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

Post » Fri May 27, 2011 11:50 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:


They look good to me, thanks! I'll add them to the next release.

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


There's a section in the rule-base:

@Morrowind Script Extender [Various]

where we list plugins that require MWSE. It could go there, if you like.
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Gavin boyce
 
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Post » Fri May 27, 2011 8:46 pm

There's a section in the rule-base:

@Morrowind Script Extender [Various]

where we list plugins that require MWSE. It could go there, if you like.

Fine with me. Thanks :) MWSE version required is 0.9.4a (ie standalone, MGE internal is too old).
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Veronica Flores
 
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Post » Fri May 27, 2011 7:14 pm

A new rule-base update is available: mlox-data_2010-01-14.7z
From the usual place: http://code.google.com/p/mlox/downloads/list

This update includes additions for melians' mods:
@Comes-By-Road Healer Companion
@Daedric Teleport Stones
@Phijama's Sheathing Weapons for Companions
@Melian's Teleport Mod

And I removed a warning for Traveling Merchants that Cyrano says is no longer relevant.
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lilmissparty
 
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Post » Fri May 27, 2011 6:43 pm

Hello, I have some question with regards of mlox handling unknown mods. How does mlox reorder these plugins? I ask this because I'm confused how does mlox reorder plugin "xyz" on my load order list, yet when I check mlox_base.txt there is no plugin named xyz.esp on it.

Also, I haven't extensively test it yet, but I think Pirate Lords Trade Enhancement should be loaded after Merged_Objects.esp, because doing so will prevent any crash associated in the rules. I test this for 5 hours in-game and so far no crashes whenever I'm bartering with NPCs. Might need some extensive tests though.

Thanks for your attention.
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Dj Matty P
 
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Post » Sat May 28, 2011 3:01 am

Hello, I have some question with regards of mlox handling unknown mods. How does mlox reorder these plugins? I ask this because I'm confused how does mlox reorder plugin "xyz" on my load order list, yet when I check mlox_base.txt there is no plugin named xyz.esp on it.


mlox uses the theory of http://en.wikipedia.org/wiki/Partially_ordered_set. When it doesn't know the order of a mod, it assumes that the current order is what is intended. Some of the details and examples of how this works are in the documentation that comes with mlox.

Also, I haven't extensively test it yet, but I think Pirate Lords Trade Enhancement should be loaded after Merged_Objects.esp, because doing so will prevent any crash associated in the rules. I test this for 5 hours in-game and so far no crashes whenever I'm bartering with NPCs. Might need some extensive tests though.


I believe that PTE should load before merged objects. From the PTE readme:
Load order:

all your mods
PTE
merged objects
merged levelled lists

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Glu Glu
 
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Post » Sat May 28, 2011 2:57 am

A godsend of a program.
Simple to use and it will make your life MUCH easier.
Mash as well.

:D
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Lori Joe
 
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Post » Sat May 28, 2011 2:20 am

FYI: Problems with PTE are more usually caused by bad script syntax. The load order/omit from merged objects thing is needed so the changes will take effect (TESTool tends to revert the changes made by PTE, if another mod changes the same NPC). But you may have issues with mods like LGNPCs if you load PTE after merged objects, if you didn't include PTE in the merge. Hence the recommended load order: PTE before merged objects.
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i grind hard
 
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Post » Sat May 28, 2011 12:38 am

In a comment on Creatures X, a reference is made to a drop-in replacement patch at an address that is dead-linked thanks to some board scrubbing, here.

mlox does not recognize the presence of UL_Srikandy_patch_BM.esp. It expects to find it as UL_Srikandy_patch_2.1.esp, and says the patch is missing.
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Emma Louise Adams
 
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Post » Sat May 28, 2011 5:41 am

In a comment on Creatures X, a reference is made to a drop-in replacement patch at an address that is dead-linked thanks to some board scrubbing, here.


Fudgecicles!

Thanks for the heads up.

Moderators: what is the deal with removing old posts? They contain valuable information! And it would be nice if you let Google index the site too. It's 2010 already. We demand progress!
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Nicole Elocin
 
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Post » Sat May 28, 2011 12:16 am

Sorry, John: I added this while you were commenting, and you may have missed it:

mlox does not recognize the presence of UL_Srikandy_patch_BM.esp for Uvirith's Legacy in my loading order. It expects to find it as UL_Srikandy_patch_2.1.esp, and says the patch is missing. The patch as I list it was dowloaded inside the latest UL archive.
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dell
 
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Post » Sat May 28, 2011 8:54 am

Sorry, John: I added this while you were commenting, and you may have missed it:

Thanks. I'll put it in the next rule-base update.
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Paul Rice
 
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Post » Fri May 27, 2011 9:42 pm

Congratulations from me as well for this fantastic program.

Really helped me in narrowing down the number of possible conflicts.
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Kayleigh Williams
 
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Post » Sat May 28, 2011 7:49 am

Grabbed the latest rule set and got this at the top before listing of conflicts. I can't make heads or tails out of it. I don't think I have any of those mods.

