[REL] Wrye Bash

Post » Sun May 27, 2012 2:15 pm

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 :smile:

Opps. Sorry about that. forgot the keyword files. simple fix
here they are
http://www.4shared.com/archive/_YRG-2WA/Wrye_Bash_SVN_Upload_2366ish.html
http://www.4shared.com/archive/wRJdyBxH/Keyword_Files.html

place them with the other files. Ex next to basher.py and bosh.py

It changes the comment textctrl into a stc with wizard syntax lexer.

I presume you have a description in the download, but another sharing site join with no idea what for ..

I have a sourceforge account, just no access to the svn.
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aisha jamil
 
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Post » Sun May 27, 2012 4:30 am

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 ...



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.
Well I'm using SVN 2361 and it was very random how and what had happened, I had rebuild my bash patch after updating DeadlyDragons and everything was find, later I notice there was a new esp for DD which added spells so I downloaded what via NMM and installed it ran BOSS noticed it had tags so went to rebuild bash patch again so the tags are added and when i cliched to rebuild all the mods that are normally listed ad mergeable worn'y there and nor was the mod that has there leveled lists merged, auto select was enabled but still nothing was coming up so I deleted my current bash patch through WB (mistake) and added a new one thing that might fix it but it just made it worse. All my mods that was merges was then un-merged and although they still showing up as green (I think it is in WB) they still not available in the list to be merged and all my mods that are tagged for relev and delev I have to manually add them and have to do it every time I want to rebuild my BP.

I'm getting that message box which comes up all the time now which I posed above and that wasn't happening before. Using win7 no UAC installed on my F drive and not sure about the ini part I ain't noticed one.
Ignore this - a comtype thing
I don't understand what you mean by this.
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Emzy Baby!
 
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Post » Sun May 27, 2012 7:04 pm

Greetings. I recently started a new Skyrim playthrough with a new set of mods, among which are several that edit leveled lists. Because of this I decided I need to create a Bashed Patch with WB. Unfortunately, I'm seemingly unable to download the 296 svn from sourceforge.net - I've tried getting the tarball upwards of 30 times with different browsers and all I ever get are broken archives of varying sizes. Also, if I understood correctly, the 295.5 bashed patch doesn't actually merge leveled lists so I need the new svn.

If someone were to help me by pointing me to a mirror / sending me the tarball via PM or some other method, I would be in his/her debt.
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Jay Baby
 
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Post » Sun May 27, 2012 5:34 am

Well I'm using SVN 2361 and it was very random how and what had happened, I had rebuild my bash patch after updating DeadlyDragons and everything was find, later I notice there was a new esp for DD which added spells so I downloaded what via NMM and installed it ran BOSS noticed it had tags so went to rebuild bash patch again so the tags are added and when i cliched to rebuild all the mods that are normally listed ad mergeable worn'y there and nor was the mod that has there leveled lists merged, auto select was enabled but still nothing was coming up so I deleted my current bash patch through WB (mistake) and added a new one thing that might fix it but it just made it worse. All my mods that was merges was then un-merged and although they still showing up as green (I think it is in WB) they still not available in the list to be merged and all my mods that are tagged for relev and delev I have to manually add them and have to do it every time I want to rebuild my BP.
I wonder if there is a possibility NMM is complicating things here when used at the same time as Wrye Smash, I dont use NMM personally, but I think we have seen similar problems before in these topics. :confused:

I'm getting that message box which comes up all the time now which I posed above and that wasn't happening before. Using win7 no UAC installed on my F drive and not sure about the ini part I ain't noticed one.

I don't understand what you mean by this.
Utumno is right, I had forgotten about this - It usually just appears once after you have installed Wrye Bash, nothing to worry about because ordinarily you would never see it again.

However seeing it repeatedly is a new problem I think.


