Wrye Mash Thread #5

Post » Tue May 17, 2011 11:57 am

Hi I'm having trouble starting Wyre Mash (duh).
The screen flashes and then goes away, and the readme pointed me here. I have narrowed it down to a problem with wx, but that's as much as I know, I'm not a python guy.

FYI this is a clean install of Win7 (64-bit) and Wrye bash won't work either... Wrye Bash worked in the 32-bit Win7 Release candidate.


You probably need to install wxPython, or maybe you have a version that isn't compatible with Mash.
If that doesn't fix it, use the bugdump procedure in the documentation and post the result here.
You might have success trying to install http://planetelderscrolls.gamespy.com/View.php?view=OblivionUtilities.Detail&id=52560&id=44.
User avatar
Amy Melissa
 
Posts: 3390
Joined: Fri Jun 23, 2006 2:35 pm

Post » Tue May 17, 2011 6:04 am

Wrye Python fixed it. Thanks a bunch.
User avatar
Lilit Ager
 
Posts: 3444
Joined: Thu Nov 23, 2006 9:06 pm

Post » Tue May 17, 2011 8:54 am

Wrye Python fixed it. Thanks a bunch.


Good!

But now I'm wondering why even though the Wrye Python page is clearly available at PES, search doesn't find it. PES is goofed up.
User avatar
N Only WhiTe girl
 
Posts: 3353
Joined: Mon Oct 30, 2006 2:30 pm

Post » Tue May 17, 2011 1:08 am

Hello!

I'll try that. My main goal is to keep all mod installations thru MASH, at least for the sake of continuity. I'm like you; I'm learning all this stuff as I go along.

Note on the BCC: Unfortunately, there are still errors after using this method. Couldn't make it out of Arrille's without it crashing- Lilacor and the telescope are the culprits:

***********
Script LOCH_TelescopeZoomScript
Trying to RunFunction index greater than function count
The script will not run anymore.

MP3 Voice file not found: data files\sound\Vo\Lil\actor_attack1.mp3
Sound file not found: data files\sound\Vo\Lil\actor_attack1.wav

MP3 Voice file not found: data files\sound\Vo\Lil\actor_attack18.mp3
Sound file not found: data files\sound\Vo\Lil\actor_attack18.wav
*************


I appreciate your help so far, and will follow your Seyda Neen project with interest...


The BCC is a very large compilation mod, so errors are quite likely. I never tried to take the sword (or even touch the telescope) out of the cell, but it DID work for me initially IN the tradehouse cell. TESFILES is a good program, but not perfect, and it's possible it "missed" some files when gathering up the resources for the BCC compilation. You can easily enough add the missing files BACK into the archive and reinstall it.

I actually gave up cleaning the BCC for my use. I took a good look at the modlist, and decided that there were a lot more I would really rather take out than leave in, and the removal process is very tedious and quite likely to break things that would be hard to find and fix afterward. Instead, I'm going back to my original fix-up-Seyda-Neen plan, and start with JasmesW's Seyda Neen Expanded as a base. Once I get the inter-mod conflicts resolved there, I can add back in a few of the additional mods that Samurai used, making my own, very much smaller, Seyda Neen mod.

Rochndil, who hates intelligent weapons, and axed Lilarcor FIRST THING...
User avatar
April
 
Posts: 3479
Joined: Tue Jun 20, 2006 1:33 am

Post » Tue May 17, 2011 5:12 am

After much frustration and blank stares and uncomprehensible symbols, I found this

HOW do I make a Mashed Lists? I copied it from the extras, added it, and it's at the bottom of my Load Order... and now what?
User avatar
Horse gal smithe
 
Posts: 3302
Joined: Wed Jul 05, 2006 9:23 pm

Post » Tue May 17, 2011 1:48 am

After much frustration and blank stares and uncomprehensible symbols, I found this

HOW do I make a Mashed Lists? I copied it from the extras, added it, and it's at the bottom of my Load Order... and now what?

