Arthmoor Posted January 4, 2018 Share Posted January 4, 2018 The error check should chime in about any esp file that's not of the correct form version. That would include anything DynDOLOD is doing. Only the 5 official ESM files are exempt since for reasons unknown Bethesda made exceptions for old record formats in those files instead of simply converting them all like they should have. Records copied from the official files would need to have their content updated to the correct record version in order to be valid in the game. I know nobody seems to want to listen to myself and others who have reported on this but anything in a non-official plugin file that isn't form version 44 WILL result in corruption of varying degrees while playing the game so this cannot simply be brushed aside as a trivial issue. Link to comment Share on other sites More sharing options...
Sharlikran Posted January 5, 2018 Share Posted January 5, 2018 No the problem is you don't listen. I keep telling you that the records are already updated. I just dont have the time any longer to keep explaining the same thing over and over. I am sorry but I won't be checking in any longer as real life is to important right now. Good luck. Link to comment Share on other sites More sharing options...
Joat_Mon Posted January 5, 2018 Share Posted January 5, 2018 On 12/22/2017 at 8:05 AM, Utumno said: The resize icons crash has eluded me for too long - it's certainly a windows/wx hard crash - I was never able to replicate. The hint that it may be related to the Apps folder is the first shadow of a reproducer that I know of - would be nice to pin this down @Joat_Mon welcome to the forums - nice reports there ! Yep, policy is that before filling an issue one should drop by here, cause 90% is a no issue or a known issue, or some regression of bleeding edge (which btw is the utumno-wip always, the second post (timestamp) version is usually left a bit behind the python one, it's just a snapshot of always evolving python branch) I have worked on this since my last report. The machine I reported about, i7 4770k, 32Gb, one SSD for OS, one SSD for game, one HDD for data, SkyrimSE, did not yield consistent enough result for a sane analysis. So I resurrected my gaming machine, i7 3930k (rest hdwe. same as other machine) which had Win 7U, Wrye Bash (306) and Skyrim installed and did not crash when the status bar icons were resized. I nuked the OS on the gaming rig and wiped the other drives, then installed Win 10P 1709 16299.125 from a new image downloaded from MS. Have reinstalled Steam, SkyrimSE, Wrye Bash (latest Utumno wip python version) and a lot of other stuff. At first the status bar icons resized without crashing Wrye Bash. It wasn't until I populated the bash installer directory with 75 to 80 mods and started running wizards that the status bar started to crash Wrye Bash when the icons were resized. No mods were actually installed. The failure mode on the 3930k machine is very consistent. The event viewer shows the following Faulting application name: pythonw.exe, version: 0.0.0.0, time stamp: 0x59bd8782 Faulting module name: ntdll.dll, version: 10.0.16299.64, time stamp: 0xac8afc81 Exception code: 0xc0000005 Fault offset: 0x0002cfd6 Faulting process id: 0x13c0 Faulting application start time: 0x01d38574035b3cc1 Faulting application path: C:\Python27\pythonw.exe Faulting module path: C:\Windows\SYSTEM32\ntdll.dll Report Id: 2a4a8c55-d0d3-4479-9930-38672dc44c19 Faulting package full name: Faulting package-relative application ID: Attached is a WER file with more details, both reports are substantially the same for both machines. I looked at most of the code and learned that it will be a while before I understand python well enough to be of assistance there. I have several hunches as to possible causes now that I have observed the behavior for a couple weeks on a machine that fails consistently, I'm hoping someone sees something in the data presented so I can eliminate some of the possibilities. BTW Exception code: 0xc0000005 is often but not always a memory address being accessed wrong or not found, but it is kind of a default fall back code for MS and ntdll.dll covers a lot of territory. Report.wer Utumno 1 Link to comment Share on other sites More sharing options...
