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Same problem when I try and run it from the Python Source package. Standalone and the installer package work fine.

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I normally use DOS scripts to run the python commands, but was running them from a powershell prompt as an example.  I get the same output in either.  From git bash (MINGW64) or cygwin64 I get a segmentation fault running any pipenv commands.  Even without options, it faults after showing the usage help.

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Here is the access violation error from the windows log.  The faulting module in the windows system32 folder is 32-bit, so possibly the problem?

 

Spoiler

Faulting application name: python.exe, version: 0.0.0.0, time stamp: 0x5dab79df
Faulting module name: python27.dll, version: 2.7.17150.1013, time stamp: 0x5dab79d8
Exception code: 0xc0000005
Fault offset: 0x000000000004d4a0
Faulting process id: 0x48c8
Faulting application start time: 0x01d5d581b19f25fe
Faulting application path: c:\python27\python.exe
Faulting module path: C:\WINDOWS\SYSTEM32\python27.dll
Report Id: 3b7521d0-a3dc-402f-823b-89ec28b7dbe0
Faulting package full name: 
Faulting package-relative application ID: 

 

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Getting the following error message when trying to start up wrye bash:

 

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 4075, in Init
  File "bash\basher\__init__.pyo", line 4116, in InitData
  File "bash\bosh\__init__.pyo", line 2753, in refresh
  File "bash\bosh\__init__.pyo", line 1337, in refresh
  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 219, in __init__
  File "bash\bosh\__init__.pyo", line 116, in __init__
  File "bash\bosh\__init__.pyo", line 231, in _reset_cache
  File "bash\bosh\__init__.pyo", line 997, in readHeader
  File "bash\bosh\save_headers.pyo", line 63, in __init__
  File "bash\bosh\save_headers.pyo", line 80, in load_header
  File "bash\bosh\save_headers.pyo", line 244, in load_masters
  File "bash\bosh\save_headers.pyo", line 273, in _decompress_masters_sse_zlib
TypeError: decompress() takes no keyword arguments

 


full bashbugdump.log


here was a full bashbugdump, but when sending out the post, the forum software decided to delete half my post, so..yeah, anyways....


OS: Windows 10
install directory: not default and not protected
wrye bash standalone

action prior to error: messed with my savegame files. changed compression from lz4 to zlib and uncompressed via uicompression=(2,1,0) setting in skyrim.ini
result: wrye bash crashes at startup

action taken afterwards: deleted my savegame files
result: wrye bash starts without error


What's with all those modding tools having trouble with other compression types for savegame files?
Is there a setting for wrye bash to make it work with zlib or uncompressed?
 

 

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@Gemma_Kat Try the latest WIP build (see second post in this thread for the link), that's a bug in the Nexus version that is fixed in the WIP build. Wrye Bash supports all three types of save compression (LZ4, zlib, uncompressed).

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3 hours ago, Infernio said:

@Gemma_Kat Try the latest WIP build (see second post in this thread for the link), that's a bug in the Nexus version that is fixed in the WIP build. Wrye Bash supports all three types of save compression (LZ4, zlib, uncompressed).

awesome. thanks

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Is it possible to prevent Wrye Bash from trying to integrate deactivated plugins? I got many deactivated plugins for various reasons (mainly because i merged them), but don't want to remove them from the Data folder and it would be easier if I didn't have to go over all the plugins to remove them from the bashed patch creation.

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On 2/4/2020 at 2:46 PM, Gemma_Kat said:

Is it possible to prevent Wrye Bash from trying to integrate deactivated plugins? I got many deactivated plugins for various reasons (mainly because i merged them), but don't want to remove them from the Data folder and it would be easier if I didn't have to go over all the plugins to remove them from the bashed patch creation.

It would also already suffice if deactivated plugins would sport an asterisk or so, when building/updating the bashed patch, so i could immediatly spot and remove them from the build. ...like that would be reeeeeally handy.

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Hey Guys, I had Wrye Bash throw a wobbly with TES Oblivion and I need some help please.

I am running Windows 10 build 1909 OS build 18363.657 and my games folder is on a separate drive to the operating system, so F/games/steam/steamapps/common/Oblivion.

