[REL] Wrye Bash

Post » Sun May 27, 2012 8:40 am

Just fyi...

I run BUM and Bash 296. However, I do not run BOSS through Bash at all. I do everything through BUM now and have no problems. I don't do any manual reordering of mods, either. I only make userlist entries in BUM and let the tool handle the LO.

I use both WB and NMM, too, for different purposes.

What's your point? BUM and BOSS don't communicate with Bash directly at all. Both of us report that BOSS is working just fine, and plugins.txt is filled with a correct load order.

The issue lies somewhere between plugins.txt and the output of Bash's mods tab. BUM can't do a thing about it.

@Bash people: is it possible that Bash is running any leftover code from the modified date load order days that's mucking things up?
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clelia vega
 
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Post » Sun May 27, 2012 6:23 pm

Possible, yes, but figuring out where that might be in the maze of Python code isn't easy.
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leni
 
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Post » Sun May 27, 2012 6:27 am

Lojack mentioned this a bit before he went offline, iirc he found some old code but couldn't see how it could be causing problems with the new system.
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natalie mccormick
 
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Post » Sun May 27, 2012 1:06 pm

Well, if you want an excruciating tutorial of how a novice got the whole thing working - Wrye Bash and BOSS - take a look at the last couple of pages.

It is working without a hitch.

I can't mention this too often - none of the things were working until I ran WB with the debug mode. Now it works without it, but initially it posted an error. Run that debug!
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Katie Louise Ingram
 
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Post » Sun May 27, 2012 2:54 pm

Well, if you want an excruciating tutorial of how a novice got the whole thing working - Wrye Bash and BOSS - take a look at the last couple of pages.

It is working without a hitch.

I can't mention this too often - none of the things were working until I ran WB with the debug mode. Now it works without it, but initially it posted an error. Run that debug!

You too? That's how I got mine finally working. I wonder what's being done in debug mode... Well hopefully that helps sort things out. Ismael, you might try running in debug mode too. My WB now recognizes the BOSS set load order with no problems.
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marie breen
 
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Post » Sun May 27, 2012 3:06 pm

Which obviously begs the question: What is it about debug mode that fixes things so regular mode works too.
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Catherine Harte
 
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Post » Sun May 27, 2012 9:26 am

Ok. I got working. Got an error, did the debug mode thing and that fixed it. Then I deleted that Bashed Patch and made another new one and it didn't produce an error. It actually appears to be functioning normally, and working with BOSS. Woohoo!

I would now like to volunteer to be the guy who reviews all the tutorials. Because, if it's possible to screw it up, miss it, or misunderstand it, I will. If - after viewing a tutorial - I can do it... anybody can do it.

Thank you to one and all.

Good! Glad to here. Start here. It's a great tutorial :smile:
http://docs.python.org/whatsnew/2.7.html

BTW It is refered to as a manual(or a grimoire as bovines see it). Read This Warning Also. The Head Monkey wrote it.
Tutorials are great.. but err..manuals are better.
http://www.uesp.net/wiki/User:Wrye#Warning


Wrye Python needs updated again...
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T. tacks Rims
 
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Post » Sun May 27, 2012 4:28 am

After trying all the above suggestions including a complete re-install of python + wrye. (includes running debug mode)

It still didn't work. So i tried something that I hadn't even thought of.
Turned OFF (Auto-Ghost)

Works fine now, (shakes head)

Re-ran Boss again to be sure, Then checked wrye. All the plugins matched up perfectly with Boss.
Afterwhich I turned ON (Auto-Ghost) (an Oblivion habbit of having too many mods in the data folder, whether active or not.)

Works fine, and the list is in correct order.

Thanks for all the suggestions though, It's informative :smile:

-Mush-

Edit: FYI - I would only turn ON (Auto-Ghost) when you're ready to play the game, any other time (when re-sorting mods by hand or using boss) keep the (Auto-Ghost) OFF. So far it's been working flawlessly.

Edit: Also tested the Boss icon within Wrye and it works as well.
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No Name
 
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Post » Sun May 27, 2012 1:09 pm

After trying all the above suggestions including a complete re-install of python + wrye. (includes running debug mode)

It still didn't work. So i tried something that I hadn't even thought of.
Turned OFF (Auto-Ghost)

Works fine now, (shakes head)

Re-ran Boss again to be sure, Then checked wrye. All the plugins matched up perfectly with Boss.
Afterwhich I turned ON (Auto-Ghost) (an Oblivion habbit of having too many mods in the data folder, whether active or not.)

Works fine, and the list is in correct order.

Thanks for all the suggestions though, It's informative :)

-Mush-

I'll try this and report my results when I get to my PC later.
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ShOrty
 
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Post » Sun May 27, 2012 10:57 am

Edit: FYI - I would only turn ON (Auto-Ghost) when you're ready to play the game, any other time (when re-sorting mods by hand or using boss) keep the (Auto-Ghost) OFF. So far it's been working flawlessly.

