Tanker1985 Posted November 11, 2019 Share Posted November 11, 2019 Neither of the last two nightlies will launch. What is causing that? It's happening all the time lately. With some of the recent ones when there were two files and you said, "Try this one first and if it doesn't launch try this other one," it was always the second one that worked for me. Is it a Windows thing? I'm still on Win7. Link to comment Share on other sites More sharing options...
Verayth Posted November 12, 2019 Share Posted November 12, 2019 The latest few nightlies won't start for me either, but the 380-fomod-support and dev branches both start just fine. Here is the BugDump log. Traceback (most recent call last): File "Wrye Bash Launcher.pyw", line 89, in <module> bash.main(opts) File "bash\bash.py", line 204, in main wx_locale = localize.setup_locale(opts.language, _wx) File "bash\localize.py", line 89, in setup_locale target_name, target_locale.GetCanonicalName())) File "bash\bolt.py", line 1666, in deprint msg = u'%s %4d %s: ' % (GPath(file_).tail.s, line, function) File "bash\bolt.py", line 322, in GPath else: norm = os.path.normpath(decode(name)) File "bash\bolt.py", line 126, in decode encoding,confidence = getbestencoding(byte_str) File "bash\bolt.py", line 107, in getbestencoding result = chardet.detect(bitstream) AttributeError: 'module' object has no attribute 'detect' Link to comment Share on other sites More sharing options...
Infernio Posted November 12, 2019 Share Posted November 12, 2019 @Tanker1985 Try deleting loot.dll. We removed the second build to get some feedback on an experimental change that seems to have fixed the loot issue for Win10 users, but apparently Win7 users still experience it. @Verayth If you're using the Python version, you need to make sure to always synchronize your dependencies when you grab a new version. Use something like this to do it (substituting PATH_TO_PYTHON for your python path, obviously): PATH_TO_PYTHON\python.exe -m pip install -U -r requirements.txt Link to comment Share on other sites More sharing options...
KatonRyu Posted November 12, 2019 Share Posted November 12, 2019 @Infernio Apparently I wasn't. Installing that build seems to have fixed the issue, since the application starts up properly now. Link to comment Share on other sites More sharing options...
Verayth Posted November 13, 2019 Share Posted November 13, 2019 @Infernio I upgraded the requirements, but still get the same crash trying to run the latest python nightly. Here is the upgrade log: Spoiler DEPRECATION: Python 2.7 will reach the end of its life on January 1st, 2020. Please upgrade your Python as Python 2.7 won't be maintained after that date. A future version of pip will drop support for Python 2.7. More details about Python 2 support in pip, can be found at https://pip.pypa.io/en/latest/development/release-process/#python-2-support Collecting https://bintray.com/loot/snapshots/download_file?file_path=loot_api_python-4.0.2-7-g580bf87_master-python2.7-win32.zip (from -r requirements.txt (line 8)) Downloading https://bintray.com/loot/snapshots/download_file?file_path=loot_api_python-4.0.2-7-g580bf87_master-python2.7-win32.zip (5.3MB) |UUUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU| 5.3MB 1.9MB/s Requirement already up-to-date: chardet~=3.0 in c:\dev\python27\lib\site-packages (from -r requirements.txt (line 2)) (3.0.4) Requirement already up-to-date: pywin32<225,>=220 in c:\dev\python27\lib\site-packages (from -r requirements.txt (line 3)) (224) Collecting wxPython==3.0.2.0 Using cached https://github.com/wrye-bash/dev-tools/raw/master/wheels/wxPython-3.0.2.0-cp27-cp27m-win32.whl Requirement already up-to-date: scandir~=1.9 in c:\dev\python27\lib\site-packages (from -r requirements.txt (line 6)) (1.10.0) Requirement