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

Post » Tue May 08, 2012 3:08 pm

CombatMoves11 by GhanBuriGhan

This thread recomends clean this mod.
http://mw.modhistory.com/download--2877

"Admin Comments:
Combat Moves.esp
Contains 6 dirty references - this mod will require cleaning before use."
Yeah, dirty references. When I was first writing rules for mlox I put in a few Note rules about those (and handled that rather badly). I've since stopped adding them and removed (I hope) all those I did add.

Basically, mlox will report mods with the evil GMSTs and that should be it, those nasty GMSTs are much likely to really affect someone's game than some dirt refs.

mlox's primary purpose is load order. It's got some great information in now about conflicts and the like but something like dirty refs is, IMHO, going a bit far and so isn't something I add rules for even when I find them.
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Andrea P
 
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Post » Tue May 08, 2012 7:19 am

On the note of evil GMST's a nice little cheat move to see if you have dirty mods in your load order is to have http://download.fliggerty.com/download-37-292 load really early in the load order.

from the Read Me
The GMST sTeleportDisabled is INTENTIONALLY altered by this mod. Don't try to clean it out, and make sure any mods that load after this one are GMST-clean, or else you'll get messages telling you that teleporting is disabled every time you use it.


It doesn't tell witch one but it tells you that you have a dirty mod or a mod that changes GMST's.

Now if mlox could put a note or something that told you which mods it knew were clean it would make it a bit easier, but that would be changing the program not the data base.
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Dean Ashcroft
 
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Post » Tue May 08, 2012 10:38 am

This is new, I'm trying out MLOX for the first time and suddenly I'm getting big errors during startup on my game, from the Tribunal.esm no less. I replace the files with their originals in my backups, give MLOX another run and the same issues return. Quite curious....

Spoiler

One of the files that "AtmosphericSoundEffects-3.0-Tribunal.esp" is dependent on has changed since the last save.This may result in errors. Saving again will clear this messagebut not necessarily fix any errors.One or more plugins could not find the correct versions of the master files they depend on. Errors may occur during load or game play. Check the "Warnings.txt" file for more information.Chunk size 10 too big in chunk WEAT_ID in form REGN_ID.Max size is 8, data truncated to "#".Unknown SSCR_ID in ConstructObject.Unknown SSCR_ID in ConstructObject.Unknown SSCR_ID in ConstructObject.DataHandler: unrecognized formLook in the Warnings.txt file for more info.Chunk size 10 too big in chunk WEAT_ID in form REGN_ID.Max size is 8, data truncated to "".Region 'Felsaad Coast Region' Weather Chances do not total 100 percent.Chunk size 10 too big in chunk WEAT_ID in form REGN_ID.Max size is 8, data truncated to "".Region 'Moesring Mountains Region' Weather Chances do not total 100 percent.Chunk size 10 too big in chunk WEAT_ID in form REGN_ID.Max size is 8, data truncated to "".Region 'Isinfier Plains Region' Weather Chances do not total 100 percent.Chunk size 10 too big in chunk WEAT_ID in form REGN_ID.Max size is 8, data truncated to "(".Chunk size 10 too big in chunk WEAT_ID in form REGN_ID.Max size is 8, data truncated to "#".Chunk size 10 too big in chunk WEAT_ID in form REGN_ID.Max size is 8, data truncated to "#".Unknown SSCR_ID in ConstructObject.DataHandler: unrecognized formLook in the Warnings.txt file for more info.Unknown SSCR_ID in ConstructObject.DataHandler: unrecognized formLook in the Warnings.txt file for more info.Unknown SSCR_ID in ConstructObject.DataHandler: unrecognized formLook in the Warnings.txt file for more info.Unknown SSCR_ID in ConstructObject.DataHandler: unrecognized formLook in the Warnings.txt file for more info.Unknown SSCR_ID in ConstructObject.DataHandler: unrecognized formLook in the Warnings.txt file for more info.Unknown SSCR_ID in ConstructObject.Unknown SSCR_ID in ConstructObject.Unknown SSCR_ID in ConstructObject.Unknown SSCR_ID in ConstructObject.Unknown SSCR_ID in ConstructObject.Unknown SSCR_ID in ConstructObject.Unknown SSCR_ID in ConstructObject.Unknown SSCR_ID in ConstructObject.Unknown SSCR_ID in ConstructObject.Unknown SSCR_ID in ConstructObject.Unknown SSCR_ID in ConstructObject.Unknown SSCR_ID in ConstructObject.DataHandler: unrecognized formLook in the Warnings.txt file for more info.Unknown SSCR_ID in ConstructObject.DataHandler: unrecognized formLook in the Warnings.txt file for more info.

