[relz] Mlox, A Tool For anolyzing And Sorting Your Load Orde

Post » Thu Dec 08, 2011 4:30 am

This thread deserves a bump. :D


Any luck yet?

I think this http://en.wikipedia.org/wiki/Windows-1252 might enlighten you a little. :read:
User avatar
Jeremy Kenney
 
Posts: 3293
Joined: Sun Aug 05, 2007 5:36 pm

Post » Wed Dec 07, 2011 9:15 pm

I'm in the process of updating some mods that I'd fallen behind in (a few LGNPC releases, the new Uvirith's Legacy, etc), and have run mlox to do some conflict checks. It warns me that "Building Up Uvirith's Legacy" contains dirty references and should be cleaned with TEStool -- is this critical?

Or, if anyone knows the specific dirty references that I should remove, I'd be a lot more content to clean it manually with TESAME.
User avatar
ZzZz
 
Posts: 3396
Joined: Sat Jul 08, 2006 9:56 pm

Post » Thu Dec 08, 2011 2:59 am

Or, if anyone knows the specific dirty references that I should remove, I'd be a lot more content to clean it manually with TESAME.

Well, I'm not going to claim 100% correctness, but http://code.google.com/p/mlox/wiki/Tes3cmd reports this:
Spoiler
CLEANING: "Building Up Uvirith's Legacy1.01.ESP" ...
Loading Master: morrowind.esm
Cleaned duplicate record (DOOR): ex_t_door_01_pc_hold_a
Cleaned junk-CELL: bitter coast region (-12, 3)
Cleaned junk-CELL: bitter coast region (-12, 2)
Cleaned junk-CELL: bitter coast region (-12, 1)
Cleaned junk-CELL: bitter coast region (-13, 4)
Cleaned junk-CELL: bitter coast region (-13, 3)
Cleaned junk-CELL: bitter coast region (-13, 2)
Cleaned junk-CELL: bitter coast region (-13, 1)
Cleaned junk-CELL: bitter coast region (-14, 5)
Cleaned junk-CELL: bitter coast region (-14, 4)
Cleaned junk-CELL: bitter coast region (-14, 2)
Cleaned junk-CELL: west gash region (-15, 7)
Cleaned junk-CELL: wilderness (-15, -8)
Cleaned junk-CELL: west gash region (-16, 8)
Cleaned junk-CELL: west gash region (-16, 7)
Cleaned redundant AMBI,WHGT from CELL: missir-dadalit egg mine
Cleaned redundant AMBI,WHGT from CELL: mzanchend
Cleaned redundant AMBI,WHGT from CELL: serano ancestral tomb
Cleaned redundant AMBI,WHGT from CELL: shushan
Cleaned redundant AMBI,WHGT from CELL: tel uvirith, tower dungeon
Cleaned redundant AMBI,WHGT from CELL: tel uvirith, tower lower
Cleaned redundant AMBI,WHGT from CELL: tel uvirith, tower upper
Cleaned duplicate object instance (active_de_r_bed_18 FRMR: 6354) from CELL: vivec, telvanni tower
Cleaned redundant AMBI,WHGT from CELL: vivec, telvanni tower
Output saved in: "Clean_Building Up Uvirith's Legacy1.01.ESP"
Original unaltered: "Building Up Uvirith's Legacy1.01.ESP"

Cleaning Stats for "Building Up Uvirith's Legacy1.01.ESP":
duplicate object instance: 1
duplicate record: 1
junk-CELL: 14
redundant CELL.AMBI: 8
redundant CELL.WHGT: 8

User avatar
Cool Man Sam
 
Posts: 3392
Joined: Thu May 10, 2007 1:19 pm

Post » Thu Dec 08, 2011 12:36 am

Thanks!

I should really start using tes3cmd.
User avatar
Brandon Wilson
 
Posts: 3487
Joined: Sat Oct 13, 2007 1:31 am

Post » Wed Dec 07, 2011 7:34 pm

Hello. I apologize if you've already addressed the question I'm going to ask, but I didn't see anything after a look at the readme files and this thread. Does mlox support aliasing? I very frequently rename .esp and .esm files from mods, and I was wondering if I could create aliases in order to tell mlox "what you call foo.esp is really called bar.esp in my installation." I realize that I could probably edit the rules file, but then my custom edits would be lost every time you update.
User avatar
Beth Belcher
 
Posts: 3393
Joined: Tue Jun 13, 2006 1:39 pm

Post » Thu Dec 08, 2011 12:42 am

Does mlox support aliasing?