The version of Wrye Bash I am using is 307.2020.108.1351 and I got the Wyre Bash 307 Beta 5.1 - Installer from Nexus Oblivion and installed the Wrye Bash Standalone version for Skyrim SE, Oblivion and Enderal into their respective F/Games/Steam/Steamapps/Common/game/mopy folders and I was using it earlier to install some texture overhauls for Oblivion and I dragged 4 more texture files into Wrye Bash Installers folder and normally when I do that it refreshes itself showing them but it didn't happen this time so I closed the program, tried to open it and got this error in a bug dump (which I will show below) and only option given was to quit. As I'm using the standard installer I didn't install any Python bits during installation, I'll be honest I'm not sure if I needed them as I don't plan on doing any developing. I then checked to see if windows update had any updates that could cause issues and I had one 2020 02 -KB4537572 Cumulative Update for .NET Framework 3.5 and 4.8 for Windows 10 Version 1909 as well as a Nvidia graphics card update, did those and rebooted pc again afterwards hoping that would help and tried to open Wrye Bash again and got hit with the same error. I then downloaded the installer off the Nexus again and tried to reinstall it, no problems with installation but again when it tried to open it for Oblivion same error came up. I then removed everything I could find related to Wrye Bash when I did a search across all my drives, rebooted again, downloaded the installer and tried to install again and once again the same error code came up, I have no idea what it means and googling the term 'not enough arguments for format string'  had some info but they could be speaking Klingon with all the sense it made to me. I have no clue what is going on.

 

This is the bug dump readout.

testing UAC
Wrye Bash encountered an error.
Please post the information below to the official thread at
https://afkmods.com/index.php?/topic/4966-wrye-bash-all-games
or to the Wrye Bash Discord at
https://discord.gg/NwWvAFR

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 4075, in Init
  File "bash\basher\__init__.pyo", line 4113, in InitData
  File "bash\bosh\__init__.pyo", line 1927, in refresh
  File "bash\bosh\__init__.pyo", line 1337, in refresh
  File "bash\bosh\__init__.pyo", line 2129, 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 2551, in __init__
  File "bash\brec.pyo", line 1807, in initRecord
  File "bash\brec.pyo", line 2342, in __init__
  File "bash\brec.pyo", line 2406, in load
  File "bash\brec.pyo", line 2560, in loadData
  File "bash\brec.pyo", line 1833, in loadData
  File "bash\brec.pyo", line 1841, in _handle_load_error
TypeError: not enough arguments for format string
 

This was the popup
Wrye Bash Error

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 4075, in Init
  File "bash\basher\__init__.pyo", line 4113, in InitData
  File "bash\bosh\__init__.pyo", line 1927, in refresh
  File "bash\bosh\__init__.pyo", line 1337, in refresh
  File "bash\bosh\__init__.pyo", line 2129, 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 2551, in __init__
  File "bash\brec.pyo", line 1807, in initRecord
  File "bash\brec.pyo", line 2342, in __init__
  File "bash\brec.pyo", line 2406, in load
  File "bash\brec.pyo", line 2560, in loadData
  File "bash\brec.pyo", line 1833, in loadData
  File "bash\brec.pyo", line 1841, in _handle_load_error
TypeError: not enough arguments for format string

I'll be honest, not a clue what any of it means. 

Oh I ran BOSS from the .exe in my Boss folder and it ran my mod list on there, let me show you

