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

Post » Tue May 08, 2012 7:35 am

>>;; @MCA - Morrowind Comes Alive [Neoptolemus]
>>If you use TESTOOL's "Merged_Objects.esp", it is recommended to omit this plugin from the merge.

>(just out of curiosity, what is the reason?)

I'm not certain but I'd guess it's because TESTOOL "merge object" feature chokes and crashes on very large mods. These crashes can occur when TESTOOL internally generates a log file that's too large.

Despite such limitations, TESTOOL "merge objects" is a fantastic and I would say necessary tool and AFAIK nothing has been created to supersede it. Use it on all your active mods (excluding the one's you can't use it on).

Actually there is "Smart Merger" located here : http://www.gamesas.com/index.php?/topic/1146795-smartmerger-2/

But I'm not nearly smart enough to figure it out.
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Reven Lord
 
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Post » Tue May 08, 2012 9:09 am

It isn't that difficult. Although there are a lot of flags most of them deal with specific things, I personally only usually remember 8 or so and I refer to my own documentation for the rest.

As long as you have plenty of ram I don't think SmartMerger will have an issue; considering what it's already done. If you have a specific need I can give you the template or full command to use (Alternatively copy and paste into the raw command that the batch file uses)

Online documentation is here, which is a little easier to read. http://rtcvb32.001webs.com/SmartMergerDocs/index.htm
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Skrapp Stephens
 
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Post » Tue May 08, 2012 5:02 am

Thanks Era. Its really my own fault for not investing a little time into figuring it out. Im way too right-brained for my own good. I hope I didnt come across as sounding like I thought your program was no good.

I basically want to perform a testool type merge. It looks like the online doc has a basic explanation of how that works. Ill take some time to figure it out as soon as I know what can and cant be merged...unless your program will sort that out for me.
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gary lee
 
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Post » Tue May 08, 2012 4:47 am

Hmm no it doesn't have that intimate knowledge as those tend to be per plugin. However to get a TesTool-like merge, use --exclude_unchanged.
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Max Van Morrison
 
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Post » Tue May 08, 2012 4:08 am

Hmm no it doesn't have that intimate knowledge as those tend to be per plugin. However to get a TesTool-like merge, use --exclude_unchanged.

So, basically I select every mod I want merged and then use that command? I assume you arent talking about the GUI version but the command line version?
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Tyler F
 
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Post » Tue May 08, 2012 3:35 am

Sounds right. Have that flag as your first argument though. The GUI has a 'Generate Merged Objects' button, but that assumes based on your current plugin selection. If you want to select all your files manually, the 'Merged Objects-like' checkbox will add the flag for you.

http://rtcvb32.001webs.com/SmartMergerDocs/24/reference_exclude_unchanged.htm
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Mizz.Jayy
 
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Post » Tue May 08, 2012 2:04 am

is it update to recognize MCA 6.1?

because here is where i'm in doubt, LGNPC Secret Masters has a patch for MCA 5 that removes a hostile spawn point near one of the masters, wasn't that point removed in MCA 6.0? if not, will updating LGNPC_SecretMasters_MCA5.esp Masters give me a problem?
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Anna Beattie
 
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Post » Tue May 08, 2012 7:22 am

>Actually there is "Smart Merger" located here : http://forums.bethso...-smartmerger-2/
>But I'm not nearly smart enough to figure it out.

I also lack the requisite IQ.

I've not yet had success with SmartMerger and I'm skeptical. If people who play the game vouch for it as a substitute for TESTOOL Merge Objects functionality then I would switch.

If SmartMerger has become a suitable replacement, then it has only done so recently:

>Posted 21 May 2011 - 06:28 PM
>>xxxxxxxx, on 17 May 2011 - 02:08 PM, said:
>>Era Scarecrow doesn't seem interested in replicating TESTool's Merge Objects functionality into Smart Merger, preferring to concentrate on merging whole plugins.
>I'm not against replicating a feature, I just have issues trying to find enough information of what it's effects should be.
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Eilidh Brian
 
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Post » Tue May 08, 2012 1:54 pm

I also lack the requisite IQ.