lmstearn Posted January 5, 2018 Share Posted January 5, 2018 It's a weird error, having just upgraded to Beta from an older bleeding edge (1/12) where it could not be reproduced with SE and the Unofficials alone. However, launching the Beta from the installer dialog with exactly the same config- it crashed! A lot of italicised items briefly appeared in the GUI as well. Where did all that come from? Damn, forgot to turn on debug. Running the new build several times since, there's no way to reproduce! Spoiler Version=1 EventType=APPCRASH EventTime=131596044646113604 ReportType=2 Consent=1 UploadTime=131596044669056198 ReportStatus=268435456 ReportIdentifier=66ae53aa-ba53-447e-92cd-78bf6bf0106d IntegratorReportIdentifier=4800b86a-9ae7-4cad-8102-77a52858922c Wow64Host=34404 Wow64Guest=332 NsAppName=Wrye Bash.exe AppSessionGuid=00010cc8-0001-000a-e964-3688e785d301 TargetAppId=W:0006665ee70c48a1e3bca57bf334d23e614a00000904!0000c9c5d9d8d0e8b640912bb23e12b1624e220af04f!Wrye Bash.exe TargetAppVer=2008//11//10:09:40:35!0!Wrye Bash.exe BootId=4294967295 ServiceSplit=8906132 TargetAsId=14924 Response.BucketId=4299117637bd335f0c9da4ca246c86a5 Response.BucketTable=1 Response.LegacyBucketId=2061985392506996389 Response.type=4 Sig[0].Name=Application Name Sig[0].Value=Wrye Bash.exe Sig[1].Name=Application Version Sig[1].Value=307.2017.1223.2300 Sig[2].Name=Application Timestamp Sig[2].Value=49180193 Sig[3].Name=Fault Module Name Sig[3].Value=ntdll.dll Sig[4].Name=Fault Module Version Sig[4].Value=10.0.16299.64 Sig[5].Name=Fault Module Timestamp Sig[5].Value=ac8afc81 Sig[6].Name=Exception Code Sig[6].Value=c000041d Sig[7].Name=Exception Offset Sig[7].Value=0002cfd6 DynamicSig[1].Name=OS Version DynamicSig[1].Value=10.0.16299.2.0.0.768.101 DynamicSig[2].Name=Locale ID DynamicSig[2].Value=3081 DynamicSig[22].Name=Additional Information 1 DynamicSig[22].Value=a11f DynamicSig[23].Name=Additional Information 2 DynamicSig[23].Value=a11fc9f9913b80cd501738552517f2e3 DynamicSig[24].Name=Additional Information 3 DynamicSig[24].Value=8d5f DynamicSig[25].Name=Additional Information 4 DynamicSig[25].Value=8d5f9f51b24096029fb2744bdda9bc79 UI[2]=B:\Steam\steamapps\common\Skyrim Special Edition\Mopy\Wrye Bash.exe UI[3]=Wrye Bash has stopped working UI[4]=Windows can check online for a solution to the problem. UI[5]=Check online for a solution and close the program UI[6]=Check online for a solution later and close the program UI[7]=Close the program LoadedModule[0]=B:\Steam\steamapps\common\Skyrim Special Edition\Mopy\Wrye Bash.exe LoadedModule[1]=C:\WINDOWS\SYSTEM32\ntdll.dll LoadedModule[2]=C:\WINDOWS\System32\KERNEL32.DLL LoadedModule[3]=C:\WINDOWS\System32\KERNELBASE.dll LoadedModule[4]=C:\WINDOWS\SYSTEM32\apphelp.dll LoadedModule[5]=C:\WINDOWS\System32\USER32.dll LoadedModule[6]=C:\WINDOWS\System32\win32u.dll LoadedModule[7]=C:\WINDOWS\WinSxS\x86_microsoft.vc90.crt_1fc8b3b9a1e18e3b_9.0.30729.9317_none_508dca76bcbcfe81\MSVCR90.dll LoadedModule[8]=C:\WINDOWS\System32\GDI32.dll LoadedModule[9]=C:\WINDOWS\System32\gdi32full.dll LoadedModule[10]=C:\WINDOWS\System32\msvcp_win.dll LoadedModule[11]=C:\WINDOWS\System32\ucrtbase.dll LoadedModule[12]=C:\WINDOWS\System32\IMM32.DLL LoadedModule[13]=C:\WINDOWS\System32\combase.dll LoadedModule[14]=C:\WINDOWS\System32\RPCRT4.dll LoadedModule[15]=C:\WINDOWS\System32\SspiCli.dll LoadedModule[16]=C:\WINDOWS\System32\CRYPTBASE.dll LoadedModule[17]=C:\WINDOWS\System32\bcryptPrimitives.dll LoadedModule[18]=C:\WINDOWS\System32\sechost.dll LoadedModule[19]=C:\WINDOWS\System32\ADVAPI32.dll