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Utumno

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I have a question:

 

I know it says feature requests are supposed to be made over at github however I am not sure if what I want would need to be added as a feature or left to scripting. 

 

Is there a way to make wyre combine formid lists? Mainly for use with things like childgift lists and plantables. This is even more needed now that SSE includes all DLC and more and more mods can (and likely will) add to these lists causing incompatibility isues. 

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307.201707270418

I can't merge now I am getting tired and I do silly mistakes :P

I leave tomorrow, so will be off for a while. This nightly is as close to the beta as can be - I also a dded a mod menu item "Recalculate CRCs" and dropped the crc debug check so this is back to normal start time.

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4 hours ago, Utumno said:

Ok let's see if anyone turns up or will bin - groups I find useful too

Well as for the beta it won't be tomorrow, take your time with wiki and everything - just report any big bug you come across if any

 

:) oops, Groups v Exclusion groups : Fortunately I did specify Exclusion Groups in the sticky ... Personally I dont use those either.

Grabbing the "307 WB wip standalone" new nightly build version at the end of the second post for testing

 

(source is in there too for anyone using python version that may think its just a link to standalone)

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@Utumno you probably just havent fixed it yet, but just in case you did have a poke at Fallout 4 Wrye Bash doing setting backups into the Oblivion mods .. Its still doing it (Skyrim SE and Oblivion Wrye Bash save into their own, its just Fallout 4 Wrye Bash has this problem)

 

0000.png

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4 hours ago, Kelsenellenelvian said:

Is there a way to make wyre combine formid lists? Mainly for use with things like childgift lists and plantables. This is even more needed now that SSE includes all DLC and more and more mods can (and likely will) add to these lists causing incompatibility isues. 

Order of entries in FormID lists does matter unlike leveled lists if there are scripts which access them by entries index. They should not be combined without prior script checking and modification.

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18 minutes ago, zilav said:

Order of entries in FormID lists does matter unlike leveled lists if there are scripts which access them by entries index. They should not be combined without prior script checking and modification.

Might you be able to suggest a better way to add things to these lists? Say for instance specifically the 2 I mentioned - BYOHRelationshipAdoptionPlayerGiftChildMale\Female & flPlanterPlantedFlora\Item?

 

Or is there really no elegant way to handle these?

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Utumno, with your new WIP, rebuilding a bashed patch for Fallout 4 crashes with this traceback:



Dumping: LLC_Vendor_10mm_75 545563 <bash.game.skyrim.records.MelLevListLvlo instance at 0x0347D5D0>
> header: <bash.game.fallout4.RecordHeader object at 0x0D8808F0>
> recType: 'LVLI'
> fid: 545563L
> flags1: <bash.bolt.Flags object at 0x0D880930>
> size: 89
> flags2: 6233489
> changed: True
> subrecords: None
> data: 'EDID\x13\x00LLC_Vendor_10mm_75\x00OBND\x0c\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00LVLD\x01\x00\x19LVLM\x01\x00\x00LVLF\x01\x00\x00LLCT\x01\x00\x01LVLO\x0c\x00\x01\x00\x8a\xec%2\x04\x00\x01\x00\x00\x03'
> inName: bolt.Path(u'Fallout4.esm')
> longFids: False
> mergeOverLast: True
> mergeSources: [bolt.Path(u'DLCCoast.esm')]
> items: set([(bolt.Path(u'Fallout4.esm'), 274981)])
> delevs: None
> relevs: None
> eid: u'LLC_Vendor_10mm_75'
> boundX1: 0
> boundY1: 0
> boundZ1: 0
> boundX2: 0
> boundY2: 0
> boundZ2: 0
> chanceNone: 25
> maxCount: 0
> flags: <bash.bolt.Flags object at 0x0CA72AB0>
> glob: 0L
> entries: [<bash.brec.MelObject object at 0x0D8809B0>]
> filterKeywordChances: []
> epicLootChance: None
> overrideName: None
Traceback (most recent call last):
  File "bash\balt.py", line 436, in <lambda>
    if onButClick: self.Bind(wx.EVT_BUTTON, lambda __event: onButClick())
  File "bash\balt.py", line 1605, in _conversation_wrapper
    return func(*args, **kwargs)
  File "bash\basher\patcher_dialog.py", line 208, in PatchExecute
    self._save_pbash(patchFile, patch_name)
  File "bash\basher\patcher_dialog.py", line 290, in _save_pbash
    patchFile.safeSave()
  File "bash\parsers.py", line 4049, in safeSave
    self.save(filePath.temp)
  File "bash\parsers.py", line 4072, in save
    selfTops[type].dump(out)
  File "bash\record_groups.py", line 204, in dump
    size = self.getSize()
  File "bash\record_groups.py", line 194, in getSize
    (hsize + record.getSize()) for record in self.records)
  File "bash\record_groups.py", line 194, in <genexpr>
    (hsize + record.getSize()) for record in self.records)
  File "bash\brec.py", line 1547, in getSize
    self.dumpData(out)
  File "bash\brec.py", line 1638, in dumpData
    self.__class__.melSet.dumpData(self,out)
  File "bash\brec.py", line 1215, in dumpData
    element.dumpData(record,out)
  File "bash\game\skyrim\records.py", line 3946, in dumpData
    MelGroups.dumpData(self,record,out)
AttributeError: 'NoneType' object has no attribute 'dumpData'