Right-click on 'Mashed Lists.esp', select 'Import' >> 'Merged Lists'

Wrye Mash will scan all the selected plugins in the active mod list and report back what leveled lists were merged, if any. The merged lists will be in that 'Mashed Lists.esp' - remember to check it as active afterward and place it at the end of your load list.
User avatar
Nathan Hunter
 
Posts: 3464
Joined: Sun Apr 29, 2007 9:58 am

Post » Tue May 17, 2011 1:21 pm

HOW do I make a Mashed Lists? I copied it from the extras, added it, and it's at the bottom of my Load Order... and now what?


http://wryemusings.com/Wrye%20Mash.html#MergingLeveledLists

You need to
Right click on "Mashed Lists.esp" in the Mods tab and select "Import: Merged Lists".


(Fixed link)
User avatar
Andrea Pratt
 
Posts: 3396
Joined: Mon Jul 31, 2006 4:49 am

Post » Tue May 17, 2011 3:54 am

After much frustration and blank stares and uncomprehensible symbols, I found this

HOW do I make a Mashed Lists? I copied it from the extras, added it, and it's at the bottom of my Load Order... and now what?



1. Copy the "Mashed Lists.esp" from Mopy/Extras/ into your Data Files directory
2. Start Wrye Mash, right-click on the Mashed Lists.esp and choose Import/Merged Lists
3. ???
4. Profit!


EDIT: Damn, ninja'd by john.moonsugar
User avatar
Peter lopez
 
Posts: 3383
Joined: Mon Sep 10, 2007 5:55 pm

Post » Tue May 17, 2011 12:31 pm

Yes, the documentation that has Quick Start and Features and a dozen subtitles BEFORE the Installation section >.> Sorry.

At least, that's how it is in the doc provided.

Thanks, I'll remember this.
User avatar
R.I.p MOmmy
 
Posts: 3463
Joined: Wed Sep 06, 2006 8:40 pm

Post » Tue May 17, 2011 3:15 am

So I played some morrowind early last year. Installed a slew of mods with Wrye Mash. I'm a http://www.gamesas.com/bgsforums/index.php?showtopic=957424&hl= of Wrye Bash and the BAIN thing.

Got distracted with more and more Oblivion and then fallout 3, but I'm stil stunned by the MGE screenshots I want to play Morrowind again.

Problem is getting Wrye Mash to start again to take out all the mods and replacers I put in last year.

The reason - I figure is that it is looking for Python 2.5. I updated to Python 2.6.4 like many others, but since I was not actively using Wrye Mash did not check that.

anyone got any advice on what I should do next?

To be clear - when clicking on Wrye mash 2.5 shortcut it states that it could not find that folder (because I now have python 2.6 there instead. I cannot seem to open or alter the shortcut either - it just freezes for a short while and then never opens.

thanks

====================

edit - never mind I think I got it - just needed to copy out the short cut then change it's name and target path then copy it back to MOPY folder - very cool.

OK so now just how do I make use of the http://www.gamesas.com/bgsforums/index.php?showtopic=1051299

How does one make a pyw file? Just copy that code into a txt file and change the extension?

