Wrye Mash: User's Guide to Managing Mods

Post » Mon Mar 14, 2011 12:43 pm

Not too sure what the guide's saying but to clean a save game:

Saves tab > Highlight relevant save

List box on right hand side (beneath screenshot) is populated with mods associated with save game

Right-click list box's column header ("File") > Sync to load list (changes the mods associated with save game to match currently selected mods)

Click Save

Back in the main window right-click your save game > Repair All (might need to Save again)

[Optionally:
Right-click save game > Remove > Debris Cells
Right-click save game > Remove > Spawned Creatures
Right-click save game > Remove > [Any removers you've set-up]
Right-click save game > Update Map

Save as needed]
User avatar
Mélida Brunet
 
Posts: 3440
Joined: Thu Mar 29, 2007 2:45 am

Post » Mon Mar 14, 2011 3:24 pm

The problem I'm having (or that other novice users might have) is that I don't see the word "Masters" anywhere. Am I clicking to the right or the left of the Saves tab? There is a reference to Masters if I right click under the Morrowind Save Files section of the program - on the far right - in the section that lists the mods and has the "File" and "Num" bars over it. This bring up a dialog box that says "Update Masters" and it asks if I want to edit/update masters. Is this what the instructions are referring to?


Currently Wrye doesn't show "Masters" when you right click on File, in the right hand side of the Saves folder. What you want to do is:

Click to highlight the saved game.
Right-click on File, on the right side of the Wrye screen.
Left-click "Sync to Load List."
Left-click the Save button, below.

This will make sure (well, as sure as possible) that the saved game now reflects the mods you currently have loaded.
User avatar
FoReVeR_Me_N
 
Posts: 3556
Joined: Wed Sep 05, 2007 8:25 pm

Post » Mon Mar 14, 2011 10:06 pm

Dragon, Fable, thank you. Maybe those descriptions could be added to the guide. Very helpful, and appreciated.
User avatar
gary lee
 
Posts: 3436
Joined: Tue Jul 03, 2007 7:49 pm

Post » Mon Mar 14, 2011 9:51 pm

Bugdump:

Traceback (most recent call last):  File "mash.py", line 7, in <module>	import masher  File "C:\PROGRA~1\Bethesda Softworks\Morrowind\wrye\Mopy\masher.py", line 26,in <module>	import wxImportError: No module named wx

User avatar
james reed
 
Posts: 3371
Joined: Tue Sep 18, 2007 12:18 am

Post » Tue Mar 15, 2011 4:45 am

Install wxPython
User avatar
Pixie
 
Posts: 3430
Joined: Sat Oct 07, 2006 4:50 am

Post » Mon Mar 14, 2011 3:10 pm

Install wxPython

Thanks; tried that and now:
Traceback (most recent call last):  File "mash.py", line 7, in <module>	import masher  File "C:\PROGRA~1\Bethesda Softworks\Morrowind\wrye\Mopy\masher.py", line 43,in <module>	import wx.lib.iewin  File "C:\Python25\Lib\site-packages\wx-2.8-msw-ansi\wx\lib\iewin.py", line 15, in <module>	import wx.lib.activex  File "C:\Python25\Lib\site-packages\wx-2.8-msw-ansi\wx\lib\activex.py", line 36, in <module>	import comtypesImportError: No module named comtypes
Googled for comtypes, tried to install but it just crashes :(
User avatar
Matt Terry
 
Posts: 3453
Joined: Sun May 13, 2007 10:58 am

Post » Tue Mar 15, 2011 4:30 am

ImportError: No module named comtypes[/code]Googled for comtypes, tried to install but it just crashes :(

You might try this: http://planetelderscrolls.gamespy.com/View.php?view=OblivionUtilities.Detail&id=52560&id=44. It was put together for Bash, but users report it works for Mash too, and it should include all the pre-reqs you need.
User avatar
Kelli Wolfe
 
Posts: 3440
Joined: Thu Aug 23, 2007 7:09 am

Post » Tue Mar 15, 2011 12:29 am

You might try this: http://planetelderscrolls.gamespy.com/View.php?view=OblivionUtilities.Detail&id=52560&id=44.
Hooray, it worked! Even though half the programs crashed while installing, wrye mash works so that's all I care about. Thanks!
User avatar
Yung Prince
 