Not yet. But it has been requested before, so it's on my todo list.
User avatar
Jeremy Kenney
 
Posts: 3293
Joined: Sun Aug 05, 2007 5:36 pm

Post » Wed Dec 07, 2011 11:29 pm

Please add Uvirith's Legacy 2.0 to the mlox list.
User avatar
Lou
 
Posts: 3518
Joined: Wed Aug 23, 2006 6:56 pm

Post » Wed Dec 07, 2011 9:40 pm

I wanted to take a moment to post a note of thanks to John.Moonsugar for this utility. Your work saves countless hours of trial and error and has resulted in smooth operation of my loads with well over 200 mods. I hope you know how appreciated your work is.

I have one quick question for anyone that can answer it: I am running several mods that have been identified with deprecated lists. If there is a patch for such a mod, should I a) deactivate the original mod (Giants for example) and B) keep the patch (the Z24W patch for Giants) activated that was produced to correct this problem?

Why ask this here? Because I noticed that the mlox 'deprecated' warning for some mods disappear when I activate the associated patch, but with Giants, it remains after installation its patch.

Thanks, in advance, for the help.

Beryl
User avatar
Jeffrey Lawson
 
Posts: 3485
Joined: Tue Oct 16, 2007 5:36 pm

Post » Wed Dec 07, 2011 7:51 pm

I have one quick question for anyone that can answer it: I am running several mods that have been identified with deprecated lists. If there is a patch for such a mod, should I a) deactivate the original mod (Giants for example) and B) keep the patch (the Z24W patch for Giants) activated that was produced to correct this problem?

It depends on how the patch works. The patch should tell you if it needs to replace the original, or be activated in addition to the original.

Why ask this here? Because I noticed that the mlox 'deprecated' warning for some mods disappear when I activate the associated patch, but with Giants, it remains after installation its patch.

It's a good question. The answer is the mlox needs to be taught about that patch for Giants. I'll add a rule in for the next release of the rule-base, and the warning should go away if you have the patch installed.
Thanks!
User avatar
Kim Bradley
 
Posts: 3427
Joined: Sat Aug 18, 2007 6:00 am

Post » Thu Dec 08, 2011 12:48 am

It depends on how the patch works. The patch should tell you if it needs to replace the original, or be activated in addition to the original.


Thank you John.moonsugar. I was horribly incomplete in my questions, upon second reading. The real question is, when I go to create my mashed list, do I keep the old plugin with deprecated lists and the new patch active for the mashing process, or just the new patch that corrects it?

Many thanks for the help.

Beryl
User avatar
.X chantelle .x Smith
 
Posts: 3399
Joined: Thu Jun 15, 2006 6:25 pm

Post » Wed Dec 07, 2011 9:10 pm

Thank you John.moonsugar. I was horribly incomplete in my questions, upon second reading. The real question is, when I go to create my mashed list, do I keep the old plugin with deprecated lists and the new patch active for the mashing process, or just the new patch that corrects it?

Theoretically, you should just let Mash merge whatever plugins you have active. So I believe the answer is: both.
User avatar
Angela Woods
 
Posts: 3336
Joined: Fri Feb 09, 2007 2:15 pm

Post » Wed Dec 07, 2011 10:58 pm

John,

The rules base for my http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8446 needs to be updated. I wrote the patches using PL's original mod as the base because it had dirty cells and GMSTs that I wanted to clean out. The only rules should be that the patches are matched up to the proper master files (COM, MCA or both depending on the patch), that they are NOT used with PL's original mod, and that only one is used at a time. Using more than one or combining it with PL's original mod can cause doubling. Thanks.
User avatar
Melis Hristina
 
Posts: 3509
Joined: Sat Jun 17, 2006 10:36 pm

Post » Wed Dec 07, 2011 4:41 pm

John,

The rules base for my http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8446 needs to be updated.

Thanks for letting me know. I'll work on it for the next release of the rule-base!
User avatar
Kristian Perez
 
Posts: 3365
Joined: Thu Aug 23, 2007 3:03 am

Post » Wed Dec 07, 2011 3:41 pm

Well, I was just going to inform you of the issues with mlox and Jac's new RV patches, but I see he beat me to it. lol
User avatar
Kelly Upshall
 
Posts: 3475
Joined: Sat Oct 28, 2006 6:26 pm

Post » Wed Dec 07, 2011 3:51 pm

I wanted to make sure John had all of the necessary information. :) I try to make my stuff conflict free, but this is one of those where it was impossible.
User avatar
marina
 
Posts: 3401
Joined: Tue Mar 13, 2007 10:02 pm

Post » Thu Dec 08, 2011 4:53 am

I don't blame you. It's good to keep important tools like mlox updated as much as possible.
User avatar
Marie
 
Posts: 3405
Joined: Thu Jun 29, 2006 12:05 am

Post » Wed Dec 07, 2011 3:41 pm

I forgot to add that COM is version 2.0 and MCA is 5.1 (5.2 is an .esp file I think, while the master is 5.1). Thanks.
User avatar
Sasha Brown
 
Posts: 3426
Joined: Sat Jan 20, 2007 4:46 pm

Post » Thu Dec 08, 2011 6:17 am

MCA is 5.1 (5.2 is an .esp file I think, while the master is 5.1).