thanks

===================

edit 2 - there may be problems after all. When Uninstalling the various BAIN packages I get these errors (not all at once they are collected and only packages with esp):
Traceback (most recent call last):  File "I:\Games\Morrowind\Mopy\masher.py", line 4659, in Execute    gInstallers.RefreshUIMods()  File "I:\Games\Morrowind\Mopy\masher.py", line 2267, in RefreshUIMods    if bosh.modInfos.refresh():  File "I:\Games\Morrowind\Mopy\mosh.py", line 3008, in refresh    self.unload(loadFile)  File "I:\Games\Morrowind\Mopy\mosh.py", line 3120, in unload    mwIniFile.unload(fileName,False)  File "I:\Games\Morrowind\Mopy\mosh.py", line 2380, in unload    self.refreshDoubleTime()  File "I:\Games\Morrowind\Mopy\mosh.py", line 2320, in refreshDoubleTime    mtime = modInfos[loadFile].mtime  File "I:\Games\Morrowind\Mopy\mosh.py", line 2704, in __getitem__    return self.data[key]KeyError: 'TR_Map2.esm'Traceback (most recent call last):  File "I:\Games\Morrowind\Mopy\masher.py", line 4659, in Execute    gInstallers.RefreshUIMods()  File "I:\Games\Morrowind\Mopy\masher.py", line 2267, in RefreshUIMods    if bosh.modInfos.refresh():  File "I:\Games\Morrowind\Mopy\mosh.py", line 3008, in refresh    self.unload(loadFile)  File "I:\Games\Morrowind\Mopy\mosh.py", line 3120, in unload    mwIniFile.unload(fileName,False)  File "I:\Games\Morrowind\Mopy\mosh.py", line 2380, in unload    self.refreshDoubleTime()  File "I:\Games\Morrowind\Mopy\mosh.py", line 2320, in refreshDoubleTime    mtime = modInfos[loadFile].mtime  File "I:\Games\Morrowind\Mopy\mosh.py", line 2704, in __getitem__    return self.data[key]KeyError: 'Ald Redaynia Extended COM.esp'Traceback (most recent call last):  File "I:\Games\Morrowind\Mopy\masher.py", line 4659, in Execute    gInstallers.RefreshUIMods()  File "I:\Games\Morrowind\Mopy\masher.py", line 2267, in RefreshUIMods    if bosh.modInfos.refresh():  File "I:\Games\Morrowind\Mopy\mosh.py", line 3008, in refresh    self.unload(loadFile)  File "I:\Games\Morrowind\Mopy\mosh.py", line 3120, in unload    mwIniFile.unload(fileName,False)  File "I:\Games\Morrowind\Mopy\mosh.py", line 2380, in unload    self.refreshDoubleTime()  File "I:\Games\Morrowind\Mopy\mosh.py", line 2320, in refreshDoubleTime    mtime = modInfos[loadFile].mtime  File "I:\Games\Morrowind\Mopy\mosh.py", line 2704, in __getitem__    return self.data[key]KeyError: 'Aldbarrow.esp'Traceback (most recent call last):  File "I:\Games\Morrowind\Mopy\masher.py", line 4659, in Execute    gInstallers.RefreshUIMods()  File "I:\Games\Morrowind\Mopy\masher.py", line 2267, in RefreshUIMods    if bosh.modInfos.refresh():  File "I:\Games\Morrowind\Mopy\mosh.py", line 3008, in refresh    self.unload(loadFile)  File "I:\Games\Morrowind\Mopy\mosh.py", line 3120, in unload    mwIniFile.unload(fileName,False)  File "I:\Games\Morrowind\Mopy\mosh.py", line 2380, in unload    self.refreshDoubleTime()  File "I:\Games\Morrowind\Mopy\mosh.py", line 2320, in refreshDoubleTime    mtime = modInfos[loadFile].mtime  File "I:\Games\Morrowind\Mopy\mosh.py", line 2704, in __getitem__    return self.data[key]KeyError: 'Aldbarrow.esp'Traceback (most recent call last):  File "I:\Games\Morrowind\Mopy\masher.py", line 4659, in Execute    gInstallers.RefreshUIMods()  File "I:\Games\Morrowind\Mopy\masher.py", line 2267, in RefreshUIMods    if bosh.modInfos.refresh():  File "I:\Games\Morrowind\Mopy\mosh.py", line 3008, in refresh    self.unload(loadFile)  File "I:\Games\Morrowind\Mopy\mosh.py", line 3120, in unload    mwIniFile.unload(fileName,False)  File "I:\Games\Morrowind\Mopy\mosh.py", line 2380, in unload    self.refreshDoubleTime()  File "I:\Games\Morrowind\Mopy\mosh.py", line 2320, in refreshDoubleTime    mtime = modInfos[loadFile].mtime  File "I:\Games\Morrowind\Mopy\mosh.py", line 2704, in __getitem__    return self.data[key]KeyError: 'Better Heads Tribunal addon.esm'Traceback (most recent call last):  File "I:\Games\Morrowind\Mopy\masher.py", line 4659, in Execute    gInstallers.RefreshUIMods()  File "I:\Games\Morrowind\Mopy\masher.py", line 2267, in RefreshUIMods    if bosh.modInfos.refresh():  File "I:\Games\Morrowind\Mopy\mosh.py", line 3008, in refresh    self.unload(loadFile)  File "I:\Games\Morrowind\Mopy\mosh.py", line 