Building a new bashed patch from scratch crashes with the same traceback.

Let me know what you need!  :)

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11 hours ago, Kelsenellenelvian said:

Might you be able to suggest a better way to add things to these lists? Say for instance specifically the 2 I mentioned - BYOHRelationshipAdoptionPlayerGiftChildMale\Female & flPlanterPlantedFlora\Item?

 

Or is there really no elegant way to handle these?

Use the AddForm function. As long as what you're doing doesn't require specific order of things, that should do what you want.

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50 minutes ago, Arthmoor said:

Use the AddForm function. As long as what you're doing doesn't require specific order of things, that should do what you want.

sweet now I just have to figure out the body of the script. (I suck at the scripting right now) but this will make NSO cleaner and more compatible.

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5 hours ago, Supierce said:

Utumno, with your new WIP, rebuilding a bashed patch for Fallout 4 crashes with this traceback:

  Reveal hidden contents

 

 


Dumping: LLC_Vendor_10mm_75 545563 <bash.game.skyrim.records.MelLevListLvlo instance at 0x0347D5D0>
> header: <bash.game.fallout4.RecordHeader object at 0x0D8808F0>
> recType: 'LVLI'
> fid: 545563L
> flags1: <bash.bolt.Flags object at 0x0D880930>
> size: 89
> flags2: 6233489
> changed: True
> subrecords: None
> data: 'EDID\x13\x00LLC_Vendor_10mm_75\x00OBND\x0c\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00\x00LVLD\x01\x00\x19LVLM\x01\x00\x00LVLF\x01\x00\x00LLCT\x01\x00\x01LVLO\x0c\x00\x01\x00\x8a\xec%2\x04\x00\x01\x00\x00\x03'
> inName: bolt.Path(u'Fallout4.esm')
> longFids: False
> mergeOverLast: True
> mergeSources: [bolt.Path(u'DLCCoast.esm')]
> items: set([(bolt.Path(u'Fallout4.esm'), 274981)])
> delevs: None
> relevs: None
> eid: u'LLC_Vendor_10mm_75'
> boundX1: 0
> boundY1: 0
> boundZ1: 0
> boundX2: 0
> boundY2: 0
> boundZ2: 0
> chanceNone: 25
> maxCount: 0
> flags: <bash.bolt.Flags object at 0x0CA72AB0>
> glob: 0L
> entries: [<bash.brec.MelObject object at 0x0D8809B0>]
> filterKeywordChances: []
> epicLootChance: None
> overrideName: None
Traceback (most recent call last):
  File "bash\balt.py", line 436, in <lambda>
    if onButClick: self.Bind(wx.EVT_BUTTON, lambda __event: onButClick())
  File "bash\balt.py", line 1605, in _conversation_wrapper
    return func(*args, **kwargs)
  File "bash\basher\patcher_dialog.py", line 208, in PatchExecute
    self._save_pbash(patchFile, patch_name)
  File "bash\basher\patcher_dialog.py", line 290, in _save_pbash
    patchFile.safeSave()
  File "bash\parsers.py", line 4049, in safeSave
    self.save(filePath.temp)
  File "bash\parsers.py", line 4072, in save
    selfTops[type].dump(out)
  File "bash\record_groups.py", line 204, in dump
    size = self.getSize()
  File "bash\record_groups.py", line 194, in getSize
    (hsize + record.getSize()) for record in self.records)
  File "bash\record_groups.py", line 194, in <genexpr>
    (hsize + record.getSize()) for record in self.records)
  File "bash\brec.py", line 1547, in getSize
    self.dumpData(out)
  File "bash\brec.py", line 1638, in dumpData
    self.__class__.melSet.dumpData(self,out)
  File "bash\brec.py", line 1215, in dumpData
    element.dumpData(record,out)
  File "bash\game\skyrim\records.py", line 3946, in dumpData
    MelGroups.dumpData(self,record,out)
AttributeError: 'NoneType' object has no attribute 'dumpData'
 