I don't understand this comment. MCA 5.2 uses the plugin name: MCA.esm.
User avatar
Bonnie Clyde
 
Posts: 3409
Joined: Thu Jun 22, 2006 10:02 pm

Post » Thu Dec 08, 2011 5:54 am

The last MCA 5.x to use a master file is 5.1. I thought 5.2 was an .esp file, but I could be mistaken. I haven't used MCA in so long I don't rightly remember what's what. Anyway, my patches use the latest one that was available before version 6.0 came out.
User avatar
RaeAnne
 
Posts: 3427
Joined: Sat Jun 24, 2006 6:40 pm

Post » Thu Dec 08, 2011 6:13 am

The last MCA 5.x to use a master file is 5.1. I thought 5.2 was an .esp file, but I could be mistaken. I haven't used MCA in so long I don't rightly remember what's what. Anyway, my patches use the latest one that was available before version 6.0 came out.

That should be MCA 5.2. It uses MCA.esm, not an .esp.
User avatar
Rob
 
Posts: 3448
Joined: Fri Jul 13, 2007 12:26 am

Post » Wed Dec 07, 2011 9:41 pm

Sorry, John. As long as you have the right masters, I'm happy. :)
User avatar
Kim Kay
 
Posts: 3427
Joined: Fri Oct 13, 2006 10:45 am

Post » Wed Dec 07, 2011 10:08 pm

mlox provides a reference for a patch by abot that moves The Black Mill so that it no longer conflicts with Tamriel Rebuilt. The link provided, though, is dead. Does anyone know where this patch can be downloaded from? I have PM'ed Abot in hope of finding it.

John, this was posted here to provide you information about the dead link. I will let you know if I am able to find the download again.

Beryl
User avatar
David Chambers
 
Posts: 3333
Joined: Fri May 18, 2007 4:30 am

Post » Wed Dec 07, 2011 6:58 pm

About Gaius Atrius The Bathing Mod 2 (Stinkers.esp).
This is what mlox gives:

[NOTE]
> 'Stinkers.esp'
| !! Uses deprecated AddToLev* function to modify gamesas leveled lists. Using any of these plugins will store leveled lists in your savegame that will override lists in your merged leveled lists plugin (e.g. "Mashed Lists.esp"), if you have one. If you have used one of these plugins, you can clean modified leveled lists from your savegame using the "Repair All" feature of "Wrye Mash". For an explanation of why the functions AddToLev*/RemoveFromLev* are deprecated, please see (Some patches may be available at that link):
| !! http://www.uesp.net/wiki/Tes3Mod:Leveled_Lists

But, according to readme,
New!: 03-14-2010
I have fixed the AddToLevelledList issues, fully removing that feature from "Stinkers.esp", and "StinkersBE.esp".

(http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8304)


Maybe it happens because this mod has the same esp name as grvulture plugin Stinkers. Of course I can just change esp name to avoid mlox message, but probably it would be nice to make some changes in mlox_base avoiding confusion between grvulture and Gaius Atrius plugins, if it is possible.

Also, The Bathing Mod 2 has conflict with LGNPC Aldruhn 1.20, both changing cell Ashlands -1,6 and should load last.
User avatar
abi
 
Posts: 3405
Joined: Sat Nov 11, 2006 7:17 am

Post » Thu Dec 08, 2011 12:18 am

About Gaius Atrius The Bathing Mod 2 (Stinkers.esp).

Thanks. I will update the rules for Stinkers in the next release of the rule-base.
User avatar
Sandeep Khatkar
 
Posts: 3364
Joined: Wed Jul 18, 2007 11:02 am

Post » Wed Dec 07, 2011 4:35 pm

I just came back to Morrowind after a long hiatus and wanted to say that this program is awesome and I love you and I want to have your babies but unfortunately I can't because I am a dude. That is all.
User avatar
Ricky Meehan
 
Posts: 3364
Joined: Wed Jun 27, 2007 5:42 pm

PreviousNext

Return to III - Morrowind