Posts: 3373
Joined: Thu Oct 11, 2007 10:45 pm

Post » Mon Mar 14, 2011 5:11 pm

This should be stickied, perhaps? This guide is the essential reading for the uninitiated. And again, it got big goofy me to a clean and completely functional game for the first time ever.
User avatar
Eileen Müller
 
Posts: 3366
Joined: Fri Apr 13, 2007 9:06 am

Post » Tue Mar 15, 2011 4:59 am

Hi,

I'm using v84, Python 2.5. generally it works OK, but I get some error messages now and then. E.g. I got something like this when I tried to 'Install Missing' with 'Children of the Night II':

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

I also got similar error messages when I tried to NOMify mods.

Anybody experienced anything similar? Do you have any idea what can possibly cause that?

Regards

PS
Today, I'm having problems installing Horror Mod. I keep getting an error as well:

Traceback (most recent call last):
File "D:\Bethesda Softworks\Morrowind\Mopy\masher.py", line 4575, in Execute
self.data.install(self.selected,progress,last,override)
File "D:\Bethesda Softworks\Morrowind\Mopy\mosh.py", line 4460, in install
installer.install(archive,destFiles,self.data_sizeCrcDate,SubProgress(progress,i
ndex,index+1))
File "D:\Bethesda Softworks\Morrowind\Mopy\mosh.py", line 3951, in install
self.unpackToTemp(archive,dest_src.values(),SubProgress(progress,0,0.9))
File "D:\Bethesda Softworks\Morrowind\Mopy\mosh.py", line 3935, in unpackToTemp
raise StateError(_("Extraction failed."))
mosh.StateError: Extraction failed.
User avatar
joannARRGH
 
Posts: 3431
Joined: Mon Mar 05, 2007 6:09 am

Post » Mon Mar 14, 2011 11:58 pm

Is there any way to make the Update Map function during save game cleaning... well... not mess up the map? I have the grid lines thing disabled, I'm using it to clear off the Tamriel Rebuilt landmass (don't kill me, I'm saving it for a later Telvanni character), and it gets rid off that fine, but it really messes up the center of the map around Red Mountain. Any ideas?
User avatar
saxon
 
Posts: 3376
Joined: Wed Sep 19, 2007 2:45 am

Post » Tue Mar 15, 2011 12:31 am

Hi,
I was wondering if anyone might be able to help.
I was running Wrye Mash in the 7.9 version on Python 25.

Then, today, without really thinking, I uninstalled 25 and installed 26 for something else.
Along with Python 26 I also installed PyFFI 2.0.0.

Then, realizing my Mash wouldn't work, I instealled the 84 version of Mash, and then added the wxPython26 Ansi files. I did not uninstall my previous version of Mash.

I corrected my paths in the Wrye short cut:
(for referance)
E:\werewolf\Bethseda Softworks\Morrowind\Mopy
C:\Python26\pythonw.exe

Yet, when I go to run, nothing happens.
I did the dump check and this was the result:

Traceback (most recent call last):
File "mash.py", line 7, in
import masher
File "E:\WereWolf\Bethesda Softworks\Morrowind\Mopy\masher.py", line 26, in
import wx
File "c:\python26\lib\site-packages\wx-2.8-msw-ansi\wx\__init__.py", line 45, in
from wx._core import *
File "c:\python26\lib\site-packages\wx-2.8-msw-ansi\wx\_core.py", line 4, in
import _core_
ImportError: DLL load failed: The specified procedure could not be found.

So, any help would be appreciated

Thanks :)
User avatar
Grace Francis
 
Posts: 3431
Joined: Wed Jul 19, 2006 2:51 pm

Post » Tue Mar 15, 2011 4:01 am

How does the constant erasing of my save games effect the repair of the last save?
My only and last save is pink and when I do a 'repair all" it say "no problems found"
but is still pink. I read somewhere before that getting rid of your old saves keeps
the game from crashing. So ever since then when I quit a session I erase all saves
except of coarse my last one. Is this not a healthy habit?

Thanks!
User avatar
Claire Lynham
 
Posts: 3432
Joined: Mon Feb 12, 2007 9:42 am

Post » Mon Mar 14, 2011 11:33 pm

How does the constant erasing of my save games effect the repair of the last save?
My only and last save is pink and when I do a 'repair all" it say "no problems found"
but is still pink. I read somewhere before that getting rid of your old saves keeps
the game from crashing. So ever since then when I quit a session I erase all saves
except of coarse my last one. Is this not a healthy habit?