Building a new bashed patch from scratch crashes with the same traceback.

Let me know what you need! :)

 

I'm able to replicate this in FO4, but I gathered some more data because i got a lead in my traceback to what might have been causing it.

Started WB FO4, did FULL data refresh in BAIN, switched back to Mods, rebuilt bashed patch.  Bugcheck #1: Bash-patch-BashBugDump.log

Noticed crash mentioned something in a plugin named "SuperMutantOverhaul.esp", so I loaded it up in FO4Edit to check it out. Found the plugin had a few errors.

Spoiler

[00:39] Background Loader: <Warning: Unused data in:  \ [07] SuperMutantOverhaul.esp \ [15] GRUP Top "NPC_" \ [55] SMOH_EncNightkin03Legendary "Psychotic Nightkin Prowler" [NPC_:070008D7] \ [21] Object Template \ [1] Combinations \ [0] Combination \ [0] OBTS - Object Mod Template Item>
[00:39] Background Loader: finished
[00:00] Checking for Errors in [07] SuperMutantOverhaul.esp
[00:00] MS10Boss "Fist" [NPC_:0003F2EA]
[00:00]     NPC_ \ TPTA - Template Actors \ Traits -> [0200082A] < Error: Could not be resolved >
[00:00] <Warning: Unused data in:  \ [07] SuperMutantOverhaul.esp \ [15] GRUP Top "NPC_" \ [55] SMOH_EncNightkin03Legendary "Psychotic Nightkin Prowler" [NPC_:070008D7] \ [21] Object Template \ [1] Combinations \ [0] Combination \ [0] OBTS - Object Mod Template Item>
[00:00] <Warning: Unused data in:  \ [07] SuperMutantOverhaul.esp \ [15] GRUP Top "NPC_" \ [55] SMOH_EncNightkin03Legendary "Psychotic Nightkin Prowler" [NPC_:070008D7] \ [21] Object Template \ [1] Combinations \ [0] Combination \ [0] OBTS - Object Mod Template Item>
[00:00] workshopScrapRecipe_MutantArmor_Cloth "Scrap Cloth" [FLST:07000926]
[00:00]     FLST \ FormIDs \ LNAM - FormID -> [020008AE] < Error: Could not be resolved >
[00:00]     FLST \ FormIDs \ LNAM - FormID -> [020008AD] < Error: Could not be resolved >

 

 

Filtered for cleaning, and cleaned 7 ITMs.