Edit: Also tested the Boss icon within Wrye and it works as well.

amended to my previous post.

-Mush-
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Romy Welsch
 
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Post » Sun May 27, 2012 8:07 pm

Hopefully since that has to do with BOSS and how it handles ghosting we might actually be able to work out a fix before the next ice age :)
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Zoe Ratcliffe
 
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Post » Sun May 27, 2012 3:55 pm

initial WizBAIN support on the installers tab.

Its not a real big change for me personanolly, but initial big code addon and features for others....
based from TES4WizBAIN

UnOfficial SVN 2366ish

http://www.4shared.com/archive/_YRG-2WA/Wrye_Bash_SVN_Upload_2366ish.html
http://www.4shared.com/archive/wRJdyBxH/Keyword_Files.html

Just drop mopy dir onto mopy to install. Patches.txt is for DEV use as to changes.
Changes in basher.py and bosh.py
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Inol Wakhid
 
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Post » Sun May 27, 2012 7:10 pm

I'll try this and report my results when I get to my PC later.

Disabling auto-ghost and running BOSS again fixed everything right up :) Turning auto-ghosting on does still seem to muck things up a bit, so as Mush23 said, I'll just leave it off for now.

I hope this helps identify exactly what the issue is so it can be fixed :)

Thanks a bunch!
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maddison
 
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Post » Sun May 27, 2012 8:23 am

Yeah, I never liked ghosting myself. I just manage my mods so that I never have too many. I like a clean environment. :)
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Rachael Williams
 
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Post » Sun May 27, 2012 11:06 am

I don't mean to be whiny or anything like that but I decided not to pick up skyrim again Until 296 is released.
Do we have a time frame even if it's in months that might be? A long time ago I removed Python and anxiously awaiting Cbash. Otherwise I'd be using the latest SVN.

I know you guys are working very hard and I very much appreciate what you do and continue to do.
Thanks so much, Zone22
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Marguerite Dabrin
 
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Post » Sun May 27, 2012 2:42 pm

I don't mean to be whiny or anything like that but I decided not to pick up skyrim again Until 296 is released.
Do we have a time frame even if it's in months that might be? A long time ago I removed Python and anxiously awaiting Cbash. Otherwise I'd be using the latest SVN.

I know you guys are working very hard and I very much appreciate what you do and continue to do.
Thanks so much, Zone22

Hmmm well officially development has stopped for a bit due to lack of personnel, unofficially there is a flurry of activity that may result in new personnel, its a little soon to expect any realistic date estimations but almost certainly no official release in the next few weeks.
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Ownie Zuliana
 
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Post » Sun May 27, 2012 12:29 pm

Erm I just went to rebuild my bash patch and my mods that are merge-able don't seems to be showing in the list anymore...?

EDIT:

I deleted the bash patch and used a new one hoping that will let them show up in the list again and now everything has gone, even the mods where their leveled lists where being merged, the auto box has a check in it still but nothing at all is coming up someone help me out here please.
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Amanda Leis
 
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Post » Sun May 27, 2012 11:23 am

initial WizBAIN support on the installers tab.

I went looking for the original to see if I could figure out how to use it again and whether I would want its features integrated into Wrye Bash / Smash ..

Its hidden on TES Nexus, so no description to be found, and your new files seem to require login with 4Shared

From what I remember it looked and sounded promising, there was obviously a lot of work went into it - But even with a description it was confusing

Right now there is no description, no original to reference, no description in your announcement post above, and BAIN is about the most reliable thing about the current setup I would be reluctant to mess with ... Unless your files include fixes for some of the current issues ?, or is it working along the same vision as Myk's BAIT ?

I presume you have a description in the download, but another sharing site join with no idea what for ..
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FABIAN RUIZ
 
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Post » Sun May 27, 2012 12:58 pm

initial WizBAIN support on the installers tab.

Its not a real big change for me personanolly, but initial big code addon and features for others....
based from TES4WizBAIN

UnOfficial SVN 2366ish

http://www.4shared.com/archive/_YRG-2WA/Wrye_Bash_SVN_Upload_2366ish.html

Just drop mopy dir onto mopy to install. Patches.txt is for DEV use as to changes.
Changes in basher.py and bosh.py
Maybe I did something wrong, but when I went to test this all it spits back is:
Error! Unable to start Wrye Bash.Please ensure Wrye Bash is correctly installed.Traceback (most recent call last):  File "C:\Wrye Bash SVN\Mopy\bash\bash.py", line 377, in main	import basher  File "C:\Wrye Bash SVN\Mopy\bash\basher.py", line 78, in 	import keywordWIZBAIN  # Keywords for BAIN Wizard stcImportError: No module named keywordWIZBAIN

I used your files to replace the copies of those two I had. Used Tortoise to generate a patch file. Restored the SVN 2365 copies. Told Tortoise to apply the patch I just generated, which applied itself to both files. Then tried to launch after copying the patched files into my working install.