Thanks!

First of all, pink is the healthy colour for Saves. You want pink Saves.
It seems a little backwards of the rest, but it's true. If it's green or blue, that means it's not updated, but there won't be any problems and it will turn pink once you save. If it's any other colour besides pink/blue/green, that means it's not updated but their will be problems.

You don't have to erase all your saves. Just don't collect a large amount of them. I usually have 4-5 and I get no problems.
User avatar
Melissa De Thomasis
 
Posts: 3412
Joined: Tue Feb 27, 2007 6:52 pm

Post » Tue Mar 15, 2011 1:10 am

Wrye Mash scares me. The first (and last) time I used it, it deleted a mod I made, which happened to be my dwelling where I kept all of my items.

What happened and how can I avoid that? (I'm assuming the mod I made wasn't clean, because I don't know how to make clean mods. And if someone could tell me how to do that, that'd be great, too. =])
User avatar
Kim Kay
 
Posts: 3427
Joined: Fri Oct 13, 2006 10:45 am

Post » Mon Mar 14, 2011 9:56 pm

Wrye Mash scares me. The first (and last) time I used it, it deleted a mod I made, which happened to be my dwelling where I kept all of my items.

What happened and how can I avoid that? (I'm assuming the mod I made wasn't clean, because I don't know how to make clean mods. And if someone could tell me how to do that, that'd be great, too. =])

It can be confusing at first, as there is lots of info to read. But it's quite simple if you take the time to read what Wrye (the person) has provided http://wrye.ufrealms.net/Wrye%20Mash.html If you use mods, it's basically essential to keep MW working happy.

You must have clicked File/Delete for some reason. The program doesn't delete anything, you can only do that yourself.
There are many tutorials on making clean mods pinned at the top of the forum.
User avatar
Eileen Collinson
 
Posts: 3208
Joined: Thu Dec 28, 2006 2:42 am

Post » Tue Mar 15, 2011 3:55 am

It can be confusing at first, as there is lots of info to read. But it's quite simple if you take the time to read what Wrye (the person) has provided http://wrye.ufrealms.net/Wrye%20Mash.html If you use mods, it's basically essential to keep MW working happy.

You must have clicked File/Delete for some reason. The program doesn't delete anything, you can only do that yourself.
There are many tutorials on making clean mods pinned at the top of the forum.



It was a while ago (so I'm not 100 percent sure), but I just recall cleaning something and my mod went 'bye-'bye. But thanks for the feedback. I'll get readin'. =]
User avatar
Jennifer Munroe
 
Posts: 3411
Joined: Sun Aug 26, 2007 12:57 am

Post » Mon Mar 14, 2011 3:30 pm

Hi,
I was wondering if anyone might be able to help.
I was running Wrye Mash in the 7.9 version on Python 25.

Then, today, without really thinking, I uninstalled 25 and installed 26 for something else.
Along with Python 26 I also installed PyFFI 2.0.0.

Then, realizing my Mash wouldn't work, I instealled the 84 version of Mash, and then added the wxPython26 Ansi files. I did not uninstall my previous version of Mash.

I corrected my paths in the Wrye short cut:
(for referance)
E:\werewolf\Bethseda Softworks\Morrowind\Mopy
C:\Python26\pythonw.exe

Yet, when I go to run, nothing happens.
I did the dump check and this was the result:

Traceback (most recent call last):
File "mash.py", line 7, in
import masher
File "E:\WereWolf\Bethesda Softworks\Morrowind\Mopy\masher.py", line 26, in
import wx
File "c:\python26\lib\site-packages\wx-2.8-msw-ansi\wx\__init__.py", line 45, in
from wx._core import *
File "c:\python26\lib\site-packages\wx-2.8-msw-ansi\wx\_core.py", line 4, in
import _core_
ImportError: DLL load failed: The specified procedure could not be found.

So, any help would be appreciated

Thanks :)


Problem solved on other Forum.
Basically, Mash won't work with Python 2.6
So used Python 2.5.4 and wxPython 2.8.7.1 for Python 25
Kept using Python 26 for Blender
User avatar
Anna S
 
Posts: 3408
Joined: Thu Apr 19, 2007 2:13 am

Post » Mon Mar 14, 2011 3:25 pm

This is sort of a "bump" and sort of a "hey, I hope you're still working on this".