Spoiler

[Filtering done]  Processed Records: 2239958 Elapsed Time: 00:13
Removing: ModCloseDamage "Grinder" [PERK:001EC1F9]
Removing: LvlSMBehemoth_LevelGated [NPC_:00239FB2]
Removing: LvlSMBehemoth_Aggro2048 [NPC_:0020615B]
Removing: LvlSMBehemoth [NPC_:0012B97E]
Removing: DN020_LvlSupermutantBoss "Vikter" [NPC_:000E6D89]
Removing: RECheckpoint_LvlSupermutantAuto [NPC_:000AF8FB]
Removing: RECheckpoint_LvlSupermutantMinigunBoss [NPC_:000AF8F8]
[Removing "Identical to Master" records done]  Processed Records: 418, Removed Records: 7, Elapsed Time: 00:00
[Undeleting and Disabling References done]  Processed Records: 411, Undeleted Records: 0, Elapsed Time: 00:00

LOOT Masterlist Entry
  - name: 'SuperMutantOverhaul.esp'
    dirty:
      - crc: 0x3aa85b45
        util: *dirtyUtil
        itm: 7
BOSS Masterlist Entry
SuperMutantOverhaul.esp
  IF CHECKSUM("SuperMutantOverhaul.esp", 3AA85B45) DIRTY: 7 ITM, 0 UDR records. Needs FO4Edit cleaning: "http://cs.elderscrolls.com/index.php?title=TES4Edit_Cleaning_Guide"

 

After cleaning, I tried building the patch again and got  a similar error in the traceback:  Second patcher-BashBugDump.log

So I removed the errant plugin to see if it would build the patch. No dice. Error on another plugin: RichMerchants.esp (Don't judge me!): Third BashBugDump.log

This plugin was clean however with no errors in FO4Edit. Clean as a whistle too.

So I did what I had to do and uninstalled all packages and did a "Clean Data" to wipe everything in my FO4 data folder. Deleted the Bashed Patch, relaunched in debug mode and attempted to build the patch again. This is the final error, with just the stock FO4 masters: Clean data dir and no bashed patch - BashBugDump.log

So it looks like something is up in FO4. Just to absolutely confirm I built patches in Oblivion (CBash), Skyrim LE, and SSE all in debug mode and was successful.

 

 

 

 

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On 7/21/2017 at 9:14 PM, alt3rn1ty said:

Yeah if its easily done for individual games (leaving it enabled for Oblivion), its no use to Skyrim LE / SE or FO4, having it still in the context menu for those games is just going to be a stream of questions from confused users.

@Utumno + .. Aswell as removing the Auto-Ghost option from Mods Tab Header bar Context menus for Skyrim LE / SE / FO4, could do with also removing Disallow Ghosting and Ghost from the Mods Tab main context menu for those games

 

0000.png

 

Edit : I cant reproduce Beermotors crash building a bashed patch for FO4 with the latest nightly build

 

000.png


Wrye Bash starting
Using Wrye Bash Version 307.201707270418 (Standalone)
OS info: Windows-10-10.0.15063
Python version: 2.7.12
wxPython version: 2.8.12.1 (msw-unicode)
input encoding: None; output encoding: None; locale: ('en_GB', 'cp1252')
filesystem encoding: mbcs 
bash.pyo  323 main: Searching for game to manage:
bush.pyo   91 __supportedGames: Detected the following supported games via Windows Registry:
bush.pyo   93 __supportedGames:  Oblivion: e:\oblivion
bush.pyo   93 __supportedGames:  Skyrim Special Edition: D:\Steam\steamapps\common\Skyrim Special Edition
bush.pyo   93 __supportedGames:  Fallout4: D:\Steam\steamapps\common\Fallout 4
bush.pyo  151 _detectGames: Detecting games via the -o argument, bash.ini and relative path:
bush.pyo  157 _detectGames: Set game mode to Fallout4 found in parent directory of Mopy:  d:\Steam\steamapps\Common\Fallout 4
bush.pyo  172 __setGame:  Using Fallout4 game: d:\Steam\steamapps\Common\Fallout 4
testing UAC
mods_metadata.pyo  224 __init__: Using LOOT API version: 0.10.2

 

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1 hour ago, alt3rn1ty said:

Edit : I cant reproduce Beermotors crash building a bashed patch for FO4 with the latest nightly build

