Daidalos Posted October 5, 2017 Share Posted October 5, 2017 On 10/1/2017 at 9:17 PM, Utumno said: Well - as I keep saying I am very pressed for time. We got to solve couple issues before posting a beta that need lots of work - saves is one, esl and load order is another. A third one is loot @Daidalos is working on that. @Utumno I think we should leave the loot update out of the beta, I tried integrating the new version and it throws "Runtime Error: bad cast" even in minimal examples. I have already contacted Wrinkly about it here, but I do not know how long fixing this is going to take. Beermotor 1 Link to comment Share on other sites More sharing options...
Beermotor Posted October 5, 2017 Share Posted October 5, 2017 21 hours ago, Utumno said: Latest version of utumno wip should support esl SSE saves - give it a whirl Whirl taken, saves are visible and no errors whatsoever raised either in the GUI or bug dump. Was able to list and diff masters as expected. Utumno 1 Link to comment Share on other sites More sharing options...
Utumno Posted October 5, 2017 Author Share Posted October 5, 2017 10 hours ago, hlp said: @Utumno I expected the question . I need to come with better names for those version fields in xEdit. So no, it is not the version seen in the header but the one appearing in the compressed content of the SSE saves prior to the list of plugin names. I call them version and formVersion respectively Do we have a table for those per game ? 1 hour ago, Daidalos said: @Utumno I think we should leave the loot update out of the beta, I tried integrating the new version and it throws "Runtime Error: bad cast" even in minimal examples. I have already contacted Wrinkly about it here, but I do not know how long fixing this is going to take. Ok probably - anyway it will take some time - at least saves are read apparently Will pack a standalone ASAP Link to comment Share on other sites More sharing options...
Arthmoor Posted October 5, 2017 Share Posted October 5, 2017 Save headers. Nice. Finally some mysteries with ESL files are beginning to make sense. Link to comment Share on other sites More sharing options...
Beermotor Posted October 5, 2017 Share Posted October 5, 2017 EDIT: for clarity - A bugcheck triggered when building a bashed patch with this build. Bug dump is zipped and attached since it is ~130Kb. Beermotor-20171004-bashbugdump-wip.7z I was able to replicate the bugcheck on my MBP (booted into Bootcamp). I usually stay on MacOS so the Skyrim SE build on this machine did not have the survival .esl installed. I was incorrect earlier when I said it had not been updated. Bugdump attached. Beermotor-20171005-laptop-bashbugdump.7z Link to comment Share on other sites More sharing options...
Arthmoor Posted October 5, 2017 Share Posted October 5, 2017 Relevant info on how ESM/ESL/ESP files relate to each other as of 1.5.3. Thankfully much easier to decipher with the ability to read the save headers. alt3rn1ty 1 Link to comment Share on other sites More sharing options...
alt3rn1ty Posted October 6, 2017 Share Posted October 6, 2017 So .. "User generated ESL files NOT flagged as a master. Loaded as specified in plugins.txt." .. Loading after all esp files .. are those the ones forced to load by the game in slot 254 ? (I find this bit confusing, because it sounds like you can have a bunch of plugins all loading in the same slot) And does that also mean they will load after the Bashed Patch ? (effectively always overriding everything by being last to load before the save file) Link to comment Share on other sites More sharing options...
Arthmoor Posted October 6, 2017 Share Posted October 6, 2017 Yes, they will always load dead last, after the bashed patch and anything else in your mod list. Which has me considering defending my Dawnguard Map Markers mod against problems associated with that by turning it into an ESL file. Link to comment Share on other sites More sharing options...
alt3rn1ty Posted October 6, 2017 Share Posted October 6, 2017 Well I dont know if it will be necessary, just ruminating : Possibility of a Bashed Patch, 0.esl and then it could still be specified to load last in plugins.txt, after user made esl Link to comment Share on other sites More sharing options...
Sharlikran Posted October 6, 2017 Share Posted October 6, 2017 Why do people want to dynamically build a file that has strict guidelines or even make an ESL file without the CK at all? If you had a Bash Patch ESL, what are you going to do build one and then tell the user opps, you can't now because it has too many FomrIDs in it? Then also lets merge files that are already merging by themselves in memory at runtime. Oh and wait, better yet it won't be compatible with your save game because every time you build one it will have different FormIDs. I don't really see the point. Just for the sake of argument, lets say everyone makes a Bash Patch or wants to anyway. You can't merge all the reocrds, Wrye Bash has limitations on how it handles records currently. Also it needs work. It puts everything in a dictionary and you can't have duplicate values. However, it's not looking at subrecords and seeing if they exist and appending to a list in the dictionary where the key is the subrecord, and then only writing out the attributes for the specific element. Bash needs to have updated patchers just to patch anything, let alone expecting it to handle ESL files. The bash patch is still writing records are are equal to the previous override also so any such file would be bloated. Link to comment Share on other sites More sharing options...
