[RELz] mlox, a tool for anolyzing and sorting your load orde

Post » Sat May 28, 2011 5:23 am

LGBloodmoon: 467,889 bytes
LGTribunal: 757,802 bytes


Thanks!

I've put up a new version that fixes the Less Generic Bloodmoon version check: http://code.google.com/p/mlox/downloads/list
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Shelby Huffman
 
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Post » Sat May 28, 2011 3:08 am

I've put up a new version of the rule-base, with an update courtesy Dragon32: http://code.google.com/p/mlox/downloads/list.

In this release:

UPDATED
Necessities of Morrowind (NOM) [Taddeus & Nymeria]
Rise of House Telvanni [Pozzo, Karpik777, bhl et al.]
TR - Tamriel Rebuilt (Maps 1 and 2) [Tamriel Rebuilt team]
Uvirith's Legacy [StuporStar]

NEW
Birthsigns Are More Fun [Alaisiagae]
Dreamers Awakened [HotFusion4]
Playable Children [Emma]
Races Are More Fun [Alaisiagae]
Races Are More Fun (RAMF) - Playable Children Edition [Kefke the Wren]
The Zone [Tarazaurus Rex]

Thanks Dragon32!
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Tamara Dost
 
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Post » Sat May 28, 2011 7:06 am

Good evening!

I've been receiving a strange error from mlox, here's the text:

mlox_base.txt:284: Parse Error(CONFLICT), expected a plugin name [Buffer=A Portcullis for Wolverine Hall (v1.0) [VTM].esp]
mlox_base.txt:288: Parse Error(REQUIRES), expected a plugin name [Buffer=A Portcullis for Wolverine Hall (v1.0) [VTM].esp]
Warning: mlox_base.txt:288: REQUIRES rule invalid first expression
mlox_base.txt:289: Parse Error(), expected start of rule [Buffer=Vacant Telvanni Manor.esp]
mlox_base.txt:294: Parse Error(ORDER), expected a plugin name [Buffer=A Portcullis for Wolverine Hall (v1.0) [VTM].esp]

Now, the odd thing is, I don't HAVE either of these mods in my list. The closest thing I DO have is:

LCV Wolverine Hall 01.esp

I'm wondering if the rule is mistaking this mod for the one it's looking for?

To make sure I'm current, I re-downloaded the rulebase and ran the check again, with the same result.

If any additional information is needed, such as my full mod list, or any other system information, please let me know.

Rochndil, a bit befuzzled...
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Maeva
 
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Post » Sat May 28, 2011 8:26 am

I've been receiving a strange error from mlox, here's the text:


The error you are getting appears to be an internal error of mlox, not related to your set of plugins, having to do with parsing filenames with brackets in them. This was fixed in the latest version of mlox.

So, I'm guessing you have an older version of the mlox program and are using it with the latest version of the rule-base. The latest version of the mlox program is 0.57. If you upgrade, does that fix your problem? Or do you already have the latest?
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Tom Flanagan
 
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Post » Sat May 28, 2011 6:37 am

The error you are getting appears to be an internal error of mlox, not related to your set of plugins, having to do with parsing filenames with brackets in them. This was fixed in the latest version of mlox.

So, I'm guessing you have an older version of the mlox program and are using it with the latest version of the rule-base. The latest version of the mlox program is 0.57. If you upgrade, does that fix your problem? Or do you already have the latest?


That was it, I'd DOWNLOADED .57, but was still running .55.

One problem solved, but I do have a question.

MPP Beta is still a WIP, I know, but has any attempt been made yet to put it into the rulebase yet, at the least as equivalent to MPP 164? That way the old patch supercession information would still be reported for the new version, even if the NEW patch info wasn't finalized yet.

Rochndil, eating leftovers...
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Sarah MacLeod
 
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Post » Sat May 28, 2011 9:27 am

MPP Beta is still a WIP, I know, but has any attempt been made yet to put it into the rulebase yet, at the least as equivalent to MPP 164? That way the old patch supercession information would still be reported for the new version, even if the NEW patch info wasn't finalized yet.


