Jump to content

godescalcus

Members
  • Content count

    85
  • Joined

  • Last visited

About godescalcus

  • Rank
    Hearthfriend

Profile Information

  • Gender
    Male
  1. [WIPz] Wrye Mash

    LOL I'm doing everything upside down, as I started with the September WMSA and am now using Nov.19 python version (no problems thus far, I was already using the python version for skyrim). Mlox is latest exe. I do understand how the program simply links and launches external apps (as opposed to another mod manager which runs them in its own virtual environment). What confused me was that I read somewhere I could launch MLOX from WM, while I had also read that WM should be closed while running MLOX. To add to my headaches I decided to try john moonsugar's version 40 of tes3cmd, as opposed to v.37 linked everywhere. Call me mad... The damned thing took some time, some 1/2 hour looking like it hanged, but suddenly it finished and I have the patch and a whole bunch of backups 160+ (though many of them are repeated ~1 files. I hope all of this works in the end LOL Edit: I can see you're also on the MGE-XE discussions in the beth forums, where I'm only lurking... Can I ask you if you recommend MGE XE beta-26348-0-10-0b24 ? Feedback there seems somewhat ambiguous, with some reporting success and others not.
  2. [WIPz] Wrye Mash

    I was reading at github and here about mlox and I downloaded two versions, one is the latest release from Sep.26 and the other is the latest commit from Nov.19. The first is an external program and the second is python. Any reason why I should use one and not the other? And what does it mean to run as an external program from the utilities tab - I suspect it's like bash/smash where you launch applications from the mod manager, which run externally. But I've read before that wrye mash should be closed when running mlox? Maybe I'm mixing up with something else. Another suggestion I'm itching to make... activate the option to "go to installer" in the mods tab, maybe also show a column with the installers each plugin comes from
  3. [WIPz] Wrye Mash

    Exactly, and my point was also to make it clear that their work is appreciated and that also new people (myself included) come to use bash/mash these days. Countering any negative feedback. I know my issues aren't exactly "bugs" and that their not being addressed means either that they're not really important or that there were more pressing issues to deal with first, within a limited amount of time. My criticism is never, ever, detrimental of people's work. Just thought it might be worth it to mention things that (IMO) could be added/changed. I have since come accross situations where Sharlikran's fork has improved upon Yacoby's from a few years ago (like certain files, such as bmp textures, were skipped by Yacoby's but aren't anymore, which is useful as some mods contain textures in that format). Just keep up the great work, I'd help if I could.
  4. [WIPz] Wrye Mash

    BTW sharlikran thanks for working on WM... After modding oblivion, skyrim and skyrim se with WB and fnv with smash, I love to be able to use more or less the same for my first morrowind mod run. So no, I'm not an old-timer and won't complain about changes that improve the work flow, especially if they bring mash closer to the other wrye managers. On this key, let me mention that both myself and another user who's been around for longer than I have got confused at first by the fact that Wrye Mash installers defaults to a funny sorting order, both by archive name and by projects first. Sure it's easy to bring it all back to proper order and use drag-and-move to sort installers, but why not defaulting to this state when you freshly install it? For one, it would make it easier for newbies to get into (dismissing any unjustified claims about steeper-than-average learning curve) and would also help some distracted veterans from manually installing a hundred mods after thinking wrye mash is too early in development LOL
  5. [WIPz] Wrye Mash

    Brought this up on another thread by mistake (or ignorance). Using WM v.87 latest dev source. Can't drag-and-drop archives to the installers tab (.7z and .rar if that's of any relevance) and installers don't auto-refresh (at least projects don't), works if I copy files manually to the installers folder (going back to WM the installers tab automatically detects new installers and lists them). But I have to refresh manually if I make changes to the contents of the installer (like deleting documentation and extra directories).
  6. [Morrowind] Users Mod Tools

    Using WM standalone v.87 (latest version commited last nov.9). Can't drag-and-drop archives to the installers tab (.7z and .rar if that's of any relevance) and installers don't auto-refresh (at least projects don't), works if I copy files manually to the installers folder (going back to WM the installers tab automatically detects new installers and lists them). But I have to refresh manually if I make changes to the contents of the installer (like deleting documentation and extra directories). Not sure if this is the right thread to post this - will happily move to more pertinent thread if you point me there). Edit: No longer using the standalone version, using the v87 latest dev source instead. Both issues still present. Also moving this to Wrye Mash thread. Sorry!
  7. [Morrowind] Users Mod Tools

    What's the best fork of Wrye Mash to use these days? I got sent to Yacoby's fork at some other page, but since the last file at github is from 2012, could some other fork have taken the lead? And since there are also standalone and python versions, which would be better to use? Python has been my choice for skyrim but from what I read the standalone versions for morrowind are pretty recent and presented as an evolution (at least that seems to be the case for Melchor's WMSA). Sharlikran's (are you there? ) apparently is the most recently updated only three weeks ago and isn't it also a standalone version? Also sorry for resurrecting an old thread (maybe a new one could be created in the knowledge base for the game, like tools of the trade)...
  8. Wrye Bash - All Games