LoadedModule[20]=C:\WINDOWS\System32\msvcrt.dll LoadedModule[21]=C:\WINDOWS\System32\SHELL32.dll LoadedModule[22]=C:\WINDOWS\System32\cfgmgr32.dll LoadedModule[23]=C:\WINDOWS\System32\shcore.dll LoadedModule[24]=C:\WINDOWS\System32\windows.storage.dll LoadedModule[25]=C:\WINDOWS\System32\shlwapi.dll LoadedModule[26]=C:\WINDOWS\System32\kernel.appcore.dll LoadedModule[27]=C:\WINDOWS\System32\powrprof.dll LoadedModule[28]=C:\WINDOWS\System32\profapi.dll LoadedModule[29]=C:\WINDOWS\SYSTEM32\CRYPTSP.dll LoadedModule[30]=C:\WINDOWS\system32\rsaenh.dll LoadedModule[31]=C:\WINDOWS\SYSTEM32\bcrypt.dll LoadedModule[32]=C:\WINDOWS\System32\ole32.dll LoadedModule[33]=C:\WINDOWS\System32\OLEAUT32.dll LoadedModule[34]=C:\WINDOWS\System32\COMDLG32.dll LoadedModule[35]=C:\WINDOWS\WinSxS\x86_microsoft.windows.common-controls_6595b64144ccf1df_6.0.16299.125_none_5d79065fa7de350f\COMCTL32.dll LoadedModule[36]=C:\WINDOWS\SYSTEM32\msimg32.dll LoadedModule[37]=C:\WINDOWS\SYSTEM32\VERSION.dll LoadedModule[38]=C:\WINDOWS\SYSTEM32\secur32.dll LoadedModule[39]=C:\WINDOWS\system32\uxtheme.dll LoadedModule[40]=C:\WINDOWS\SYSTEM32\urlmon.dll LoadedModule[41]=C:\WINDOWS\System32\imagehlp.dll LoadedModule[42]=C:\WINDOWS\SYSTEM32\iertutil.dll LoadedModule[43]=C:\WINDOWS\WinSxS\x86_microsoft.vc90.crt_1fc8b3b9a1e18e3b_9.0.30729.9317_none_508dca76bcbcfe81\MSVCP90.dll LoadedModule[44]=C:\WINDOWS\SYSTEM32\WSOCK32.dll LoadedModule[45]=C:\WINDOWS\System32\WS2_32.dll LoadedModule[46]=C:\WINDOWS\WinSxS\x86_microsoft.windows.gdiplus_6595b64144ccf1df_1.1.16299.125_none_8e63f9450270aedd\gdiplus.dll LoadedModule[47]=C:\WINDOWS\SYSTEM32\WINSPOOL.DRV LoadedModule[48]=C:\WINDOWS\SYSTEM32\IPHLPAPI.DLL LoadedModule[49]=C:\WINDOWS\SYSTEM32\WINMM.dll LoadedModule[50]=C:\WINDOWS\SYSTEM32\winmmbase.dll LoadedModule[51]=C:\WINDOWS\SYSTEM32\atl.DLL LoadedModule[52]=B:\Steam\steamapps\common\Skyrim Special Edition\Mopy\loot_api.dll LoadedModule[53]=C:\WINDOWS\System32\CRYPT32.dll LoadedModule[54]=C:\WINDOWS\System32\MSASN1.dll LoadedModule[55]=C:\WINDOWS\SYSTEM32\WINHTTP.dll LoadedModule[56]=C:\WINDOWS\SYSTEM32\MSVCP140.dll LoadedModule[57]=C:\WINDOWS\SYSTEM32\VCRUNTIME140.dll LoadedModule[58]=C:\WINDOWS\System32\clbcatq.dll LoadedModule[59]=C:\WINDOWS\SYSTEM32\CLDAPI.dll LoadedModule[60]=C:\WINDOWS\SYSTEM32\FLTLIB.DLL LoadedModule[61]=C:\WINDOWS\SYSTEM32\AEPIC.dll LoadedModule[62]=C:\WINDOWS\SYSTEM32\ntmarta.dll LoadedModule[63]=C:\WINDOWS\system32\propsys.dll LoadedModule[64]=C:\Windows\System32\Windows.StateRepositoryPS.dll LoadedModule[65]=C:\WINDOWS\System32\coml2.dll LoadedModule[66]=C:\WINDOWS\system32\mssprxy.dll LoadedModule[67]=C:\WINDOWS\SYSTEM32\LINKINFO.dll LoadedModule[68]=C:\WINDOWS\SYSTEM32\ntshrui.dll LoadedModule[69]=C:\WINDOWS\SYSTEM32\srvcli.dll LoadedModule[70]=C:\WINDOWS\SYSTEM32\cscapi.dll LoadedModule[71]=C:\WINDOWS\SYSTEM32\DUI70.dll LoadedModule[72]=C:\WINDOWS\SYSTEM32\DUser.dll LoadedModule[73]=C:\WINDOWS\SYSTEM32\CHARTV.dll LoadedModule[74]=C:\WINDOWS\System32\MSCTF.dll LoadedModule[75]=C:\Windows\System32\OneCoreUAPCommonProxyStub.dll LoadedModule[76]=C:\WINDOWS\system32\dwmapi.dll LoadedModule[77]=C:\WINDOWS\SYSTEM32\OLEACC.dll LoadedModule[78]=C:\WINDOWS\SYSTEM32\atlthunk.dll LoadedModule[79]=C:\WINDOWS\SYSTEM32\WTSAPI32.dll LoadedModule[80]=C:\WINDOWS\SYSTEM32\WINSTA.dll LoadedModule[81]=C:\WINDOWS\SYSTEM32\netutils.dll LoadedModule[82]=C:\WINDOWS\system32\Windows.Storage.Search.dll LoadedModule[83]=C:\WINDOWS\SYSTEM32\XmlLite.dll LoadedModule[84]=C:\WINDOWS\SYSTEM32\edputil.dll