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

Post » Tue May 08, 2012 4:20 am

http://code.google.com/p/mlox/downloads/list
(Windows exe version is standalone, the Python version requires http://planetelderscrolls.gamespy.com/View.php?view=OblivionUtilities.Detail&id=52560&id=44
(Note that if you have wxPython for Wrye Mash, it might not be the version mlox needs)
(Please download both the mlox application and mlox-data distribution archives from the download page)
(read all about mlox on the http://code.google.com/p/mlox/wiki/Mlox)


mlox is a tool for anolyzing and sorting your plugin load order.

It runs on a simple little rule-based engine with a small set of rules that specify the order, conflict and pre-requisite relationships between your plugins.

mlox tidbit: did you know that the "Morrowind Patch Project" (MPP) obsoletes at least 74 older plugins for various bugfixes? mlox knows, and it can tell you if you've loaded an obsolete plugin.

Features

* runs on Windows or Linux smile.gif
* optimally reorders your load order to avoid known problems, where "optimally" is relative to the quality and coverage of the rule-base. (Currently the rule-base still needs some work, of course, but it continues to improve, thanks to the help of others).
* warns about missing pre-requisites
* warns about plugin conflicts
* prints notes for things you might want to know about a mod, but were too lazy to read the Readme, or even find the info in some post somewhere in the Internets smile.gif
* user customizable via a rules file. Just create an mlox_user.txt in your mlox directory, and start adding your own rules.
* can also check someone else's load list from a file: "mlox.py -wf Morrowind.ini" (or just paste the list of plugins into the Active plugins pane of the GUI. mlox understands the format of the [Game Files] section of Morrowind.ini, as well as the output of Wrye Mash and Reorder Mods++)

Here are links to the current documentation (they're just text files):
http://code.google.com/p/mlox/source/browse/trunk/mlox/mlox_readme.txt - introduction, installation and usage
http://code.google.com/p/mlox/source/browse/trunk/mlox/mlox_rules_guide.txt - how to write rules for the rule-base, if you want to customize
http://code.google.com/p/mlox/source/browse/trunk/mlox/mlox_guts.txt - technical details, for the curious

If mlox appeals to you and if you can help contribute to the rule-base, please send your contributions to me, and I'll post a new rule-base as soon as I can.

TODO:

- I18N bug
- program preferences
- aliases: allow user to specify one plugin includes one or more other plugins.
- mlox community rule editing website and option to automatically update from rules website so user does not have manually download rules.
- allow user to suppress any given warning.
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Guy Pearce
 
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Post » Tue May 08, 2012 11:55 am

We have a new mlox rule-base for download: mlox-data_2011-02-14.7z
from the usual place: http://code.google.com/p/mlox/downloads/list

A nice big update from Dragon32, if there are any outstanding issues, please post and let us know:

