Jump to content
  • 0
Sign in to follow this  
Guba

Mod Organizer and Wrye Bash documents

Question

I'm experiencing a problem with Wrye Bash that I'd like to share with the Community.

In simple words it seems that WB, at the end of the bashed patch creation, it is incapable to re-read back it's own documentation file, that one which is created with the bashed patch.

The situation:

1. Bashed Patch container mod unchecked in the left panel;

2. Empty overwrite folder at the bottom of the mod list.

I run WB, uncheck the mods that it shows could be merged and start the rebuild process.

The creation ends, a window appears but it is empty. The visible message is "I can't show the page" with all the other Internet Explorer warnings (Be sure that the web address is correct, Look for the page with a search engine etc.).
These are the IE messages, so I "suspect" that WB makes use of its libraries.

Then I right click on the empty page, get the properties, and the url of the page is as follows:

 

res://ieframe.dll/dnserrordiagoff.htm#file:///C:/SteamGames/steamapps/common/Skyrim/Data/Docs/Bashed%20Patch,%200.html

 

The error is quite evident, WB goes looking for the final report within the "data/docs" folder, while the configuration of the virtual file system that MO shows to the applications is somewhere else, being the new files written into the overwrite folder.

I drag-drop the files into the container mod and everything is fine.

The things are a little bit different if I leave active the mod container with the previous bashed patch during the WB rebuild run, because in that case at the end of the process WB shows the previous report, instead of the new one.

This is because WB finds in the "virtual" data folder, the contents of the mod container.

Is anybody there who's stumbled on the same problem ?
Any idea how to configure WB with different paths ?

Edited by Guba

Share this post


Link to post
Share on other sites

1 answer to this question

Recommended Posts

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  

  • Similar Content

    • By Sharlikran
      Wrye Bash 307-Experimental Fallout 3/Fallout New Vegas/Oblivion/Skyrim patcher Update

      This thread is to discuss and troubleshoot implementation of Fallout 3, Fallout New Vegas, Oblivion and Skyrim patcher updates. This will be done using three different versions of Wrye Bash/Flash/Smash. Version 307.x will be primarily for Oblivion and Skyrim but anyone is more then welcome to test this version with Fallout. Since the current official releases for Fallout by Valda are working rather well and just need updating I will be providing links to those versions as well. I will use them as a baseline for the updates I am making to 307.x.

      New releases will be on my OneDrive or a Mediafire Link. Version 307.x also marks the beginning of implementing Fallout 3 and Fallout NV support thanks to WrinklyNinja's previous efforts and starting the process for version 304.3. Valda updated Wrye Flash for Fallout 3 (30.x) and Fallout New Vegas (16.0) based off of a much older version of Wrye Bash (292 I think). Valda is not currently helping me with updates so if I can't make the changes myself they will remain unresolved. Please be patient while I wait for new volunteers that have time to help make updates.

      To help with Bash Tags fireundubh has been kind enough to provide us with a beta script for xEdit that should work with all four versions. You can obtain Generate Bash Tags.pas from his GitHub repo. I am unaware of where you can post questions and bug reports at this time and I do not maintain that file so posting here will not get you the help you are looking for.

      find updates to the script in this thread. Please post all bug reports and requests in that thread.

      ATTN for Skyrim version: This version's Skyrim patcher is very new. Unless you know how to use TES5Edit and understand a great deal about plugins you may not want to use this version. Manual editing may be needed for the Bash patch to function correctly. Both Python and Standalone versions are available.

      Fallout 3 and Fallout New Vegas: If you are using 306.x for Fallout 3 or Fallout New Vegas the Bash Patch should not have many issues since the code already existed to handle all the routines in the previous versions. Please report any issues so they can be corrected.

      If you are using the official releases for FO3 and FNV they are very stable and quite usable in game. However, they do need updating so feel free to post issues you encounter with the Bash Patch.

