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Verayth

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About Verayth

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  1. Verayth

    Wrye Bash - All Games

    Before reverting to the dev branch, I had used the "Backup Settings" option. After going back to the latest utumno-wip and restoring the settings backup, all the Rating, Group and Installer info on the Mods tab I'd entered about ESLs is now gone. Is this info not saved in the settings backup? How would I back it up?
  2. Verayth

    Wrye Bash - All Games

    I get no errors installing this mod with the version I was using at the time (SHA-1: 48427d33a953804bb5084492645983645f59964f), which looks like it was the dev branch circa 5/20/2017.
  3. Verayth

    Wrye Bash - All Games

    Actually, it's just the following files in the meshes folder that are causing an install problem. I had been thinking of other files I had to clean up after the Creation Kit fiasco. meshes\KHair\新しいフォルダー\Candy.nif meshes\KHair\新しいフォルダー\CandyHl.nif meshes\KHair\新しいフォルダー (2)\Candy.nif meshes\KHair\新しいフォルダー (2)\CandyHl.nif meshes\KHair\新しいフォルダー (3)\CandyHl.nif
  4. Verayth

    Wrye Bash - All Games

    Hi, I'm on utumno-wip and am getting a new error trying to re-install the mod "Miqo'te follower for Skyrim SE-1134-1-5.7z". There are directories in the meshes and textures folders that contain Chinese or Japanese symbols and they seem to cause the error. As I said, this is a re-install so I've used Wrye Bash previously to install this self same mod. I had been trying to use the Creation Kit to compress the Form IDs and turn it into an ESL, but messed it up instead. Revision: f39ba8b5386a495b7050236ecf4b27bda8338d6f 307.201711250133
  5. Verayth

    Wrye Bash - All Games

    I'm getting a new error now when trying to activate any mod (ESL/esp/esm): Traceback (most recent call last): File "bash\basher\__init__.py", line 959, in OnKeyUp self._toggle_active_state(*selected) File "bash\balt.py", line 1605, in _conversation_wrapper return func(*args, **kwargs) File "bash\basher\__init__.py", line 1027, in _toggle_active_state activated = self.data_store.lo_activate(inact, doSave=False) File "bash\bosh\__init__.py", line 2314, in lo_activate if fileName[-3:] != u'esl': # don't check limit if we try to activate an esl TypeError: 'Path' object has no attribute '__getitem__'
  6. Verayth

    Wrye Bash - All Games

    - you cannot activate additional ESLs if you are already at the espm limit. But you can de-activate 1 esp, activate all the ESLs, and then go back and re-activate the esp.
  7. Verayth

    Wrye Bash - All Games

    A couple of things I've noticed while working with ESL files in utumno-wip. - Saves->Copy To: works, but always reports "0 files copied to [profile name]". - ESL load order is acting strangely. The following is my load order for this particular save, but the save shows the 2 ESL files are at positions 0E and 0F respectively (save file provided). The second ESL is one I generated using the creation kit. Masters for Save2_D1C70479_0_4672657961_HelgenKeep01_000025_20171021214945_1_1.ess:
  8. Verayth

    Wrye Bash - All Games

    Thank you, upgrading Python solved it. I'm on utumno-wip now with both SkyrimSE and Fallout 4 specifically for the ESL support. The ESL that triggered my error in F4 (ccbgsfo4023-powerarmorskin(camo02).esl) is warning of missing strings. It comes with a couple of BA2's of it's own, and looking at them in BSA Browser, I can see there are strings files in "ccbgsfo4023-powerarmorskin(camo02) - main.ba2". The other BA2 file is just textures.
  9. Verayth