I've not yet had success with SmartMerger and I'm skeptical. If people who play the game vouch for it as a substitute for TESTOOL Merge Objects functionality then I would switch.

If SmartMerger has become a suitable replacement, then it has only done so recently:

>>xxxxxxxx, on 17 May 2011 - 02:08 PM, said:
>>Era Scarecrow doesn't seem interested in replicating TESTool's Merge Objects functionality into Smart Merger, preferring to concentrate on merging whole plugins.

In many ways SmartMerger is superior to TESTool. The post mentioned no longer applies. Since the program is used far more as a modding tool that it has drifted from the merging whole plugins. I'm not sure if the merged objects is exactly like TESTool but it does do similarly. It pretty much comes down to giving it a try, and only learning about and using the flags for the task at hand. I also try to be on hand to give you the proper flag usage/order for the program.
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Jessie
 
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Post » Tue May 08, 2012 12:12 pm

Mlox seems very keen on reminding me that Vurt's Leafy West Gash is pluginless. However, this was tripped by using the optional plugin for Leafy West Gash II, so it really shouldn't apply.
Don't think I've looked at Leafy West Gash II (and Vurt's other IIs) yet. Bit annoying it's the same plugin name, I'll see if there's something I can use in the Description field to distinguish between them. Otherwise it'll have to be a file size check. Thanks for the tip off.
Love the tool. I just tried it for the first time. As a minor note, it doesn't recognize IlluminatedOrderv1.0(IndyBank-BECompatible-hill) as qualifying as a version of Illuminated Order for prereqs.
Do you have a link for that? I can't find it. If you can link me then I'll add it in.
I just discovered that you can't run Dreamers Awakened with anything that relies on dreamer_f_key since that mod removes said NPC.

I know it breaks Great House Dagoth, The Tribe Unmourned, Grandmaster of Hlaalu.
Thanks for the tip off.
is it update to recognize MCA 6.1?
Yes

because here is where i'm in doubt, LGNPC Secret Masters has a patch for MCA 5 that removes a hostile spawn point near one of the masters, wasn't that point removed in MCA 6.0? if not, will updating LGNPC_SecretMasters_MCA5.esp Masters give me a problem?
It's not mentioned in the changelog for 6.1. Neoptolemus does say "Plus hundreds of other fixes I've probably forgotten about." I really don't know whether the patch is needed or not. If you do find out could you let us know and I'll update the LGNPC entry, which is currently:
;Dragon32: Unsure if this works with v6.x of MCA
[Patch]
"For users of MCA 5.*, using LGNPC_SM_MCA5 will fix a hostile spawn point that will conflict with the location of one of the Secret Masters."
(Ref: "LGNPC_SecretMasters_Readme.txt")
LGNPC_SecretMasters_MCA5.esp
[ALL LGNPC_SecretMasters_v?_??.esp
[ANY [SIZE 2303212 MCA.ESM]
[SIZE 2458536 MCA.ESM]
[SIZE 2707833 MCA.ESM]
[SIZE 2519851 MCA.ESM]]]
So, with those Size rules mlox is checking for versions 5.0, 5.1 and 5.2 (both basic and The Undead-compatible versions)

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; @MCA - Morrowind Comes Alive [Neoptolemus]
;;[SIZE 2597537 MCA.ESM] = MCA 6.1

;;**********
;;v6.x rules
;;**********

[Note]
If you use TESTOOL's "Merged_Objects.esp", it is recommended to omit this plugin from the merge.
(Ref: http://www.gamesas....post&p=12668875
This link at the bottom is dead.
(just out of curiosity, what is the reason?)
>>;; @MCA - Morrowind Comes Alive [Neoptolemus]
>>If you use TESTOOL's "Merged_Objects.esp", it is recommended to omit this plugin from the merge.

>(just out of curiosity, what is the reason?)