3120, in unload    mwIniFile.unload(fileName,False)  File "I:\Games\Morrowind\Mopy\mosh.py", line 2380, in unload    self.refreshDoubleTime()  File "I:\Games\Morrowind\Mopy\mosh.py", line 2320, in refreshDoubleTime    mtime = modInfos[loadFile].mtime  File "I:\Games\Morrowind\Mopy\mosh.py", line 2704, in __getitem__    return self.data[key]KeyError: 'Better Heads.esm'Traceback (most recent call last):  File "I:\Games\Morrowind\Mopy\masher.py", line 4659, in Execute    gInstallers.RefreshUIMods()  File "I:\Games\Morrowind\Mopy\masher.py", line 2267, in RefreshUIMods    if bosh.modInfos.refresh():  File "I:\Games\Morrowind\Mopy\mosh.py", line 3008, in refresh    self.unload(loadFile)  File "I:\Games\Morrowind\Mopy\mosh.py", line 3120, in unload    mwIniFile.unload(fileName,False)  File "I:\Games\Morrowind\Mopy\mosh.py", line 2380, in unload    self.refreshDoubleTime()  File "I:\Games\Morrowind\Mopy\mosh.py", line 2320, in refreshDoubleTime    mtime = modInfos[loadFile].mtime  File "I:\Games\Morrowind\Mopy\mosh.py", line 2704, in __getitem__    return self.data[key]KeyError: 'Annastia V3.3.esp'Traceback (most recent call last):  File "I:\Games\Morrowind\Mopy\masher.py", line 4659, in Execute    gInstallers.RefreshUIMods()  File "I:\Games\Morrowind\Mopy\masher.py", line 2267, in RefreshUIMods    if bosh.modInfos.refresh():  File "I:\Games\Morrowind\Mopy\mosh.py", line 3008, in refresh    self.unload(loadFile)  File "I:\Games\Morrowind\Mopy\mosh.py", line 3120, in unload    mwIniFile.unload(fileName,False)  File "I:\Games\Morrowind\Mopy\mosh.py", line 2380, in unload    self.refreshDoubleTime()  File "I:\Games\Morrowind\Mopy\mosh.py", line 2320, in refreshDoubleTime    mtime = modInfos[loadFile].mtime  File "I:\Games\Morrowind\Mopy\mosh.py", line 2704, in __getitem__    return self.data[key]KeyError: 'BAR_RethanExpansion_v2.2_NoM.esp'Traceback (most recent call last):  File "I:\Games\Morrowind\Mopy\masher.py", line 4659, in Execute    gInstallers.RefreshUIMods()  File "I:\Games\Morrowind\Mopy\masher.py", line 2267, in RefreshUIMods    if bosh.modInfos.refresh():  File "I:\Games\Morrowind\Mopy\mosh.py", line 3008, in refresh    self.unload(loadFile)  File "I:\Games\Morrowind\Mopy\mosh.py", line 3120, in unload    mwIniFile.unload(fileName,False)  File "I:\Games\Morrowind\Mopy\mosh.py", line 2380, in unload    self.refreshDoubleTime()  File "I:\Games\Morrowind\Mopy\mosh.py", line 2320, in refreshDoubleTime    mtime = modInfos[loadFile].mtime  File "I:\Games\Morrowind\Mopy\mosh.py", line 2704, in __getitem__    return self.data[key]KeyError: 'MW_Children_1_0.esm'Traceback (most recent call last):  File "I:\Games\Morrowind\Mopy\masher.py", line 4659, in Execute    gInstallers.RefreshUIMods()  File "I:\Games\Morrowind\Mopy\masher.py", line 2267, in RefreshUIMods    if bosh.modInfos.refresh():  File "I:\Games\Morrowind\Mopy\mosh.py", line 3008, in refresh    self.unload(loadFile)  File "I:\Games\Morrowind\Mopy\mosh.py", line 3120, in unload    mwIniFile.unload(fileName,False)  File "I:\Games\Morrowind\Mopy\mosh.py", line 2380, in unload    self.refreshDoubleTime()  File "I:\Games\Morrowind\Mopy\mosh.py", line 2320, in refreshDoubleTime    mtime = modInfos[loadFile].mtime  File "I:\Games\Morrowind\Mopy\mosh.py", line 2704, in __getitem__    return self.data[key]KeyError: 'BAR_RethanExpansion_v2.2_NoM.esp'Traceback (most recent call last):  File "I:\Games\Morrowind\Mopy\masher.py", line 4659, in Execute    gInstallers.RefreshUIMods()  File "I:\Games\Morrowind\Mopy\masher.py", line 2267, in RefreshUIMods    if bosh.modInfos.refresh():  File "I:\Games\Morrowind\Mopy\mosh.py", line 3008, in refresh    self.unload(loadFile)  File "I:\Games\Morrowind\Mopy\mosh.py", line 3120, in unload    mwIniFile.unload(fileName,False)  File "I:\Games\Morrowind\Mopy\mosh.py", line 2380, in unload    self.refreshDoubleTime()  File "I:\Games\Morrowind\Mopy\mosh.py", line 2320, in refreshDoubleTime    mtime = modInfos[loadFile].mtime  File "I:\Games\Morrowind\Mopy\mosh.py", line 2704, in __getitem__    return self.data[key]KeyError: 'BE_HousesForSale.esp'
Interestingly none of the mods were uninstalled - the packages looks as thought they were uninstalled but no - no esp were taken out.