LoadedModule[85]=C:\WINDOWS\SYSTEM32\MPR.dll LoadedModule[86]=C:\WINDOWS\System32\drprov.dll LoadedModule[87]=C:\WINDOWS\System32\ntlanman.dll LoadedModule[88]=C:\WINDOWS\System32\davclnt.dll LoadedModule[89]=C:\WINDOWS\System32\DAVHLPR.dll LoadedModule[90]=C:\WINDOWS\System32\wkscli.dll LoadedModule[91]=C:\Windows\System32\WinTypes.dll LoadedModule[92]=C:\WINDOWS\System32\TextInputFramework.dll LoadedModule[93]=C:\WINDOWS\System32\CoreMessaging.dll LoadedModule[94]=C:\WINDOWS\System32\CoreUIComponents.dll LoadedModule[95]=C:\WINDOWS\SYSTEM32\sxs.dll LoadedModule[96]=C:\Windows\System32\wshom.ocx LoadedModule[97]=C:\Windows\System32\ScrRun.dll LoadedModule[98]=C:\WINDOWS\system32\dataexchange.dll LoadedModule[99]=C:\WINDOWS\system32\d3d11.dll LoadedModule[100]=C:\WINDOWS\system32\dcomp.dll LoadedModule[101]=C:\WINDOWS\system32\dxgi.dll LoadedModule[102]=C:\WINDOWS\system32\twinapi.appcore.dll LoadedModule[103]=C:\WINDOWS\system32\RMCLIENT.dll LoadedModule[104]=C:\Windows\System32\ieframe.dll LoadedModule[105]=C:\Windows\System32\NETAPI32.dll LoadedModule[106]=C:\WINDOWS\SYSTEM32\msIso.dll LoadedModule[107]=C:\Windows\System32\mshtml.dll LoadedModule[108]=C:\Windows\System32\srpapi.dll LoadedModule[109]=C:\WINDOWS\system32\msimtf.dll LoadedModule[110]=C:\Windows\System32\msls31.dll LoadedModule[111]=C:\Windows\System32\d2d1.dll LoadedModule[112]=C:\Windows\System32\DWrite.dll LoadedModule[113]=C:\WINDOWS\SYSTEM32\MLANG.dll LoadedModule[114]=C:\WINDOWS\SYSTEM32\WININET.dll LoadedModule[115]=C:\Windows\System32\smartscreenps.dll LoadedModule[116]=C:\WINDOWS\SYSTEM32\policymanager.dll LoadedModule[117]=C:\Windows\System32\msvcp110_win.dll LoadedModule[118]=C:\WINDOWS\SYSTEM32\shdocvw.dll State[0].Key=Transport.DoneStage1 State[0].Value=1 OsInfo[0].Key=vermaj OsInfo[0].Value=10 OsInfo[1].Key=vermin OsInfo[1].Value=0 OsInfo[2].Key=verbld OsInfo[2].Value=16299 OsInfo[3].Key=ubr OsInfo[3].Value=125 OsInfo[4].Key=versp OsInfo[4].Value=0 OsInfo[5].Key=arch OsInfo[5].Value=9 OsInfo[6].Key=lcid OsInfo[6].Value=3081 OsInfo[7].Key=geoid OsInfo[7].Value=12 OsInfo[8].Key=sku OsInfo[8].Value=101 OsInfo[9].Key=domain OsInfo[9].Value=0 OsInfo[10].Key=prodsuite OsInfo[10].Value=768 OsInfo[11].Key=ntprodtype OsInfo[11].Value=1 OsInfo[12].Key=platid OsInfo[12].Value=10 OsInfo[13].Key=sr OsInfo[13].Value=0 OsInfo[14].Key=tmsi OsInfo[14].Value=42663 OsInfo[15].Key=osinsty OsInfo[15].Value=3 OsInfo[16].Key=iever OsInfo[16].Value=11.125.16299.0-11.0.49 OsInfo[17].Key=portos OsInfo[17].Value=0 OsInfo[18].Key=ram OsInfo[18].Value=16326 OsInfo[19].Key=svolsz OsInfo[19].Value=930 OsInfo[20].Key=wimbt OsInfo[20].Value=0 OsInfo[21].Key=blddt OsInfo[21].Value=170928 OsInfo[22].Key=bldtm OsInfo[22].Value=1534 OsInfo[23].Key=bldbrch OsInfo[23].Value=rs3_release OsInfo[24].Key=bldchk OsInfo[24].Value=0 OsInfo[25].Key=wpvermaj OsInfo[25].Value=0 OsInfo[26].Key=wpvermin OsInfo[26].Value=0 OsInfo[27].Key=wpbuildmaj OsInfo[27].Value=0 OsInfo[28].Key=wpbuildmin OsInfo[28].Value=0 OsInfo[29].Key=osver OsInfo[29].Value=10.0.16299.125.amd64fre.rs3_release.170928-1534 OsInfo[30].Key=buildflightid OsInfo[30].Value=30769e14-bb81-4425-beb5-10d2bf288d69 OsInfo[31].Key=edition OsInfo[31].Value=Core OsInfo[32].Key=ring OsInfo[33].Key=containerid OsInfo[34].Key=containertype OsInfo[35].Key=edu OsInfo[35].Value=0 FriendlyEventName=Stopped working ConsentKey=APPCRASH AppName=Wrye Bash AppPath=B:\Steam\steamapps\common\Skyrim Special Edition\Mopy\Wrye Bash.exe NsPartner=windows NsGroup=windows8 ApplicationIdentity=923285228D655170BDEE58466D2A14E3 MetadataHash=-2097670611 Wonder if this can be stepped through on a Python build? 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godescalcus Posted January 5, 2018 Share Posted January 5, 2018 Is this article about the "mark mergeable" process outdated? I tried it but I didn't notice any difference relative to simply rebuilding the patch. Link to comment Share on other sites More sharing options...