The rule-base currently only knows about http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7347. I wasn't really planning on supporting any newer version until it is published at a fixed URL.

I suppose you could just temporarily rename the newer version to "Morrowind Patch v1.6.4.esm" :)
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Sammygirl
 
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Post » Fri May 27, 2011 11:44 pm

So Mlox will redate the .esp and .ems files in mash, and without Wrye conflicts?
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Clea Jamerson
 
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Post » Sat May 28, 2011 1:59 am

So Mlox will redate the .esp and .ems files in mash, and without Wrye conflicts?


I'm not sure what it is you are asking.

But the load order is defined by the modification date of the plugin files. So any application, like mlox or mash, that changes the load order does so by adjusting the modification dates of the plugins. If you use mlox to sort your load order, then you need to turn off the "lock times" option in Mash, otherwise, any sorting done by mlox will be undone the next time you run Mash.
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sara OMAR
 
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Post » Fri May 27, 2011 10:59 pm

Gotcha. Thanks!

Will Wyre Mash get confused with another instance of Python installed I wonder?

I'm not sure what it is you are asking.

But the load order is defined by the modification date of the plugin files. So any application, like mlox or mash, that changes the load order does so by adjusting the modification dates of the plugins. If you use mlox to sort your load order, then you need to turn off the "lock times" option in Mash, otherwise, any sorting done by mlox will be undone the next time you run Mash.

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Shiarra Curtis
 
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Post » Fri May 27, 2011 10:34 pm

Will Wyre Mash get confused with another instance of Python installed I wonder?


If that happens you can always run the .exe version of mlox, which does not need an external Python.
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Juan Cerda
 
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Post » Sat May 28, 2011 12:11 am

:thumbsup:
If that happens you can always run the .exe version of mlox, which does not need an external Python.

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jenny goodwin
 
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Post » Fri May 27, 2011 7:01 pm

Will Wyre Mash get confused with another instance of Python installed I wonder?

If that happens you can always run the .exe version of mlox, which does not need an external Python.

Would it be too hard to do a wrapped version (.exe) of Wyre Mash?
For some reasons I can't install the required Python+Extensions, so having a standalone .exe would be a great help. I look for a way to contact WyreMashs creator, but didn't have any luck .. :(

Thanks,
A.
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Nims
 
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Post » Fri May 27, 2011 11:11 pm

Would it be too hard to do a wrapped version (.exe) of Wyre Mash?
For some reasons I can't install the required Python+Extensions, so having a standalone .exe would be a great help. I look for a way to contact WyreMashs creator, but didn't have any luck .. :(


It's not particularly hard to create an .exe for a python program, but it's really Wrye's call on whether it happens. You could probably get in touch with him either via his tesnexus account, or his wryemusings.com site, or pm his account on this forum.

But it's not particularly hard to get Mash working either. You could try posting in the Mash help thread. Maybe if you can get a bugdump (how to do that is described in Mash's Help), or otherwise describe the problem, then someone might be able to get you going.
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Laura
 
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Post » Sat May 28, 2011 3:50 am

I think this was a good idea to run mlox after I installed some mod, but I've also get an error message. This is what come up when I try to update the load order.

mlox.exe 0.57 [mlox-base 2009-11-20 07:11:37 (UTC)] (sv/cp1252)
Python Version: 2.5
wxPython Version: 2.8.7.1

Traceback (most recent call last):
File "mlox.py", line 1600, in on_update
File "mlox.py", line 1566, in anolyze_loadorder
File "mlox.py", line 1335, in update
File "mlox.py", line 1245, in update_mod_times
File "mlox.py", line 210, in find_path
File "ntpath.pyo", line 62, in join
WindowsError: [Error 87] Felaktig parameter

You might want to see the current load order.