Errrr? Yes I do need help.

=====================

edit - and again I solved it - closed bash then reopen and they are not being read as still installed.
User avatar
Sasha Brown
 
Posts: 3426
Joined: Sat Jan 20, 2007 4:46 pm

Post » Tue May 17, 2011 3:12 pm

-clip-
How does one make a pyw file? Just copy that code into a txt file and change the extension?
-clip-

Exactly. :nod:
User avatar
Rinceoir
 
Posts: 3407
Joined: Thu Jun 29, 2006 1:54 am

Post » Tue May 17, 2011 12:23 pm

Yacoby, is it possible to add the ability to change the load order/BAIN order with CTRL+Arrow keys? It's one of the features I miss in Mash. Since it's already integrated in Wrye Bash, it shouldn't be too hard for someone like you.
User avatar
Lily
 
Posts: 3357
Joined: Mon Aug 28, 2006 10:32 am

Post » Tue May 17, 2011 12:33 am

I just want to confirm a couple of things with Wrye Mash.

I'm very much more used to Wry Bash, but I do understand that Wrye Mash is just not as developed.

So when I add a mod and the mod is missing a master that is an esp (and not an esm) - Wrye Mash will not tell me that this is missing?

Also then when adding a mod and the mod is yellow and the master window pain has the esm as yellow - is it ok to click on the master window (and thereby everything turns green) then click save? What exacly is the yellow telling me when if comes to mods (not saves)?

thanks
User avatar
DarkGypsy
 
Posts: 3309
Joined: Tue Jan 23, 2007 11:32 am

Post » Tue May 17, 2011 10:27 am

So when I add a mod and the mod is missing a master that is an esp (and not an esm)
I may be wrong, but I think masters for a mod should always be .esm, at least if you save the mod from TESCS (you can load an .esp as master, but TESCS will discard it from mod masters list on save). You could force a .esp to be included in masters (using Mash for instance), but it is something TESCS does not allow so it is certainly not a common practice.
User avatar
Adrian Powers
 
Posts: 3368
Joined: Fri Oct 26, 2007 4:44 pm

Post » Tue May 17, 2011 2:26 pm

I just want to confirm a couple of things with Wrye Mash.

I'm very much more used to Wry Bash, but I do understand that Wrye Mash is just not as developed.

So when I add a mod and the mod is missing a master that is an esp (and not an esm) - Wrye Mash will not tell me that this is missing?

Also then when adding a mod and the mod is yellow and the master window pain has the esm as yellow - is it ok to click on the master window (and thereby everything turns green) then click save? What exactly is the yellow telling me when it comes to mods (not saves)?

thanks

I wouldn't say that Wrye Mash is less developed, rather that Morrowind just has more restrictions regarding plugin dependencies than Oblivion. -_-

esm = Elder Scrolls Master file
esp = Elder Scrolls Plugin file

Normally Morrowind does not allow plugins to be dependent on other plugins, only masters. It's possible using Wrye Mash (or a low level editor like Enchanted Editor) to change the plugin's TES3 file header record to list an esp, but really isn't necessary or desirable since dependency should be on masters not other esps.

