button next to the help ? button). :)
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Matt Gammond
 
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Post » Tue May 17, 2011 9:01 am

A request for enhancement please:
A way to select all plugins in the mods tab, just like you can deselect them all if you right click on the right place.

Order lists are not enough, since my setup is prepared to install things at once, but deleting wrye regularly (my morrowind install is zipped so i can unzip it and run wrye and run mlox to start playing).
The wrye dir (and any data that it writes really) DOES get deleted between these sessions (i am using wine in linux).

If i then save a order list of all my current mods on the zipped wrye (besides not working for any additional mod i install) it also errors out if i remove a mod from my mod dir in-between play sessions (because the list copy on the zip doesn't know anything about that).

These two huge paragraphs just to explain why i can't use order lists. Regardless, nowadays the order list function is more adequately covered by mlox. I just need a way to select all plugins in the mods tab without clicking 200 times on a list. A right click on the header of the table and clicking on a "Load->All" next to the "Load->None" would serve admirably.
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Kirsty Wood
 
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Post » Tue May 17, 2011 8:13 am

A way to select all plugins in the mods tab, just like you can deselect them all if you right click on the right place.

I think that is not possible.

I just need a way to select all plugins in the mods tab without clicking 200 times on a list. A right click on the header of the table and clicking on a "Load->All" next to the "Load->None" would serve admirably.

If you need to do that I suggest that you right click on the column bar to choose "Load->Save List..." and then "Load->[whatever](not Bethesda ESMs)" to select all mods.
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Yvonne Gruening
 
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Post » Tue May 17, 2011 2:02 pm

Questions regarding the http://wryemusings.com/Wrye%20Mash.html#ManageTextureReplacers function.

1. As I understand, this is for pluginless replacers. Now let's say I also have esp-based replacers already installed and checked in the mods tab. Which ones will take precedence? I mean, if I install a plunginless replacer that way, will it overwrite my esp-based replacers?

2. If I have several pluginless replacers (= several folders in Data Files/Replacers) which partially overwrite each other, how can I choose which one will be overwritten? Contrary to the Installer tab, it seems the manage replacers function does not allow you to choose an order...
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Jani Eayon
 
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Post » Tue May 17, 2011 7:11 am

Questions regarding the http://wryemusings.com/Wrye%20Mash.html#ManageTextureReplacers function.

1. As I understand, this is for pluginless replacers. Now let's say I also have esp-based replacers already installed and checked in the mods tab. Which ones will take precedence? I mean, if I install a plunginless replacer that way, will it overwrite my esp-based replacers?

2. If I have several pluginless replacers (= several folders in Data Files/Replacers) which partially overwrite each other, how can I choose which one will be overwritten? Contrary to the Installer tab, it seems the manage replacers function does not allow you to choose an order...


Use the installers tab, not the pluginless replacers functionality....the installers tab supersedes it by a great deal. The installers tab handles pluginless replacers AND allows you to see exactly which files conflict with each other throughout your installation.

Read my guide on install order....http://www.gamesas.com/index.php?/topic/1156223-morrowind-installing-your-mods-for-maximum-flexibility/page__p__16929479#entry16929479 which will help get you started. The installers tab allows you to control which files are last in, so you can have the replacers/mods that you want to win the "what's shown in game" fight actually be the ones that the game chooses.

Note that to do the installers tab entirely right, you might need to start with a clean install from disk.
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Bethany Watkin
 
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Post » Tue May 17, 2011 10:05 am

Okay, I will stick to the Installlers tab and forget the manage replacers feature. Thanks!
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Andrew Tarango
 
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Post » Tue May 17, 2011 3:26 am

I think that is not possible.


If you need to do that I suggest that you right click on the column bar to choose "Load->Save List..." and then "Load->[whatever](not Bethesda ESMs)" to select all mods.

Not possible my ass. And I just told why i can't use order lists, if you bothered to read.
In fact, i had told you in that other forum when i asked you to pass this same request for enhancement, about a week ago, which you did not ofcourse.
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Susan
 
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Post » Tue May 17, 2011 9:38 am

Not possible my ass. And I just told why i can use order lists, if you bothered to read.
In fact, i had told you in that other forum when i asked you to pass this same request for enhancement, about a week ago, which you did not ofcourse.
Apart the fact that the installers tab is obviously available also in the original source version of Mash, I prefer the source code version because I often try to customize Mash to suit my needs.
In time I have managed to add menu options to copy mods between different Morrowind installations, redate mods TESTool-like for easier batch sorting, autostart TEScommand on selected files...
still, not being a Python programmer, but having studied/rummaged Mash code a lot, I have to say that the feature you are asking IS difficult to add, at least with my current level of Mash/Python knowledge. Just my 2 cents -_-
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ZzZz
 
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Post » Tue May 17, 2011 9:26 am

It would be nice if you could press spacebar to toggle an esp on or off.
Then, at least you could quickly alternate between down arrow and spacebar to enable or disable a whole bunch of mods.
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Erin S
 
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Post » Tue May 17, 2011 8:32 am

Here is how "impossible" it is:
go into line 5448 of masher.py
duplicate the function DoNone there and rename it, and slightly alter it.
	def DoAll(self,event):		        for loadFile in mosh.modInfos.data:			       mosh.modInfos.load(loadFile,0)			mosh.mwIniFile.safeSave()			#--Refresh entries			self.window.PopulateItems()

Then go into line 5443
You see the
wx.EVT_MENU(window,ID_LOADERS.NONE,self.DoNone)
line there?
Duplicate it and alter it into
wx.EVT_MENU(window,ID_LOADERS.ALL,self.DoAll)

Now go into line 5429
menu.Append(ID_LOADERS.NONE,_('None'))
duplicate it and alter it into
menu.Append(ID_LOADERS.ALL,_('All'))
Now go into line 314
You see this line:
ID_LOADERS = IdList(10000,90,'SAVE','EDIT','NONE')
Don't duplicate it. Just alter it to
ID_LOADERS = IdList(10000,90,'SAVE','EDIT','ALL','NONE')

Now to compile. The easy part right?

install these
http://www.python.org/ftp/python/2.5/python-2.5.msi
http://downloads.sourceforge.net/project/wxpython/wxPython/2.8.0.1/wxPython2.8-win32-ansi-2.8.0.1-py25.exe?r=http%3A%2F%2Fwryemusings.com%2FWrye%2520Mash.html&ts=1296778474&use_mirror=freefr

testing from the command line with
wine "C:\Python25\python.exe" mash.py

shows the alterations work.

but i can't compile the stand alone executable from wine. It is SNAFU from root (probably a bug on wine). Trust me i tried.

So, now that i've given you a way to do it, could you do me the favor of putting this in the next version?
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Abel Vazquez
 
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