Wrye Bash is undergoing a lot of changes, specifically re-factoring to make the code more manageable. It will help keep Wrye Bash a sustainable program for other games in the future like Fallout 4 or Elder Scrolls (whatever) 6. I have a lot of time on my hands to work on the patchers and record definitions and I have a very basic idea of what is going on. Errors like the one above are beyond my comprehension because of my limited knowledge of Python. Not to mention an attribute 's' makes it hard to figure out.
Because of real life circumstances the other volunteers simply don't have time to help. Utumno has been doing all the refactoring from what I can tell. He has been doing a fantastic job. Valda had made updates for Wrye Flash support for FO3 and FNV. Luckily when I contacted him he was willing to help on the weekends. I also have gotten in touch with another person who volunteered a while back to work on VMAD. So that will help. However, like the previous volunteers they can only help as time permits and that is pretty much just on the weekends. So that means help is still somewhat sparse.
Most of Skyrim's records are defined they just need testing and updating. I have started testing them and normally I can resolve any issues on my own. However, I have started to encounter issues when certain attributes are not inherited in other classes, instances, or objects. It is extremely difficult for me to figure out how to fix issues like the one above.
Wrye Bash is by no means a dead project. WrinklyNinja made quite a lot of progress a while back adding most of Valda's code to 304.3. With that and with the release of 305 I found, by experimenting, that I could get all four modes to work. I knew there would be a lot of updating to do for all of the routines and I have been making a lot of progress. The problem is that without more help from other people getting the updates I need to is difficult.
Fortunately Fallout support for the most part works with little to no changes in the code. The real challenge is getting Skyrim's patchers to work. Although it isn't insurmountable that Skyrim's patchers will work eventually I just find it hard to sit around and wait for that to happen. Since nobody else is working on Skyrim's patchers I just got fed up with everything and have set out to test as much as possible fixing what I can as I go. I simply can't do it by myself. If you can only provide assistance from time to time it would still help but I am hoping to find other enthusiastic people who are willing to contribute. PM me if you are willing to help.
For me this starts in some kind of gibberish language consisting of magickal symbols. And no obvious way to change language like in a skyrim version either.
So... I tried to use the latest wyre BASH (the one on the different mod page), but rebuilding the bashed patch would leave me to wait till it was saving the bashed patch to tell me that "argument cannot be converted to integer" immediately once it changed to saving. Moved my install onto my desktop (out of the "programs" folder, and untagged read-only to see if that was causing my issue) still would pop up that error, decided to delete the latest wyre BASH "mopy", and install wyre FLASH on a whim, and it worked while rebuilding and then saving the bashed patch.
My bashed patch is causing fnv to crash and idk why. I started fnv with all mods activated without patch, no problem I then copied template patch and override the old patch I rebuild patch and start game and it doesn't show the loading wheel or main menu. I checked all mods with patch activated still crash I'm not at 155 mod limit Patch worked perfectly few days ago until rebuilding today when I generated bash tags for all my mods. I have a perfect fallout data folder, that is not the issue. It's 100% something within the bashedpatch,0.esp itself. If anyone knows what's wrong help is greatly appreciated Just to reiterate game works perfectly with my load order without bashed patch, adding the built patch is what causes the freeze
Is there any information on this file? There are reports dating from as early as 2012 with people reporting antivirus false positives from 'w9xpopen.exe'. I'd have thought someone would have included this in the description, readme and ideally a sticky post in comments in order to avoid confusion and stress.
I have consulted with the great oracle known as Google for information. There are many pages of information, but here is one that provides more than average:
w9xpopen.exe is contained within the older versions as well, however the trojan is embedded within the 18.1 version of this utility. My software did not detect the trojan in the older versions of Wrye Flash (currently and previously) and I have been using it on and off for years.