_001_ Morrowind.esm
_002_ Tribunal.esm
_003_ Bloodmoon.esm
_004_ Book Rotate.esm
_005_ Morrowind Patch v1.6.4.esm
*008* Better Heads.esm
*009* GDR_MasterFile.esm
_006_ Better Heads Tribunal addon.esm
_007_ Better Heads Bloodmoon addon.esm
_010_ AreaEffectArrows.esp
_011_ bcsounds.esp
_012_ entertainers.esp
_013_ master_index.esp
_014_ Book Rotate - Tribunal v5.3.esp
_015_ Clean_Sheikizza_Daedric_Armour_Coll_V0.1.0.esp
_016_ Sheikizza_Aedric_Armour_Collection_v01.esp
_017_ Book Rotate - Bloodmoon v5.3.esp
_018_ Book Jackets - Tribunal - BookRotate.esp
_019_ Kyodin Companions.esp
_020_ Book Jackets - Bloodmoon - BookRotate.esp
_021_ Helm of Songs.esp
_022_ seyda_neen_boat.esp
_023_ Dremora Armour Mod.esp
_024_ Books of Vvardenfell.esp
_025_ Kyodin Armor.esp
_026_ Kyodin Base.esp
_027_ Better Bodies.esp
_028_ Sacred Cave.esp
_029_ Blood Armor.esp
_030_ Clean Solstheim_Castle_v1.1.esp
_031_ BoundWarrior_0601.esp
_032_ Magus's Castle.esp
_033_ Glass_Gauntlets.esp
_034_ Castle_Eaglestone.esp
_035_ Ascadian_Rose_Cottage_ver1.0.esp
_036_ Clean hellmasters.esp
_037_ Cragonmoor v 1.1.esp
_038_ Cleaned_Pearl_Palace_v1.esp
_039_ Amulet of Icarian flight.esp
_040_ Amulets and Rings.esp
_041_ Qwert's House of 6 Pains.esp
_042_ Dragonbone_Pauldrons.esp
_043_ Daedra Armory.esp
_044_ Seaside_Cottage_v1.esp
_045_ BB_Clothiers_of_Vvardenfell_v1.1.esp
_046_ Westly Presents-Night Song Armour.esp
_047_ KS_Julan_Ashlander Companion_1.3.esp
_048_ All Spells.esp
_049_ cleaned_7th_House_Isle_01c.esp
_050_ Daedric Sorcery.esp
_051_ bjam_enchantement.esp
_052_ Secret_Master's_Alchemy_Equipment_v1.0.esp
_053_ DN-GDRv1.esp
_054_ Daedric Armour Of Vvardenfell - Easier.esp
_055_ dreugh_armor_set.esp
_056_ Dwemer Ruin.esp
_057_ dremora_lords.esp
_058_ Redaynia Village.esp
_059_ Golden Saint Armor.esp
_060_ Better Balmora river.esp
_061_ The Haunted Tavern of the West Gash.esp
_062_ kfbd_witcheshouse.esp
_063_ Seyda Neen Transport.esp
_064_ Handy Clothing Items at Arille's.esp
_065_ Unique Ghosts - M - T.esp
_066_ The Sable Dragon 1.5.esp
_067_ Animated Morrowind 1.0.esp
_068_ CDR_Dragonbone_Set.esp

That's all there is, besides that every thing is quite normal.
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Adam
 
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Post » Sat May 28, 2011 8:27 am

File "ntpath.pyo", line 62, in join
WindowsError: [Error 87] Felaktig parameter


Ook. For some reason the ntpath stuff thinks the parameter is felaktig.

Can you email me a debug log? (right click in the Active Plugins pane, choose Debug, copy and paste in mail to my gmail.com account: john.moonsugar).
I'll see if I can figure out how to un-felaktig the parameter.
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Red Sauce
 
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Post » Sat May 28, 2011 4:11 am

Ook. For some reason the ntpath stuff thinks the parameter is felaktig.

Can you email me a debug log? (right click in the Active Plugins pane, choose Debug, copy and paste in mail to my gmail.com account: john.moonsugar).
I'll see if I can figure out how to un-felaktig the parameter.