EDIT: Hmm just shy of a full reinstall and the problem persists even after the original esm's are in place. Either part of my filesystem is corrupt, or my drive is becoming flakey, which I'm kinda expected after how long it's been used over the years..

EDIT 2: Full reinstall, reboot and remerge, seems the problem is gone. I guess that's a good thing.
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WYatt REed
 
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Post » Tue May 08, 2012 6:43 am

Chunk size 10 too big in chunk WEAT_ID in form REGN_ID.
Did you ever install Bloodmon before installing Tribunal? That may be the cause
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Charlie Sarson
 
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Post » Tue May 08, 2012 3:33 am

No. I installed them in the right order, then saved all the major files as a backup so I could extract them if I needed it. Was quite odd though. Still not sure what happened. Of course I have been adding extra files here and there for testing to see if the CS was unhappy.
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steve brewin
 
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Post » Tue May 08, 2012 6:06 am

I've just used this tool for the first time, and I'm SO impressed! Literally, it's amazing, great job!

2 things:

1) The link to your profile on http://code.google.com/p/mlox/wiki/Mlox#Support seems to be broken.

2) I've thought of a potential new rule, but I'm afraid I don't know how to implement it:

I got this message:

[NOTE]
> [ALL
> 'master_index.esp',
> [NOT 'MISSING(DXM_masterindex_journalfix.esp)'],
> [ANY 'Tribunal.esm', 'Bloodmoon.esm']]
| ! Bethesda's "Master Index" plugin is a pre-Tribunal mod and so doesn't use Tribunal's upgraded journal. DeusXMachina's "Master Index Journalfix" adds the "Master Index" to the open and finished questlists in the upgraded journal.
| ! Download it from Morrowind Modding History: http://mw.modhistory.com/download--3648
| ! Or DeusXMachina's site: http://www.rihla.info/tes/01_mods/mi_journalfix/mi_journalfix.html
| ! (Ref: DXM_mi_journalfix_readme.txt)
current saved to: current_loadorder.out
mlox sorted saved to: mlox_new_loadorder.out

But I'm using "Official Plugins Fixes 1.1 by: michael163377" which takes care of the problem, which mlox doesn't seem to detect.

The mod I just mentioned also adds Quest entries for Siege of Firemoth and fixes several other things, which mlox could also mention.

Hope this helps :)
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Quick Draw III
 
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Post » Tue May 08, 2012 12:49 pm

But I'm using "Official Plugins Fixes 1.1 by: michael163377" which takes care of the problem, which mlox doesn't seem to detect.

The mod I just mentioned also adds Quest entries for Siege of Firemoth and fixes several other things, which mlox could also mention.
Is because the mod it self isn't included in mlox_rule_base and here is the http://code.google.com/p/mlox/wiki/Mlox#Documentation for mlox. :)

Official Plugins Fixes 1.1 by: michael163377
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Eileen Collinson
 
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Post » Tue May 08, 2012 12:44 am

LOL, I were just searching for this thread.. :foodndrink:

Somebody should check this, taken from the LGNPCs' Forum.

"Re: LGNPC Load Order
? Reply #3 on: Oct 03, 2011, 03:08 PM ?
Reply with quote
*ahem*

*cuff cuff*

The hopefully conflict-free load order for the Less Generic NPC Project as compiled by one loony cat with a sixy stare:

1. LGNPC No Lore
---
2. Less Generic Nerevarine [Ostar]
3. Less Generic Tribunal [Ostar]
4. Less Generic Bloodmoon [Ostar]
---
5. LGNPC Seyda Neen
6. LGNPC Gnaar Mok
7. LGNPC Ald Velothi
8. LGNPC Maar Gan
9. LGNPC Hla Oad
10. LGNPC Ald Ruhn
11. LGNPC Ald Ruhn Supplement
12. LGNPC Pelagiad
13. LGNPC Tel Mora
14. LGNPC Khuul
15. LGNPC Vivec Foreign Quarter
16. LGNPC Tel Uvirith
17. LGNPC Secret Masters
18. LGNPC Indarys Manor
19. LGNPC Vivec Redoran
20. LGNPC Pax Redoran
---
21. LGNPC Soul Sickness Patch
---