A mod flagged as yellow indicates that it was created with a different version of the master than is currently installed. Most likely that was an older version of Morrowind.esm before one of the expansions was released or before an official patch - updating the dependency to be for the current version of the master you have installed is usually safe. If a newer version of a master removes records from it's previous version, then you could run into problems if the mod is expecting those old records. You'd only risk that issue with 3rd-party masters though - AFAIK the bethesda masters haven't had any records removed between versions.
User avatar
*Chloe*
 
Posts: 3538
Joined: Fri Jul 07, 2006 4:34 am

Post » Tue May 17, 2011 9:56 am

What does it mean when a ESP is highlighted red?

I have a couple of greens and yellows too. Are these important (the colour code i mean)
User avatar
chinadoll
 
Posts: 3401
Joined: Tue Aug 22, 2006 5:09 am

Post » Tue May 17, 2011 2:40 am

What does it mean when a ESP is highlighted red?

I have a couple of greens and yellows too. Are these important (the colour code i mean)
Read the http://wryemusings.com/Wrye%20Mash.html#ModsTab
User avatar
Cesar Gomez
 
Posts: 3344
Joined: Thu Aug 02, 2007 11:06 am

Post » Tue May 17, 2011 6:41 am

Read the http://wryemusings.com/Wrye%20Mash.html#ModsTab

awesome thanks. Jsut had a quick read nad sorted the problems. My mod list is looking healthy :D
User avatar
Franko AlVarado
 
Posts: 3473
Joined: Sun Nov 18, 2007 7:49 pm

Post » Tue May 17, 2011 11:05 am

I wouldn't say that Wrye Mash is less developed, rather that Morrowind just has more restrictions regarding plugin dependencies than Oblivion. -_-

esm = Elder Scrolls Master file
esp = Elder Scrolls Plugin file

Normally Morrowind does not allow plugins to be dependent on other plugins, only masters. It's possible using Wrye Mash (or a low level editor like Enchanted Editor) to change the plugin's TES3 file header record to list an esp, but really isn't necessary or desirable since dependency should be on masters not other esps.

A mod flagged as yellow indicates that it was created with a different version of the master than is currently installed. Most likely that was an older version of Morrowind.esm before one of the expansions was released or before an official patch - updating the dependency to be for the current version of the master you have installed is usually safe. If a newer version of a master removes records from it's previous version, then you could run into problems if the mod is expecting those old records. You'd only risk that issue with 3rd-party masters though - AFAIK the bethesda masters haven't had any records removed between versions.

At this point I would say that Wrye Mash is incredibly less developed than wrye bash - and without doubt.

Not just in terms of what Morrowind needs versus what Oblivion needs either. I keep running into buggy behavior that is quickly turning me away from continuing to grow my mod list. Especially with regard to the inability for Wrye Mash to recognize when an esp/esm has been taken out of the data folder while it is open (need to close then re-open it to get that recognition). Now I cannot get the BAIN feature to anneal out a sub-package or anneal in another one.

In fact now it will not even uninstall this package I made.

Simply put: LESS developed.

What are you all installing mods with? Morrowind Mod Manager? that seems an even worse option.

[edit]
So the BAIN package I made is a compilation of these replacers:
Bodies and Faces-BAIN

├[10 Better Bodies - nvde]
├[14 SoD Beast Bodies nvde]
├[15 Slofs Better Beasts]
├[16 LizTail Beasts]
├[17 LizTail Beasts with Slof Textures]
├[18 LizTail Unique Beast Shadows]
├[20 Westly - Fit Body Male textures]
├[21 Westly - Fit Body Female Textures]
├[21 Westly - Hi Rez Female Textures]
├[50 Vvardenfell Visages]
├[51 VV Alien Slof Vampires]
├[52 BH's Pale Vampires]
├[53 Barbarus orcs]
├[55 BetterHeads Core]
├[56 Better Heads-Alt Vampire textures]
├[57 EYEs for Better Heads]
├[60 Changing Faces]
├[65 Westly - MasterHead Pack]
├[66 Westly - Master Head Alt Argonian (Slof Compatible)]
├[70 Sils Argonian Heads]
├[71 Bravo Argonian heads]
├[72 Sils Aronian Bodies for Better Heads]
├[75 Detritus Khajiit Face Replacer]
├[80 THE Facepack Compilation]
├[81 THE Facepack No Stock Faces]
├[85 THE Morrowind NPC Makeover]
├[86 THE Makeover Options]
mostly for ease of testing the differences in-game.
Now the problem sub-package is 60 Changing faces ... I'm assuming that there is some file type or prefix to a file that BAIN junior here is not liking and will not let me take out once it is in. Meaning that this first variant is now what I'm married to unless I go in and manually remove all those files. Will not let me anneal that sub-package out or anneal another one in.