Arthmoor Posted January 5, 2018 Share Posted January 5, 2018 15 hours ago, Sharlikran said: No the problem is you don't listen. I keep telling you that the records are already updated. I just dont have the time any longer to keep explaining the same thing over and over. I am sorry but I won't be checking in any longer as real life is to important right now. Good luck. Actually I've been listening just fine, but you keep coming back and making claims that what I'm saying isn't valid even though it obviously is. Clearly something isn't right or there would be no reason to wonder why certain things are not going according to plan when the game runs. Link to comment Share on other sites More sharing options...
Beermotor Posted January 8, 2018 Share Posted January 8, 2018 On 1/5/2018 at 3:53 AM, godescalcus said: Is this article about the "mark mergeable" process outdated? I tried it but I didn't notice any difference relative to simply rebuilding the patch. Yes it was out of date. I've updated it to remove the "Mark mergeable" step since it is now automatically handled by Bash. I think those instructions were there because in very old versions of Bash it was necessary to do that step. Link to comment Share on other sites More sharing options...
Dubious Posted January 8, 2018 Share Posted January 8, 2018 21 minutes ago, Beermotor said: Yes it was out of date. I've updated it to remove the "Mark mergeable" step since it is now automatically handled by Bash. I think those instructions were there because in very old versions of Bash it was necessary to do that step. While it is "out of date" for the current release of WB, it is not for those of us who are still needing to use older versions or forks until the patching code has been updated for the Gamebryo Fallout games (FO3 and FNV at least). I wrote that article because users of Wrye Flash (which is essentially 298 code with some format updates by Sharlikran as I understand it) still need that "Mark Mergeable" information. No problem with "caveats" on it for specific versions, but some of us still need it there until we are all able to switch to the current WIP 30x version, especially if it is now "automatic" in the newer versions. Beermotor 1 Link to comment Share on other sites More sharing options...
Beermotor Posted January 8, 2018 Share Posted January 8, 2018 10 minutes ago, Dubious said: While it is "out of date" for the current release of WB, it is not for those of us who are still needing to use older versions or forks until the patching code has been updated for the Gamebryo Fallout games (FO3 and FNV at least). I wrote that article because users of Wrye Flash still need that "Mark Mergeable" information. No problem with "caveats" on it for specific versions, but some of us still need it there until we are all able to switch to the current WIP 30x version, especially if it is now "automatic" in the newer versions. OK that's reasonable. I'll re-add it as a caveat until FO3/FNV support is merged into mainline Wrye Bash. Edit: The Wiki has been updated again Link to comment Share on other sites More sharing options...