already up-to-date: pygit2~=0.28 in c:\dev\python27\lib\site-packages (from -r requirements.txt (line 9)) (0.28.2) Requirement already up-to-date: pyfiglet~=0.8 in c:\dev\python27\lib\site-packages (from -r requirements.txt (line 10)) (0.8.post1) Collecting py2exe==0.6.9 Using cached https://github.com/wrye-bash/dev-tools/raw/master/wheels/py2exe-0.6.9-cp27-cp27m-win32.whl Requirement already satisfied, skipping upgrade: cffi in c:\dev\python27\lib\site-packages (from pygit2~=0.28->-r requirements.txt (line 9)) (1.13.2) Requirement already satisfied, skipping upgrade: six in c:\dev\python27\lib\site-packages (from pygit2~=0.28->-r requirements.txt (line 9)) (1.13.0) Requirement already satisfied, skipping upgrade: pycparser in c:\dev\python27\lib\site-packages (from cffi->pygit2~=0.28->-r requirements.txt (line 9)) (2.19) Installing collected packages: wxPython, py2exe, loot-api Found existing installation: wxPython 3.0.2.0 Uninstalling wxPython-3.0.2.0: Successfully uninstalled wxPython-3.0.2.0 Found existing installation: py2exe 0.6.9 Uninstalling py2exe-0.6.9: Successfully uninstalled py2exe-0.6.9 Found existing installation: loot-api 4.0.2 Uninstalling loot-api-4.0.2: Successfully uninstalled loot-api-4.0.2 Running setup.py install for loot-api ... done Successfully installed loot-api-4.0.2 py2exe-0.6.9 wxPython-3.0.2.0 Link to comment Share on other sites More sharing options...
Tanker1985 Posted November 13, 2019 Share Posted November 13, 2019 Removing loot.dll gave me: Error! Unable to start Wrye Bash. Please ensure Wrye Bash is correctly installed. Traceback (most recent call last): File "bash\bash.pyo", line 285, in _main File "zipextimporter.pyo", line 82, in load_module File "bash\bosh\__init__.pyo", line 46, in <module> File "zipextimporter.pyo", line 82, in load_module File "bash\bosh\mods_metadata.pyo", line 28, in <module> File "zipextimporter.pyo", line 98, in load_module ImportError: MemoryLoadLibrary failed loading loot_api.pyd Link to comment Share on other sites More sharing options...
Infernio Posted November 15, 2019 Share Posted November 15, 2019 @Verayth Are you using git or the source download? Make sure that your Python version no longer contains a 'chardet' folder, even if it's only .pyc files, otherwise Python might still try to use it. @Tanker1985 Huh, removing loot.dll shouldn't *crash*. LOOT stuff just shouldn't work. I'll forward it to Ganda. Verayth 1 Link to comment Share on other sites More sharing options...
Verayth Posted November 16, 2019 Share Posted November 16, 2019 @Infernio Thank you, that fixed it! I'm using git, and GITK to choose the branch. Guess I'll be doing a git clean after every branch switch from now on. Coming from Java, I didn't realize I needed to. git -C %REPO% clean -fdx Mopy/bash Link to comment Share on other sites More sharing options...
Infernio Posted November 19, 2019 Share Posted November 19, 2019 @Tanker1985 Could you try the latest nightly? We've changed to using PyInstaller to build nightlies now, which *should* fix the LOOT crash. Link to comment Share on other sites More sharing options...
Tanker1985 Posted November 23, 2019 Share Posted November 23, 2019 On 11/19/2019 at 2:55 PM, Infernio said: @Tanker1985 Could you try the latest nightly? We've changed to using PyInstaller to build nightlies now, which *should* fix the LOOT crash. I'm just seeing this on the 23rd and tried 201911230448. Same result. Wouldn't launch with loot.dll, instant crash with the same error message without it. The one that I keep reverting to is 201910221723. I also consider that the solution will be Win10, which will mean a new machine. Which I need anyway, but I'm about a year from being able to do that, I think. Link to comment Share on other sites More sharing options...
