Yacoby's Wrye Mash Fork

Post » Tue Sep 21, 2010 8:09 am

The "Run Morrowind" button makes Mash crash, and the game doesn't run.

(Doesn't bother me that much, I'll just use the other Shortcut I put in the Desktop to run Morrowind Enhanced)

May I ask where have you installed Wrye Mash or Morrowind in Windows and what Windows version are you using?
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Daramis McGee
 
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Post » Tue Sep 21, 2010 4:26 am

It crashes for me too.

Well actually not a crash an error:
Traceback (most recent call last):  File "F:\Bethesda Games\Morrowind\Mopy\masher.py", line 6343, in Execute    os.spawnl(os.P_NOWAIT,os.path.join(conf.settings['mwDir'],'Morrowind.exe'))  File "C:\Python26\lib\os.py", line 612, in spawnl    return spawnv(mode, file, args)OSError: [Errno 22] Invalid argument

I always install my games outside of the default location (actually on another drive even than the OS) - as is shown in the error above. I use Vista 64 and yes I always have UAC on and no that is not negotiable.

What is interesting is this bit:
OSError: [Errno 22] Invalid argument
Now I know OBSE is an oblivion thing and I was not aware that the argument to have OBSE launch was ever part of Wrye Mash. With Wrye bash that option to turn off OBSE launching is with a checkbox next to the launcher. This is not present with Wrye Mash (or at least this version).

If that is not what the OBSError means then - well it was a nice guess.
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Assumptah George
 
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Post » Tue Sep 21, 2010 9:24 am

If that is not what the OBSError means then - well it was a nice guess.

It's OSError - which is almost certainly the DOS/Windows error return code from the script. Every application that runs can send a return code back to the calling code (usually the OS, but could be another app) to indicate whether it completed OK or encountered an error. This was frequently used in old DOS apps and batch scripts.
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Isabel Ruiz
 
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Post » Tue Sep 21, 2010 3:47 am

I really hate this, but I must tell you that the Ctrl mod sorting feature doesn't work in Wrye Mash 85 as intended. Not for me perhaps that's working for other users. :shrug:
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bonita mathews
 
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Post » Tue Sep 21, 2010 10:01 am

I really hate this, but I must tell you that the Ctrl mod sorting feature doesn't work in Wrye Mash 85 as intended. Not for me perhaps that's working for other users. :shrug:

Just noticed a bug. It maybe that :shrug:
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Vicki Gunn
 
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Post » Tue Sep 21, 2010 8:46 am

All of my games are installed under D:\Games\

(so in this case, my root Morrowind directory would be D:\Games\Bethesda Softworks\Morrowind)

I'm on Vista x64.
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Kat Ives
 
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Post » Tue Sep 21, 2010 5:48 am

Just noticed a bug. It maybe that :shrug:

Now I've more errors for you and this time it's in the Installers tab. I was installing Clothier of Vvardenfell 1.1 mod when this came up.
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.

I don't know much about programming, but I think this related to the mosh.py code and apparently there is no Installers temp folder created when extracting the mod files from the archive. :unsure:


@Nash Muhandes: Are you using MGE? - If so do you have all the http://www.fliggerty.com/phpBB3/viewtopic.php?p=65209#p65209 installed?

Please note that you don't need .NET 4.0 for MGE so you can install .NET 2.0 instead, but if install .NET 2.0 you probably need to patch it afterwards. :)
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Adam Porter
 
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Post » Tue Sep 21, 2010 3:10 pm

Umm... I'm confused. What does MGE have to do with this? I have no issues what-so-ever with MGE. :P

Sorry if I misunderstand you...
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Marcia Renton
 
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Post » Tue Sep 21, 2010 9:16 am

Previous versions of Mash started Morrowind incorrectly which may be the issue (The first argument to the program should always be the program name)
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Heather M
 
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Post » Tue Sep 21, 2010 6:49 pm

Previous versions of Mash started Morrowind incorrectly which may be the issue (The first argument to the program should always be the program name)

That's odd because I tried that the other day and was working for me.
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Sarah MacLeod
 
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Post » Tue Sep 21, 2010 4:15 pm

Well, I'm stumped. I get this when trying to refresh Installers...

Traceback (most recent call last):  File "masher.pyo", line 2336, in OnShowPage  File "masher.pyo", line 1970, in OnShow  File "mosh.pyo", line 4231, in refresh  File "mosh.pyo", line 4464, in refreshInstallers  File "mosh.pyo", line 3845, in refreshBasic  File "mosh.pyo", line 4108, in refreshSource  File "mosh.pyo", line 3629, in refreshSizeCrcDate  File "bolt.pyo", line 1320, in __call__  File "bolt.pyo", line 1291, in __call__  File "balt.pyo", line 895, in doProgress  File "wx\_windows.pyo", line 2971, in UpdateUnicodeDecodeError: 'ascii' codec can't decode byte 0xf3 in position 66: ordinal not in range(128)


I'm running Win7 x64.