LGNPC No Lore needs to load first (as stated in the Download section). Mods with the [Ostar] flag, pending their revision at LGNPC HQ, come directly after No Lore as to prevent eventual conflicts with currently released LGNPC mods. Finally, the Soul Sickness Patch has to load after Pax Redoran in order to take effect. Aside from that, I found no reason to reshuffle the load order, as the timestamps on each particular mod ensure proper 'cohabitation'."
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Joey Bel
 
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Post » Tue May 08, 2012 12:49 am

Is the patch that makes darknuts greater dwemer ruins and great house dagoth compatible included?
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Red Sauce
 
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Post » Tue May 08, 2012 9:54 am

Is because the mod it self isn't included in mlox_rule_base and here is the http://code.google.com/p/mlox/wiki/Mlox#Documentation for mlox. :)

Official Plugins Fixes 1.1 by: michael163377

I was hoping that if I posted here someone more knowledgeable might add it to the rulebase. Sorry to be so lazy! :/

I've got another one too, pertaining to Tales of the Devious Trader: it comes with a "Resource" esp which isn't needed to play.
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Jordan Fletcher
 
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Post » Tue May 08, 2012 1:26 am

I was hoping that if I posted here someone more knowledgeable might add it to the rulebase. Sorry to be so lazy! :/

I've got another one too, pertaining to Tales of the Devious Trader: it comes with a "Resource" esp which isn't needed to play.
You need to address your contribution to Dragon32. :)
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mimi_lys
 
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Post » Tue May 08, 2012 2:05 pm

Hey. Been a while.

1) The link to your profile on http://code.google.com/p/mlox/wiki/Mlox#Support seems to be broken.
John doesn't seem to be about that much so I've updated the wiki to link to the Topics part of his profile. It's not ideal, I'd have preferred to link to a page of just the topics he's started but the URL includes what looks like a search ID parameter and that may well expire :unsure:

Anyway, hope that works.

2) I've thought of a potential new rule, but I'm afraid I don't know how to implement it:

I got this message:

But I'm using "Official Plugins Fixes 1.1 by: michael163377" which takes care of the problem, which mlox doesn't seem to detect.
Thanks for the headsup, it's been a little while since I added any rules and I'm getting the urge again...
LOL, I were just searching for this thread.. :foodndrink:

Somebody should check this, taken from the LGNPCs' Forum.
Spoiler

"Re: LGNPC Load Order
? Reply #3 on: Oct 03, 2011, 03:08 PM ?
Reply with quote
*ahem*

*cuff cuff*

The hopefully conflict-free load order for the Less Generic NPC Project as compiled by one loony cat with a sixy stare:

1. LGNPC No Lore
---
2. Less Generic Nerevarine [Ostar]
3. Less Generic Tribunal [Ostar]
4. Less Generic Bloodmoon [Ostar]
---
5. LGNPC Seyda Neen
6. LGNPC Gnaar Mok
7. LGNPC Ald Velothi
8. LGNPC Maar Gan
9. LGNPC Hla Oad
10. LGNPC Ald Ruhn
11. LGNPC Ald Ruhn Supplement
12. LGNPC Pelagiad
13. LGNPC Tel Mora
14. LGNPC Khuul
15. LGNPC Vivec Foreign Quarter
16. LGNPC Tel Uvirith
17. LGNPC Secret Masters
18. LGNPC Indarys Manor
19. LGNPC Vivec Redoran
20. LGNPC Pax Redoran
---
21. LGNPC Soul Sickness Patch
---
LGNPC No Lore needs to load first (as stated in the Download section). Mods with the [Ostar] flag, pending their revision at LGNPC HQ, come directly after No Lore as to prevent eventual conflicts with currently released LGNPC mods. Finally, the Soul Sickness Patch has to load after Pax Redoran in order to take effect. Aside from that, I found no reason to reshuffle the load order, as the timestamps on each particular mod ensure proper 'cohabitation'."
Interesting, the order rules in mlox currently have that order for the main LGNPC mods

Ostar's Less Generics don't have any order rules in there at the moment (none specified in their respective readmes and, as they're not official LGNPC mods yet, that's the first load order suggestion I've seen).

Hmmm, reading the http://escf.rethan-manor.net/index.php?topic=2888.0 shows that things aren't all that clear cut. (i) Cyran0's advice on load order is different to what Lord Avatar posts (and you re-post, above), (ii) Lord Avatar mentions Less Generic Nerevarine before LGNPC Tel Uvirith.