Arthmoor Posted October 6, 2017 Share Posted October 6, 2017 Yeah, I'm not sure it would be practical to build the patch in ESL format. My own patches often greatly exceed 2048 records, which is all an individual ESL can hold. Link to comment Share on other sites More sharing options...
Utumno Posted October 6, 2017 Author Share Posted October 6, 2017 11 hours ago, Beermotor said: EDIT: for clarity - A bugcheck triggered when building a bashed patch with this build. Bug dump is zipped and attached since it is ~130Kb. Beermotor-20171004-bashbugdump-wip.7z I was able to replicate the bugcheck on my MBP (booted into Bootcamp). I usually stay on MacOS so the Skyrim SE build on this machine did not have the survival .esl installed. I was incorrect earlier when I said it had not been updated. Bugdump attached. Beermotor-20171005-laptop-bashbugdump.7z The one of the two errors I fixed in latest wip - what about the other ? Beermotor 1 Link to comment Share on other sites More sharing options...
Utumno Posted October 6, 2017 Author Share Posted October 6, 2017 9 hours ago, Arthmoor said: Ok. Just so this is straight now. Here's the deal after testing with the dev version of Wrye Bash with the save headers fully visible. The order goes like this: * Original 5 SSE master files - hardcoded load order. Cannot be changed. * Standard ESM files generated by users. In whatever order they are specified in plugins.txt. ESP files flagged as ESM files are treated the same. * CC Content flagged as master ESL files. Files within this segment are sorted alphabetically. This is hardcoded. * User generated ESL files flagged as masters. Loaded in the order specified by plugins.txt. * Standard ESP files. Loaded in the order specified by plugins.txt. * User generated ESL files NOT flagged as a master. Loaded as specified in plugins.txt. CC Content flagged as master ESL files. Files within this segment are sorted alphabetically. This is hardcoded.: which are those files ? shouldn't we hardcode that too ? User generated ESL files flagged as masters.: flagged as masters ? How can I tell that ? Link to comment Share on other sites More sharing options...
Arthmoor Posted October 6, 2017 Share Posted October 6, 2017 The list of files hardcoded for the CC ESL block is not finite. It will grow over time. An ESL file flagged as a master will show up already in Bash as a blue file just like other things flagged as a master. Meaning they have the ESM flag set in the header. Regarding Beermotor's bug dump, I just tried building a patch and can confirm a huge string of errors that all read like this: unbound method loadData() must be called with MelStruct instance as first argument (got MelObject instance instead) Error loading 'NPC_' record and/or subrecord: 00000EB3 eid = u'dunTransmogrifyHare' subrecord = 'SNAM' subrecord size = 8 file pos = 163 Error in Skyrim.esm There's a lot, and they trigger on every file in the load order for various different fields. Link to comment Share on other sites More sharing options...
Beermotor Posted October 6, 2017 Share Posted October 6, 2017 1 hour ago, Utumno said: The one of the two errors I fixed in latest wip - what about the other ? Yes I didn't have any bugchecks raised during the normal use of the app until I started building the Bashed Patch. The patcher process completes but the resultant "bashed patch,0.esp" only had 43 records in it. Link to comment Share on other sites More sharing options...
Leonardo Posted October 6, 2017 Share Posted October 6, 2017 @Utumno How much more work is there left to do for WBSA308 and I assume WB308 is gonna be released soon, especially when Bethesda introduced the .ESL file along with the CC content in the 1.5.3 patch? Link to comment Share on other sites More sharing options...
Sharlikran Posted October 6, 2017 Share Posted October 6, 2017 5 hours ago, Arthmoor said: unbound method loadData() must be called with MelStruct instance as first argument (got MelObject instance instead) Error loading 'NPC_' record and/or subrecord: 00000EB3 eid = u'dunTransmogrifyHare' subrecord = 'SNAM' subrecord size = 8 file pos = 163 Error in Skyrim.esm There's a lot, and they trigger on every file in the load order for various different fields. If I wanted to reproduce that (I can't currently with the utumno-wip) what file would I download and install to get those errors? Link to comment Share on other sites More sharing options...