Spoiler

Mod List

Oblivion.esm Active
All Natural Base.esm Version 1.38 Active
CM Partners.esm Active
Unofficial Oblivion Patch.esp Version 3.5.6 Active
Note: Use Standalone MOBS if using Frans or OMOBS if using FCOM/OOO. Both versions can be found here: http://www.nexusmods.com/oblivion/mods/28537
Bash Tag suggestion(s): {{BASH: Actors.ACBS, Actors.AIData, Actors.AIPackages, Actors.CombatStyle, Actors.DeathItem, Actors.Stats, C.Climate, C.Light, C.Music, C.Name, C.Owner, Creatures.Blood, Delev, Factions, Invent, NPC.Class, Names, Relations, Relev, Scripts, Stats}} and remove [C.Water] tag(s) (only exist in older version).
UOP Vampire Aging & Face Fix.esp Version 1.0.0 Active
Note: Recommend removing if using Wrye Bash. A tweak for this exists in "Tweak Settings".
Oblivion Citadel Door Fix.esp Active
DLCShiveringIsles.esp Active
Unofficial Shivering Isles Patch.esp Version 1.5.9 Active
Note: Use Standalone MOBS if using Frans or OMOBS if using FCOM/OOO. Both versions can be found here: http://www.nexusmods.com/oblivion/mods/28537
Bash Tag suggestion(s): {{BASH: Actors.ACBS, Actors.AIData, Actors.AIPackages, Actors.DeathItem, Actors.Stats, C.Climate, C.Light, C.Name, C.Owner, Delev, Factions, Invent, Names, Relev, Scripts, Stats, Relations}}
All Natural.esp Version 1.38 Active
Note: Required for All Natural. Make sure this is active and not just imported into your Bashed Patch.
Bash Tag suggestion(s): {{BASH: C.Climate, MustBeActiveIfImported}}
All Natural - SI.esp Version 1.38 Active
Note: Required for All Natural SI support. Make sure this is active and not just imported into your Bashed Patch.
Bash Tag suggestion(s): {{BASH: C.Climate, MustBeActiveIfImported}}
All Natural - Real Lights.esp Version 1.38 Active
Bash Tag suggestion(s): {{BASH: Graphics, MustBeActiveIfImported, Scripts}}
Note: Do not use with original Real Lights mod.
WindowLightingSystem.esp Active
DdeathCompanion.esp Version 1.0 Active
RAEVWD Cities.esp Version 1.9.1 Active
Incompatible with: Better Cities, Open Cities Classic, Open Cities Reborn.
RAEVWD New Sheoth.esp Version 1.7 Active
RAEVWD Imperial City.esp Version 1.9.2 Active
Incompatible with: Better Cities' VWD plugin.
kuerteeCleanUp.esp Version 0.61 Active
DLCHorseArmor.esp Active
Bash Tag suggestion(s): {{BASH: Scripts}}
DLCHorseArmor - Unofficial Patch.esp Version 1.0.9 Active
Bash Tag suggestion(s): {{BASH: C.Owner}}
DLCOrrery.esp Active
Bash Tag suggestion(s): {{BASH: Actors.AIPackages}}
DLCOrrery - Unofficial Patch.esp Version 1.0.7 Active
DLCVileLair.esp Active
DLCVileLair - Unofficial Patch.esp Version 1.0.11 Active
Bash Tag suggestion(s): {{BASH: Graphics}}
DLCMehrunesRazor.esp Active
DLCMehrunesRazor - Unofficial Patch.esp Version 1.0.7 Active
Bash Tag suggestion(s): {{BASH: Delev, Invent, Relev}}
DLCSpellTomes.esp Active
Bash Tag suggestion(s): {{BASH: Relev}}
DLCSpellTomes - Unofficial Patch.esp Version 1.0.1
Incompatible with: 'CDM-CGO Compatibility plugins'.
EVE_StockEquipmentReplacer.esp Active
Bash Tag suggestion(s): {{BASH: Graphics, NoMerge}}
Note: For Vanilla, do not use with OOO/MMM/FCOM, use that version instead.
MaleBodyReplacerV5.esp Version 5 Active
Bash Tag suggestion(s): {{BASH: Body-M, Body-Size-M}}
RTFemaleReplacerV12.esp Active
Bash Tag suggestion(s): {{BASH: Graphics, NoMerge}}
Note: Robert's Female Body v. 1.2 users to make sure they download the "Rough Leather Shoes" fix (http://www.nexusmods.com/oblivion/mods/28975)
Weapon Improvement Project.esp Version 1.9 Active
DLCThievesDen.esp Active
Bash Tag suggestion(s): {{BASH: C.Name, C.Light, Actors.ACBS, Actors.AIPackages, Actors.Stats}}
DLCThievesDen - Unofficial Patch.esp Version 1.0.15 Active
Bash Tag suggestion(s): {{BASH: Actors.ACBS, Actors.AIData, Actors.Stats, C.Light, C.Music, C.Name, Delev, Relev}}