I'm sorry, john.moonsugar, because is swedish "Felaktig parameter.", in english it could be like this "Wrong parameters". It's all my fault. :shrug:

But here is debug results for you.

mlox.exe 0.57 [mlox-base 2009-11-20 07:11:37 (UTC)] (sv/cp1252)
Python Version: 2.5
wxPython Version: 2.8.7.1

Traceback (most recent call last):
File "mlox.py", line 1670, in menu_debug_handler
File "mlox.py", line 130, in get
File "mlox.py", line 255, in unify
UnicodeEncodeError: 'ascii' codec can't encode character u'\xe5' in position 74: ordinal not in range(128)

PS: Note this (sv/cp1252) which stands for Sweden (Windows XP in swedish).
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Mandy Muir
 
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Post » Sat May 28, 2011 7:10 am

I'm sorry, john.moonsugar, because is swedish "Felaktig parameter.", in english it could be like this "Wrong parameters". It's all my fault. :shrug:


I'm sure it's not your fault. Python's handling of unicode is maddening, which is why I print out your locale in the debug output to help with these kinds of problems. Unfortunately, the debug window barfed on a non-ascii character too, so we don't see much. But it's likely that your problem is due to non-ascii characters in path names.

When you did the debug, did it also produce a file "mlox_debug.out"? If it has any more information than what you posted, it would be good if you could send that to me.

A temporary workaround would be to make sure that all the characters in your plugin names are 7-bit ascii. Sorry, about that.
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Phillip Brunyee
 
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Post » Sat May 28, 2011 8:34 am

I'm sure it's not your fault. Python's handling of unicode is maddening, which is why I print out your locale in the debug output to help with these kinds of problems. Unfortunately, the debug window barfed on a non-ascii character too, so we don't see much. But it's likely that your problem is due to non-ascii characters in path names.

When you did the debug, did it also produce a file "mlox_debug.out"? If it has any more information than what you posted, it would be good if you could send that to me.

A temporary workaround would be to make sure that all the characters in your plugin names are 7-bit ascii. Sorry, about that.


Nope. No file "mlox_debug.out" at all. I've search my whole PC-system. What I really meant before was that, I've should translate this "Felaktig parameter" to english before I post it the first time. Now it's a wild guess for me, but it seems to crash just before the "mlox_debug.out" is created. If possible what next ?
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D LOpez
 
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Post » Sat May 28, 2011 7:51 am

What I really meant before was that, I've should translate this "Felaktig parameter" to english before I post it the first time.

No problem, google enlightened me.

Now it's a wild guess for me, but it seems to crash just before the "mlox_debug.out" is created. If possible what next ?

Well, the problem is likely to be non-7-bit characters. I thought I'd had this solved a while ago, but apparently not. The workaround for now would be to see if changing any filenames that use 8-bit characters to use plain 7-bit ascii characters avoids the error. I'll see if I can work on a solution so the program doesn't blow up in that library function.
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CHangohh BOyy
 
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Post » Fri May 27, 2011 8:10 pm

No problem, google enlightened me.


Well, the problem is likely to be non-7-bit characters. I thought I'd had this solved a while ago, but apparently not. The workaround for now would be to see if changing any filenames that use 8-bit characters to use plain 7-bit ascii characters avoids the error. I'll see if I can work on a solution so the program doesn't blow up in that library function.


Good intention. I'm certain that you find a solution to that problem soon.
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jasminε
 
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Post » Sat May 28, 2011 6:19 am

Very nice program, John. Looks like it will make it much easier for me to start a new game and go through all the mods I need to sort for my "ultimate gaming experience".

As a side note, and with no intention to hijack this thread, has anyone here played Torchlight yet? It has an interesting mod loading tool called Torchleech, which I'm assuming is somewhat similar to WOWMatrix, since it says its a clone of it. Having never played WOW, I haven't looked into Matrix. However, from what I can gather after having used Torchleech, it essentially creates a list of all the mods hosted at a website and allows you to install them directly from the website into the game using the Torchleech interface. I know Morrowind Plugin Manager does something similar to this with all the mods a person might have in a folder on their computer, but I like the idea of a centralized database online that can be accessed by the program. Why can't something like this be done for Morrowind? It would be so much easier to keep track of mod updates, conflicts, etc., and make loading mods easier, if it could all be done like this. I know something like this would be a huge undertaking, but I think with the communities help in sorting through the mods, it might be a very doable concept. I'm only mentioning this here since a lot of modders familiar with programming seem to be hanging out. This might be something I'll be forced to start a new thread about.
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Chrissie Pillinger
 