    Wrye Bash - All Games

    The full debug log is on pastebin.
  10. Verayth

    Wrye Bash - All Games

    I clipped the duplicate tracebacks, so it wasn't quite so long, but it looks all the Fallout4*.ba2 files except the Nvflex one are causing issues: Failed to parse Fallout4 - Textures1.ba2: Failed to parse Fallout4 - Textures2.ba2: Failed to parse Fallout4 - Textures3.ba2: Failed to parse Fallout4 - Textures4.ba2: Failed to parse Fallout4 - Textures5.ba2: Failed to parse Fallout4 - Textures6.ba2: Failed to parse Fallout4 - Textures7.ba2: Failed to parse Fallout4 - Textures8.ba2: Failed to parse Fallout4 - Textures9.ba2: Failed to parse Fallout4 - Startup.ba2: Failed to parse Fallout4 - Shaders.ba2: Failed to parse Fallout4 - Interface.ba2: Failed to parse Fallout4 - Voices.ba2: Failed to parse Fallout4 - Meshes.ba2: Failed to parse Fallout4 - MeshesExtra.ba2: Failed to parse Fallout4 - Misc.ba2: Failed to parse Fallout4 - Sounds.ba2: Failed to parse Fallout4 - Materials.ba2: Failed to parse Fallout4 - Animations.ba2: Traceback (most recent call last): File "bash\bosh\__init__.py", line 912, in isMissingStrings if bsa_info.has_assets({assetPath}): File "bash\bosh\bsa_files.py", line 369, in has_assets return set((u'%s' % a).lower() for a in asset_paths) & self.assets File "bash\bosh\bsa_files.py", line 377, in assets self.__load(names_only=True) File "bash\bosh\bsa_files.py", line 296, in __load self.load_bsa_light() File "bash\bosh\bsa_files.py", line 551, in load_bsa_light name_size = struct.unpack_from('H', file_names_block)[0] TypeError: unpack_from() argument 1 must be string or read-only buffer, not memoryview
  11. Verayth

    Wrye Bash - All Games

    I'm getting a crash dump on startup with utumno-wip (SHA-1: bc321e45181fa28ea7b7699b0cf2360aafabad1c). I get a GUI popup error message with the trace in it, and even when running in debug mode nothing much goes to the logs. Hitting the "Quit" button makes the window go away, but leaves behind an "Initializing ModInfos" status bar window that cannot be closed without use of the task manager. Reverting back to 'dev', and the error goes away. OS: Microsoft Windows [Version 10.0.15063] Python32 v2.7.3 Game: Fallout 4 BashBugDump_startup.log Found Python at 'C:\dev\Python27\pythonw.exe' Launching Wrye Bash 307 in debug mode Wrye Bash Error Pop-Up: Traceback (most recent call last): File "bash\bash.py", line 260, in main _main(opts) File "bash\bash.py", line 425, in _main app.Init() # Link.Frame is set here ! File "bash\basher\__init__.py", line 3996, in Init self.InitData(progress) File "bash\basher\__init__.py", line 4035, in InitData bosh.modInfos.refresh() File "bash\bosh\__init__.py", line 1976, in refresh forceRefresh=hasChanged or _modTimesChange, forceActive=deleted) File "bash\bosh\__init__.py", line 1759, in _modinfos_cache_wrapper self._refreshMissingStrings() File "bash\bosh\__init__.py", line 2036, in _refreshMissingStrings k for k, v in self.iteritems() if v.isMissingStrings()) File "bash\bosh\__init__.py", line 2036, in <genexpr> k for k, v in self.iteritems() if v.isMissingStrings()) File "bash\bosh\__init__.py", line 912, in isMissingStrings if bsa_info.has_assets({assetPath}): File "bash\bosh\bsa_files.py", line 369, in has_assets return set((u'%s' % a).lower() for a in asset_paths) & self.assets File "bash\bosh\bsa_files.py", line 377, in assets self.__load(names_only=True) File "bash\bosh\bsa_files.py", line 296, in __load self.load_bsa_light() File "bash\bosh\bsa_files.py", line 551, in load_bsa_light name_size = struct.unpack_from('H', file_names_block)[0] TypeError: unpack_from() argument 1 must be string or read-only buffer, not memoryview

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