Also, i'm with alt3rn1ty on this one. No description of what it does, no indication of how you're supposed to use it. I would have been guessing at best had it actually done something other than crash.

This is also no guarantee we'd apply the patch either. I don't really think it would be appropriate for Wrinklyninja or myself to introduce something this significant when all we're trying to do is resolve some bugs and get a stable 296 out the door. We could certainly use a bit of help on that front if you're willing :)
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lauren cleaves
 
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Post » Sun May 27, 2012 6:26 am

Erm I just went to rebuild my bash patch and my mods that are merge-able don't seems to be showing in the list anymore...?

EDIT:

I deleted the bash patch and used a new one hoping that will let them show up in the list again and now everything has gone, even the mods where their leveled lists where being merged, the auto box has a check in it still but nothing at all is coming up someone help me out here please.

Don't mean to be pushy guys but need as reply on this co things are acting the fool I'm having to manually add the mods that's tagged so there leveled list merge and the mergeable mods still ain't coming up in the list...also getting this come up when rebuilding bash patch now.


# Generating comtypes.gen._99AB80C4_5E19_4FD5_B3CA_5EF62FC3F765_0_1_0
# Generating comtypes.gen._00020430_0000_0000_C000_000000000046_0_2_0
# Generating comtypes.gen.stdole
# Generating comtypes.gen.myole4ax
# Generating comtypes.gen._EAB22AC0_30C1_11CF_A7EB_0000C05BAE0B_0_1_1
# Generating comtypes.gen.SHDocVw
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John Moore
 
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Post » Sun May 27, 2012 2:51 pm

crash, there are a lot of questions that only the developers who understand the complicated details of how Wrye Bash works can answer.

Right now, we havent seen the last publicly active developer in about five weeks, because he was moving house and did not know when he was going to get internet back .. So you might have a bit of a wait.

When they do come back though - It may help if you give them some clues as listed in the first post ...

Reporting Bugs: Try to give us enough information to diagnose your problem. The following information is useful to us:
Spoiler

What version of Wrye Bash are you using? If you're using the SVN, be sure to include the revision number.
What game are you running Wrye Bash for?
What are all the symptoms? Be sure to include what you did (step-by-step is helpful), what you expected, and what happened.
What do you see? Error messages are very valuable to us.
What version of Windows are you using? Is UAC enabled and is Skyrim in the default directory? (If it is, please install it somewhere else. This can cause lots of problems)
Are you using a bash.ini? If so, include its contents (in spoiler tags, please!)

You have now given a bit more information (which personally I am clueless about so cannot help), but your first post on your problems left a lot of questions open for anyone even attempting to help.
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Jason King
 
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Post » Sun May 27, 2012 10:00 am

Don't mean to be pushy guys but need as reply on this co things are acting the fool I'm having to manually add the mods that's tagged so there leveled list merge and the mergeable mods still ain't coming up in the list...also getting this come up when rebuilding bash patch now.


# Generating comtypes.gen._99AB80C4_5E19_4FD5_B3CA_5EF62FC3F765_0_1_0
# Generating comtypes.gen._00020430_0000_0000_C000_000000000046_0_2_0
# Generating comtypes.gen.stdole
# Generating comtypes.gen.myole4ax
# Generating comtypes.gen._EAB22AC0_30C1_11CF_A7EB_0000C05BAE0B_0_1_1
# Generating comtypes.gen.SHDocVw
Ignore this - a comtype thing
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Laura Ellaby
 
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Post » Sun May 27, 2012 6:51 pm

There's a bazillion threads for this and I can't read through them all, so I'd be grateful if someone could tell me if Bash could help my situation.

I've got another thread open on the subject, but briefly, there's some sort of navmesh/door bug in my mod so that it says that certain door portals are "invalid" and deletes them from other, apparently unrelated, cells and dumps the stray doors in my cell.

I had the idea of copy-pasting the contents of my bugged mod into a new mod (hopefully losing the bug in the process) but I don't know how to do that without it crashing because of matching IDs. Would flipping the bit to esmify self work? (Does Bash for Skyrim even have that feature?) Would it then create a dependency on the old mod?
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Causon-Chambers
 
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Post » Sun May 27, 2012 4:51 am

Any time I've ever gotten an "invalid portal" error it was easily corrected in the CK by refinalizing the cell it was reported in. The editor warnings file should have something about that.

Bash can do the ESM toggle, and that is one of the things that does work just fine in Skyrim. Your file would likely need to be split though if you're currently editing any vanilla data.
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Wayne Cole
 
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Post » Sun May 27, 2012 2:00 pm

Refinalising didn't work, so I esmified the mod and made a copy of the cells (minus the corrupt doors) and created a new mod. The bad info doesn't appear to have been copied over, which is great. However, now that I've flipped back the original mod to an .esp, the new mod is still showing a dependency on the old mod. How do I remove this?
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Minako
 
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