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Python error when creating a bashed patch


Metal_Izanagi

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Posted

I've had problems with bashed patches and New Vegas before, but this time I figured I'd ask around where someone might know what's going on, instead of just dropping the mod in question.(Granted, I'm disabling the plugin until I can figure out what's going on, anyway.)

 

The Python log that pops up right when the patch gets to "Armor Collection.esm" contains the following:

 

Loading: 01001249..ArmorCollectionReinforcedChineseStealthArmor..ARMO.BMDT..5..

Error in Armor Collection.esm

Traceback (most recent call last):

File "D:\Program Files\Steam\steamapps\common\Fallout New Vegas\Mopy\bash\basher.py", line 5836, in Execute

patchFile.scanLoadMods(SubProgress(progress,0.2,0.8)) #try to speed this up!

File "D:\Program Files\Steam\steamapps\common\Fallout New Vegas\Mopy\bash\bosh.py", line 20555, in scanLoadMods

modFile.load(True,SubProgress(progress,index,index+0.5))

File "D:\Program Files\Steam\steamapps\common\Fallout New Vegas\Mopy\bash\bosh.py", line 7547, in load

records.load(ins,unpack and (topClass != MobBase))

File "D:\Program Files\Steam\steamapps\common\Fallout New Vegas\Mopy\bash\bosh.py", line 6495, in load

self.loadData(ins, ins.tell()+self.size-recHeaderSize)

File "D:\Program Files\Steam\steamapps\common\Fallout New Vegas\Mopy\bash\bosh.py", line 6597, in loadData

record = recClass(header,ins,True)

File "D:\Program Files\Steam\steamapps\common\Fallout New Vegas\Mopy\bash\bosh.py", line 1945, in __init__

self.__class__.melSet.initRecord(self,header,ins,unpack)

File "D:\Program Files\Steam\steamapps\common\Fallout New Vegas\Mopy\bash\bosh.py", line 1525, in initRecord

MreRecord.__init__(record,header,ins,unpack)

File "D:\Program Files\Steam\steamapps\common\Fallout New Vegas\Mopy\bash\bosh.py", line 1743, in __init__

if ins: self.load(ins,unpack)

File "D:\Program Files\Steam\steamapps\common\Fallout New Vegas\Mopy\bash\bosh.py", line 1806, in load

self.loadData(ins,inPos+self.size)

File "D:\Program Files\Steam\steamapps\common\Fallout New Vegas\Mopy\bash\bosh.py", line 1954, in loadData

self.__class__.melSet.loadData(self,ins,endPos)

File "D:\Program Files\Steam\steamapps\common\Fallout New Vegas\Mopy\bash\bosh.py", line 1554, in loadData

loaders[type].loadData(record,ins,type,size,readId)

File "D:\Program Files\Steam\steamapps\common\Fallout New Vegas\Mopy\bash\bosh.py", line 1089, in loadData

unpacked = ins.unpack(self.format,size,readId)

File "D:\Program Files\Steam\steamapps\common\Fallout New Vegas\Mopy\bash\bosh.py", line 548, in unpack

return struct.unpack(format,self.ins.read(size))

struct.error: unpack requires a string argument of length 8

 

The file in question is "Armor Collection.esm" part of "PoliceAutomaton's Armor Compilation," available here:

 

http://www.happygeckosoftware.com/hosted/TheArmorCollection_very_early_version.7z

 

It's a pretty big compilation, so I've also uploaded to Mediafire the non-mesh/texture files included in the archive. Any help in dealing with whatever's going on here would be greatly appreciated.

 

 

http://www.mediafire.com/download.php?0dtbelsk8s17bl7

Posted

Are you able to make a Bashed patch without having that ESM enabled? It may be a problem with either the ESM itself or the replacer files. If you can bare to not use that collection, there's a decent selection here under adult mods/downloads, or on the nexus.

 

Also, I've done alot of messing with the setting on patch for FNV. My best settings with lowest weirdness/CTD's are "Merge Patches", "Contents Checker" and sparingly on the assorted tweaks. I've many different combinations and with my current I haven't got any CTD in 20 hours of play.

Posted

Seems like I'm able to make the patch just fine without that ESM activated. Kind of sucks, because that armor collection adds a bunch of armor that's otherwise scattered all over different mods. Is there any way to just get that mod to load after the bashed patch, even though it's an ESM?

 

 

Edit: Going to try converting the master file to a plugin, editing in FNVedit to change the master file for the container the armor goes in, then load it after the bashed patch. Should work, but if it doesn't, I'll just not use that armor collection, I suppose. :P

Posted

Seems like I'm able to make the patch just fine without that ESM activated. Kind of sucks' date=' because that armor collection adds a bunch of armor that's otherwise scattered all over different mods. Is there any way to just get that mod to load after the bashed patch, even though it's an ESM?

 

 

Edit: Going to try converting the master file to a plugin, editing in FNVedit to change the master file for the container the armor goes in, then load it after the bashed patch. Should work, but if it doesn't, I'll just not use that armor collection, I suppose. :P

[/quote']

 

That's one way of trying it. Or you could try disabling the ESM, building the patch, then enabling the ESM after. If the plugin isn't active the bashed patch won't include it, so you should be able to do that without too much effort.

Posted

Seems like I'm able to make the patch just fine without that ESM activated. Kind of sucks' date=' because that armor collection adds a bunch of armor that's otherwise scattered all over different mods. Is there any way to just get that mod to load after the bashed patch, even though it's an ESM?

 

 

Edit: Going to try converting the master file to a plugin, editing in FNVedit to change the master file for the container the armor goes in, then load it after the bashed patch. Should work, but if it doesn't, I'll just not use that armor collection, I suppose. :P

[/quote']

 

That's one way of trying it. Or you could try disabling the ESM, building the patch, then enabling the ESM after. If the plugin isn't active the bashed patch won't include it, so you should be able to do that without too much effort.

 

I...honestly didn't think of that. Simple solutions for simple problems, I suppose. XD

Posted

Seems like I'm able to make the patch just fine without that ESM activated. Kind of sucks' date=' because that armor collection adds a bunch of armor that's otherwise scattered all over different mods. Is there any way to just get that mod to load after the bashed patch, even though it's an ESM?

 

 

Edit: Going to try converting the master file to a plugin, editing in FNVedit to change the master file for the container the armor goes in, then load it after the bashed patch. Should work, but if it doesn't, I'll just not use that armor collection, I suppose. :P

[/quote']

 

That's one way of trying it. Or you could try disabling the ESM, building the patch, then enabling the ESM after. If the plugin isn't active the bashed patch won't include it, so you should be able to do that without too much effort.

 

I...honestly didn't think of that. Simple solutions for simple problems, I suppose. XD

 

I didn't either at first lol. Guess that's what I get for lurking when I should have been sleeping hours before. I realized because I had to do the same thing just earlier today, and had a "Doh!" moment...

Posted

Thanks very much for the help. I now have everything working just about perfectly, considering I'm running both TTW and quite a few mods for NV.(Going to eventually start bringing in mods for FO3 as well, probably just the Punisher mod for the Regulators, tbh, since the leveled lists are already affected by The Armory, and IWS tweaks the spawns in FO3 as well.)

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