DLCThievesDen - Unofficial Patch - SSSB.esp Version 1.0.14 Active
Note: Only for new game. Don't use for existing game.
Kvatch Rebuilt.esp Version 3.0RC3 Active
Bash Tag suggestion(s): {{BASH: Actors.AIPackages, Invent}}
Kvatch Rebuilt Weather Patch.esp Active
DLCBattlehornCastle.esp Active
DLCBattlehornCastle - Unofficial Patch.esp Version 1.0.12 Active
DLCFrostcrag.esp Active
Bash Tag suggestion(s): {{BASH: C.Name, C.Owner, Factions}}
DLCFrostcrag - Unofficial Patch.esp Version 1.0.10 Active
Bash Tag suggestion(s): {{BASH: Actors.ACBS, C.Name, C.Owner, Creatures.Blood}} and remove [C.Climate, C.Light] tags
Knights.esp Active
Bash Tag suggestion(s): {{BASH: Actors.AIPackages, Factions, Relations}}
Knights - Unofficial Patch.esp Version 1.1.8 Active
Bash Tag suggestion(s): {{BASH: Actors.ACBS, Actors.AIPackages, Factions, Relations, Relev}}
EVE_KnightsoftheNine.esp Active
Bash Tag suggestion(s): {{BASH: Graphics, NoMerge}}
BlackwoodJungle.esp Active
Harvest [Flora].esp Version 3.0.0 Active
Bash Tag suggestion(s): {{BASH: Graphics, Scripts}}
Note: Make sure you have v3.0.1 or later, which removes a CTD bug with the Harrada root.
Harvest [Flora] - Shivering Isles.esp Version 3.0.0 Active
Bash Tag suggestion(s): {{BASH: Graphics, Scripts}}
Contains dirty edits: 2 ITM, 0 UDR records. Needs TES4Edit cleaning: https://tes5edit.github.io/docs/6-mod-cleaning-and-error-checking.html#ThreeEasyStepstocleanMods
Harvest [Flora] - DLCVileLair.esp Version 3.0.0 Active
Harvest [Flora] - DLCFrostcrag.esp Version 3.0.0 Active
Contains dirty edits: 2 ITM, 0 UDR records. Needs TES4Edit cleaning: https://tes5edit.github.io/docs/6-mod-cleaning-and-error-checking.html#ThreeEasyStepstocleanMods
Real Lava 1.3.esp Active
Better Dungeons.esp Active
Bash Tag suggestion(s): {{BASH: C.Light, C.Water}}
Contains dirty edits: 5 ITM, 0 UDR records. Needs TES4Edit cleaning: https://tes5edit.github.io/docs/6-mod-cleaning-and-error-checking.html#ThreeEasyStepstocleanMods
Enemy Weapons dont drop.esp Active
EVE_ShiveringIslesEasterEggs.esp Active
Enhanced Vegetation [125%].esp Version 1.0 Active
Note: Use only one Enhanced Vegetation plugin.
Vanilla Gear Redux.esp Active
CM Partners.esp Active
Flan - Natural Skins.esp Active
CM Partners Special NPCs.esp Active
Bash Tag suggestion(s): {{BASH: Hair, Eyes}}
CM Partners NPC.esp Active
Bash Tag suggestion(s): {{BASH: Hair, Eyes}}
Note: Use only one Essential or NotEssential version esp
Contains dirty edits: 7 ITM, 0 UDR records. Needs TES4Edit cleaning: https://tes5edit.github.io/docs/6-mod-cleaning-and-error-checking.html#ThreeEasyStepstocleanMods
CM Partners NPC NE.esp Active
Bash Tag suggestion(s): {{BASH: Hair, Eyes}}
Note: Use only one Essential or NotEssential version esp
CM Partners More NPCs.esp Active
Bash Tag suggestion(s): {{BASH: Hair, Eyes}}
Note: Use only one Essential or NotEssential version esp
CM Partners More NPCs NE.esp Active
Bash Tag suggestion(s): {{BASH: Hair, Eyes}}
Note: Use only one Essential or NotEssential version esp
CM Partners Marker NPCs.esp Active
Bash Tag suggestion(s): {{BASH: Hair, Eyes}}
CM Partners Extra NPCs.esp Active
Bash Tag suggestion(s): {{BASH: Hair, Eyes}}
Contains dirty edits: 2 ITM, 0 UDR records. Needs TES4Edit cleaning: https://tes5edit.github.io/docs/6-mod-cleaning-and-error-checking.html#ThreeEasyStepstocleanMods
CompanionFergus.esp Version 2.1 Active
Oblivion_Character_Overhaul.esp Version 2.0 Active
Bash Tag suggestion(s): {{BASH: Eyes, NpcFaces, R.Head, R.Mouth}}
Oblivion Character Overhaul Hair Edition.esp Active
NPC Hair Matches Beard.esp Active
All Natural - Indoor Weather Filter For Mods.esp Version 1.38
Bash Tag suggestion(s): {{BASH: Filter, C.Climate, Deactivate, NoMerge}}
Bashed Patch, 0.esp Version 2906