NEW
1st Person Enhanced 1.2 [Darknut]
Advanced Alchemy 1.3 [DarkSCR]
Alakazar's Lamp [Westly]
Aleanne Armor and Clothes [Aleanne]
Alternate Beginnings 2.1 [Lthemeow, Evermoon, BlueBit and Narfblat]
Alternate Beginnings [evermoon]
Animated Morrowind - Expanded [Wikart]
Arkeylan Armor [Arkeyla]
BTB's Game Improvements 8.5 [BTB]
Better Body Oblivion Style Dark Brotherhood Armor [Westly]
Better Music System 1.9 [Xiran]
Better Portable Containers [BungaDunga]
Better Skulls [tronvillain & nONatee]
CH91 Pirates [KodMan91]
CharGen Diseases [Marbred]
CharGen Revamped [gman21]
Chittaa'mer [Westly]
Chittaa-jiit [Westly]
CorrectUV Diverse Ore Veins [Nich]
Creed of the Assassin [Westly]
Dark Brotherhood Assassin Animation Replacer [Wildman & Trey Leavens]
Dark Brotherhood Assassins Fix [Fetus X]
Dark Brotherhood Attacks Fixed [Xiran]
Dark Brotherhood delay mods [Various]
Diverse Ore Veins [Craigor]
Dodge mods [Various]
Dracandros' Voice 2.71 [Dracandros]
Dracandros' Voice Startup Mod [Eisenfaust]
Dremora (Markynaz) Race and Companion [Westly & Princess Stomper]
Fletcher Mod 2.0 [Locklear93]
Fliggerty's Almanac [Fliggerty]
Forgotten Halls [Midgetalien]
Half Races of Tamriel [Westly]
Halflings [Westly]
House of Earthly Delights, Harem Style [NioLiv]
Increased Dark Brotherhood Attacks [Jac]
Knight saddle for Pegas Horse Ranch [Gawain]
Lite Beer! Addon for NOMv3 [Gaius Atrius]
More Better Clothes! [Plangkye]
Morrowind Animation Replacer [Dirnae & Hrnchamd]
Murderous Dreams [Avelon Hellfyre]
Music Mod [EvilGreebo]
No Female Armor for The Ultimate Knight Shop [Letrune]
Oriental Weapons Pack [Khan raider]
Particle Arrow Replacer 4.0 [Ghostnull]
Potion/Scroll Icons and Potion Sort [rmrfstar]
ROHTvsRiptideNPCfixes [Malik]
Real Wildlife 2B - No Town Creatures [Aeven]
Riptide's Face, Armor, & Clothing Replace Final [Riptide]
Signy Signposts(!): Tamriel Rebuilt [Earth Wyrm]
Skulls Improved [razorfett147]
Solstheim Alternate Beginning [Midgetalien]
The Ultimate Knight Shop [Orry, aka "The Hand Of God"]
To Serve Sithis [Emyn]
Undeads - Skeletons Arise from Death [Arcimaestro Antares]
Unique Finery Replacer 1.1 [Alaisiagae]
Vibrant Morrowind 4.0 [Skydye & HeadlessWonder]
Vivec Voice Add-on [MrTS, Tyana Rie & Miltiades]
Vurt's Ascadian Isles Mod [Vurt]
Vurt's Leafy West Gash [Vurt]
Windows Glow - Bloodmoon [Colt17]
Windows Glow - Raven Rock [Colt17]
Windows Glow - Tribunal [Colt17]
Windows Glow Expansion [abot]

UPDATED
Antares' Big Mod [Arcimaestro Antares]
Area Effect Arrows [Bethesda/etc]
Ashlander Tent DX [Gaius Atrius]
Assassins Armory [Michael 'HelioS' Bennett]
BTB's Game Improvements
Balmora Expansion [Gorg, CanadianIce and Jeremy]
Better Clothes [Psychodog Studios]
Better Music System 1.9 [Xiran]
Blasphemous Revenants [Fliggerty]
Chargen mods [Various]
Cliffracer-FIX [Misty Moon]
Dark Brotherhood Armor Replacer v1.1 [Dimitri Mazieres]
Extra Artifacts [ ]
Go To Jail [Arcimaestro Antares]
LCV (Living Cities of Vvardenfell [Wrye]
LGNPC [Less Generic NPCs Project]
MCA - Morrowind Comes Alive [Neoptolemus]
MCA CM Armory Addon [Marbred]
MCA Companions Enhanced [Grant McDorman]
Marandus Abode [Princess Stomper]
Merkin's Multi-mod v1 [Merkin]
Morrowind Graphics Extender [Various]
Morrowind Script Extender [Various]
Morrowind Script Extender [Various]
Morrowind Script Extender [Various]
Necessities of Morrowind 3.0 (NOM) [Taddeus]
Nerevar Say Nerevar [Blake]
Official Plugins v1.0 [Combined by Murlocke]
OfficialMods_v5
Rational Wildlife [Max]
Redesigned Vivec [Piratelord]
Rise of House Telvanni [Pozzo, Karpik777, bhl et al.]
Rise of House Telvanni [Pozzo, Karpik777, bhl et al.]
Sabregirl's Morrowind Ecology [Sabregirl]
THE Facepack Compilation [Tarnsman]
Taddeus' Balanced Armor [Taddeus]
Taddeus' Balanced Weapons [Taddeus]
Undead: Arise From Death 2.0 [Arcimaestro Antares]
Unique Ghosts [Arcimaestro Antares]
Ushindra Beach 1.2 [The Pixie]
Uvirith's Legacy [StuporStar]
Water Life 1.17 [abot]
X-jiit [Regan]
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Tom Flanagan
 