[edit 2]
So interestingly when manually removing the data files from the Changing Face replacer I found that there were a few mesh files it did not install but not why it did not install them:

TSSOrcF06.NIF
Wzt_N_Alt_F_Head_01.NIF
Wzt_N_Alt_F_Head_02.NIF
Wzt_N_Bret_F_Head_03.NIF
Wzt_N_Imp_F_Head_04.NIF
Wzt_N_Nord_F_Head_03.NIF

_KP_B_N_SmithNPC06.dds
_KP_B_N_SmithNPC_M_01.dds
_KP_B_N_SmithNPC_M_10.dds
_PW_B_N_DarkelfFH11.dds ... on and on ... ... actually there were many many texture files that it did not install. Far to many to list.

MAN that took forever to manually remove those files and it was packaged with bits and pieces of architecture and other world replacer textures. What a mess that that mod is!

So the question stands - what are you all using for data files installing - manual?
User avatar
Laura Richards
 
Posts: 3468
Joined: Mon Aug 28, 2006 4:42 am

Post » Tue May 17, 2011 1:13 pm

At this point I would say that Wrye Mash is incredibly less developed than wrye bash - and without doubt.
Sadly you're right. AFAIR, Mash was developed first (I helped with some of the early beta testing) and then Bash was created based on that. Since then Bash has had most of the love lavished on it, and the most recent addition in functionality, the Installer thing, was pretty much a code copy & paste from Bash. It's a shame that Wrye's limited time means that he concentrates more on Bash than Mash as there're a few crash bugs that would be nice to be fixed. Sadly, that's where we are though.

Especially with regard to the inability for Wrye Mash to recognize when an esp/esm has been taken out of the data folder while it is open (need to close then re-open it to get that recognition).
I don't get this (although I haven't taken the plunge using Installers yet), when I add or remove a mod from Data Files my Mods tab updates without needing to close and re-open Mash. I am using Python 2.6 though....

So the question stands - what are you all using for data files installing - manual?
Heh, yep. Still old school over here. Keep on meaning to take the plunge...
User avatar
Ronald
 
Posts: 3319
Joined: Sun Aug 05, 2007 12:16 am

Post » Tue May 17, 2011 2:10 am

Yeah I too am using python 2.6

I don't get it either. I keep watching it for a pattern but none I can see. At first I thought it was that if I cleaned the mod (and therefore it changed), but not consistent pattern there. Maybe it has to do with updating a mod to read latest patched main esm files.

I dunno.

Other than the Changing Faces Replacer I've not yet really run into a mod that it would simply refuse to install. so that is good. But what a pain taking that out. I much prefer Oblivions many folders for replacers than the giant pot of meshes and textures here.

For history though I think Wrye Created Bash first then went back to play morrowind and back ported it to Morrowind. His versions though - wow I'd seen him release 3-4 updates in one night for Wrye Bash. The great thing about Mash that Wrye didn't catch is that it will install shaders, while Bash won't.

As for installers - yeah http://www.gamesas.com/bgsforums/index.php?showtopic=957424&hl=. I'm definitely taking that route here and making an all bain install of morrowind.

There are early ports of Bash to Fallout 3 but nothing in full swing. Fallout Mod Manager now has the ability to read what data files are replacing what other data files and some low level of swapping out those. That is is cool.
User avatar
Roisan Sweeney
 
Posts: 3462
Joined: Sun Aug 13, 2006 8:28 pm

Post » Tue May 17, 2011 8:40 am

Alright new question/problem which I'm pretty sure fall under the auspices of this tool.

This is an area where I'm a bit fuzzy so want to get a good grasp of this.