Any help would be much appreciated. Thanks guys. 

 

Wrye Bash Crash.png

Edited by Fiery
Found mod list, added info as spoiler.

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*esl mods are not being properly recognized in wrye

https://gyazo.com/b88755acb0b5717cc7286036f72d164a

loot sorts them just fine but it looks like this on the saves tab

https://gyazo.com/b3304af0d6dea4e21b427c1fada82c6b

wrye is saying that they are almost at the bottom of my load order (on the saves tab)

and the mods that used to be imported into the bashed patch are now OUT OF ORDER, i can not play my level 140 character because this is a very major f*ck up that is not my fault(have been using wrye since Morrowind (Wrye Mash)).

TELL ME WHAT AM I SUPPOSED TO DO NOW? play and take a chance that my game saves get corrupted or wait till someone fixes the mess?

i have over 300 hrs alone on this one character

 

and then wrye bash for skyrim se is also not esl flagging mods that was at one time imported into bashed patch

https://gyazo.com/91ebff161b1af9b81be7334d11a1df18

i have more than 6 mods(closer to 20+) that was at one time imported, but the 6 els flagged mods that wrye is reporting was esl flagged by that mods author not wrye.

Skyrim se was recently reinstalled and mods readded and wrye is reporting on the saves tabs that some mods are OUT OF ORDER that are NOT out of order according to loot, i use loot's redate plugins option(after sorting), there is still a problem with bash since removing the option to import mods into the bashed patch

with this current load order loot is saying that my mods do not need to be sorted so it is wrye that is

mis-reporting load order on the saves tab

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@kaliban71 Wrye Bash is not misreporting the order of the mods in your save, Bethesda simply screwed up and is storing mods as two seperate lists, non-ESL mods first and ESL mods afterwards. That is exactly what WB is showing you on the Saves tab. If you want an accurate representation of the masters of your save, install SKSE64/F4SE - those will create cosaves that contain the correct, interleaved master list. When those cosaves are present, WB will show the correct order, but if they aren't, it's literally impossible to show the correct order, so we just show what the save gives us.
Regarding the ESL flagging: it's not done automatically. You will have to right click each green mod you want ESL-flagged, and click 'Add ESL Flag'. That's because ESL-flagging should be a deliberate choice, not an automatic thing.

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Posted (edited)

Heya, sorry to be a bother with requests and suggestions :) I've been going around these ideas on my head for a long while, and just wanted to post them somewhere before I forget... also I'm sure many of these were already asked before!

I've been using BAIN quite a lot over the years, for multiple games, since I refuse stubbornly to move to MO2 or Vortex, as I hate "virtual folder systems" with passion...

Something that I always felt it was kind of missing and wanted to have, is some kind of search bar or quick locate function inside the BAIN pane. I kinda envisioned something like the explorer search bar that simply matches text input with the name of the archives present in the installers folder.  

Also, it'd be awesome if there was a way to quickly locate "markers" and quickly move/scroll  to them... UI-wise it could be something like, a mini-tabbed interface at the bottom. or maybe left of the pane, perhaps? or maybe a combo box with the list of markers at the top? Or maybe, even making the aforementioned search bar deal with the filtering text differently like, (hackish I know,) if your start your search with '/' or some other special char it matches only the markers items, or maybe depending on a set of choices (on/off buttons or check boxes), like "Match Markers", "Match Mods", etc. and if match markers is applied then when filtering only show the marker and the mods inside them as match.

As it is now, dealing with sufficiently large installer pools is a pain but to be fair, it always has been. Currently my SkyrimSE installation has 611 packages only 361 of which are actually installed... and the rest are there just because I want to install them at some point, but I normally take my time with such things to avoid situations in which I break my installation and so there they are always there, making finding the ones that matter at certain point in time more difficult. Others are there because they are tools (i.e. not installable with Bash) but I want to keep them in sight so I remember to check for new versions from time to time (i.e. things like SSEEdit, or the Performance Monitor.) And finally there are some that are still there because they were upgraded and I'm still pending on checking if the update worked, after which I "hide" them and move them to a backup folder.

And I have many many more packages for install that are in a pending queue folder dedicated to that, but it'd actually better and cooler if I was able to have them all in the same folder, because then I won't forged I have them, and also having all of them in the same folder makes it easier to support multiple installs for games that actually support having them (i.e. Oblivion, mostly... also Morrowind, but that's a different flavor of Bash and I'm not sure if it's still on the tables to unify with them?) and each one modded with a different set of mods. As of now I have to keep each Bash Installers folder separate for each of those separate installs, which makes repeating mods in multiple installs a waste of disk space.

Continuing from the previous suggestions, there's also quite a few more things, other things, I'd love to have too, but all of these are entirely secondary to the ones mentioned above! 

For example, I'd like the option of perhaps be able to tag installers with keywords (I'm thinking mostly by functionality, i.e. "Clothing", "Replacer", "Textures", "Towns", "Quests", etc... you get the idea... where more than one of them applies to a given mod, i.e. "Clothing+Replacer", or "Town+Quest" but it could also be used for states, i.e. "Pending", "Needs Upgrade", "Ignore", etc.) and then be able to only show those that match, and most importantly also those that don't match certain others (i.e. negative match...)

Also, the ability to be able to hide in place (i.e. not by moving them out of the folder) so that you can have a lot of installers that aren't meant for that installation, but perhaps you'd still want to keep track of them and be able to keep them in a general order w.r.t. the rest of the installers (i.e. moving them out of the folder makes them lose they relative order information.)  

Another one: Making the marker groups be able to be collapsed is an age-old request and even if it'd be cool I don't think it's entirely needed, but if you could have the option of hide installers in place it'd be a step closer to supporting that, and a step ahead would be making the installers inherit their marker visibility so that you can hide entire groups of mods in one move.

