Wrye Mash Thread #5

Post » Tue May 17, 2011 8:54 am

http://www.gamesas.com/bgsforums/index.php?showtopic=718247
Since Wrye doesn't come around much anymore to open a new one, here's the newest thread for Wrye Mash.
Links have now been updated, too.

Download: http://www.tesnexus.com/downloads/file.php?id=27588
Readme: http://wryemusings.com/Wrye%20Mash.html
Wrye's Site: http://wryemusings.com/
Python Installer: http://planetelderscrolls.gamespy.com/View.php?view=OblivionUtilities.Detail&id=44
http://www.gamesas.com/bgsforums/index.php?showtopic=1051299

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Mash is no longer being updated actively, but I do keep an eye on it.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.

Note in particular that installation, while not hard, is not trivial. Just follow the directions and use your head, and you'll be fine.


Download: http://www.tesnexus.com/downloads/file.php?id=27588
Readme: http://wryemusings.com/Wrye%20Mash.html
Wrye's Site: http://wryemusings.com/
Python Installer: http://planetelderscrolls.gamespy.com/View.php?view=OblivionUtilities.Detail&id=44
http://www.gamesas.com/bgsforums/index.php?showtopic=1051299
User avatar
Miss Hayley
 
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Joined: Tue Jun 27, 2006 2:31 am

Post » Tue May 17, 2011 2:24 pm

Thanks for doing this.

Perhaps a link to Yacoby's http://www.gamesas.com/bgsforums/index.php?showtopic=1051299 would be good?
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Tyler F
 
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Post » Tue May 17, 2011 2:01 am

If a master is yellow, is there a need to update it?
I have no keeper saves as of yet so invalidating a save is not important as of now.

And I'm so glad I got this app up and going.
It's the most useful tool in MW modding ive seen yet.
Makes me regret using that other mod installer. :(
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Sarah Evason
 
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Post » Tue May 17, 2011 10:50 am

If a master is yellow, is there a need to update it?
I have no keeper saves as of yet so invalidating a save is not important as of now.

Yes, update it.
It won't have any negative changes to your Save anyways. Just sync it to the load list again.
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roxanna matoorah
 
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Post » Tue May 17, 2011 4:54 am

Yes, update it.
It won't have any negative changes to your Save anyways. Just sync it to the load list again.



Gotcha.
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Miguel
 
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Post » Tue May 17, 2011 6:37 am

Is there any way to get "passive creatures" kind of mods (like SabreGirls Ecology mod) to work with merged lists without editing every individual creature in the CS?
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Rachell Katherine
 
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Post » Tue May 17, 2011 1:22 pm

Having trouble installing the http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8183 mod. The following error message appears after using the Installer:

Traceback (most recent call last):
File "C:\Games\Morrowind\Mopy\masher.py", line 4575, in Execute
self.data.install(self.selected,progress,last,override)
File "C:\Games\Morrowind\Mopy\mosh.py", line 4460, in install
installer.install(archive,destFiles,self.data_sizeCrcDate,SubProgress(progress,i
ndex,index+1))
File "C:\Games\Morrowind\Mopy\mosh.py", line 3951, in install
self.unpackToTemp(archive,dest_src.values(),SubProgress(progress,0,0.9))
File "C:\Games\Morrowind\Mopy\mosh.py", line 3935, in unpackToTemp
raise StateError(_("Extraction failed."))
mosh.StateError: Extraction failed.


Other mods are installing fine... I am at a loss figuring this out.

Thanks in advance....
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Stace
 
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Post » Tue May 17, 2011 2:14 pm

Having trouble installing the http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8183 mod. The following error message appears after using the Installer:


Hmm, someone just posted an error just like this in the previous thread for Mash. It needs some looking into.

P.S. Dang that is one monster compilation mod you got there. I think that you should be fine with manually installing it since Mash has problems with it, if you wanted to try that.
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NeverStopThe
 
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Post » Tue May 17, 2011 6:37 am

Yeah, what can I say- I'm addicted to compilation mods !

I don't think the problem is the mod size, as I have used Mash to successfully install the HELLUVA Weapons and Armor mods, as well as a texture compilation of my own design which clocks in at about 400 meg zipped...