Greetings. I recently started a new Skyrim playthrough with a new set of mods, among which are several that edit leveled lists. Because of this I decided I need to create a Bashed Patch with WB. Unfortunately, I'm seemingly unable to download the 296 svn from sourceforge.net - I've tried getting the tarball upwards of 30 times with different browsers and all I ever get are broken archives of varying sizes. Also, if I understood correctly, the 295.5 bashed patch doesn't actually merge leveled lists so I need the new svn.

If someone were to help me by pointing me to a mirror / sending me the tarball via PM or some other method, I would be in his/her debt.
Are you using either WinRAR or 7zip to extract it ?. Both of those will extract the files no problem, though 7zip I think is the better choice of the two.
Not sure if WinZip would be able to handle GNU Tarballs

Also if you are extracting the file properly, you have to extract it again (its a zip within a zip, like russian dolls)
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Christine
 
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Post » Sun May 27, 2012 4:53 pm



Are you using either WinRAR or 7zip to extract it ?. Both of those will extract the files no problem, though 7zip I think is the better choice of the two.
Not sure if WinZip would be able to handle GNU Tarballs

Also if you are extracting the file properly, you have to extract it again (its a zip within a zip, like russian dolls)

Yeah, I'm using the latest 7zip and yes there's a .gz inside the .tar. Also tried with Gzip and PowerArchiver. The archives do exctract, but 7zip gives an error message about unexpected end of archive or somesuch. Also, the tarball sizes for me have varied between 500 KB and 1.9 MB. I'm quite sure the problem is with the download. :P
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Emily Rose
 
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Post » Sun May 27, 2012 12:39 pm

Yeah, I'm using the latest 7zip and yes there's a .gz inside the .tar. Also tried with Gzip and PowerArchiver. The archives do exctract, but 7zip gives an error message about unexpected end of archive or somesuch. Also, the tarball sizes for me have varied between 500 KB and 1.9 MB. I'm quite sure the problem is with the download. :tongue:

No, but it could be your connection. The download works fine on my end.
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Lauren Denman
 
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Post » Sun May 27, 2012 2:12 pm

Is there a download that will install Wrye on Windows7 64bit, you know one that actually works unlike the version on NEXUS?
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CArla HOlbert
 
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Post » Sun May 27, 2012 7:11 pm

Is there a download that will install Wrye on Windows7 64bit, you know one that actually works unlike the version on NEXUS?

It does work. 100%

The installer works fine on Windows 7 64-bit.
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Cartoon
 
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Post » Sun May 27, 2012 1:21 pm

Opps. Sorry about that. forgot the keyword files. simple fix
here they are
http://www.4shared.com/archive/_YRG-2WA/Wrye_Bash_SVN_Upload_2366ish.html
http://www.4shared.com/archive/wRJdyBxH/Keyword_Files.html

place them with the other files. Ex next to basher.py and bosh.py

It changes the comment textctrl into a stc with wizard syntax lexer.
I've tested, but it doesn't support unicode :confused:
Also, I'm feeling that it would be better if you move it to the place next to skipped panel.
What's Mouse Gesture Menu for? I've always get debug message
RMGestureNoneThis is handled by OnRMouseGestureMenuNone
Anyway, great tool, thanks, it's easier to edit wizard now. :banana:

Edit: Lojack wrote in unicode_guidlines.txt
Spoiler
* wx.TextCtrl.LoadFile:
Oddly, this one isn't unicode capable, even in unicode wxPython. Instead, open
the file via the filesystem, read in the data and decode it appropriately, then
pass it to the text control.
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Danial Zachery
 
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Post » Sun May 27, 2012 5:47 am

Opps. Sorry about that. forgot the keyword files. simple fix
here they are
http://www.4shared.com/archive/_YRG-2WA/Wrye_Bash_SVN_Upload_2366ish.html
http://www.4shared.com/archive/wRJdyBxH/Keyword_Files.html

place them with the other files. Ex next to basher.py and bosh.py

It changes the comment textctrl into a stc with wizard syntax lexer.
Ok, that worked.