    My previous problem with table.dat not saving was overcome by restarting windows... It feels like the memory could have become crammed over a long session (but python doesn't have the same problem as, say, C with memory not being deallocated unless specifically told to, does it?), but unfortunately I didn't verify it before restarting. Still, this occurred specifically with Immersive armors's caliente refit (third party, hot hothtrooper's). I wonder if it wasn't a problem with handling file size in memory, but the number of files being installed at once, which is impressive (the archive contains 29400 files). Can't say this wouldn't happen with previous builds as I used to install calientetools manually, so I went back to that procedure, relocated the calientetools folder to the skyrim root folder, removed it from the extra directories in skyrim's __init__.py and manually copied all files concerned, annealed or removed the installers in wb (according to whether or not they had more than the calientetools folder) and all is good.
  9. Wrye Bash - All Games

    Big f//&up.. Restarted WB and when going to Installers it started recalculating CRC, took over 5 minutes, when finally got access to the installers all my previous session's work was gone. The installer files and project folders were all as I had left them, but all crammed up at the bottom of the list (as if WB simply read them from the bash installers folder but had no idea where to place them) and all "uninstalled" (but the files were all in the Data folder). Something must have corrupted some critical file? I redid the whole work, reinstalled all mods in the correct order and restarted WB again... And again it started recalculating CRC and reverted to a prior state. A week's work... What can I do to fix this? Is it the table.dat file? It says it was saved 15 minutes ago, that could account for the unsaved later work, why isn't WB saving? Edit: Checked and it goes back to the immersive armors "out of memory" error I mentioned before. Could that have corrupted something?
  10. Wrye Bash - All Games

    This error when trying to install HothTrooper44's Immersive Armors v8. Restarted bash and it installed ok. 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 2259, in bain_install override) File "bash\bosh\bain.py", line 2199, in _install progress, refresh_ui) File "bash\bosh\bain.py", line 2215, in __installer_install sub_progress) File "bash\bosh\bain.py", line 984, in install return self._install(dest_src, progress) File "bash\bosh\bain.py", line 1178, in _install subprogressPlus, unpackDir) File "bash\bosh\bain.py", line 1015, in _fs_install fs_operation(srcs, dests, progress.getParent()) File "bash\env.py", line 574, in shellMove renameOnCollision=autoRename, silent=silent) File "bash\env.py", line 523, in _fileOperation target.replace(u'\x00', u'\n')) File "bash\exception.py", line 145, in __init__ 124, u'Invalid paths:\nsource: {}\ntarget: {}'.format(source, target)) MemoryError
  11. Wrye Bash - All Games

    I can confirm that on my Legendary build I also didn't get the installers tab after the error. But clicking on the mods tab (resulting in no change) and then, again, on the installers tab did the trick, and no error on the second go.
  12. Wrye Bash - All Games

    When I switch to the installers tab having the bashed patch ghosted, I get this error: wxPython: stdout/stderr Traceback (most recent call last): File "bash\basher\__init__.py", line 3507, in OnShowPage self.currentPage.ShowPanel() File "bash\balt.py", line 1605, in _conversation_wrapper return func(*args, **kwargs) File "bash\basher\__init__.py", line 2852, in ShowPanel scan_data_dir) File "bash\balt.py", line 1605, in _conversation_wrapper return func(*args, **kwargs) File "bash\bosh\bain.py", line 1467, in _projects_walk_cache_wrapper return func(self, *args, **kwargs) File "bash\basher\__init__.py", line 2897, in _refresh_installers_if_needed refresh = self.listData.refreshTracked() File "bash\bosh\bain.py", line 2081, in refreshTracked self.data_sizeCrcDate[key] = (apath.size,apath.crc,apath.mtime) File "bash\bolt.py", line 758, in size return os.path.getsize(self._s) File "C:\Python27\lib\genericpath.py", line 57, in getsize return os.stat(filename).st_size WindowsError: [Error 2] The system cannot find the file specified: u'd:\\Steam\\SteamApps\\common\\Skyrim\\Data\\Bashed Patch, 0.esp' It seems harmless as I can get on with what I'm doing and then reactivate the bashed patch, without issues.
  13. Wrye Bash - All Games

    It seems like WB is not accepting filenames in some language scripts. Getting the error message: "The filename you specified is either invalid or too long. Specify a different filename" for scripts including chinese, chinese simplified, japanese, russian, bulgarian. This doesn't interrupt the installation process if you choose to "skip" the file but the mods are not reported as installed by Wrye Bash (happens with FNIS or The Men of Winter), even though their files have been partially copied to Data. My workaround for this has been to move the "unaccepted" out of the installer, then reinstalling the mod, installs ok, then manually move the files into data (I do keep a pristine backup of each downloaded mod). A mess!
  14. Wrye Bash - All Games

    I hope so, I was then using version 3.07 beta1, the standalone executable that you download from nexus. I actually emulated the procedure from Hish's guide with Skyrim, and lived with the constant CRC checks and full refreshes for months.
  15. Wrye Bash - All Games

    But is that also the case for the Legendary Edition? Good thing you mentioned it, I was just about to install FNIS, so I was still able to check the data folder and there's no tools folder inside it. I can't tell if the CK won't create it somehow, I've still not overcome my fear of it... To the point that I've added architecture and other content to mods using xEdit and a piece of paper to note down coordinates. Yeah, I know...

Support us on Patreon!

×