Beermotor Posted October 6, 2017 Share Posted October 6, 2017 39 minutes ago, Sharlikran said: If I wanted to reproduce that (I can't currently with the utumno-wip) what file would I download and install to get those errors? In the case of Arthmoor and I, we just built bashed patches. When I ran into the bugcheck yesterday afternoon and was able to reproduce it, I hopped on Discord to ask Arthmoor to test to see if he could reproduce the bugcheck. This is when I also tested on my Macbook and reproduced the bugcheck. Link to comment Share on other sites More sharing options...
Sharlikran Posted October 6, 2017 Share Posted October 6, 2017 I'm just building Bash Patches also. So there has to be something causing it. Would you be willing to uncheck mods until it goes away so that you can narrow it down to something I could use? I can't reproduce it. Link to comment Share on other sites More sharing options...
Sharlikran Posted October 6, 2017 Share Posted October 6, 2017 I could probably refine it but I don't really have time. This is the basic idea for the Unique TES4 Record. The actual definition is of course separate. Link to comment Share on other sites More sharing options...
Beermotor Posted October 6, 2017 Share Posted October 6, 2017 25 minutes ago, Sharlikran said: I'm just building Bash Patches also. So there has to be something causing it. Would you be willing to uncheck mods until it goes away so that you can narrow it down to something I could use? I can't reproduce it. Yes absolutely. I'll check on my laptop this afternoon when I get home. Link to comment Share on other sites More sharing options...
Sharlikran Posted October 6, 2017 Share Posted October 6, 2017 Just now, Beermotor said: Yes absolutely. I'll check on my laptop this afternoon when I get home. No problem, real life first. I have plenty to keep me busy. Link to comment Share on other sites More sharing options...
Arthmoor Posted October 6, 2017 Share Posted October 6, 2017 Here's the complete list of the bugs that get sent to the window. You'll note that they include the master DLCs which are impossible to leave out of the equation. unbound method loadData() must be called with MelStruct instance as first argument (got MelObject instance instead) Error loading 'NPC_' record and/or subrecord: 00000EB3 eid = u'dunTransmogrifyHare' subrecord = 'SNAM' subrecord size = 8 file pos = 163 Error in Skyrim.esm unbound method loadData() must be called with MelStruct instance as first argument (got MelObject instance instead) Error loading 'NPC_' record and/or subrecord: 0009F83A eid = u'dunBluePalaceMareMaiden' subrecord = 'SNAM' subrecord size = 8 file pos = 123 Error in Update.esm unbound method loadData() must be called with MelStruct instance as first argument (got MelObject instance instead) Error loading 'NPC_' record and/or subrecord: 00107A9B eid = u'EncVampire00BretonF' subrecord = 'SNAM' subrecord size = 8 file pos = 80 Error in Dawnguard.esm unbound method loadData() must be called with MelStruct instance as first argument (got MelObject instance instead) Error loading 'NPC_' record and/or subrecord: 00013605 eid = u'Pactur' subrecord = 'SNAM' subrecord size = 8 file pos = 67 Error in HearthFires.esm unbound method loadData() must be called with MelStruct instance as first argument (got MelObject instance instead) Error loading 'NPC_' record and/or subrecord: 0201DBDC eid = u'DLC2SummonAshGuardianNeloth' subrecord = 'SNAM' subrecord size = 8 file pos = 88 Error in Dragonborn.esm unbound method loadData() must be called with MelStruct instance as first argument (got MelObject instance instead) Error loading 'NPC_' record and/or subrecord: 00013255 eid = u'Addvar' subrecord = 'SNAM' subrecord size = 8 file pos = 147 Error in Unofficial Skyrim Special Edition Patch.esp unbound method loadData() must be called with MelStruct instance as first argument (got MelObject instance instead) Error loading 'NPC_' record and/or subrecord: 010840BA eid = u'FSTestCombatant01' subrecord = 'SNAM' subrecord size = 8 file pos = 78 Error in Falskaar.esm unbound method loadData() must be called with MelStruct instance as first argument (got MelObject instance instead) Error loading 'NPC_' record and/or subrecord: 0200A049 eid = u'WTJashavidar' subrecord = 'SNAM' subrecord size = 8 file pos = 153 Error in Wyrmstooth.esp unbound method loadData() must be called with MelStruct instance as first argument (got MelObject instance instead) Error loading 'NPC_' record and/or