I'm reluctant to exactly duplicate that load order you posted, based on Cyran0's comments, but putting something in about Less Generic Nerevarine before LGNPC Tel Uvirith seems to fix a bug so is well worth adding.

Thanks!
Is the patch that makes darknuts greater dwemer ruins and great house dagoth compatible included?
No. I can't seem to find it using ES Search. Got a link?

I've got another one too, pertaining to Tales of the Devious Trader: it comes with a "Resource" esp which isn't needed to play.
Thanks again.
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Joanne Crump
 
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Post » Tue May 08, 2012 8:59 am

here are a few amendment to rules
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; @Blasphemous Revenants Werewolf Patch BETA [Fliggerty]

[Patch]
BR_Werewolf_Patch.esp is an available optional patch for Blasphemous Revenants.
"BR_Werewolf_Patch.esp will ensure that if you change into a werewolf in
front of only your revenants you will not become a 'known werewolf.'
It only works with BR revenants."
(Ref: "BR Werewolf Patch BETA Readme.txt")
BR_Werewolf_Patch.esp
Blasphemous Revenants.esp

[Requires]
Uses Bloodmoon global PCWerewolf and a Startup script.
BR_Werewolf_Patch.esp
Bloodmoon.esm


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

Isn't needed after 2.0

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; @Balmora University [Ravensong, Stoned, Crlsniper]

[Note]
A newer of "Balmora University" from Crlsniper is available.
Check: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8321
[VER < 2.3 Balmora University V.esp]

[Note]
An updated version of "Balmora University" is available from Crlsniper.
Check: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8321
balmorau.esp

[Conflict]
These are versions of the same mod: "Balmora University". Ravensong did the first version: "balmorau.esp". Stoned updated it to: "Balmora University V.1.9..esp". And Crlsniper has updated it to: "Balmora University V2.30.esp".
balmorau.esp ; Ravensong
Balmora University V.1.9..esp ; Stoned
Balmora University V2.30.esp ; Crlsniper

; JMS - I assumed that all the various BE's would have a similar conflict.
[Conflict]
Balmora University has a major conflict with Balmora Expansion. According a the comment by Crlsniper at PES, perhaps a future version of Balmora U. will be compatible BE.
(Ref: reported by Marcus La Tendresse)
[ANY balmorau.esp
Balmora University V.1.9..esp
Balmora University V2.30.esp]
[ANY Balmora Expansion v1.4.esp
Balmora Expansion v1.4+(1.4).esp
Balmora Expansion - LITE 1.0.esp
BE+(1.4) Better Looking Morrowind.esp]


;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;

balmorau.esp will work with Balmora Expansion any of the later Balmora University V.1.9..esp ; Stoned or Balmora University V2.30.esp ; Crlsniper don't.


I'll try to put out a bit of effort with the rules
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Bambi
 
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Post » Tue May 08, 2012 2:55 am

here are a few amendment to rules

Isn't needed after 2.0

balmorau.esp will work with Balmora Expansion any of the later Balmora University V.1.9..esp ; Stoned or Balmora University V2.30.esp ; Crlsniper don't.

I'll try to put out a bit of effort with the rules
Thanks for the information, latendresse76.

[Edit:

Do you have a reference for this information on the werewolf patch? Its readme states "This is only a patch, so it requires Blasphemous Revenants v2.2" and there's nothing in the main BR v2.5 changelog about this patch becoming deprecated. I've checked the release threads here and on GHF and the PES comments without finding any reference to this being obsolete with 2.3 or above]

[Edit 2: And none of the scripts in "Blasphemous Revenants.esp" use the PCWerewolf global]
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Robert DeLarosa
 
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Post » Tue May 08, 2012 2:33 pm

Does mlox still work if you change the names of all your plugins?
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Nadia Nad
 
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Post » Tue May 08, 2012 12:33 pm

Does mlox still work if you change the names of all your plugins?
Well it won't crash or anything but the entire rulebase is based on plugin name (with some use of file size and the content of the Description field here and there). So, if you change the names of the plugins then they won't be recognised.
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Claire Lynham
 
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Joined: Mon Feb 12, 2007 9:42 am

Post » Tue May 08, 2012 2:52 am

Does mlox still work if you change the names of all your plugins?