EDIT: Just tried to install http://www.elricm.com/nuke/html/modules.php?op=modload&name=Downloads&file=index&req=viewdownloaddetails&lid=1461.. same error message as above
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LADONA
 
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Post » Tue May 17, 2011 12:53 pm

I'm having a problem and I'm not even remotely sure if this is the right place to ask about it but - I accidentlaly loaded LCV with my new vampire character and once I realized my mistake tried to uninstall it. Now none of the three original esp's are loaded but I'm still getting bells and service refusals from NPC's after dark. I'm worried that I might have 1, gotten the schedule scripts in one of my merged object esp's or 2, gotten the scripts in my mashed patch somehow, or 3, a horrible combo of both.

Is it possible for the scripts to have been compiled in the merged obj's esp's? Or is it just me having accidentally clicked "import scripts" into my bashed patch and as simple as cleaning my save and replacing the patch?
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brian adkins
 
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Post » Tue May 17, 2011 1:47 pm

I'm having a problem and I'm not even remotely sure if this is the right place to ask about it but - I accidentlaly loaded LCV with my new vampire character and once I realized my mistake tried to uninstall it.


Bashed patch? That's Oblivion talk!

I believe LCV adds scripts to doors, and this causes them to be saved in your savegame. Mash has a feature called "Removers" that works on savegames, and one of the Removers data files that comes with Mash is for "Beth Doors". If you apply this remover to your savegame, it should reset the doors and hopefully you'll be back in business.

Take a gander at the http://wryemusings.com/LCV.html#Removal of the LCV page.
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leigh stewart
 
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Post » Tue May 17, 2011 3:03 pm

Bashed patch? That's Oblivion talk!

I believe LCV adds scripts to doors, and this causes them to be saved in your savegame. Mash has a feature called "Removers" that works on savegames, and one of the Removers data files that comes with Mash is for "Beth Doors". If you apply this remover to your savegame, it should reset the doors and hopefully you'll be back in business.

Take a gander at the http://wryemusings.com/LCV.html#Removal of the LCV page.



Yeah sorry I'm fighting my insomnia meds here so I'm getting loopier by the minute :embarrass:

LCV doesn't add locks to the door unless you use that separate esp "LCV Locks" (which I don't it tends to cause disappearing doors when removed and isn't recommended). I've been to Wrye's site, which is where I got the removal console command for the schedules. The problem is after applying "startscript SC_Main_ResetGS" as mentioned on Wrye's site, saving, removing the mod and cleaning the references on the new save just in case then going back in game - I still have bells, people moving in and out of their houses during the day and worst of all (for a new vampire anyway) is service refusal and refusing to talk with the PC during the NPC's scheduled "bed time." It means I can't feed from NPC's or do business with them in vamp hours and even if I wait till a more reasonable time, I'm still screwed because she has to go outside (change cells) to update the interior NPC's - which means she gets fried in morning light trying to buy muck.

Edit - what I'm thinking is that I might have accidentally imported scripts into this characters mashed patch file... If that's the case it would be easiest to fix by just creating a new file. If the scripts somehow got merged into the merged obj's files that would be tougher - but still doable. If neither is probable then I have absolutely no idea why these scripts are still running :(

edt - oh bork me. I'm looking at my load list again and this time I noticed that somehow NPC LCV Schedules 03.esp got rechecked after I cleaned the damn thing out the first time. I'll have to try getting rid of it tomorrow after I've had some sleep and can concentrate again. I've made so many stupid mistakes in the last week... *goes off grumbling*

Thanks for the help though, I do really appreciate it. Hopefully things will right themselves now... hopefully...
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Josh Lozier
 
Posts: 3490
Joined: Tue Nov 27, 2007 5:20 pm

Post » Tue May 17, 2011 2:04 pm

A small question regarding merging leveled lists.
Do I need to merge my creature and loot mods seperatley?
Or is it all part of the same list?

EDIT: My Import: Merged Lists choice is greyed out in Mash.

Nvm, I was being a derp head and was doing it wrong. :facepalm:
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C.L.U.T.C.H
 
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Post » Mon May 16, 2011 11:53 pm

Or is it all part of the same list?