subrecord: 01602939 eid = u'BSKEncGoblin01aTemplateBerserker' subrecord = 'SNAM' subrecord size = 8 file pos = 93 Error in BSAssets.esm unbound method loadData() must be called with MelStruct instance as first argument (got MelObject instance instead) Error loading 'NPC_' record and/or subrecord: 020D700A eid = u'CYREncThalmor04MagicBossM' subrecord = 'SNAM' subrecord size = 8 file pos = 86 Error in BSHeartland.esm unbound method loadData() must be called with MelStruct instance as first argument (got MelObject instance instead) Error loading 'NPC_' record and/or subrecord: 00013602 eid = u'ArgiFarseer' subrecord = 'SNAM' subrecord size = 8 file pos = 152 Error in Cutting Room Floor.esp unbound method loadData() must be called with MelStruct instance as first argument (got MelObject instance instead) Error loading 'NPC_' record and/or subrecord: 03025B5D eid = u'ARTHCVRVolkiharDGApothecary' subrecord = 'SNAM' subrecord size = 8 file pos = 88 Error in Castle Volkihar Rebuilt.esp unbound method loadData() must be called with MelStruct instance as first argument (got MelObject instance instead) Error loading 'NPC_' record and/or subrecord: 02000D6B eid = u'ISS_Skeleton_Argonian_AmbushMelee1H' subrecord = 'SNAM' subrecord size = 8 file pos = 131 Error in Prometheus_BeastSkeletons.esp unbound method loadData() must be called with MelStruct instance as first argument (got MelObject instance instead) Error loading 'NPC_' record and/or subrecord: 00013BB2 eid = u'IdolafBattleBorn' subrecord = 'SNAM' subrecord size = 8 file pos = 157 Error in Legionettes.esp unbound method loadData() must be called with MelStruct instance as first argument (got MelObject instance instead) Error loading 'FURN' record and/or subrecord: 00107354 eid = u'ThroneDawnstar01' subrecord = 'FNPR' subrecord size = 4 file pos = 367 Error in Sit up Jarls.esp unbound method loadData() must be called with MelStruct instance as first argument (got MelObject instance instead) Error loading 'NPC_' record and/or subrecord: 02018FCA eid = u'DLC2SVAeta' subrecord = 'SNAM' subrecord size = 8 file pos = 71 Error in SkaalKidAetaCoat.esp unbound method loadData() must be called with MelStruct instance as first argument (got MelObject instance instead) Error loading 'NPC_' record and/or subrecord: 0001D4B7 eid = u'Babette' subrecord = 'SNAM' subrecord size = 8 file pos = 140 Error in Babettes New Dress.esp unbound method loadData() must be called with MelStruct instance as first argument (got MelObject instance instead) Error loading 'FURN' record and/or subrecord: 000727A1 eid = u'CraftingTanningRackMarker' subrecord = 'FNPR' subrecord size = 4 file pos = 7170 Error in Ars Metallica.esp unbound method loadData() must be called with MelStruct instance as first argument (got MelObject instance instead) Error loading 'NPC_' record and/or subrecord: 0200590D eid = u'ARTHTPDToormaarfeyn' subrecord = 'SNAM' subrecord size = 8 file pos = 125 Error in The Paarthurnax Dilemma.esp unbound method loadData() must be called with MelStruct instance as first argument (got MelObject instance instead) Error loading 'NPC_' record and/or subrecord: 0200293E eid = u'ARTHAldosDrenKynesgrove' subrecord = 'SNAM' subrecord size = 8 file pos = 164 Error in Kynesgrove.esp unbound method loadData() must be called with MelStruct instance as first argument (got MelObject instance instead) Error loading 'NPC_' record and/or subrecord: 020055BD eid = u'ARTHDWCMeieran' subrecord = 'SNAM' subrecord size = 8 file pos = 75 Error in Darkwater Crossing.esp unbound method loadData() must be called with MelStruct instance as first argument (got MelObject instance instead) Error loading 'NPC_' record and/or subrecord: 00019FE8 eid = u'Golldir' subrecord = 'SNAM' subrecord size = 8 file pos = 148 Error in Ivarstead.esp unbound method loadData() must be called with MelStruct instance as first argument (got MelObject instance instead) Error loading 'NPC_' record and/or subrecord: 02024138 eid = u'ARTHSSTavernServer' subrecord = 'SNAM' subrecord size = 8 file pos = 139 Error in Shor's Stone.esp unbound method loadData() must be called with MelStruct instance as first argument (got MelObject instance instead) Error loading 'NPC_' record and/or subrecord: 000AE779 eid = u'Badnir' subrecord = 'SNAM' subrecord size = 8 file pos = 67 Error in Whistling Mine.esp unbound method loadData() must be called with MelStruct instance as first argument (got MelObject instance instead) Error loading 'NPC_' record and/or subrecord: 