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Post » Tue May 08, 2012 10:59 am

Ha ha. OOps, Dragon32 just got a little more in: mlox-data_2011-02-14a.7z

NEW
Area Effect Projectiles [BTB]
Azura's Coast & Sheogorath - Grass Mod [Muspila/Worsas]
Harlequin Sword and Bow Resource [Phijama]
Phijama's Bow Resource Merchant [Calislahn]
Tamriel Rebuilt: Census and Excise Links [The "Bloodthirsty" Crustacean]
Vurt's Groundcover [Vurt]

UPDATED
Area Effect Arrows [Bethesda/etc]
Assassins Armory [Michael 'HelioS' Bennett]
LGNPC [Less Generic NPCs Project]
Morrowind Script Extender [Various]
OfficialMods_v5
Official Plugins v1.0 [Combined by Murlocke]
Particle Arrow Replacer 4.0 [Ghostnull]
Redesigned Vivec [Piratelord]
Taddeus' Balanced Weapons [Taddeus]
Vality's Grass Mods [Vality]
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James Hate
 
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Post » Tue May 08, 2012 1:31 am

From last thread:
Re: Parse Error:
mlox_base.txt:11427: Parse Error(), expected start of rule [Buffer=pegas horse ranch v3.1.esm ]
...
If searching for "esm" or "esp" is a problem could one not do ".esm" or ".esp".
Actually, I miss-remembered. mlox does use ".esm/.esp" as a terminator for plugin names. If you can reproduce that parse error, could you send me the entire mlox_base.txt? Thanks.
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Beat freak
 
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Post » Tue May 08, 2012 8:53 am

Blouge, on 13 February 2011 - 10:35 PM, said:
I suggest adding this:

[Order]
;This prevents an error message regarding TC_CEGate in TR_CensusAndExciseTravel.esp's TC_CEShipDockScript script
;when starting a New game.
;Note: with both of these mods enabled, there will be two boat captains to talk to and two superimposed gate objects in Seyda Neen.
Siege at Firemoth.esp
TR_CensusAndExciseTravel.esp

>That's not one I spotted when I looked at that mod's readme, is it a personal discovery or is it referred to anywhere I can link to?]

It's a personal discovery and it's easily reproducible.
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OJY
 
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Post » Tue May 08, 2012 12:23 pm

Blouge, on 13 February 2011 - 10:35 PM, said:
I suggest adding this:

[Order]
;This prevents an error message regarding TC_CEGate in TR_CensusAndExciseTravel.esp's TC_CEShipDockScript script
;when starting a New game.
;Note: with both of these mods enabled, there will be two boat captains to talk to and two superimposed gate objects in Seyda Neen.
Siege at Firemoth.esp
TR_CensusAndExciseTravel.esp

>That's not one I spotted when I looked at that mod's readme, is it a personal discovery or is it referred to anywhere I can link to?]

It's a personal discovery and it's easily reproducible.
Thanks. It's in mlox-data_2011-02-14a.7z now thanks to Dragon32.
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R.I.p MOmmy
 
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Post » Tue May 08, 2012 9:32 am

That's one heck of an update! :D

I've said it before, and I'll say it again...

Thanks for this wonderful tool! :foodndrink:




KF
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Noely Ulloa
 
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Post » Tue May 08, 2012 2:41 pm

New suggestions from my mlox_user.txt.