Though I am left to wonder if this doesn't fall under the BAIT initiative instead of the general release. I'd be more comfortable committing this if it was something Myk had a chance to look over.

I've tested, but it doesn't support unicode :confused:
Which could be a problem. I'm pretty sure everything is being done via unicode now.
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Abi Emily
 
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Post » Sun May 27, 2012 7:21 am

Ok, that worked.

Though I am left to wonder if this doesn't fall under the BAIT initiative instead of the general release. I'd be more comfortable committing this if it was something Myk had a chance to look over.

I am the only one so far that has stepped up to the plate code-wise(besides Lojack which I worked with on the DEMO) to improve wizards and the general user info. Tip of the hat to Alt3y also for helping test.

Anywho...
Umm The initiative is me spending a year of my life LEARNING(*cough*HINT*Nudge*Wink) python and working out the bugs for TES4WizBAIN. The stc is completely in its own class. It could very easily be removed at any time. I am very familiar with it, probably more so than others, since they have not used the widget before now sadly. OR maybe you was wanting me to set the lexer to null, so ya wouldn't ever know it was there.... LOL

Myk isn't working on a wizard editor. Myk is focusing on MultiThreading overall, performance basically. But what I have ported makes his work even easier when it comes time to do such cut paste things. I know this might be hard for you to understand the work I have accomplised on it because it has almost been a year since TES4WizBAIN has been public... Maybe I will send you the 0.07 Beta for testing since you're so good with ImportErrors...lol
Rewriting a lot of the code I already have from scratch would not be in anyones best interest timewise, tho improving it would. What I have ported over so far isn't much but a basic editor and txt2wiz convertors. There is quite a bit more that will need added for a nice quick 'Get-It-Done' simple editor, all available thru context menus. Also if ya didn't notice the Right Click Mouse Gesture Menus... is something I have written completely from scratch for speed of MODDING. It is actually lightning quick If you get used to using it with functions that will be ported in time. Wrye was a modder and I know you are also, so you should at least understand, that it sometimes irritates me/others when users suggest that a feature for a modder shouldn't be included because the users might not initialy understand its usefulness completely or could care less for what the modders themselves developed*and shared* to make thier own days easier.
I also know I need to go back thru it and properly take care of the print statements. Deem it as a preview for now because it is the starting skeleton.

I just seperated the keyword files for ease of development(Like adding new ones..), actually they could have been included in basher.py.
bosh.py is just formating fixes.
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Shianne Donato
 
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Post » Sun May 27, 2012 12:24 pm

I've tested, but it doesn't support unicode :confused:
Also, I'm feeling that it would be better if you move it to the place next to skipped panel.
What's Mouse Gesture Menu for? I've always get debug message
RMGestureNoneThis is handled by OnRMouseGestureMenuNone
Anyway, great tool, thanks, it's easier to edit wizard now. :banana:

Edit: Lojack wrote in unicode_guidlines.txt
Spoiler
* wx.TextCtrl.LoadFile:
Oddly, this one isn't unicode capable, even in unicode wxPython. Instead, open
the file via the filesystem, read in the data and decode it appropriately, then
pass it to the text control.
It could be moved there also, but why not improve the lame TextCtrl already there...Alot easier and it is always visible.

Unicode.Hmmm... Yeah, you're right... That was a new funct I hadn't actually used before from the built-in stc functions for some odd reason(I think I used stc.LoadFile)(I like to comment my code, that is why you see 'quote' debug messages. They aren't *bad*debug msgs, just ignore them for now.). TES4WizBAIN Imports as UTF-8. I'll look into my code and try to get it working correctly.

Also I'll take a look at the unicode_guidelines.txt

The mouse gesture menu is pretty much empty at the moment. There are 9 possible context menus depending on the direction you gesture. It is modeled after a NUMPAD
[7][8][9][4][5][6][1][2][3]
where 5 is the standard plain right click context.
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Jessie Rae Brouillette
 
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Post » Sun May 27, 2012 9:42 am

It does work. 100%

The installer works fine on Windows 7 64-bit.