Merge them all together. Mash handles it.
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Undisclosed Desires
 
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Post » Tue May 17, 2011 3:16 am

I have a patch with the following features:
  • Much more robust startup sequence
  • Automatically tries to restore corrupt settings file and if that fails just creates a new one
  • Automatically logs to an output file as well as the stdout
  • My launcher integrated
  • It starts on linux, and the document browser works on linux (I doubt much else does though)
  • Some of my changes added to mash.py (checking for wx and giving an error if it can't be found etc)


The things I need to do are give it a test on Windows and re-write some of the docs.
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c.o.s.m.o
 
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Post » Tue May 17, 2011 1:15 pm

[*]Automatically tries to restore corrupt settings file and if that fails just creates a new one

It all sounds great, but this one especially. It really trips people up when the settings get borked.
User avatar
Charlotte X
 
Posts: 3318
Joined: Thu Dec 07, 2006 2:53 am

Post » Tue May 17, 2011 10:34 am

I have a patch with the following features:
  • Much more robust startup sequence
  • Automatically tries to restore corrupt settings file and if that fails just creates a new one
  • Automatically logs to an output file as well as the stdout
  • My launcher integrated
  • It starts on linux, and the document browser works on linux (I doubt much else does though)
  • Some of my changes added to mash.py (checking for wx and giving an error if it can't be found etc)


The things I need to do are give it a test on Windows and re-write some of the docs.
Wow. Sounds excellent :thumbsup:
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Chica Cheve
 
Posts: 3411
Joined: Sun Aug 27, 2006 10:42 pm

Post » Tue May 17, 2011 12:57 am

Good morning!

Having trouble installing the http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8183 mod. The following error message appears after using the Installer:

Traceback (most recent call last):
File "C:\Games\Morrowind\Mopy\masher.py", line 4575, in Execute
self.data.install(self.selected,progress,last,override)
File "C:\Games\Morrowind\Mopy\mosh.py", line 4460, in install
installer.install(archive,destFiles,self.data_sizeCrcDate,SubProgress(progress,i
ndex,index+1))
File "C:\Games\Morrowind\Mopy\mosh.py", line 3951, in install
self.unpackToTemp(archive,dest_src.values(),SubProgress(progress,0,0.9))
File "C:\Games\Morrowind\Mopy\mosh.py", line 3935, in unpackToTemp
raise StateError(_("Extraction failed."))
mosh.StateError: Extraction failed.


Other mods are installing fine... I am at a loss figuring this out.

Thanks in advance....


I can tell you EXACTLY what's going on here. There are some resource files in the BCC (a couple of textures) that use the ? character in the filename. When Mash sees ANY high-order ASCII characters in a filename, it barfs and dies. You'll see this a lot with foreign MW mods, like the French ones.

There are two solutions, one easy, and one slightly harder (but better).

1. Manually unpack the contents of the BCC to a directory under your Installers directory. Mash can copy files out of a "project" directory even though it can't extract them from an archive. Install from the project directory, and everything should work fine.

2. Create a dummy MW install, and install the full BCC package there (manually). THEN run Mental Elf's awesome TESFILES (http://www.mentalelfz.com/tesfiles.html) utility to re-create the install fileset for BCC. You'll notice that the package is a LOT smaller now, because there's a ton of stuff in the BCC that isn't actually USED. This just HAPPENS to include the files that were causing the trouble before. You can blow out your MW testbed, or keep it for future use. Install the newly-repackaged BCC archive, and Mash should have no problems with it now.

On a side note, you'll experience very similar problems with Mash if the mod has any resource files flagged read-only or system (don't think hidden causes it to barf, but there would be run-time problems there). This is because it unpacks stuff to a temp folder first, THEN moves it to Data Files, and then tries to delete the temp stuff...which in the two cases listed above, it can't do.