Morrowind is installed in C:\Games\Bethesda Softworks\Morrowind\

Have tried it with Wrye Mash installed in C:\Games\Bethesda Softworks\Tools\Wrye Mash\ ; C:\Games\Bethesda Softworks\Morrowind\Wrye Mash\ ; and even just in C:\Games\Bethesda Softworks\Morrowind with \Mopy in \Morrowind and \Mash in \Data Files (the originally intended install paths I assume).

Both the standard version of Wrye Mash using wxPython and the standalone version of Wrye Mash with python compiled in work in any of these locations.

Wanted to get this version with tes3cmd coded in working and test some functionality, but ran into the error right off the bat.

Actually, that's not 100% true. The first problem I ran into was that the installers tab was not caching and spent 10+ minutes rechecking CRCs every time I restarted Mash. That was when I dropped \Mopy and \Data Files over my existing version of the standalone Wrye Mash loaded in C:\Games\Bethesda Softworks\Tools\Wrye Mash\. After that, I reinstalled this version of Wrye Mash 85 fresh and ran into the error output above when loading Installers tab. Didn't notice which project it was on during the refresh when the errors occur.

I'm sure it's some ID-10-T error I'm making in the install. :rolleyes:

Thanks for your work on this! Always can use "old-and-improved" tools! :thumbsup:

Take care,

-RMWChaos

[edit]
Come to think of it, there might be one other thing to consider that could be the problem based on the UnicodeDecodeError. My file structure is a bit weird. Even though standard and compiled versions of Wrye Mash seem to handle it ok, it's possible some code change in 85 doesn't like it ... ??

Here's a quick example of my file structure...
C:\Games    \Bethesda Softworks        \MW Installers            \(NPCS) Morrowind Comes Alive v6.1                \00 Main                \01 COV Addon                \02 Divine Domina Addon                \03 Guards Help                \04 Tamriel Rebuilt Addon                \05 Vampire Realism Patch... and some of my package folders look like this ...\(CMBT) Zooming Bows v2.3 (MWSE)\

So not sure if this structure, while BAIN-based, is confusing Wrye Mash 85 with all the parenthetical ( ) notations and extra periods . in them.

Other than that, I don't use any special characters (no &, $, %, @, !, etc) with the sole exception of a hyphen - in one name. I suppose I can try removing that to see what happens.

Thoughts?
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Ana
 
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Post » Tue Sep 21, 2010 3:38 pm

If you had the stand alone version installed - did you completely remove all of its components prior to installing this?
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Lizzie
 
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Post » Tue Sep 21, 2010 5:57 am

If you had the stand alone version installed - did you completely remove all of its components prior to installing this?


Pretty sure that I did - was the first thing I checked after I ran into the full refresh issue every time I restarted Mash. I even went so far as to completely uninstall python.

I also removed the BASH folder created in my MW Installers folder, then reset the Installers location in the fresh install of Wrye Mash 85 before opening the Installers tab the first time.

er ... yeah ... I think that makes sense. Hard to tell with my eyes all burning and gluey. Maybe it's a little past my bedtime now. :snoring:
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Eddie Howe
 
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Post » Tue Sep 21, 2010 5:59 pm

@RMWChaos Thanks for the bug report. I know a hacky fix which should sort it
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Penny Wills
 
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Post » Tue Sep 21, 2010 7:28 am

If you had the stand alone version installed - did you completely remove all of its components prior to installing this?

I didn't remove the BASH folder from Melchor's WMSA version. So what's the difference? :unsure:
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Nitol Ahmed
 
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Post » Tue Sep 21, 2010 5:06 am

Well Just trying to give him a thing to try out.

Why would he have issues with the installers tab and I don't? I for one didn't switch from stand alone - a shot in the dark and a missed one at that.
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JAY
 
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Post » Tue Sep 21, 2010 4:39 pm

This sounds like it has a lot of potential.

I'm sure I'll have some suggestions eventually but at the moment I can only think of one very small thing:

Some plugins are saved as ".ESP" instead of ".esp". If you try just changing the extension in Mash to lowercase it will say that the new filename is the same as the old one, so you have to change the plugin name AND the extension, then change the plugin name BACK to how it was.
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BrEezy Baby
 
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Post » Tue Sep 21, 2010 6:15 am

Well Just trying to give him a thing to try out.

Why would he have issues with the installers tab and I don't? I for one didn't switch from stand alone - a shot in the dark and a missed one at that.

Yes I know but you asked a good question, so I thought this should be explained why some people can do that and others can't. Anyway this is interesting, because you didn't switch over to Yacoby's WMSA from Melchor's WMSA which I did the latter. Hmm... I wonder why? Any Ideas? :shrug:
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Jesus Duran
 
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Post » Tue Sep 21, 2010 12:51 pm

Now I've more errors for you and this time it's in the Installers tab. I was installing Clothier of Vvardenfell 1.1 mod when this came up.
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.