Beermotor Posted January 8, 2018 Share Posted January 8, 2018 On 1/3/2018 at 6:38 AM, Beermotor said: I'm doing this manually in the GECK verifying them one by one. If anyone knows an easier way to do it (like with xEdit or FO4Dump) please let me know. Replying to myself regarding Fallout 4 GMSTs: It turns out manually is the best and most accurate way to do it, and it is going a lot quicker than I thought it would. I'm still not done (there were a lot of GMSTs added by Survival mode) but I see the light at the end of the tunnel. Link to comment Share on other sites More sharing options...
godescalcus Posted January 9, 2018 Share Posted January 9, 2018 Tried to install "The Shire Mod" which is a 3.6Gb monster with wrye bash. Failed, output out of memory. So I tried again after restarting bash and it failed again, this time i got the output message: 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 504, in Execute ui_refresh, progress, last, override) File "bash\bosh\bain.py", line 2269, in bain_install override) File "bash\bosh\bain.py", line 2209, in _install progress, refresh_ui) File "bash\bosh\bain.py", line 2225, in __installer_install sub_progress) File "bash\bosh\bain.py", line 990, in install return self._install(dest_src, progress) File "bash\bosh\bain.py", line 1184, in _install subprogressPlus, unpackDir) File "bash\bosh\bain.py", line 1021, in _fs_install fs_operation(srcs, dests, progress.getParent()) File "bash\env.py", line 578, in shellMove renameOnCollision=autoRename, silent=silent) File "bash\env.py", line 528, in _fileOperation raise FileOperationErrorMap.get(result, FileOperationError(result)) bash.exception.FileOperationError: FileOperationError: 14 Latest dev build downloaded 3 weeks ago. Any idea what might be the problem, either WB or my machine? As a side note, I also tried to pack the assets as a .bsa archive as explained in Arthmoor's thread (they come as loose files), but Archive.exe also failed some 40% through. Link to comment Share on other sites More sharing options...
godescalcus Posted January 9, 2018 Share Posted January 9, 2018 Little update to my previous post, the mod's unpacked size is an impressive 9.84 Gb, all loose files (45.361 of those, to be precise, taking WB over 10 min to update just this one folder if unpacked as project). Tried to install the project folder and the output was 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 504, in Execute ui_refresh, progress, last, override) File "bash\bosh\bain.py", line 2270, in bain_install finally: self.irefresh(what='NS') File "bash\bosh\bain.py", line 1560, in irefresh if 'N' in what or changed: changed |= self.refreshNorm() File "bash\bosh\bain.py", line 1854, in refreshNorm norm_sizeCrc.update(package.ci_dest_sizeCrc) File "bash\bolt.py", line 468, in update super(LowerDict, self).update(self._process_args(mapping, **kwargs)) MemoryError Link to comment Share on other sites More sharing options...
alt3rn1ty Posted January 9, 2018 Share Posted January 9, 2018 @Utumno I found a thing ( .. or two ) Reference : https://github.com/wrye-bash/wrye-bash/projects/1 Projects \ Miscellaneous \ Put ghosts to rest - apparently shademe hacked oblivion so it's not a problem to have inactive esps - still looking for forum link ShadeMe did that with Trifle I think - https://www.nexusmods.com/oblivion/mods/44108/ Quote Bug fixes: The bug that prevented the game from loading active mods when there were too many ESP/ESM files in the Data folder. Old beth topic by ShadeMe supporting Trifle (and where everyone went WOOOOP!) http://forums.bethsoft.com/topic/1473226-rel-trifle/ And here is the old topic where Wrye discusses such issues http://forums.bethsoft.com/topic/941296-bugz-oblivionexe-filedirectory-thrashing/?hl= thrashing And I think the following post is where Wrye got the idea to try and hide plugins somehow http://forums.bethsoft.com/topic/941296-bugz-oblivionexe-filedirectory-thrashing/page-2#entry13643956 .. In the following comments and the next page Auto-Ghosting beta was born. And then the topic was bumped, ShadeMe got nosy, and later people were referring to the topic historically and linking to ShadeMe's Trifle. Utumno 1 Link to comment Share on other sites More sharing options...
Arthmoor Posted January 10, 2018 Share Posted January 10, 2018 Speaking of things like directory thrashing, it seems as though at least some of the "false corruption" people talk about might be caused by this bug rearing its ugly head again. IMO that topic is more of a dumping ground for corruption caused by a number of factors, but some people say removing inactive esp files from the Data folder helped in their cases. Link to comment Share on other sites More sharing options...
Utumno Posted January 11, 2018 Author Share Posted January 11, 2018 @godescalcus nothing to be done but upgrade your RAM Link to comment Share on other sites More sharing options...