  Reveal hidden contents

000.png



Wrye Bash starting
Using Wrye Bash Version 307.201707270418 (Standalone)
OS info: Windows-10-10.0.15063
Python version: 2.7.12
wxPython version: 2.8.12.1 (msw-unicode)
input encoding: None; output encoding: None; locale: ('en_GB', 'cp1252')
filesystem encoding: mbcs 
bash.pyo  323 main: Searching for game to manage:
bush.pyo   91 __supportedGames: Detected the following supported games via Windows Registry:
bush.pyo   93 __supportedGames:  Oblivion: e:\oblivion
bush.pyo   93 __supportedGames:  Skyrim Special Edition: D:\Steam\steamapps\common\Skyrim Special Edition
bush.pyo   93 __supportedGames:  Fallout4: D:\Steam\steamapps\common\Fallout 4
bush.pyo  151 _detectGames: Detecting games via the -o argument, bash.ini and relative path:
bush.pyo  157 _detectGames: Set game mode to Fallout4 found in parent directory of Mopy:  d:\Steam\steamapps\Common\Fallout 4
bush.pyo  172 __setGame:  Using Fallout4 game: d:\Steam\steamapps\Common\Fallout 4
testing UAC
mods_metadata.pyo  224 __init__: Using LOOT API version: 0.10.2

 

Hmm have you cleaned your masters?  If so can you send me the CRCs so I can check against mine please?  

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@Beermotor Yep all cleaned, I also tested re-installing the original plugins and rebuilding, followed by again installing the cleaned plugins, no joy making any errors ..

CRCs are on the right.

0000.png

Just one pass of Apply filter for cleaning, then cleaning UDRs and ITMs on these

Now : Whilst I cant reproduce your problem building the Bashed Patch, I have discovered something else ....

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@Utumno While messing around with my cleaned plugins for fallout 4, I did manage to shake some errors loose, by using install after manually selecting a bunch of sub-packages (as opposed to using Anneal)

Grab this file, put it in Bash Installers for FO4

Have "Skip Bethsoft Content" de-selected

Manually select all cleaned sub-packages,

then Anneal.

Now without closing Wrye Bash, manually select all Original (not cleaned) sub-packages,

and this time choose Install (Anneal would work okay, Install doesn't) - You should now get errors

Wrye Bash starting
Using Wrye Bash Version 307.201707270418 (Standalone)
OS info: Windows-10-10.0.15063
Python version: 2.7.12
wxPython version: 2.8.12.1 (msw-unicode)
input encoding: None; output encoding: None; locale: ('en_GB', 'cp1252')
filesystem encoding: mbcs 
bash.pyo  323 main: Searching for game to manage:
bush.pyo   91 __supportedGames: Detected the following supported games via Windows Registry:
bush.pyo   93 __supportedGames:  Oblivion: e:\oblivion
bush.pyo   93 __supportedGames:  Skyrim Special Edition: D:\Steam\steamapps\common\Skyrim Special Edition
bush.pyo   93 __supportedGames:  Fallout4: D:\Steam\steamapps\common\Fallout 4
bush.pyo  151 _detectGames: Detecting games via the -o argument, bash.ini and relative path:
bush.pyo  157 _detectGames: Set game mode to Fallout4 found in parent directory of Mopy:  D:\Steam\steamapps\Common\Fallout 4
bush.pyo  172 __setGame:  Using Fallout4 game: D:\Steam\steamapps\Common\Fallout 4
testing UAC
mods_metadata.pyo  224 __init__: Using LOOT API version: 0.10.2
Traceback (most recent call last):
  File "bash\balt.pyo", line 2495, in __Execute
  File "bash\balt.pyo", line 1605, in _conversation_wrapper
  File "bash\basher\installer_links.pyo", line 506, in Execute
  File "bash\bosh\bain.pyo", line 2289, in bain_install
  File "bash\bosh\bain.pyo", line 2221, in _install
  File "bash\bolt.pyo", line 2031, in __call__
  File "bash\balt.pyo", line 1365, in _do_progress
  File "wx\_windows.pyo", line 2971, in Update
wx._core.PyAssertionError: C++ assertion "value <= m_maximum" failed at ..\..\src\generic\progdlgg.cpp(337) in wxProgressDialog::Update(): invalid progress value