For me, this thread is vital. When it comes to getting mods to work, it spells it out clearly in non-modder language, and the step by step is very simple to follow. It's the Keys To The Kingdom, as it were. Never had a clean game until I followed this guide to the letter (well, except the part where it says to right click on Master).

Thanks for the work on this. It really does make it possible for a non-modder to get the game looking and playing in top form.
User avatar
Stacey Mason
 
Posts: 3350
Joined: Wed Nov 08, 2006 6:18 am

Post » Mon Mar 14, 2011 4:45 pm

I have a question on the 'merge levelled list' feature. I've read some of the earlier examples, but say i have two mods. Mod 1 modifies say, rats levelled list so they have a 5% chance to drop cheese. Mod 2 modifies the same rat so they have a 50% chance to drop cheese. The Wrye mash website mentions that if the % chance is 0% for one levelled list entry then that is the % applied when merged with any other modification to that entry. Back to the above example: i'm guessing that the merge feature would result in a:

50% chance of 5% chance to drop cheese plus 50% chance of 50% chance to drop cheese, resulting in a 55% aggregate. Question: is there any way to make say, the later mod loaded have precedence even tho they are modifying the exact same creature? Normally you would simply choose not to use the 'merge level list' feature but the dilemma is that the two mods change a vast number of different things, and i am unsure how specific the levelled lists are. Does each creature have their own level list? Or is it region based, genus based or what? If it is region based then presumably without merging none of the 1st mod's changes would be applied. Or is there a specific function to allow same creature type modifications to apply only 1 levelled list change instead of melting them together?
User avatar
Camden Unglesbee
 
Posts: 3467
Joined: Wed Aug 15, 2007 8:30 am

Post » Mon Mar 14, 2011 4:52 pm

Sorry for not giving you a definitive answer, mousiehamster, but have a read of this thread: http://www.gamesas.com/bgsforums/index.php?showtopic=523132&hl= it's got a lot of information on levelled lists in. Hopefully your questions will be answered there.
User avatar
Stephanie Valentine
 
Posts: 3281
Joined: Wed Jun 28, 2006 2:09 pm

Post » Mon Mar 14, 2011 9:31 pm

As noted elsewhere, http://www.gamesas.com/bgsforums/index.php?showtopic=1045803, UF realms is down and Wrye Musings along with it. (Hosting for Wrye Musings is generously provided by Silmarillion who also hosts Canadian Ice forums and several other leadings ES sites.

Wrye Mash is now available at http://tesnexus.com/downloads/file.php?id=27588. Most major other mods of mine are also either at TesNexus or PES. I'll see about getting any missing mods up soon.

Hopefully, Silmarilion will have UF Realms up again before too long. (And thanks once again to her for hosting all of us for so long.)
User avatar
Cesar Gomez
 
Posts: 3344
Joined: Thu Aug 02, 2007 11:06 am

Post » Tue Mar 15, 2011 4:05 am

A classics guide that still contain many useful information, thanks Ronin49. I remember reading this great guide when I first started too insrall and test mods for Morrowind and I still have a hard print I made years ago for reference. Wrye Mash most be the best tool ever made for this game.

PS. Yes it was a BUMP.
User avatar
Racheal Robertson
 
Posts: 3370
Joined: Thu Aug 16, 2007 6:03 pm

Post » Tue Mar 15, 2011 1:38 am

Recently, I've some odd texture loss problems. All of the textures involved with Better Clothes and Better heads have gone stark white. I'm not sure what I did to cause this, but I'm going to try installing the latest versions of those files.

Also I'm trying to use Children of Morrowind in my game but when I open Mash it says the esm file has a "corrupted header" and doesn't show it in the list. What exactly does this mean?
User avatar
Amy Gibson
 
Posts: 3540
Joined: Wed Oct 04, 2006 2:11 pm

Post » Tue Mar 15, 2011 4:13 am

PS. Yes it was a BUMP.


And I'm so glad you did. Have been looking for something like this. Brilliant! Why is this thread not linked to in one of the pinned posts.....?
User avatar
Alister Scott
 
Posts: 3441
Joined: Sun Jul 29, 2007 2:56 am

PreviousNext

Return to III - Morrowind