Beermotor Posted January 12, 2018 Share Posted January 12, 2018 On 1/9/2018 at 1:10 PM, godescalcus said: Little update to my previous post, the mod's unpacked size is an impressive 9.84 Gb, all loose files (45.361 of those, to be precise, taking WB over 10 min to update just this one folder if unpacked as project). Be very careful with the Shire Mod. There was actually a thread on Reddit a while back where people found all kinds of issues with it ranging from hundreds thousands of ITM/UDRs (12,468 to be exact) in the plugin to the fact that it replaces things without asking Apparently (according to the thread) the mod would only be about 3.6GB if it were cleaned up and packed properly. Link to comment Share on other sites More sharing options...
Arthmoor Posted January 13, 2018 Share Posted January 13, 2018 And here I thought Giskard's record of ~5500 in Kvatch Aftermath would never be topped. lmstearn 1 Link to comment Share on other sites More sharing options...
godescalcus Posted January 13, 2018 Share Posted January 13, 2018 12 hours ago, Beermotor said: Be very careful with the Shire Mod. There was actually a thread on Reddit a while back where people found all kinds of issues with it ranging from hundreds thousands of ITM/UDRs (12,468 to be exact) in the plugin to the fact that it replaces things without asking Apparently (according to the thread) the mod would only be about 3.6GB if it were cleaned up and packed properly. I can absolutely confirm this because I cleaned and repacked it myself LOL But still couldn't install it over my full SRLE build. I'll try again on a clean build. It would be nice to know how to create dummy esp's because I think Archive.exe can't chew the assets! It's mostly the sounds and meshes that make a mess, despite textures being the bulk of data, there are some 17K files in the meshes folder and 14K in the sound, give or take. The sound itself went down from almost 3Gb in wav files to some 700Mb in fuz files, but two files didn't convert (not bad I think, 2 in 14k) so I left them there as loose files and didn't include them in the bsa, don't know if it's important. I had to make 4 bsa's, two for textures, one for meshes and one for the rest. Created 3 empty esp's with wrye bash and named them after the bsa's, but since the game never loaded with the mod in the first place, I don't know if the procedure is correct. Link to comment Share on other sites More sharing options...
Beermotor Posted January 14, 2018 Share Posted January 14, 2018 On 1/13/2018 at 5:13 AM, godescalcus said: I can absolutely confirm this because I cleaned and repacked it myself LOL But still couldn't install it over my full SRLE build. I'll try again on a clean build. It would be nice to know how to create dummy esp's because I think Archive.exe can't chew the assets! It's mostly the sounds and meshes that make a mess, despite textures being the bulk of data, there are some 17K files in the meshes folder and 14K in the sound, give or take. The sound itself went down from almost 3Gb in wav files to some 700Mb in fuz files, but two files didn't convert (not bad I think, 2 in 14k) so I left them there as loose files and didn't include them in the bsa, don't know if it's important. I had to make 4 bsa's, two for textures, one for meshes and one for the rest. Created 3 empty esp's with wrye bash and named them after the bsa's, but since the game never loaded with the mod in the first place, I don't know if the procedure is correct. Just for fun I took a pass over the files to see if I could get that size down from over 9GB uncompressed to something reasonable for using it in SSE. Well I got it down to around 1.3GB simply by using SSE NIF and texture formats, and deleting hundreds of unneeded TGA files out of the facegen output. Spoiler The problem is the plugin. It's a complete wreck. There are several hundred errors in the plugin (unresolved references, etc) and I just didn't feel like fixing them to the point that the CK wouldn't barf on them. Here's the LOOT dirty mod report for the plugin. I can confirm 12,399 ITMs. Spoiler LOOT Masterlist Entry - name: 'TheBawbsShire.esp' dirty: - crc: 0x8b28bf9c util: *dirtyUtil itm: 12399 nav: 2 I really don't have anything else to say other than I wish I had that hour of my life back. Link to comment Share on other sites More sharing options...