A new thing that would like to have in the installers tab would be the information of when I last installed a given package... i.e. normally, under normal operations at least, that would probably match the last modified date that's already shown, but in certain cases that doesn't apply anymore. For example, with Skyrim SE mods that you have to tag ESP with the ESL flag manually, thus making the ESPs modified and then making it necessary to modify the package to absorb that change and hence changing the last modified date in the process. If the "Last Installed" date were present, it would help in situation where you need to track down a problem and finding which were the last mods you installed is certainly helpful in those kind of situations.

Another different matter altogether that would be cool to have, but entirely pointless for people that doesnt care... is to have a way to visually link together mods that come from the same "source," i.e. from the same Nexus ID download page, for example. This is something that can be totally solved by the search bar mentioned above too, but since Bash already knows a way to kinda extract that information from the file names in order to power up the Open To command, it could be cool to make also Bash aware of those mods that share that same ID, so it knows they come from the same place, so to speak.

Best wishes to you all (maintainers and users alike,) and thank you very much for all the work in maintaining this awesome tool over the years! Specially warm regards to Utumno, whom I really miss chatting with :P 

Is there someone maintaining CBash atm? Has been some work done with that? I've considering picking up the torch again, but I'm not entirely sure if what I was doing is still necessary or even if the whole CBash thing is "alive" :X

I'm still having time constraint issues and mostly also some health issues that are taking most of my free time, but I often had the idea of resurrecting the CBash<->Python integration that was doing, just for the sake of seeing what kind of things can be done with that... and I'm sure there are more stuff that can be done with it, if we could ever be able to get more free time on our hands... 

~Leandro.

Edited by Leeux
rephrasing a typo fixing

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@Leeux Hey :)
Addressing your points:
 1. A search bar for each tab is on my (long) TODO list. Prerequisites are at least de-wx'ing, python 3 and BAIN refactoring. Opened an issue for it so it doesn't get forgotten though: https://github.com/wrye-bash/wrye-bash/issues/490
 2. Rethinking the different game installations will be part of https://github.com/wrye-bash/wrye-bash/issues/250
 3. The 'Groups' feature will most likely be merged with the 'Ratings' feature, at which point we can consider generalizing it and extending it to all tabs: https://github.com/wrye-bash/wrye-bash/issues/484
 4. Collapsible markers are still on the TODO list, but 308+: https://github.com/wrye-bash/wrye-bash/issues/267
 5. 'Date Installed' could be done as part of https://github.com/wrye-bash/wrye-bash/issues/30
 6. Rethinking Nexus integration is on the TODO list, but 308+: https://github.com/wrye-bash/wrye-bash/issues/459
 7. Currently, no one is maintaining CBash. The eventual plan is to slowly rewrite it in Rust once we're on python 3: https://github.com/GandaG/rbash/
I also pinged Utumno since I normally respond to most people who post here, so he might show up at some point :)

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Hi there @Leeux - glad to see you around again :)

To add to Infernio's comment any and all work on CBash would be more than welcome - people are still using and I think there are some tarcebacks floating on discord

The rest is mostly profile work - I second Infernio, all this would be much easier to manage once we have python3 refactoring done

See you on github :)

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15 hours ago, Infernio said:

@Leeux Hey :)
Addressing your points:
 1. A search bar for each tab is on my (long) TODO list. Prerequisites are at least de-wx'ing, python 3 and BAIN refactoring. Opened an issue for it so it doesn't get forgotten though: https://github.com/wrye-bash/wrye-bash/issues/490
 2. Rethinking the different game installations will be part of https://github.com/wrye-bash/wrye-bash/issues/250
 3. The 'Groups' feature will most likely be merged with the 'Ratings' feature, at which point we can consider generalizing it and extending it to all tabs: https://github.com/wrye-bash/wrye-bash/issues/484
 4. Collapsible markers are still on the TODO list, but 308+: https://github.com/wrye-bash/wrye-bash/issues/267
 5. 'Date Installed' could be done as part of https://github.com/wrye-bash/wrye-bash/issues/30
 6. Rethinking Nexus integration is on the TODO list, but 308+: https://github.com/wrye-bash/wrye-bash/issues/459
 7. Currently, no one is maintaining CBash. The eventual plan is to slowly rewrite it in Rust once we're on python 3: https://github.com/GandaG/rbash/
I also pinged Utumno since I normally respond to most people who post here, so he might show up at some point :)

Nice! You seem to have everything perfectly under control! :P I have to say that I've updated to last Bash on my SSE install, and the speedup I noticed on the last version was incredible! Specially startup time and BAIN pane initial startup... Awesome work on that!