Infernio Posted November 30, 2019 Share Posted November 30, 2019 Yeah, we switched back to py2exe shortly afterwards, so you wouldn't have even had the chance to grab one of those builds. Sharlikran built this release with pyinstaller: https://github.com/Wrye-Code-Collection/wrye-bash/releases/tag/307.201911300147 This should work, but it will be much slower than current nightly (PBash takes about 3x longer for me). Link to comment Share on other sites More sharing options...
digitalwolfy Posted December 1, 2019 Share Posted December 1, 2019 Traceback (most recent call last): File "bash\bash.pyo", line 188, in main File "bash\bash.pyo", line 372, in _main File "bash\basher\__init__.pyo", line 4050, in Init File "bash\basher\__init__.pyo", line 4087, in InitData File "bash\bosh\__init__.pyo", line 1936, in refresh File "bash\bosh\__init__.pyo", line 1683, in _modinfos_cache_wrapper File "bash\bosh\__init__.pyo", line 1791, in refreshLoadOrder File "bash\load_order.pyo", line 303, in refresh_lo File "bash\load_order.pyo", line 253, in _update_cache File "bash\games.pyo", line 228, in get_load_order File "bash\games.pyo", line 247, in _cached_or_fetch File "bash\games.pyo", line 685, in _fetch_load_order KeyError: bolt.Path(u'wolf people home.esp') this is what it does when i open it got it it was my fault i deleted my master file by mistake. Link to comment Share on other sites More sharing options...
Infernio Posted December 2, 2019 Share Posted December 2, 2019 Try the latest WIP build (the link is in the second post in this thread), should already be fixed in there. Link to comment Share on other sites More sharing options...
Tanker1985 Posted December 2, 2019 Share Posted December 2, 2019 I got an error with Sharlikran's. Actually I had also tried an earlier one of his that I saw on the Discord last week, but it wouldn't launch. I'm done here. It's obvious that this program has hit a wall on my machine, for whatever reasons, so I'll just keep the version that I have that works until I can upgrade to Windows 10. Thanks for the continued work. I probably wouldn't mod Skyrim at all if my choices were only Vortex or MO. Link to comment Share on other sites More sharing options...
4nk8r Posted December 13, 2019 Share Posted December 13, 2019 I'm using the Beta4 version currently available from Nexus. When I have 254 normal plugins enabled, I am unable to activate any ESL-flagged plugins. I get the error "Skyrim.esm: Trying to activate more than 254 espms". I have to disable a normal plugin, activate the ESL, then I can re-activate the normal plugin. Seems to be tripping over the file extension before it recognizes it as being flagged ESL. Link to comment Share on other sites More sharing options...
Arthmoor Posted December 13, 2019 Share Posted December 13, 2019 You need to avoid trying to activate that many. The game can only support 253, not 254, because 2 slots are reserved: FE for engine mapping the ESL forms, and FF because it belongs to the save game. Forcing it to accept a standard mod in the FE slot is going to lead to save corruption. Link to comment Share on other sites More sharing options...
Infernio Posted December 13, 2019 Share Posted December 13, 2019 Nah, you can have 254 mods, that's FD in hex. The save game uses FF (256) and ESLs use FE (255). And I can confirm the bug report above, you do indeed get an error if you try to activate an ESL with 254 mods. Will look into it. Link to comment Share on other sites More sharing options...
Infernio Posted December 13, 2019 Share Posted December 13, 2019 @4nk8r Fixed in 307.201912130315, see second post in this thread for the link to the nightlies. 4nk8r 1 Link to comment Share on other sites More sharing options...
Arthmoor Posted December 13, 2019 Share Posted December 13, 2019 Wouldn't that be assuming then that Skyrim.esm is 01 instead of 00? Cause if you check form IDs in the game, FF is definitely the save game and that translates to 255 in decimal. Link to comment Share on other sites More sharing options...