0200593C eid = u'GuardSoljundsImperialNight' subrecord = 'SNAM' subrecord size = 8 file pos = 87 Error in Soljund's Sinkhole.esp unbound method loadData() must be called with MelStruct instance as first argument (got MelObject instance instead) Error loading 'NPC_' record and/or subrecord: 0202EEBD eid = u'ARTHHelarchenCreekFarmerDroi' subrecord = 'SNAM' subrecord size = 8 file pos = 169 Error in Helarchen Creek.esp unbound method loadData() must be called with MelStruct instance as first argument (got MelObject instance instead) Error loading 'NPC_' record and/or subrecord: 00019A24 eid = u'TasiusTragus' subrecord = 'SNAM' subrecord size = 8 file pos = 73 Error in Dragon Bridge.esp unbound method loadData() must be called with MelStruct instance as first argument (got MelObject instance instead) Error loading 'FURN' record and/or subrecord: 0202AA4B eid = u'BalokShovelFloorMarker' subrecord = 'FNPR' subrecord size = 4 file pos = 119066 Error in Helgen Reborn.esp unbound method loadData() must be called with MelStruct instance as first argument (got MelObject instance instead) Error loading 'NPC_' record and/or subrecord: 00039F83 eid = u'WICourierNPC' subrecord = 'SNAM' subrecord size = 8 file pos = 73 Error in Provincial Courier Service.esp unbound method loadData() must be called with MelStruct instance as first argument (got MelObject instance instead) Error loading 'NPC_' record and/or subrecord: 0101BA0E eid = u'EncDraugr01DarmokCorpseSSewers' subrecord = 'SNAM' subrecord size = 8 file pos = 91 Error in SkyrimSewers.esp unbound method loadData() must be called with MelStruct instance as first argument (got MelObject instance instead) Error loading 'NPC_' record and/or subrecord: 05001D53 eid = u'OCSRiftenGateAttendant1' subrecord = 'SNAM' subrecord size = 8 file pos = 84 Error in Open Cities Skyrim.esp unbound method loadData() must be called with MelStruct instance as first argument (got MelObject instance instead) Error loading 'NPC_' record and/or subrecord: 05031371 eid = u'ARTHLALFarmGeraldineShoal' subrecord = 'SNAM' subrecord size = 8 file pos = 166 Error in Alternate Start - Live Another Life.esp The dump is quit thorough in specifying all of the mods it tripped over along the way. 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Beermotor Posted October 6, 2017 Share Posted October 6, 2017 4 hours ago, Sharlikran said: I'm just building Bash Patches also. So there has to be something causing it. Would you be willing to uncheck mods until it goes away so that you can narrow it down to something I could use? I can't reproduce it. 2 hours ago, Arthmoor said: Here's the complete list of the bugs that get sent to the window. You'll note that they include the master DLCs which are impossible to leave out of the equation Also @Utumno Ok I grabbed the very latest WIP released this morning and no more bugcheck. Spoiler Wrye Bash starting Using Wrye Bash Version 307 OS info: Windows-10-10.0.10586 Python version: 2.7.14 wxPython version: 2.8.12.1 (msw-unicode) input encoding: UTF8; output encoding: None; locale: ('en_US', 'cp1252') filesystem encoding: mbcs bash.py 324 main: Searching for game to manage: bush.py 76 _supportedGames: Detected the following supported games via Windows Registry: bush.py 78 _supportedGames: Oblivion: C:\Steam\steamapps\common\Oblivion bush.py 78 _supportedGames: Skyrim Special Edition: C:\Steam\steamapps\common\Skyrim Special Edition bush.py 136 _detectGames: Detecting games via the -o argument, bash.ini and relative path: bush.py 142 _detectGames: Set game mode to Skyrim Special Edition found in parent directory of Mopy: C:\Steam\steamapps\common\Skyrim Special Edition bush.py 156 __setGame: Using Skyrim Special Edition game: C:\Steam\steamapps\common\Skyrim Special Edition testing UAC mods_metadata.py 228 __init__: Using LOOT API version: 0.10.2 games.py 158 warn_lo: Fixed Load Order: added(ccqdrsse001-survivalmode.esl), removed(None), reordered (No) games.py 158 warn_lo: Fixed Load Order: added(ccqdrsse001-survivalmode.esl), removed(None), reordered (No) This is on my Macbook with all of the mods installed. I haven't tested on my desktop machine yet, but I'm confident it will be the same result. Link to comment Share on other sites More sharing options...
Arthmoor Posted October 6, 2017 Share Posted October 6, 2017 What "very latest" WIP are we talking about here? Link to comment Share on other sites More sharing options...
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