Modders, PLEASE, help us out here. Make sure your filenames are low-order ASCII, your resource permissions are checked, and use TESFILES to filter the garbage out of your mods. You'll save yourself a lot of "why is this..." comments and see a proportional rise of "this mod rocks!" :)

Rochndil, who is slowly working his way through the BCC, deleting a lot of mods he doesn't care for...
User avatar
Amy Gibson
 
Posts: 3540
Joined: Wed Oct 04, 2006 2:11 pm

Post » Tue May 17, 2011 3:08 pm

Hi all,

Does Wrye Mash work with Python 2.6.4? (like Wrye Bash)

EDIT : Answered in Wrye Bash thread. Python 2.6.4 don't mess with most of functions. Not tested for some.
User avatar
Brad Johnson
 
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Joined: Thu May 24, 2007 7:19 pm

Post » Tue May 17, 2011 8:51 am

I can tell you EXACTLY what's going on here. There are some resource files in the BCC (a couple of textures) that use the ? character in the filename. When Mash sees ANY high-order ASCII characters in a filename, it barfs and dies. You'll see this a lot with foreign MW mods, like the French ones.

There are two solutions, one easy, and one slightly harder (but better).

1. Manually unpack the contents of the BCC to a directory under your Installers directory. Mash can copy files out of a "project" directory even though it can't extract them from an archive. Install from the project directory, and everything should work fine.

2. Create a dummy MW install, and install the full BCC package there (manually). THEN run Mental Elf's awesome TESFILES (http://www.mentalelfz.com/tesfiles.html) utility to re-create the install fileset for BCC. You'll notice that the package is a LOT smaller now, because there's a ton of stuff in the BCC that isn't actually USED. This just HAPPENS to include the files that were causing the trouble before. You can blow out your MW testbed, or keep it for future use. Install the newly-repackaged BCC archive, and Mash should have no problems with it now.



TESFILES?? Great- another utility to figure out....

.. but in this case it proved (somewhat) successful. Using method 2 on the Bitter Coast Compilation, the mod went from 147 meg (RAR) to just under 100 meg. Best of all, it installs with MASH. Very cool...

However- using the same method on The Hidden Path didn't work- same error message when trying to install. Strange.
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Jerry Cox
 
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Post » Tue May 17, 2011 12:48 pm

Good morning.

TESFILES?? Great- another utility to figure out....

.. but in this case it proved (somewhat) successful. Using method 2 on the Bitter Coast Compilation, the mod went from 147 meg (RAR) to just under 100 meg. Best of all, it installs with MASH. Very cool...

However- using the same method on The Hidden Path didn't work- same error message when trying to install. Strange.


That's because with BCC, using TESFILES cut out some junk files that weren't actually necessary (not used in the plug-in) - and among these unnecessary files were the ones causing the trouble. With Hidden Pathway, the files causing the trouble ARE being used by the plug-in, so TESFILES makes sure to include them. The solution there is to unpack Hidden Pathway to its own directory under Installers, and then use Mash to install from there. That should work, since it's always worked for me.

Rochndil, who COULD edit the ESP and all the resources to actually fix the problem, but that'd be a bear...
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Etta Hargrave
 
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Post » Tue May 17, 2011 4:05 pm

That's because with BCC, using TESFILES cut out some junk files that weren't actually necessary (not used in the plug-in) - and among these unnecessary files were the ones causing the trouble. With Hidden Pathway, the files causing the trouble ARE being used by the plug-in, so TESFILES makes sure to include them. The solution there is to unpack Hidden Pathway to its own directory under Installers, and then use Mash to install from there. That should work, since it's always worked for me.



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...
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Stay-C
 
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Post » Tue May 17, 2011 4:04 pm

Trying to RunFunction index greater than function count


Maybe you have some MWSE mods and you should double-check you have the right version of MWSE(or MGE)?
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Danny Blight
 
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Post » Tue May 17, 2011 1:50 am

Maybe you have some MWSE mods and you should double-check you have the right version of MWSE(or MGE)?


Actually, this is on a completely fresh install- only the (modified) BCC, Better Bodies (required), and the modTESTchargen.ESP .

Hmm... does that telescope mod require MWSE ?


EDIT: From the readme- 61) LOCH Brass Telescope - by Lochanrus & Timeslip - (uncheck) - added the MGE version(but Mge) not needed,(but you lose the effect without it)

Hmm, well there you go...guess MGE is needed
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christelle047
 
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Post » Tue May 17, 2011 4:06 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.
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Jay Baby
 
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