I don't know much about programming, but I think this related to the mosh.py code and apparently there is no Installers temp folder created when extracting the mod files from the archive. :unsure:

This is now fixed in the repos. Basically there was an error if someone was using non ascii file names in their mod (This seems to be the same sort of error as the one RMWChaos is experiencing). I am fairly sure I have fixed RMWChaos's problem, but I cannot reproduce it at present but I think it is fixed.

I have yet to build a stand alone version with these changes incorporated though.
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Nadia Nad
 
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Post » Tue Sep 21, 2010 5:13 pm

This is now fixed in the repos. Basically there was an error if someone was using non ascii file names in their mod (This seems to be the same sort of error as the one RMWChaos is experiencing)

Thanks Yacoby. :D
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Ice Fire
 
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Post » Tue Sep 21, 2010 8:23 am

Thx Yacoby for sharing your improvements.

I would have one request: Enabling the possibility to organize the compressed mod archives into subdirectories.

For instance:
Morrowind \ Installers   \ Graphics      \ Equipment         \ darknut little weapons mod.7z      \ Creatures         \ darknut creature textures.7z      \ Buildings         \ plangkye telvanni textures.7z      \ Nature         \ vurts*.7z   \ Audio   \ Gameplay[...]

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Ron
 
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Post » Tue Sep 21, 2010 5:08 pm

Ooh, that reminds me, I have a rather large request...

I only found out about Mash "installers" recently. However, I don't like the fact that you have to keep all your archives in order for it to work, effectively doubling the amount of space your mods are taking up. Ideally I think Mash should just keep a list of which files are included in each mod, rather than the files themselves, except where one mod overwrites files from another, in which case the original files should be kept in case the user wants to revert back to them.
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Joe Alvarado
 
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Post » Tue Sep 21, 2010 3:49 pm

Thx Yacoby for sharing your improvements.

I would have one request: Enabling the possibility to organize the compressed mod archives into subdirectories.

For instance:
Morrowind \ Installers   \ Graphics      \ Equipment         \ darknut little weapons mod.7z      \ Creatures         \ darknut creature textures.7z      \ Buildings         \ plangkye telvanni textures.7z      \ Nature         \ vurts*.7z   \ Audio   \ Gameplay[...]


I think someone has already request such feature in the past and IIRC the answer was no, but I do think that's possible with a feature which add another " ==Last== " greyout marker into the Installers tab under a different name. If that's possible it could be convenient for any user to have the same feature that's already in Wrye Bash.

More bugs for you Yacoby. This came up when I uninstall Tamriel Rebiult.

Traceback (most recent call last):  File "masher.pyo", line 5266, in Execute  File "masher.pyo", line 2331, in RefreshUIMods  File "mosh.pyo", line 3021, in refresh  File "mosh.pyo", line 3133, in unload  File "mosh.pyo", line 2393, in unload  File "mosh.pyo", line 2333, in refreshDoubleTime  File "mosh.pyo", line 2717, in __getitem__KeyError: 'TR_Map1.esm'

The archive in question: Yacoby-Wrye-Mash-d56ad2e
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Markie Mark
 
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Post » Tue Sep 21, 2010 6:26 pm

Ooh, that reminds me, I have a rather large request...

I only found out about Mash "installers" recently. However, I don't like the fact that you have to keep all your archives in order for it to work, effectively doubling the amount of space your mods are taking up. Ideally I think Mash should just keep a list of which files are included in each mod, rather than the files themselves, except where one mod overwrites files from another, in which case the original files should be kept in case the user wants to revert back to them.

So you would want the installer to delete the files that it installed from and only keep a record of what was installed? That kind of removes one of the greater powers that BAIN (installers tab) has, which is to be able to juggle the overwriting and underwriting of files automatically.

I'm not sure about other versions of Wrye Mash, but this one has a minimal mash ini (found in the Mopy folder) with the most important setting (to me) which is the ability to change the directory from which it scans installers. With this then you could even change the installers directory to a completely different hard drive.

If you would like to learn more about the use of BAIN http://www.gamesas.com/index.php?/topic/1084204-bain-mod-installation-projects/ in Oblivion (much of the information applies to Morrowind as well) and then there is also http://tesivpositive.animolious.com/?page=bain_installation too (again mostly Oblivion centric).

I'm giving Morrowind another try and like Oblivion and Fallout3 I'm BAINing all mods which will make it so I could install, uninstall, reinstall or whatever all automatically and not have to sweat wondering if I forgot a file somewhere.
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biiibi
 
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Post » Tue Sep 21, 2010 2:05 pm

[quote name='Leonardo2' timestamp='1304603263' post='17609293']
I think someone has already request such feature in the past and IIRC the answer was no

I http://www.gamesas.com/index.php?/topic/1068986-wrye-mash-thread-5/page__view__findpost__p__16961442 asked on Wrye Mash's official thread as I was wondering if the tool already had such a feature. Unfortunately you confirmed my doubts :ermm:
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Ally Chimienti
 
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