How? I ran the installer with skyrim checked - ran for a while then closed and produced nothing. Re downloaded, ran it mith the middle opion check - created a new folder but it had no executable program.
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Leah
 
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Post » Sun May 27, 2012 4:18 pm

How? I ran the installer with skyrim checked - ran for a while then closed and produced nothing. Re downloaded, ran it mith the middle opion check - created a new folder but it had no executable program.

Your not giving much to go on here.

What exactly do you do when running the installer? And what exactly do you mean by "produced nothing" and "no executable program"?
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john palmer
 
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Post » Sun May 27, 2012 8:01 am

So I've read through this thread and am having a hard time wrapping my head around the steps to install Bash via SVN in the "proper" way. That is, deleting the bashed patch/archive invalidated/etc. Can anyone explain this in a step by step method?
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Nitol Ahmed
 
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Post » Sun May 27, 2012 8:25 am

So I've read through this thread and am having a hard time wrapping my head around the steps to install Bash via SVN in the "proper" way. That is, deleting the bashed patch/archive invalidated/etc. Can anyone explain this in a step by step method?

Did you read my instructions http://www.gamesas.com/topic/1369968-rel-wrye-bash/page__view__findpost__p__20702689?
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m Gardner
 
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Post » Sun May 27, 2012 4:54 pm

Did you read my instructions http://www.gamesas.com/topic/1369968-rel-wrye-bash/page__view__findpost__p__20702689?

Doh.
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Louise Andrew
 
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Post » Sun May 27, 2012 12:01 pm

I wonder if there is a possibility NMM is complicating things here when used at the same time as Wrye Smash, I dont use NMM personally, but I think we have seen similar problems before in these topics. :confused:


I missed offering input about this, but I use both NMM and WB (and BUM) with no problems, at least as long as I only use each tool for certain specific tasks and do not mix and match. I think that most players use both NMM and WB because some mods require NMM and WB allows making the Bashed Patch, so those two basic reasons tend to lead to using both tools.


@Metallicow:
I understand some of your frustration as I am a former mainframe programmer myself, and Wrye and I talked briefly about the evolution of software over the years back when he was still active with WB. I'd like to offer one point, though, and this is something that Wrye also seemed to understand.

Regarding features in any tool, there should not be features included that confuse the target users of the tool, at least not unless the creators of the tool want to be constantly pestered by users who ask questions about features (or accidentally use features and mess things up without intending to do so) even though the stuff they are trying to use isn't actually intended for their use. This is true for both software and hardware products, of course, and is a critical element of product design. The vast majority of users are not modders (80/20 rule in action, as I have said... that is, 80% of people are users not creators, but they are still important parts of the community because they are the audience for the 20% of creators). Features that are intended for modders should be separate in order to avoid user confusion. This could either be in a separate tool, or it could be within the same tool but optional, hidden, clearly marked tab, or some other way of making sure that users do not mess with it (not until they actually want to do so, of course).

When WB began adding all sorts of features that the vast majority of users will never use or need, it wound up adding a lot of complications and creating a lot of questions from users. It still does, of course, because such features are not clearly separated. Coders do not need to be bothered with questions that actually should not be asked because the questions relate to features that most users should not be accessing. This winds up taking time and energy away from productive work (and frustrating a lot of users, of course, plus leading to the perception that WB - or any tool that has this issue - is far more complicated than it actually is).

I think this probably falls into the overall cleanup that Arthmoor and myself (and others, probably) have mentioned needs to be done for WB in order to make it the essential tool for successful mod users that it once was. This type of problem happens with many products, of course, so it isn't really unusual. There's no need for coders to get upset or defensive in any way when needed improvements are pointed out by others, though. :)
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Nikki Hype
 
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Post » Sun May 27, 2012 8:52 am

I missed offering input about this, but I use both NMM and WB (and BUM) with no problems, at least as long as I only use each tool for certain specific tasks and do not mix and match. I think that most players use both NMM and WB because some mods require NMM and WB allows making the Bashed Patch, so those two basic reasons tend to lead to using both tools.
I cant see a problem having different utilities installed, I meant literally using them all at the same time.