      Links to 307.x for FO3/FNV/Oblivion/Skyrim/FO4:

      Wrye Bash 307.09_EXP - Python Source.7z - MediaFire, OneDrive
      Wrye Bash 307.09_EXP - Standalone Executable.7z - MediaFire, OneDrive

      Links to Wrye Flash by Valda:

      Wrye Flash for FO3 v31.5 - Python Source.7z - MediaFire, OneDrive
      Wrye Flash for FO3 v31.5 - Standalone Executable.7z - MediaFire, OneDrive
      Wrye Flash for FNV v17.4 - Python Source.7z - MediaFire, OneDrive
      Wrye Flash for FNV v17.4 - Standalone Executable.7z - MediaFire, OneDrive

      Bethesda WIpz threads for FO3/FNV/Skyrim/Oblivion/FO4 Updates:

      Skyrim
      Oblivion
      Fallout 3
      Fallout NV
      Fallout 4

      STEP Thread:

      Wrye Bash/Smash/Flash Experemental Patcher Updates

      What kind of testing am I looking for?

      I need people with a great deal of knowledge with Bash Tags and plugins to report errors with the Bash Patch for it's respective patchers. For example if a sound from a mod should have ended up in the bash patch but didn't, I need to know. The only bugs I am not interested in are Unicode related bugs. So if you go to install a mod and you get a Unicode error post that in the Wrye Bash thread.

      What I am not looking for in regards to version 306.x:

      The Python based patchers have never been updated that I am aware of. At least not for the last three years. If records do not carry over into the Bash Patch that clearly should be there I am not directly causing this. I am not experienced with Python enough to change the patcher's behaviour. I can only assign or update records and subrecords to their respective patchers. Once there are volunteers willing to help hopefully the patchers can be updated to produce a more accurate patch. In the meantime rather then assuming the patcher is buggy, I suggest checking all the Bash Tags by using the provided script.

      In regards to CBash for Oblivion, I will consider updating the Python code that tells CBash what to do. However, if after I make updates, if the same issue is still occurring, I will not be able to update CBash itself. 99% of the time any issues with CBash will originate from flawed Python code.

      Error reporting:

      Post the Game you are using (FO3/FNV/TES4/TES5) the FormID of the record, what type of record it is (MGEF, INGR), the Subrecord involved, and the name of the field in xEdit. For example, "Skyrim SNDD - Sounds, Sound".

      If I can't find a similar type of setup for the record in the CK/CS/GECK I may ask for a link to the mod.

      Record structures:

      Documentation for Fallout 3 and Fallout: New Vegas plugin file formats can be found on GitHub/fopdoc courtesy of WrinklyNinja
      Fallout 3 Records Fallout: New Vegas Records Documentation for Oblivion and Skyrim file formats can be found on UESP Wiki
      Skyrim Records Oblivion Records Additional record formats can be found on my (very, very, poor) port of TES5Edit on GitHub. Extremely rough draft of what the functions mean are here. Bash Tags

      If you have forgotten the Bash Tags most of them are in this list. As I update Wrye Bash I will update that section to reflect changes I have made.

      Supported Bash tags for 306.x:

      Oblivion: Body-F, Body-M, Body-Size-M, Body-Size-F, C.Climate, C.Light, C.Music, C.Name, C.RecordFlags, C.Owner, C.Water, Deactivate, Delev, Eyes, Factions, Relations, Filter, Graphics, Hair, IIM, Invent, Names, NoMerge, NpcFaces, R.Relations, Relev, Scripts, ScriptContents, Sound, SpellStats, Stats, Voice-F, Voice-M, R.Teeth, R.Mouth, R.Ears, R.Head, R.Attributes-F, R.Attributes-M, R.Skills, R.Description, R.AddSpells, R.ChangeSpells, Roads, Actors.Anims, Actors.AIData, Actors.DeathItem, Actors.AIPackages, Actors.AIPackagesForceAdd, Actors.Stats, Actors.ACBS, NPC.Class, Actors.CombatStyle, Creatures.Blood, Actors.Spells, Actors.SpellsForceAdd, NPC.Race, Actors.Skeleton, NpcFacesForceFullImport, MustBeActiveIfImported, Npc.HairOnly, Npc.EyesOnly
      Skyrim: C.Acoustic, C.Climate, C.Encounter, C.ImageSpace, C.Light, C.Location, C.Music, C.Name, C.Owner, C.RecordFlags, C.Regions, C.SkyLighting, C.Water, Deactivate, Delev, Filter, Graphics, Invent, Names, NoMerge, Relev, Sound, Stats
      Fallout 3: C.Acoustic, C.Climate, C.Encounter, C.ImageSpace, C.Light, C.Music, C.Name, C.Owner, C.RecordFlags, C.Water, Deactivate, Deflst, Delev, Destructible, Factions, Filter, Graphics, Invent, Names, NoMerge, Relations, Relev, Sound, Stats
      Fallout New Vegas: C.Acoustic, C.Climate, C.Encounter, C.ImageSpace, C.Light, C.Music, C.Name, C.Owner, C.RecordFlags, C.Water, Deactivate, Deflst, Delev, Destructible, Factions, Filter, Graphics, Invent, Names, NoMerge, Relations, Relev, Sound, Stats, WeaponMods

      Supported Bash tags for Wrye Flash FNV:

      Fallout New Vegas: Body-F, Body-M, Body-Size-M, Body-Size-F, C.Acoustic, C.Climate, C.Encounter, C.ImageSpace, C.Light, C.Music, C.Name, C.RecordFlags, C.Owner, C.Water, Deactivate, Delev, Eyes, Factions, Relations, Filter, Graphics, Hair, IIM, Invent, Names, NoMerge, NpcFaces, R.Relations, Relev, Scripts, ScriptContents, Sound, Stats, Voice-F, Voice-M, R.Teeth, R.Mouth, R.Ears, R.Head, R.Attributes-F, R.Attributes-M, R.Skills, R.Description, Actors.Anims, Actors.AIData, Actors.DeathItem, Actors.AIPackages, Actors.AIPackagesForceAdd, Actors.Stats, Actors.ACBS, NPC.Class, Actors.CombatStyle, Creatures.Blood, NPC.Race, Actors.Skeleton, NpcFacesForceFullImport, MustBeActiveIfImported, Deflst, Destructible, WeaponMods

      Supported Bash tags for Wrye Flash FO3:

      Fallout 3: Body-F, Body-M, Body-Size-M, Body-Size-F, C.Acoustic, C.Climate, C.Encounter, C.ImageSpace, C.Light, C.Music, C.Name, C.RecordFlags, C.Owner, C.Water, Deactivate, Delev, Eyes, Factions, Relations, Filter, Graphics, Hair, IIM, Invent, Names, NoMerge, NpcFaces, R.Relations, Relev, Scripts, ScriptContents, Sound, Stats, Voice-F, Voice-M, R.Teeth, R.Mouth, R.Ears, R.Head, R.Attributes-F, R.Attributes-M, R.Skills, R.Description, Actors.Anims, Actors.AIData, Actors.DeathItem, Actors.AIPackages, Actors.AIPackagesForceAdd, Actors.Stats, Actors.ACBS, NPC.Class, Actors.CombatStyle, Creatures.Blood, NPC.Race, Actors.Skeleton, NpcFacesForceFullImport, MustBeActiveIfImported, Deflst, Destructible

      Patcher Progress:
      A link detailing which records are not functioning in Wrye Bash and an update of what is and isn't finished at this time is available on the Wrye Bash GitHub.

      Skyrim Progress
      Fallout Progress

      I have a very limited knowledge of Python. I will need help if it involves more complex routines. Updating the records is pretty straight forward and sometimes the patchers make sense including reading the specific fields in a record like MGEF or whatever. So I will be able to update some things on my own. I will be posting in the Known Issues section things that have been reported that I cannot update or have not been updated.