Im not sure if I was forced to do this after running into problems, or whether I just thought it was a good idea to add. Maybe the existing "[Requires]" in mlox_base.txt handles the ordering for these mods?

;"The mod Animated Morrowind is required to play this mod [Animated Morrowind Expanded]"
;"This file is just an esp that places the animated NPCs from Animated Morrowind in various places...it requires you to have Animated Morrowind Installed"
;Ref: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8896
[Order]
Animated Morrowind 1.0.esp
Animated_Morrowind - Expanded.esp

A second suggestion. Again, I'm not certain I actually ran into a problem without this. Note: maybe this should be a "patch" command. BTW the bug can be bad as Corky follows you everywhere:

;Guar Followers Fix "fixes the Corky teleportation bug in Lurlock’s Improved Followers"
;Ref: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7642
[Order]
ImprovedFollowers.esp
Guar Followers Fix.esp
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John Moore
 
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Post » Tue May 08, 2012 9:09 am

Nice!
This update will be included in the first patch of Morrowind Overhaul.
Thank you! :foodndrink:
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Ashley Tamen
 
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Post » Tue May 08, 2012 8:11 am

Greetings, another update to the rule-base: mlox-data_2011-02-21.7z
available from the usual place: http://code.google.com/p/mlox/downloads/list

NEW
GOTY Script Tidy [huskobar]
Guar Followers Fix v1.10 [TheOne&Only]

UPDATED
The Sable Dragon [Pluto]
Pegas Horse Ranch [MadMax]
Animated Morrowind - Expanded [Wikart]

This is just a small update to add a couple things I hadn't gotten in, and to do a couple small fixes on previous rules.
Thanks to Pluto, JLH and Blouge for their input.
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{Richies Mommy}
 
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Post » Tue May 08, 2012 6:10 am

Greetings, another update to the rule-base: mlox-data_2011-02-21.7z
available from the usual place: http://code.google.com/p/mlox/downloads/list
Most welcome and thanks for the update john. :clap: :thanks:
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Chris Ellis
 
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Post » Tue May 08, 2012 2:03 am

Thanks all. Good to see folks are still on the ball with this. I just d/l AM expanded today!
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Ana
 
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Post » Tue May 08, 2012 1:49 pm

I'm interested in adapting mlox for oblivion with the boss list for my own personal use. I'm trying to pick through the mlox.py and change what I need but i'm having a bit of trouble reading it.

# comments start with ';'
re_comment = re.compile(r'(?:^|\s);.*$')

So if I just change ; that should change the comment character but what does the rest of it mean?

# re_rule matches the start of a rule.
re_rule = re.compile(r'^\[(version|order|nearend|nearstart|conflict|note|patch|requires)((?:\s+.[^\]]*)?)\](.*)$', re.IGNORECASE)
re_base_version = re.compile(r'^\[version\s+([^\]]*)\]', re.IGNORECASE)

Same here, what does the r'^\ at the beginning mean and all the symbols and such?
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Philip Lyon
 
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Post » Tue May 08, 2012 3:47 am

I'm interested in adapting mlox for oblivion with the boss list for my own personal use. I'm trying to pick through the mlox.py and change what I need but i'm having a bit of trouble reading it.
...
Same here, what does the r'^\ at the beginning mean and all the symbols and such?
Those are "regular expressions", which are a fairly deep subject as entire books have been written about them, so it's a bit too much to go into here. You could try googling up "python regular expressions", but if you are starting from scratch, I'd think that it would take you a while.

It might be a lot easier just to take the boss list, edit out everything that is not a plugin name and put an "[Order]" at the top.
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Alan Cutler
 
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Post » Tue May 08, 2012 2:46 pm

Of course this tool seems to be useless when met with people like me who rename every single esp file. Or is it?
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dean Cutler
 
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Post » Tue May 08, 2012 2:00 am

Those are "regular expressions", which are a fairly deep subject as entire books have been written about them, so it's a bit too much to go into here. You could try googling up "python regular expressions", but if you are starting from scratch, I'd think that it would take you a while.