6 hours ago, Utumno said:

Hi there @Leeux - glad to see you around again :)

Heya Utumno! Nice to see you still around and kicking too :wave:

I got back into modding after more than a year of not doing anything with any of the elder scrolls games (except ESO, though that has been in the back burner too, for a least 5 months now) and all because I wanted to give it a check to Skyrim SE, that I had dormant in my library since the release, after swearing I'd never try it :)  It turns out that it actually is a very good port and and even nicer framework for mods, since it removes the RAM limit and thus it's less prone to crashing and such, and the mod offering is quite good too by now... and I quickly learnt how to port mods myself, so I can also use some of the easier to port ones that I miss from my old Skyrim setup.

But all that got me into thinking back on CBash, since I miss it very much on SSE lol, building a Bashed Patch is awfully slow... compared to a the similar sized load order that I have in Oblivion, for example. 

6 hours ago, Utumno said:

To add to Infernio's comment any and all work on CBash would be more than welcome - people are still using and I think there are some tarcebacks floating on discord

I'm not entirely sure if it's worth it to work on it, and try to have it updated for the newer games or not, as you guys seem to have found a better way to handle things from what you're saying, it seems. Still, is nice to have it for Oblivion, at least! Has there been some effort to convert it into 64 bits yet? Now that Bash is Python 64 bits compatible (and *only* Python 64 bits, I think too, it I've read it right?) and now that I think of it, it occurs to me that if I ever upgrade my Oblivion's Bash installation to latest version I'd lose access to CBash too! :stare:

6 hours ago, Utumno said:

See you on github :)

As for github, I'm gonna try to recover my account... Sadly, I lost my phone that had my 2FA app, and even if I have my backup codes stored somewhere, I'm sure of that, I cannot seem to find them. I'm gonna have to turn things upside down to find them, if I wanna recover access to my old account, though.  Gonna check on github as soon as I can.

If I ever get some more time on my hands all try to catch up with what I was doing and stuff that changed first, and then I'm going to start slow and try not to burn out. 

See y'all around! Best wishes and take care of yourselves in these times!  :unworthy:

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CBash already runs on 64bit :). The C++ code only needed one line changed, while cint had a whole bunch of places where it was passing 32-bit integers as pointers - which obviously broke on 64bit. Ganda did all that, so you should be able to use Oblivion with CBash in the latest WIP builds.

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In the Wrye Bash Advanced Readme at the bottom of the Text Section for Skyrim Special Edition it says: "Note: RACE records are not patched by this tag, use R.Description for that."

 

From what I see R.Description isn't a valid bash tag for Skyrim Special Edition.  I don't know about Enderal however but I figured that for SSE at least I'd point it out for possible clarification in the documentation.

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On 3/14/2020 at 9:49 AM, Infernio said:

@kaliban71 Wrye Bash is not misreporting the order of the mods in your save, Bethesda simply screwed up and is storing mods as two seperate lists, non-ESL mods first and ESL mods afterwards. That is exactly what WB is showing you on the Saves tab. If you want an accurate representation of the masters of your save, install SKSE64/F4SE - those will create cosaves that contain the correct, interleaved master list. When those cosaves are present, WB will show the correct order, but if they aren't, it's literally impossible to show the correct order, so we just show what the save gives us.
Regarding the ESL flagging: it's not done automatically. You will have to right click each green mod you want ESL-flagged, and click 'Add ESL Flag'. That's because ESL-flagging should be a deliberate choice, not an automatic thing.

thanks for the reply, but this does not touch on my other concern, will i still be able to play fallout 4 and not corrupt my saves because wrye NO LONGER IMPORTS mods into it? luckily i did not have over the max number of mods(merged and imported into the bashed patch) installed for fo4 like i do for Skyrim Le

i have f4se installed and had it in there since i started play fallout 4

so every single mods that once was merged into bash now has to be manually flagged in wrye as an esl, if mods that was merged are no longer being merged then this will screw with peoples saves, there are people that have no idea that this is going to be required unless there is a popup after an upgrade or it WILL screw with peoples saves.

then why keep wrye installed, when it no longer does or offers what it once did?

edited: to change the word "imported" to "merged", as merging into a bashed patch was the action that is no longer happening

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On 3/14/2020 at 9:49 AM, Infernio said:

@kaliban71 Wrye Bash is not misreporting the order of the mods in your save, Bethesda simply screwed up and is storing mods as two seperate lists, non-ESL mods first and ESL mods afterwards. That is exactly what WB is showing you on the Saves tab. If you want an accurate representation of the masters of your save, install SKSE64/F4SE - those will create cosaves that contain the correct, interleaved master list. When those cosaves are present, WB will show the correct order, but if they aren't, it's literally impossible to show the correct order, so we just show what the save gives us.
 