I've changed names on a few plugins, but only those that I know won't conflict with other mods.
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Laura-Jayne Lee
 
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Post » Tue May 08, 2012 10:05 am

Oh, that's a shame... I really liked what little I saw of mlox but now I've gone and changed all my plugin names I guess I can't really use it anymore :(
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Kieren Thomson
 
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Post » Tue May 08, 2012 12:52 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.
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Julie Ann
 
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Post » Tue May 08, 2012 11:57 am

There's a new mlox_base.txt available on the https://code.google.com/p/mlox/downloads/list.

Thanks to latendresse76, Danjb and trancemaster_1988.

Details:
NEW
Add-On for Drow City Denizens [Westly]
Alchemy Lab for Bob's Armory [Horny Buddha]
Animated Practice Dummies [AcidBasick]
Basic Replace [Astarsis]
Bearded Nords [Astarsis]
Better Armor (rev11 Indoril) [HedgeHog-12]
Better Armor (rev8 Imperial) [HedgeHog-12]
Better Armor Tribunal Pack [HedgeHog-12]
Bob's Armory [Mr. Dave]
Bob's Armory 2 [Mr. Dave]
Bob's Armory Wardrobe [Bryss Phoenix & Fliggerty]
Bob's Banners [Mr. Dave]
Castle Dragonfall Pathgrids [Peter]
Changing Faces Replacer [Leeloo]
Dark Elves Females [Astarsis]
Dark Elves Heroes [Astarsis]
DonSalus High Elves Heroes [Astarsis]
Drow City Denizens Head Pack One [Mr. Dave and Dimitri Mazieres]
Elvenwear [Mr. Dave]
Grave Goods [ManaUser]
High Elves Females Beauty 2.0 [Astarsis]
Icons for Bob's Armory [Bryss Phoenix]
Improved Morag Tong Grandmaster [PetrusOctavianus]
Index Fix [claudekennilol]
Inscription [Lap]
Inscription v2.0 [The DopeHatMan]
Leveled Animated Practice Dummy [Bud_Lyte_kNight]
More Detailed Places [Ragox & Zaldir]
Plain Paper Fix [dej]
Plain Paper Fix ckl [claudekennilol]
Real Time Updating [Fliggerty and Yacoby]
Reign of Fire [Razhkul, Gluby]
Shelves for Bob's Armory [theGreatNothing]
Tale of the Devious Trader [Xeth-Ban]
Threads of the Webspinner Completed [Curmudgeon]
Undead Creatures [elyvsoto]

UPDATED
Balmora Expansion [Gorg, CanadianIce and Jeremy]
Balmora University [Ravensong, Stoned, Crlsniper]
Blasphemous Revenants [Fliggerty]
BTB's Game Improvements 8.6 [BTB]
Building Up Uvirith's Legacy 1.1 [Artimis Fowl the 3rd]
Dark Brotherhood delay mods [Various]
Durzog Armor [Dracus Dragani]
HELLUVA Awesome Armor [Sandman101 and friends]
Knights of Tamriel [Jeremy McGuinn]
LGNPC [Less Generic NPCs Project]
Master Index Journalfix [DeusXMachina]
MCA Tamriel Knights Addon [Marbred and Tarnsman]
Morrowind Script Extender [Various]
Necessities of Morrowind 3.0 (NOM) [Taddeus]
The Ultimate Knight Shop [Orry, aka "The Hand Of God"]
Welcome to the Arena! [Kalamestari_69]

I was holding on to see if I'd get to add anything else but that hasn't happened. For the next little while I'm unlikely to add anything off my own back as I've finally decided to get round to playing Oblivion.

If anyone spots any errors or omissions then please post and I'll update things, just I won't be concentrating on any big additions.
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Shelby Huffman
 
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Post » Tue May 08, 2012 4:59 am

Cool, thanks Dragon! :)
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Meghan Terry
 
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Post » Tue May 08, 2012 7:17 am

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.
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Javier Borjas
 
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Post » Tue May 08, 2012 3:09 pm

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;
;; @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.com/bgsforums/index.php?s=&showtopic=868942&view=findpost&p=12668875
This link at the bottom is dead.
(just out of curiosity, what is the reason?)
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Charlotte Buckley
 
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Post » Tue May 08, 2012 12:14 pm

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.
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Crystal Clarke
 
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Post » Tue May 08, 2012 4:02 pm

>>;; @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).
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Erich Lendermon
 
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