Infernio Posted December 13, 2019 Share Posted December 13, 2019 FF is 255, but indices begin at 00, so it's 255 + 1 = 256. Including the savegame and ESL slots, you have 256 mod indices. Link to comment Share on other sites More sharing options...
The Black Swan Posted December 13, 2019 Share Posted December 13, 2019 11 hours ago, Infernio said: FF is 255, but indices begin at 00, so it's 255 + 1 = 256. Including the savegame and ESL slots, you have 256 mod indices. Let's see if i understand. Base game ESM is in slot 00. ESL files are slot FE. The savegame is slot FF. That's three (00, FE and FF) of the 256 slots taken up, leaving 253 slots for everything else (additional Mod ESP files and DSL ESM files). So I guess I do not understand how there are 254 slots for mods. Link to comment Share on other sites More sharing options...
Arthmoor Posted December 13, 2019 Share Posted December 13, 2019 Yes, I know indices begin at 00, they also end at FF, and saying you can use slot 254 (FE) is not correct for SSE or FO4 because that slot is reserved for the ESL form mapping in-game. @The Black Swan For purposes of Fallout 4, obviously 00 and FF are reserved for required files. So no, you can't actually have 254 mods installed because 2 slots are reserved. With SSE it's even lower, because SSE requires 5 official masters, reducing the max count to 249, not 255. It's an issue I've tried several times to get people to clarify but they won't, insisting they have better information than the observable facts. And no, before someone else tries to imply it, I am NOT accusing the Wrye Bash team of such ignorance. Link to comment Share on other sites More sharing options...
The Black Swan Posted December 14, 2019 Share Posted December 14, 2019 Thanks @Arthmoor. That's what I originally thought. Link to comment Share on other sites More sharing options...
Infernio Posted December 14, 2019 Share Posted December 14, 2019 Wrye Bash internally uses 'mod' and 'plugin' synonymously (e.g. the Mods tab should really be the Plugins tab - too late for that though), so when I say '254 mods' I actually mean '254 non-ESL-flagged plugins', which includes the game masters. So yes, if you treat 'mod' and 'plugin' as separate things, then you can have more plugins than mods, namely the hardcoded game masters / CC content. Link to comment Share on other sites More sharing options...
BlackPete Posted December 20, 2019 Share Posted December 20, 2019 Quote Traceback (most recent call last): File "bash\bash.pyo", line 206, in main File "bash\bash.pyo", line 369, in _main File "bash\basher\__init__.pyo", line 4104, in Init File "bash\basher\__init__.pyo", line 4142, in InitData File "bash\bosh\__init__.pyo", line 1922, in refresh File "bash\bosh\__init__.pyo", line 1337, in refresh File "bash\bosh\__init__.pyo", line 2124, in new_info File "bash\bosh\__init__.pyo", line 1313, in new_info File "bash\bosh\__init__.pyo", line 1232, in new_info File "bash\bosh\__init__.pyo", line 410, in __init__ File "bash\bosh\__init__.pyo", line 219, in __init__ File "bash\bosh\__init__.pyo", line 116, in __init__ File "bash\bosh\__init__.pyo", line 413, in _reset_cache File "bash\bosh\__init__.pyo", line 231, in _reset_cache File "bash\bosh\__init__.pyo", line 608, in readHeader File "bash\brec.pyo", line 2427, in __init__ File "bash\brec.pyo", line 1679, in initRecord File "bash\brec.pyo", line 2218, in __init__ File "bash\brec.pyo", line 2282, in load File "bash\brec.pyo", line 2436, in loadData File "bash\brec.pyo", line 1708, in loadData File "bash\brec.pyo", line 1700, in loadData KeyError: 'TNAM' Not sure what I might have done wrong to cause this, but I can't get the program to start. Maybe I need to reinstall it. This is version 307.2019.1123.448. Edit: This can be disregarded because I figured out the problem. I accidentally put the Unofficial Fallout 4 Patch into the Skyrim SE directory (meant to drag USSEP in there instead). Link to comment Share on other sites More sharing options...
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