Could one be locking files the other needs free for example, or updating files the other is un-aware of.

If a User has NMM open at the same time as Wrye Bash, is there a possibility the two are confusing each other.

A lot of us are wary of such conflicts between modding utilities, but recent adopters may not be.
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Lillian Cawfield
 
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Post » Sun May 27, 2012 11:49 am

I moved BOSS out of my Skyrim folder and into a directory of its own, and Bash no longer shows the BOSS icon on the status bar. How can I inform Bash of the new path to BOSS?
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meg knight
 
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Post » Sun May 27, 2012 11:15 am

I moved BOSS out of my Skyrim folder and into a directory of its own, and Bash no longer shows the BOSS icon on the status bar. How can I inform Bash of the new path to BOSS?
If you use BOSS's installer it adds a registry entry with the path to BOSS, and Wrye Bash will read this. I would have thought there'd be a line in bash.ini for BOSS's location, but there apparently isn't. That should get added IMHO.

Feature request: Add bash.ini settings for BOSS's launcher similar to what TES4Edit and other tools have. (I know nobody's around to read this, but it's to make it stand out as a definite request rather than me just talking about it, for when new features start to get added again.)
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Mariaa EM.
 
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Post » Sun May 27, 2012 5:48 pm

Yacoby's Wrye mash has a tab just for tools. You open it and then can right click for new and seek out a path for whatever exe you want to add.

I thought there was a way to do that with bash, but I guess not.

Still that would be a neato feature - right click on bottom bar for option to add, remove, edit a quick start icon (pointer to an exe).
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Elle H
 
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Post » Sun May 27, 2012 6:35 am

I thought there was a way to do that with bash, but I guess not.

There is .. sort of, not quite as easy as right click the toolbar but I made a post about this here http://www.gamesas.com/topic/1368366-relz-wrye-bash/page__st__60__p__20674279#entry20674279

You can use the same method for any tool not recognised by Wrye Bash, not just BSAOpt.

Wrye Bash still surprises me occasionally in what it does recognise automatically, I installed FileZilla a few days ago to upload large files on TESAlliance .. Next time I loaded Wrye Bash it had a FileZilla Icon on the toolbar.

------------------------

I have noticed one thing about adding tool icons in the Apps folder, tool icons added this way just have one size, so if you use Wrye Bash settings menu to increase to 24 or 32 sized icons, apps added icons remain at 16.

------------------------

@ Wrinkly / Arthmoor - Using svn 2367 here .. Pleased to find your commits do not seem to have added any further complications :twirl:

I have never used Wrye Bash to check for clean plugins before (previously even though I new it had been added before skyrim, I didn't have a use for it because all Oblivion mods had been thoroughly checked through and cleaned with TES4Edit) ...

Anyway I have tried Mod Cleaning, Scan for UDRs, and the few mods I have installed come up clean with no problems http://www.bild.me/bild.php?file=2675127Untitled.jpg

The latest commit svn 2367 "Rebuilding Bashed Patch does not deactivate merged plugins" - I have never had a problem with this so far so cannot confirm if it fixes the problem ..

.. Needs someone else who has had the problem to give it a go really :whistling:
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Aman Bhattal
 
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Post » Sun May 27, 2012 6:17 pm

I'm going to call that one fixed since it's easy enough to reproduce the conditions with an Oblivion install. All of the mods that should have been deactivated were.
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Sara Johanna Scenariste
 
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Post » Sun May 27, 2012 11:50 am

Can confirm it works for Skyrim too. Reactivated the mods that should be deactivated when creating a bashed patch, and then rebuilt patch using SVN 2367. All mods deactivated just fine, which wasn't the case with older versions for me. :)
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Marquis deVille
 
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