 

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Utumno, installing a new Fallout 4 mod with the latest WIP fails with the following traceback:



Traceback (most recent call last):
  File "bash\balt.py", line 2495, in __Execute
    self.Execute()
  File "bash\balt.py", line 1605, in _conversation_wrapper
    return func(*args, **kwargs)
  File "bash\basher\installer_links.py", line 506, in Execute
    ui_refresh, progress, last, override)
  File "bash\bosh\bain.py", line 2289, in bain_install
    override)
  File "bash\bosh\bain.py", line 2221, in _install
    progress(index,installer.archive)
  File "bash\bolt.py", line 2031, in __call__
    self._do_progress(1.0 * state / self.full, self.message)
  File "bash\balt.py", line 1365, in _do_progress
    ret = self.dialog.Update(int(state*100),message)
  File "C:\Python27\lib\site-packages\wx-2.8-msw-unicode\wx\_windows.py", line 2971, in Update
    return _windows_.ProgressDialog_Update(*args, **kwargs)
wx._core.PyAssertionError: C++ assertion "value <= m_maximum" failed at ..\..\src\generic\progdlgg.cpp(337) in wxProgressDialog::Update(): invalid progress value


...which differs from the bashed patch failure I reported above.

Let me know what you need. :)

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@Supierce Yep thats the same errors I got, I now believe you dont have to do anything elaborate, just try to use Install, its currently fubar in the nightly build

As a temp workaround "Install Last" is working still, then just drag it back up the Install Order to where it should be ..

Until we get another build with this issue fixed

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45 minutes ago, alt3rn1ty said:

@Supierce Yep thats the same errors I got, I now believe you dont have to do anything elaborate, just try to use Install, its currently fubar in the nightly build

As a temp workaround "Install Last" is working still, then just drag it back up the Install Order to where it should be ..

Until we get another build with this issue fixed

That's a great workaroud! Thank you! :)

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3 hours ago, alt3rn1ty said:

@Beermotor Yep all cleaned, I also tested re-installing the original plugins and rebuilding, followed by again installing the cleaned plugins, no joy making any errors ..

Just one pass of Apply filter for cleaning, then cleaning UDRs and ITMs on these

Now : Whilst I cant reproduce your problem building the Bashed Patch, I have discovered something else ....

Thank you. I'm re-downloading new masters from Steam and I'll see if I can reproduce your successful patch build after cleaning.

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I have started re-doing the Wrye Bash Pictorial Guide

Main objective to get it up to date (chopping out details like the old defaults of having Lock times selected, and BOSS disable Lock Times - Favouring LOOT as the recommended go-to Load Order tool), but also make it more generic now there are other games being supported, so I can easily duplicate it per game nexus. There will still be notes that reference Oblivion where needed (Auto-Ghost) but now written to specifically mention its unique to that game only ..

Its surprising me how much needs to be changed / redone

This old screesnhot ..

Now becomes :

WBB-2.png

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3 hours ago, alt3rn1ty said:

I have started re-doing the Wrye Bash Pictorial Guide

Main objective to get it up to date (chopping out details like the old defaults of having Lock times selected, and BOSS disable Lock Times - Favouring LOOT as the recommended go-to Load Order tool), but also make it more generic now there are other games being supported, so I can easily duplicate it per game nexus. There will still be notes that reference Oblivion where needed (Auto-Ghost) but now written to specifically mention its unique to that game only ..

Its surprising me how much needs to be changed / redone

This old screesnhot ..

Now becomes :

 

  Reveal hidden contents

 

WBB-2.png

 

 

Love the piccies. Would be nice to have this linked in the install or on the help pages somewhere.

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Its linked in the first post under Documentation, when its fully updated I will duplicate it on SLE / FO4 / SSE Nexus, and use the Mirrors tab to link them all, so the OP here or on Bethnet will still only need the Oblivion Nexus link.