It might be a lot easier just to take the boss list, edit out everything that is not a plugin name and put an "[Order]" at the top.
Ok, gotcha, I know what regular expressions are, sorta.
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Ally Chimienti
 
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Post » Tue May 08, 2012 3:36 am

Of course this tool seems to be useless when met with people like me who rename every single esp file. Or is it?
Yes, mlox uses the known names of plugins, so if you change them mlox doesn't recognize them.
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Laura-Lee Gerwing
 
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Post » Tue May 08, 2012 2:55 pm

Bump to pg 1.
And a big "Thank You" to John for keeping the database updated . :thumbsup:
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Laura Richards
 
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Post » Tue May 08, 2012 7:56 am

this works only with the engl version of morrowind ?!
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Christina Trayler
 
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Post » Tue May 08, 2012 8:46 am

this works only with the engl version of morrowind ?!
It should work with any version of Morrowind, but there is currently a bug with the use of 8-bit characters in plugin names. (The temporary workaround is to rename plugins that are affected).
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Lucy
 
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Post » Tue May 08, 2012 4:48 am

It should work with any version of Morrowind, but there is currently a bug with the use of 8-bit characters in plugin names. (The temporary workaround is to rename plugins that are affected).
I've no problem with mlox on Windows7 (64-bit) and can even use the update button function, but with one exception though and that's I must use the top right ">mlox<" button in the mlox interface window to update the loadorder properly. :wink_smile:
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kirsty williams
 
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Post » Tue May 08, 2012 6:19 am

I have a feature request.

I find myself running into the 255 mod limit a lot so I keep taking bunches of mods and merging them.
To get the merged product to work with mlox I scan through mlox_base.txt manually and add pieces of it to my mlox_user.txt to support my merged mod.
If mlox is updated then I have to make corresponding updates to my mlox_user.

It would be nice if there were a quick way to express the fact that a mod is simply a merged combination of a sequence of mods, and if mlox could
adjust its rules accordingly.

For example:
[merges]
divinedomina_mymerged.esp
[all divinedomina1.esp divinedomina2.esp divinedomina3.esp divinedomina4.esp divinedomina5.esp]

This would have the following effects:
-If a mod conflicts with one of the sub-mods, then it would conflict with the merged mod
-If a mod is ordered before (after) a sub-mod, then it would be ordered before (after) the merged mod
-A note applying to a sub-mod also applies to the merged mod
-The merged mod and all of its sub-mods automatically conflict
-A [patch] applying to a sub-mod will also apply to the merged mod
-A rule requiring a sub-mod is altered to INSTEAD require the merged mod

Generally, no one distributes these kinds of merged mods, so the [merges] rule only really makes sense in mlox_user. It thus also isn't a big problem if [merges] is able to be interpreted last and modify any other rules, even ones occuring later in the txt file.
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Ridhwan Hemsome
 
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Post » Tue May 08, 2012 2:56 am

I have a feature request.
[...]
It would be nice if there were a quick way to express the fact that a mod is simply a merged combination of a sequence of mods, and if mlox could
adjust its rules accordingly.
Thanks, this is on the todo list: the "aliases" feature mentioned in the first post of this thread.
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Rex Help
 
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Post » Tue May 08, 2012 2:54 pm

Hi john :wavey:


I've another mod that needs to be addressed with mlox and http://www.fliggerty.com/phpBB3/viewtopic.php?p=68851#p68851 can you read about the http://lovkullen.net/Emma/Domehome.htm in question, but if you read through the thread you can have more details about other things too. :)
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Mandy Muir
 
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Post » Tue May 08, 2012 10:42 am

New submission:

[Order]
tbone_dwemerV1_1.esp
Dwemer Better Bodies.esp

It's not documented in the readme, but I know it should be this way because the latter mod http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=5347 is intentionally designed to change the first mod http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=1818 to use better bodies. Using tespcd reveals that's what it indeed does.
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Lynne Hinton
 
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