      Known Issues:

      Oblivion:

      None at this time.

      Skyrim:
      Keywords are not copied into the Bash Patch. VMAD records from loosing plugins are not copied into the Bash Patch. Some records with repeating sounds like SNDR:ANAM are not carried over into the Bash Patch. Special routine needed to handle INAM for Outfits. LVLD - Chance None is not always utilized. Needs verification because code does look at this value. CTDA conditions not always carried over into bash patch from loosing plugins. CELL:

      Interior cells

      XCLW - Field is being blanked out, which may lead to Bash adding unnecessary records. If Bash needs to make a record for the cell, set it to the huge negative value. Otherwise don't import it at all.

      Fallout 3:

      None at this time.

      Fallout New Vegas:

      None at this time.

      Version numbers will start with 306 but since this is a beta and not an official release I will make incremental updates, 306.0.01, and so on.

      Volunteers Needed:

      Currently I am looking for volunteers to contribute Wrye Bash. The main focus is updating Wrye Bash's Skyrim Patcher. However, this version also has limited Fallout 3 and Fallout NV support. Wrye Bash is written in Python so I am looking for people who are fairly knowledgeable with that programming language. You need to have Skyrim installed on your system so that you can test your updates to the code. If you wish to help with Fallout support then you should own a copy of Fallout 3 or New Vegas.

      If you wish to help please PM me with your GitHub account name and which game mode you are willing to help with. P.S. please be willing to at least proofread my attempts to write Python code for Skyrim even if you prefer not to help with that and don't own a copy of Skyrim.
    • By folgore
      Greetings, first time posting on this board.  Apologies if I'm in the wrong forum; I did run searches.  
       
      Anyhow, I recently added Dawn of Skyrim to my load order, but there's a problem:  the mod author recently changed the name of the esp.   Currently it is Dawn of Skyrim.esp.  Previously it was Blues Skyrim.esp.   The result of this is that some patches have "Dawn" as the master, others have "Blues."  I want to set all the patches that current have "Blues" as the master to "Dawn."  But how do I do this?  I google this topic regarding xEdit and search it at YouTube but come up with nothing.  I've been told that it can be done easily with Wrye Bash, but the window for Masters in Wrye Bash is down to a sliver and I can't see any Masters listed at all.  Does anyone know how to resize windows in Wrye Bash?
       
      Or if anyone has a better way to change mod masters, I would gladly accept guidance toward other methods.  Thanks.
    • By zinrio666
      Hello! 
       
      This is my very first time posting here, so please bare with me
       
      When I try to open Wrye Bash for Oblivion, it starts normally, but I when open Wrye Bash for Skyrim SE, Wrye Bash loads for a second and then closes. My Wrye Bash for SSE was working just fine a few days ago and now it doesn't work. Do you guys have a solution for this ? The Wrye Bash process gets suspended and then closes itself when I try to launch Wrye Bash for SSE. I am using the standalone version, not the python one. I don't know what beta version I have because I renamed the folder to just 'Wrye Bash'. I am using Windows 10. I placed my Wrye Bash folder in my desktop and not in the SSE install directory. I have tried using another standalone version of Wrye Bash from Skyrim SE Nexus, which was the latest one, and that still didn't help. I have deleted temp files from the %temp% folder in Windows, that didn't help too. The BashBugDump.log shows nothing even when Wrye Bash crashes. I have tried adding an exclusion to the Wrye Bash folder in my AV, that didn't help. I have tried running Wrye Bash as administrator, didn't work. My Skyrim SE version is the current one (1.5.97) same goes for my SKSE. I use Vortex as my mod manager and I use BethINI to optimize my Skyrim SE inis. Any help with be most appreciated. Here's my modlist: https://modwat.ch/u/zinrio666/plugins
  • Recently Browsing   0 members

    No registered users viewing this page.

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.