I'm not certain but I'd guess it's because TESTOOL "merge object" feature chokes and crashes on very large mods. These crashes can occur when TESTOOL internally generates a log file that's too large.

Despite such limitations, TESTOOL "merge objects" is a fantastic and I would say necessary tool and AFAIK nothing has been created to supersede it. Use it on all your active mods (excluding the one's you can't use it on).
Sadly I can't remember what the reason is and that thread's long since been pruned :swear: . I'm pretty sure it's not because its TESTool-choking. MCA and Clothiers of Vvardenfell are both large mods but we're talking about the MCA patch here.
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QuinDINGDONGcey
 
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Post » Tue May 08, 2012 6:16 am

Dragon32,

[NOTE]
> '[VER < 1.61 lgnpc_vivecredoran_v1_61.esp]'
| ! A newer version is available, check the LGNPC download site:
| ! http://www.lgnpc.org/downloads


The file name has an underscore in it as opposed to a decimal. So im assuming mlox is looking for that.
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Jade Barnes-Mackey
 
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Post » Tue May 08, 2012 2:40 am

Dragon32,

[NOTE]
> '[VER < 1.61 lgnpc_vivecredoran_v1_61.esp]'
| ! A newer version is available, check the LGNPC download site:
| ! http://www.lgnpc.org/downloads


The file name has an underscore in it as opposed to a decimal. So im assuming mlox is looking for that.
Yeah, someone would get a message like:
[NOTE]
> '[VER < 1.61 lgnpc_vivecredoran_v1_50.esp]'
| ! A newer version is available, check the LGNPC download site:
| ! http://www.lgnpc.org/downloads
Also, the LGNPC mods use the Description field, and record version numbers in there. Mlox checks the Description field first and then, if it doesn't find one, tries to match on filename.
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Flutterby
 
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Post » Tue May 08, 2012 2:41 pm

Do you have a link for that? I can't find it. If you can link me then I'll add it in.
Here is a http://www.tessearch.com/search?general=Illuminated+Order&game=3&act=Search&page=1 for the link (I hope that's the right one) that you need for Illuminated Order mod. :)
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Svenja Hedrich
 
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Post » Tue May 08, 2012 10:11 am

Here is a http://www.tessearch.com/search?general=Illuminated+Order&game=3&act=Search&page=1 for the link (I hope that's the right one) that you need for Illuminated Order mod. :)
Thanks Leonardo2. I found the Mod History one before I posted and it looked like a candidate for what enderandrew mentioned but the Admin comments have the file name as "Illuminated Order v1.0 (IndyBank Compatible).esp", there's also no mention of Balmora Expanded (at least I think that's what BE-compatible in the file name, "IlluminatedOrderv1.0(IndyBank-BECompatible-hill)", means) in the comments / description.

Yeah, just downloaded. It just has "Illuminated Order v1.0 (IndyBank Compatible).esp" and "Illuminated Order v1.0 (IndyBank WC Compatible).esp"
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Céline Rémy
 
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Post » Tue May 08, 2012 7:07 am

I'm trying to remember where I download it from. It looks like the mlox base recognizes a variation of that mod with different spelling:

Illuminated Order v1.0 (IndyBank-BE Compatible-hill).esp
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Steph
 
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Post » Tue May 08, 2012 3:49 pm

I'm trying to remember where I download it from. It looks like the mlox base recognizes a variation of that mod with different spelling:

Illuminated Order v1.0 (IndyBank-BE Compatible-hill).esp
Ah, just done a search through and it appears that the plugin is one Pseron Wyrd made. I can't see it here and there doesn't appear to be a download anywhere, even with the author.

Could you maybe upload to MMH? Assuming Pseron Wyrd is OK with that. As I'd then be able to download the archive and get the exact names, and others would have access to it too.
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Raymond J. Ramirez
 
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Post » Tue May 08, 2012 4:52 am

Ah, just done a search through and it appears that the plugin is one Pseron Wyrd made. I can't see it here and there doesn't appear to be a download anywhere, even with the author.