First, I did find another mod that the BAIN feature of Wrye Bash just throws a hissy about and will not touch: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8183. It just looks too good to pass up. After the BAIN package was made and installed any attempt to install was ignored and nothing happened. Since I strive to install everything with an installer I then turned to the more archaic Morrowind Mod Manager and made a OMOD of the mod. That seemed to install but BAIN did not show any missing replacer or data files and I think it should have (another short coming).

Very short load order (still mostly testing mods not serious playing) ... hmm - no ability to list mods with Wrye or Morrowind Mod Manager - what are you all using to give load order reports?

I made a collection of city overhauls I wanted to use and http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=5244 was one of them. These were all placed in the BAIN package. I made a merged objects.esp with TESTool and a merged list.esp with Wrye Mash. I updated save game and clicked repair.

Then trying to start the game I got an error on start up that said this:
Matching IDs: Furn_Drum_01
~Bitter Coast Compilation (NOM Compatible) .esp type Static
New Suran Extended1.5.esp type Activator

So if I understand this correctly then Both mods add an activator with the same reference ID.

I read (well searched a bit) some of the Wrye mash readme and it seems this is an issue of http://wryemusings.com/Wrye%20Mash.html#RenumberRefs is that correct?

So then if I choose to Renumber Refs - which mod should I choose to do that to?
Is that the right thing to do - or am I totally missing the mark?

Thank in advance for any help.

[edit] Well I just tried to renumber Refs on the Bitter coast esp thinking it better because it was a static there (as well as recreated Merged objects and merged list.esp files) ... and the results was the same error.
note: I cannot load the game with these two mods activated. So no new saves possible.

Should I then try and edit the reference in the CS to be an activator?
User avatar
Emilie Joseph
 
Posts: 3387
Joined: Thu Mar 15, 2007 6:28 am

Post » Tue May 17, 2011 5:07 am

what are you all using to give load order reports?

If you had a saved game, you could use Mash: (Select the "Saves" tab, highlight the save file whose load order you wish to document, go to the masters pane, in the lower right of the window, right mouse click in the column heading "File", then choose "Copy List" from the popup menu, and then you can paste it.)
Or you could use mlox (Just right click in the "Active Plugins" pane, choose "Select All", and copy/paste that.)
Probably most load ordering tools would allow something similar.

Then trying to start the game I got an error on start up that said this:
Matching IDs: Furn_Drum_01
~Bitter Coast Compilation (NOM Compatible) .esp type Static
New Suran Extended1.5.esp type Activator

So if I understand this correctly then Both mods add an activator with the same reference ID.
[...]
Should I then try and edit the reference in the CS to be an activator?

Yes, as you have discovered, the problem is that the two mods define object ID Furn_Drum_01 as different types. (Object IDs are not references, references are how morrowind keeps track of objects in Cells). Morrowind will only accept running the two mods if they are both the same type. So I think the answer is yes, if you want to run those 2 together, probably the best way to do it is to change Furn_Drum_01 in BCC to be an activator.
User avatar
Alina loves Alexandra
 
Posts: 3456
Joined: Mon Jan 01, 2007 7:55 pm

Post » Tue May 17, 2011 5:33 am

I've actually renamed an object in the past rather than changing its type (IIRC, the Horror mod and ANOther both used "shackles_00"), using either the Construction Set or Enchanted Editor. With both of these tools any references to that object placed in a cell are automagically updated.
User avatar
Eduardo Rosas
 
Posts: 3381
Joined: Thu Oct 18, 2007 3:15 pm

Post » Tue May 17, 2011 3:44 pm

Psymon,

There is a known bug with installers where Bain goes wacko upon trying to install a package with foreign letters or something or other (its addressed in an earlier thread I think, been months since I looked into it.) It sounds like the problem you've been having is similar, if not the same. The workaround has been to unpack the mod package with the buggy behavior to an uncompressed file, which is made easy with the "unpack to project" feature. Then install the mod from there, not the compressed version.

I have been using Bain for some time with currently 209 packages installed and this has happened only once. The above solution solved the problem perfectly.

Hope that helps.
User avatar
Jamie Lee
 
Posts: 3415
Joined: Sun Jun 17, 2007 9:15 am

PreviousNext

Return to III - Morrowind