 

according load order wrye has the load order 2 positions different than the f4se save

https://gyazo.com/c6eed69f40f3c3f26435d3e9a953b0fc

https://gyazo.com/cb1d59214235191a42e673165da01376

look at the load order for mso_sms.esl TBOSBT2.esl and LooksMenu(used to be merged)

wrye is showing that according to current LO it's in the 20th position while the f4se dump show it in the 18th position

wrye shows that the 2 esl mods is being loaded BEFORE looksmenu AND then at the end of my lo so which one is correct?

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Hi guys, still having this error. Any ideas?

Spoiler

localize.pyo   89 setup_locale: Set wx locale to 'English' (en_US)
localize.pyo   97 setup_locale: Set Wrye Bash locale to 'English'
bash.pyo  183 dump_environment: Using Wrye Bash Version 307.202002061758 (Standalone)
bash.pyo  183 dump_environment: OS info: Windows-10-10.0.18362, running on Intel64 Family 6 Model 42 Stepping 7, GenuineIntel
bash.pyo  183 dump_environment: Python version: 2.7.17 (v2.7.17:c2f86d86e6, Oct 19 2019, 21:01:17) [MSC v.1500 64 bit (AMD64)]
bash.pyo  183 dump_environment: wxPython version: 3.0.2.0 msw (classic)
bash.pyo  183 dump_environment: pyyaml version: 5.3
bash.pyo  183 dump_environment: python-lz4 version: 2.2.1; bundled LZ4 version: 1.9.2
bash.pyo  183 dump_environment: Input encoding: None; output encoding: None
bash.pyo  183 dump_environment: Filesystem encoding: mbcs
bash.pyo  183 dump_environment: Command line: ['C:\\Games\\Oblivion\\Mopy\\Wrye Bash.exe', '-d']
bash.pyo  183 dump_environment: Using scandir v1.10.0
bash.pyo  398 _import_bush_and_set_game: Searching for game to manage:
bush.pyo   89 _supportedGames: The following games are supported by this version of Wrye Bash:
bush.pyo   92 _supportedGames:  Enderal, Fallout 3, Fallout 4, Fallout 4 VR, Fallout New Vegas,
bush.pyo   92 _supportedGames:  Morrowind, Oblivion, Skyrim, Skyrim Special Edition, Skyrim VR
bush.pyo   94 _supportedGames: The following installed games were found via Windows Registry:
bush.pyo   96 _supportedGames:  Oblivion: c:\games\oblivion
bush.pyo  153 _detectGames: Detecting games via the -o argument, bash.ini and relative path:
bush.pyo  159 _detectGames: Set game mode to Oblivion found in parent directory of Mopy:  C:\Games\Oblivion
bush.pyo  174 __setGame:  Using Oblivion game: C:\Games\Oblivion
cint.pyo  168 <module>: Failed to import CBash.
Traceback (most recent call last):
  File "bash\cint.pyo", line 165, in <module>
  File "ctypes\__init__.pyo", line 366, in __init__
WindowsError: [Error 126] The specified module could not be found

loot_parser.pyo   46 <module>: Using LibYAML-based parser
mods_metadata.pyo   47 __init__: Initialized loot_parser, compatible with libloot v0.15.x
__init__.pyo 3259 initBosh: Found main game INI at C:\Users\Zane\Documents\My Games\Oblivion\Oblivion.ini
testing UAC
__init__.pyo 3505 __init__: Fatal error constructing 'Mods' panel.
Wrye Bash encountered an error.
Please post the information below to the official thread at
https://afkmods.com/index.php?/topic/4966-wrye-bash-all-games
or to the Wrye Bash Discord at
https://discord.gg/NwWvAFR

Traceback (most recent call last):
  File "bash\bash.pyo", line 206, in main
  File "bash\bash.pyo", line 370, in _main
  File "bash\basher\__init__.pyo", line 4070, in Init
  File "bash\basher\__init__.pyo", line 3728, in __init__
  File "bash\basher\__init__.pyo", line 3500, in __init__
  File "bash\basher\__init__.pyo", line 1806, in __init__
  File "bash\basher\__init__.pyo", line 250, in __init__
  File "bash\basher\__init__.pyo", line 211, in __init__
  File "bash\balt.pyo", line 1617, in __init__
  File "bash\balt.pyo", line 1730, in PopulateItems
  File "bash\balt.pyo", line 1675, in PopulateItem
  File "bash\basher\__init__.pyo", line 778, in <lambda>
  File "bash\localize.pyo", line 278, in format_date
ValueError: (22, 'Invalid argument')

 

 

Thanks.

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@NorthMammoth Could you repeat your test with the latest WIP version (link is in the second post of this thread)? Probably won't solve the problem, but will make the traceback more useful.

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