Could you maybe upload to MMH? Assuming Pseron Wyrd is OK with that. As I'd then be able to download the archive and get the exact names, and others would have access to it too.

Ive got it at home on my computer if you need it. Cant remember where I got it but I was recently.
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Chris BEvan
 
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Post » Tue May 08, 2012 5:28 am

Ive got it at home on my computer if you need it. Cant remember where I got it but I was recently.
If you could upload it somewhere so I can grab it. MMH would be good but anywhere really. I like to download whatever I add into mlox so I'm sure I have the right names (and there maybe other nuggets of information in the readme too).
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Tania Bunic
 
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Post » Tue May 08, 2012 10:23 am

If you could upload it somewhere so I can grab it. MMH would be good but anywhere really. I like to download whatever I add into mlox so I'm sure I have the right names (and there maybe other nuggets of information in the readme too).


I was mistaken. I just dug around and its the one that you downloaded as well. I know I had it years ago though. In fact im 99% sure that Pseron Wyrd made it. The Balmora Expanded Hill version that is.

EDIT: It looks like you knew that Pseron made it too. Never mind!
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Hannah Whitlock
 
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Post » Tue May 08, 2012 6:20 am

[CONFLICT]
> [ANY
> 'MISSING(New Suran Extended 1.5.esp)',
> 'MISSING(Balanced NSE 1.5.esp)',
> 'MISSING(New Suran Extended CoM 1.5.esp)',
> 'Balanced NSE CoM 1.5.esp']
> 'TravelingMerchants_v2.2.esp'
| "Traveling Merchants v2-2 also conflicts with NSE. I have deleted a couple of Suran & Ascadian Isles cells from Traveling Merchants v2-2 with Enchanted Editor (the TT's Slave crossing bridge NPC cells) and everything seems to work O.K."
| (Ref http://www.gamesas.com/bgsforums/index.php?s=&showtopic=926679&view=findpost&p=13492454 )


i couldn't find the topic, i also googled for the edited esp and no results, if someone has it please send me a PM or post the link here..
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I’m my own
 
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Post » Tue May 08, 2012 8:18 am

[CONFLICT]
> [ANY
> 'MISSING(New Suran Extended 1.5.esp)',
> 'MISSING(Balanced NSE 1.5.esp)',
> 'MISSING(New Suran Extended CoM 1.5.esp)',
> 'Balanced NSE CoM 1.5.esp']
> 'TravelingMerchants_v2.2.esp'
| "Traveling Merchants v2-2 also conflicts with NSE. I have deleted a couple of Suran & Ascadian Isles cells from Traveling Merchants v2-2 with Enchanted Editor (the TT's Slave crossing bridge NPC cells) and everything seems to work O.K."
| (Ref http://www.gamesas.com/bgsforums/index.php?s=&showtopic=926679&view=findpost&p=13492454 )


i couldn't find the topic, i also googled for the edited esp and no results, if someone has it please send me a PM or post the link here..
Well I don't have a modified version, http://www.gamesas.com/index.php?/topic/997293-relz-mlox-a-tool-for-anolyzing-and-sorting-your-load-order/page__view__findpost__p__15237270 it was Black Crow King who posted that info. Without saying what the cells were.
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jessica robson
 
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Post » Tue May 08, 2012 12:40 pm

Has there been a rule base update since February?
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Dean
 
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Post » Tue May 08, 2012 6:04 am

yes, from the 16 November => http://code.google.com/p/mlox/downloads/list
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Marquis T
 
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Post » Tue May 08, 2012 3:44 pm

Has there been a rule base update since February?

Check this

http://code.google.com/p/mlox/downloads/list

Updated 16.th of Nov If I'm correct :)
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carla
 
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Post » Tue May 08, 2012 4:59 am

Thank you! I get to the point where I just check the first post in the current mlox thread . . . obviously I shouldn't do that anymore.
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Rudy Paint fingers
 
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