Utumno Posted January 14, 2018 Author Share Posted January 14, 2018 Well new utumno wip contains some changes - I dropped the backup/restore images functionality and for you that remember this, removed bish Beermotor 1 Link to comment Share on other sites More sharing options...
godescalcus Posted January 15, 2018 Share Posted January 15, 2018 Is this the right link for the latest dev: https://github.com/wrye-bash/wrye-bash ? Link to comment Share on other sites More sharing options...
godescalcus Posted January 15, 2018 Share Posted January 15, 2018 On 14/01/2018 at 7:38 PM, Utumno said: Well new utumno wip contains some changes - I dropped the backup/restore images functionality and for you that remember this, removed bish Is there a limit to the NUMBER OF FILES that WB can install from one single archive? I'm trying to install Interesting NPC's which I have used in the past but no deal. Most of the assets are sound files (dozens of voiced NPCs) about 44k files weighing 2.1Gb compressed by 7z. I've had this problem with The Shire, too - but 3DNPC is a tried and proven mod beloved of the community and I just can't get WB to install it. Output is as follows: 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 504, in Execute ui_refresh, progress, last, override) File "bash\bosh\bain.py", line 2269, in bain_install override) File "bash\bosh\bain.py", line 2209, in _install progress, refresh_ui) File "bash\bosh\bain.py", line 2225, in __installer_install sub_progress) File "bash\bosh\bain.py", line 990, in install return self._install(dest_src, progress) File "bash\bosh\bain.py", line 1184, in _install subprogressPlus, unpackDir) File "bash\bosh\bain.py", line 1021, in _fs_install fs_operation(srcs, dests, progress.getParent()) File "bash\env.py", line 578, in shellMove renameOnCollision=autoRename, silent=silent) File "bash\env.py", line 528, in _fileOperation raise FileOperationErrorMap.get(result, FileOperationError(result)) bash.exception.FileOperationError: FileOperationError: 14 On The Shire, I promise this is the LAST POST on this thread: On 14/01/2018 at 7:08 PM, Beermotor said: I really don't have anything else to say other than I wish I had that hour of my life back. LOL and you didn't even get to test the mod! Here you go, 2 hobbit-holes Spoiler and a wholesome bunch of eggplants! Sorry, those were the BEST shots I got from the Shire I love big worldspace mods and I believe this mods has potential, but I encountered the same mess with the esp and also managed to crunch the assets to under 2Gb (didn't compress textures with DDSOpt but still their archived size went down from 6GB to around 800Mb. END OF THE OFF_TOPIC... Lol Beermotor 1 Link to comment Share on other sites More sharing options...
Beermotor Posted January 15, 2018 Share Posted January 15, 2018 1 hour ago, godescalcus said: Is there a limit to the NUMBER OF FILES that WB can install from one single archive? Not really. There's a bit more going on than just a standard file copy operation however, and memory is being allocated during this process. You may be hitting a 32-bit limit somewhere due to the incredible number of files rather than the actual size of the mods. Just out of curiosity, are you running the standalone exe version or the Python version? I've always used the Python version (running Python 2.7.14 at the moment) and I didn't have any trouble installing and uninstalling the loose files version of 3DNPC. I had to unpack it with 7Zip due to path lengths being too long (a known issue) but once everything was unzipped and CRC checked it installed and uninstalled without any trouble. I'm a big proponent of BSA files. If these mods had been packed properly you wouldn't be having these issues at all. Link to comment Share on other sites More sharing options...
Beermotor Posted January 15, 2018 Share Posted January 15, 2018 3 hours ago, godescalcus said: Is this the right link for the latest dev: https://github.com/wrye-bash/wrye-bash ? Negative. That's the proper repository but the last release on there was one of the v306 builds. Check the second post in this thread for links to the latest builds. I recommend following the "307 WIP Standalone" link to Utumno's Dropbox share. Link to comment Share on other sites More sharing options...
godescalcus Posted January 16, 2018 Share Posted January 16, 2018 14 hours ago, Beermotor said: Not really. There's a bit more going on than just a standard file copy operation however, and memory is being allocated during this process. You may be hitting a 32-bit limit somewhere due to the incredible number of files rather than the actual size of the mods. Just out of curiosity, are you running the standalone exe version or the Python version? I've always used the Python version (running Python 2.7.14 at the moment) and I didn't have any trouble installing and uninstalling the loose files version of 3DNPC. I had to unpack it with 7Zip due to path lengths being too long (a known issue) but once everything was unzipped and CRC checked it installed and uninstalled without any trouble. I'm a big proponent of BSA files. If these mods had been packed properly you wouldn't be having these issues at all. I'm using the python version. Didn't try installing as project... I had real problems with CRC checking when I had most of my mods unpacked in wrye bash. Always took over 5 minutes to load the installers tab and context in/out was really slow. After I repacked the projects having the greatest number of files, it was like it crossed a wall and everything went smooth again. So now I always keep my installers packed, even though it takes a while for 7zip to unwind them when installing. I also try to keep things in their bsa's but due to the size of my mod list I have to make some compromises. I will unpack bsa's only when I hit the data folder file count "soft" limit (not the plugin limit) and will unpack first the smaller archives, like 10Mb or smaller. Link to comment Share on other sites More sharing options...
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