Huge necropost here, sorry, it's a false positive, but, if you wanna be extra sure, you can safely remove w9xpopen.exe as Wrye Flash doesn't actually use it. :)
I'm sorry to bother you, but the file "Bashed Patch, 0.esp" that'll let me rebuild my Bashed Patch isn't showing up. I installed both files to Data and Mopy, and it works fine with Oblivion, but for some reason the option isn't showing up when I use it for New Vegas. I'm using MO2 and FNVEdit. Thank you!
You can find the file in the Mopy/Templates folder. Just copy the file into your Data folder and it will show up next time you run the program. I just had this same issue.
932 comments
Wrye Bash is undergoing a lot of changes, specifically re-factoring to make the code more manageable. It will help keep Wrye Bash a sustainable program for other games in the future like Fallout 4 or Elder Scrolls (whatever) 6. I have a lot of time on my hands to work on the patchers and record definitions and I have a very basic idea of what is going on. Errors like the one above are beyond my comprehension because of my limited knowledge of Python. Not to mention an attribute 's' makes it hard to figure out.
Because of real life circumstances the other volunteers simply don't have time to help. Utumno has been doing all the refactoring from what I can tell. He has been doing a fantastic job. Valda had made updates for Wrye Flash support for FO3 and FNV. Luckily when I contacted him he was willing to help on the weekends. I also have gotten in touch with another person who volunteered a while back to work on VMAD. So that will help. However, like the previous volunteers they can only help as time permits and that is pretty much just on the weekends. So that means help is still somewhat sparse.
Most of Skyrim's records are defined they just need testing and updating. I have started testing them and normally I can resolve any issues on my own. However, I have started to encounter issues when certain attributes are not inherited in other classes, instances, or objects. It is extremely difficult for me to figure out how to fix issues like the one above.
Wrye Bash is by no means a dead project. WrinklyNinja made quite a lot of progress a while back adding most of Valda's code to 304.3. With that and with the release of 305 I found, by experimenting, that I could get all four modes to work. I knew there would be a lot of updating to do for all of the routines and I have been making a lot of progress. The problem is that without more help from other people getting the updates I need to is difficult.
Fortunately Fallout support for the most part works with little to no changes in the code. The real challenge is getting Skyrim's patchers to work. Although it isn't insurmountable that Skyrim's patchers will work eventually I just find it hard to sit around and wait for that to happen. Since nobody else is working on Skyrim's patchers I just got fed up with everything and have set out to test as much as possible fixing what I can as I go. I simply can't do it by myself. If you can only provide assistance from time to time it would still help but I am hoping to find other enthusiastic people who are willing to contribute. PM me if you are willing to help.
Thanks
https://www.nexusmods.com/newvegas/mods/34703
I started fnv with all mods activated without patch, no problem
I then copied template patch and override the old patch
I rebuild patch and start game and it doesn't show the loading wheel or main menu.
I checked all mods with patch activated still crash
I'm not at 155 mod limit
Patch worked perfectly few days ago until rebuilding today when I generated bash tags for all my mods.
I have a perfect fallout data folder, that is not the issue. It's 100% something within the bashedpatch,0.esp itself.
If anyone knows what's wrong help is greatly appreciated
Just to reiterate game works perfectly with my load order without bashed patch, adding the built patch is what causes the freeze
DON'T extract this file. The rest of the archive seems safe but use at your own risk.
Version 18.0 (the older one) seemingly doesn't contain the trojan.
There are reports dating from as early as 2012 with people reporting antivirus false positives from 'w9xpopen.exe'. I'd have thought someone would have included this in the description, readme and ideally a sticky post in comments in order to avoid confusion and stress.
https://www.pcrisk.com/removal-guides/15409-wacatac-trojan
as well as information on w9xpopen.exe:
https://www.processlibrary.com/en/directory/files/w9xpopen/28236/
w9xpopen.exe is contained within the older versions as well, however the trojan is embedded within the 18.1 version of this utility. My software did not detect the trojan in the older versions of Wrye Flash (currently and previously) and I have been using it on and off for years.
A lot of people believer AVs are omnisient, but the truth is they make mistakes (just like humans do). The free ones are the worst offenders.
I'm using MO2 and FNVEdit.
Thank you!