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Post » Fri May 27, 2011 8:08 pm

I like the idea of a centralized database online that can be accessed by the program. Why can't something like this be done for Morrowind? It would be so much easier to keep track of mod updates, conflicts, etc., and make loading mods easier, if it could all be done like this. I know something like this would be a huge undertaking

Sounds like a good idea, but as you say, it would be a big project.
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Ross
 
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Post » Fri May 27, 2011 10:24 pm

Hmmm. Well, I'd be willing to volunteer a lot of my time to sort through things if someone wanted to figure out the hard part, i.e. the programming. I'm sure a lot of authors would choose to upload the most recent version of their mods to said website, as they would be able to control its release and the updates through it. Torchleech is pretty neat. Kind of like Firefox in a way, as it will search for updates to mods and install them. Of course, we'd need someplace to upload the mods to, unless a way could be figured out how to access them through the most common sites, i.e. Fileplanet, TESNexus, Elric, etc. I'm not a programmer, so I don't know how complex of an issue something like this would be. I've only taken one Visual Basic class, and to be honest, I really didn't care for it. Maybe someone like Fliggerty would consider hosting something like this on his site. Eh. Just ideas. Not sure if it merits a thread of its own or not if there is no interest in it.
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GLOW...
 
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Post » Sat May 28, 2011 4:18 am

Sorry, double post.
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adam holden
 
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Post » Fri May 27, 2011 8:37 pm

Decided it was time for me to get off my lazy behind and write some rules for my mods :P I'm not really confident with this though so I'd appreciate if someone more knowledgeable could check them for me and add them if they're OK. :)

So, I *think* they should go like this:

;; @Comes-By-Road Healer Companion[REQUIRES]mel_ComesByRoad_1_0.esp[ALL Tribunal.esm  Bloodmoon.esm];; @Daedric Teleport Stones[Requires]  (At least one expansion must be installed, but neither has to be active)mel_DaedricTeleportStones_v1.esp[ANY Tribunal.esm	 Bloodmoon.esm][Requires] (Tribunal must be installed AND ACTIVE to run this version)mel_DaedricTeleportStones_v1TRIB.espTribunal.esm[Conflict] Choose ONLY ONE of these plugins. "mel_DaedricTeleportStones_v1.esp" if you DO NOT have Tribunal active in your load list "mel_DaedricTeleportStones_v1TRIB.esp" provides support for Tribunal locationsmel_DaedricTeleportStones_v1.espmel_DaedricTeleportStones_v1TRIB.esp;; @Phijama's Sheathing Weapons for Companions[Requires]  (Bloodmoon must be installed, but doesn't have to be active)PhijamaWeaponsCompanions_FreeArrows.espBloodmoon.esm[Requires] (Bloodmoon must be installed, but doesn't have to be active)PhijamaWeaponsCompanions_NoFreebies.espBloodmoon.esm[Conflict] Choose ONLY ONE of these plugins. "PhijamaWeaponsCompanions_FreeArrows.esp" gives arrows to your companions to prevent a game glitch "PhijamaWeaponsCompanions_NoFreebies.esp" no free arrows - you need to make sure your companions have another weapon to use if they run outPhijamaWeaponsCompanions_FreeArrows.espPhijamaWeaponsCompanions_NoFreebies.esp[Order]PhijamaWeaponsCompanions_FreeArrows.espPhijamaWeaponsCompanions_NoFreebies.espNOM 2.13.esp;; @Melian's Teleport Mod[Order]mel_teleportPlugin_1_0.espmel_teleportPlugin_1_0_Patches.espmel_teleportPlugin_1_0_JulanAddon.esp[Requires]mel_teleportPlugin_1_0_Patches.espmel_teleportPlugin_1_0.esp[Requires]mel_teleportPlugin_1_0_JulanAddon.espmel_teleportPlugin_1_0_Patches.esp


Also - my teleport mod requires MWSE - should I add that somewhere?
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Trista Jim
 
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