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8 hours ago, alt3rn1ty said:

I have started re-doing the Wrye Bash Pictorial Guide

Main objective to get it up to date (chopping out details like the old defaults of having Lock times selected, and BOSS disable Lock Times - Favouring LOOT as the recommended go-to Load Order tool), but also make it more generic now there are other games being supported, so I can easily duplicate it per game nexus. There will still be notes that reference Oblivion where needed (Auto-Ghost) but now written to specifically mention its unique to that game only ..

Its surprising me how much needs to be changed / redone

This old screesnhot ..

Now becomes :

 

  Reveal hidden contents

 

WBB-2.png

 

 

This is a thing of beauty, @alt3rn1ty

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17 hours ago, alt3rn1ty said:

@Beermotor Yep all cleaned, I also tested re-installing the original plugins and rebuilding, followed by again installing the cleaned plugins, no joy making any errors ..

CRCs are on the right.

Just one pass of Apply filter for cleaning, then cleaning UDRs and ITMs on these

Now : Whilst I cant reproduce your problem building the Bashed Patch, I have discovered something else ....

Ok I'm slow (I'm on-call this weekend so I've been delayed) but I've cleaned my masters.. et voila, they are identical.identical_crcs.PNG.305c4ab039ea2942ce10b74ba74bd2f3.PNG

Alas the patch, she will not build.

Also even with "skip Bethesda content" unchecked it will not install this package. All this is in the bug dump. I couldn't get the Unofficial Patch to install either after I copied it over.

EDIT: I forgot to mention, this is a completely clean reinstall of FO4 with no old game or bash data anywhere (even in .\appdata\local\fallout4), and with my "Fallout4 Mods" folder renamed. I wanted to make as certain as possible nothing could taint the results.

EDIT2: Scrolling back up, the traceback I get on package installation is the same as @alt3rn1ty and @Supierce got.

20170729-BashBugDump.log

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@Utumno A screen I am currently updating for the Wrye Bash Pictorial Guide, is the Oblivion Patchers Selection Key, to guide people through the Rebuilding the Bashed Patch .. I found something you may want to exclude

I noticed there are a few patchers which have been dropped, Power exhaustion / Globals / Import Script Contents  ..

But you have left behind Morph Factions - Morph Factions requires Wrye Morph (aswell as Cobl), so its no longer usable since Wrye Morph has been snipped.

Screenshot below shows the old Selection Key versus the rework I am doing now with the nightly build of Wrye Bash - For now I could just mark it as a Dont Select .. But if you are going to remove it, I need to do a bit more graphical surgery on this image

(The weird selection key symbols are to keep the whole thing colour blind friendly).

 

EDIT : DISREGARD THIS POST - MY BRAIN WAS READING BASH MON INSTEAD OF WRYE MORPH

 

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It looks like the installer problem is a little more involved than just Fallout 4. I was making a wizard for a SSE plugin and got a traceback after completing a run-through of the wizard install.  After that, subsequent runs of the wizard claim that a subfolder in the BAIN isn't present even though it just got finished successfully running the same wizard seconds earlier.

This just happened so while it is fresh on my mind, steps to reproduce:

  1. Continued a complex BAIN + Wizard I was working on before the latest update. Restructured the package a little, finished the wizard.
  2. Ran the wizard with no wizard errors, but at the finish screen I clicked "apply" and "install" but instead of installing it threw a traceback.
  3. Closed WB and restarted in debug. Subpackages were still selected from the wizard in the BAIN, right clicked and picked "install".  Did not install package.
  4. Attempted wizard again, wizard crashed with "'00 package' is not part of the installer" error. Bug dump : SSE package install -20170727 -BashBugDump.log
  5. I'm not 100% certain this was working last night, but since I just installed on top of the previous version, I closed WB, went to Mopy\bash, opened up WSL terminal shell, ran `find . -type f -name "*.pyc" -delete` to clean out the pyc files to replicate a first run.
  6. Launched WB again, launched clean, same issue. as step 4.

I'm going to test with Oblivion next to see if I can replicate it, and if not I'll try the standalone precompiled exe to see if I have cooties in my Python install.

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