Error when manually moving active mod after tes3cmd cleaning
Reported by Psymon on 2011.05.10 04:46am CDT...
After cleaning an active mod with integrated tes3cmd, moving the mod manually from the /Data Files folder while WMSA 85 is open in Mods Tab results in the following traceback...
Traceback (most recent call last): File "F:\Bethesda Games\Morrowind\Mopy\masher.py", line 2428, in RefreshData if mosh.mwIniFile.refresh() | mosh.modInfos.refresh(): File "F:\Bethesda Games\Morrowind\Mopy\mosh.py", line 3022, in refresh self.unload(loadFile) File "F:\Bethesda Games\Morrowind\Mopy\mosh.py", line 3134, in unload mwIniFile.unload(fileName,False) File "F:\Bethesda Games\Morrowind\Mopy\mosh.py", line 2394, in unload self.refreshDoubleTime() File "F:\Bethesda Games\Morrowind\Mopy\mosh.py", line 2334, in refreshDoubleTime mtime = modInfos[loadFile].mtime File "F:\Bethesda Games\Morrowind\Mopy\mosh.py", line 2718, in getitem return self.data[key]KeyError: 'Quieter_UI_Sounds.esp'
I could not reproduce this with WMSA 85. I did the following...
- Activated plugin.esp
- Initiated tes3cmd clean
- Cut/paste mod out of /Data Files (result: no error)
- Cut/paste back into /Data Files(result: no error ; mod was inactive at this time by default WM behavior)
- Reactivated mod (result: no error)
- Repeated multiple times, same results
Possible fix, modify "on tes3cmd clean" code as follows...
- initiate local variable "initial_mod_state"
- check mod state and set initial_mod_state==(0 : 1 ; where 0=='not-active' and 1=='active')
- if initial_mod_state==1, deactivate mod
- initiate tes3cmd clean process
- if initial_mod_state==1, reactivate mod
Without being able to reproduce it, Psymon will have to test if the fix works himself.
I'll look into this once I have made some changes.