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 expressionmlox_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]

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Deon Knight
 
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Post » Sat May 28, 2011 5:24 am

Grabbed the latest rule set and got this at the top before listing of conflicts. I can't make heads or tails out of it. I don't think I have any of those mods.

mlox_base.txt:284: Parse Error(CONFLICT), expected a plugin name [Buffer=A Portcullis for Wolverine Hall (v1.0) [VTM].esp]


This could happen if you are running an older version of mlox (< 0.57) with the latest rule-base. What version do you have?
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N3T4
 
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Post » Fri May 27, 2011 10:16 pm

Yep, that's it. I'm a sped. Guess I need to learn to read threads all the way through before posting since you already answered that one in a previous reply. I blame WoW for my ADD. :biglaugh:
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Zach Hunter
 
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Post » Sat May 28, 2011 2:34 am

Had the same problem with Creatures as above... this is the whole text.

 > '[SIZE 813593 Creatures.esp]' | A drop-in replacement patch for Creatures X is available that: | "Fixes the scarabs so they do spawn in swarms Changes the reflect | abilities, reflect 60 is now reflect 30 absorb magicka 30, | slightly more mage friendly" | (Ref: http://www.gamesas.com/bgsforums/index.php?showtopic=836725 )


If it says "[Plugins already in sorted order. No sorting needed!]" in a pretty green color, then it's a good order? >.> Excuse the noobness.

Also, I got this:

> 'Keyring.esp' | These mods require Morrowind Script Extender (MWSE) v0.9.2a or later, or MGE v3.1 or later.


I don't really use this after it ate my keys and refused to give them back, but I do have the MGE somethingsomething revision 118 installed, as I needed it for a multimark mod.

Edit: Morrowind Graphics Extender v3.8.0-SVN_rev-118 is what it says. Way better than 3.1.
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[ becca ]
 
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Post » Sat May 28, 2011 9:26 am

Had the same problem with Creatures as above... this is the whole text.


I'll try to get out an update to the rule-base pretty soon to fix that note.

If it says "[Plugins already in sorted order. No sorting needed!]" in a pretty green color, then it's a good order? >.> Excuse the noobness.


Yes, that should be fine.

> 'Keyring.esp' | These mods require Morrowind Script Extender (MWSE) v0.9.2a or later, or MGE v3.1 or later.


I don't really use this after it ate my keys and refused to give them back, but I do have the MGE somethingsomething revision 118 installed, as I needed it for a multimark mod.

Edit: Morrowind Graphics Extender v3.8.0-SVN_rev-118 is what it says. Way better than 3.1.

That's just a Note, so it's just there as a reminder. mlox doesn't currently have a method to test if you are running MGE, it can only test to see if you have activated plugins that require MGE, so there's no way for me to suppress the note when you do have MGE.
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Monika Krzyzak
 
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Post » Sat May 28, 2011 1:41 am

Been trying to get Mlox working after coming back to morrowind. It launches but freezes on me

[img]http://i295.photobucket.com/albums/mm133/Vhaluus/mloxerror.png[[/img]

is the screenshot. I left it going overnight and it hasn't changed so definitely not just running slowly. happens with both the .exe and .py

the only thing I can identify that may be wrong is the [mlox-base (Not Found)] but I have no idea how to resolve it, any help would be appreciated.
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DeeD
 
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Post » Sat May 28, 2011 3:48 am

the only thing I can identify that may be wrong is the [mlox-base (Not Found)] but I have no idea how to resolve it, any help would be appreciated.


Well, the error message is telling you to install the data (the latest is: mlox-data_2010-01-14.7z) that mlox needs to run, and it gives you a link too! Is that not clear enough?
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Gen Daley
 
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Post » Fri May 27, 2011 10:35 pm

sorry, that mesage was hiding in plain sight. The fact it froze and I had to ctrl+alt+del to get rid of it didn't really have me bothering to look for an error message that closely.
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Ebou Suso
 
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Post » Fri May 27, 2011 5:52 pm

Not a big deal, and a bit of an aside, but when I run mlox I get this:

[NOTE]
> [ALL 'DN-GDRv1.esp', 'Merged_Objects.esp']
| ! If you use TESTOOL's "Merged_Objects.esp", it is recommended to omit this plugin from the merge.

I was just curious as to why I shouldn't include DN-GDRv1.esp in the list of all the esps I merge objects for.
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Jennifer May
 
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Post » Sat May 28, 2011 5:47 am

I was just curious as to why I shouldn't include DN-GDRv1.esp in the list of all the esps I merge objects for.

It is based on Darknut's http://www.gamesas.com/bgsforums/index.php?s=&showtopic=776641&view=findpost&p=11703677 not to merge DN-GDR.
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Dona BlackHeart
 
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Post » Sat May 28, 2011 8:48 am

Greetings! We have a new update of the rule-base for you: mlox-data_2010-02-01.7z
Available from the usual place: http://code.google.com/p/mlox/downloads/list

In this update... changes for recent reported problems:
- Removed note about Creatures X patch that has gone missing :(
- updated Uvirith's Legacy for new UL_Srikandy_patch_BM.esp

And thanks to Dragon32 for a bunch of stuff:
**NEW**
Better Necomancer Amulet [Michael "HelioS" Bennett]
Boyfriend, Imperial [Emma]
Child add-on for The White Wolf of the Lokken Mountain [Emma]
Christmas at Lokken [Princess Stomper]
Daedric Statue Replacer Pack [Astion]
Gladiator [Endrek]
Golden Katana [AcidBasick]
Guide to... replacer [Stalker]
Heaven's Lookout [Andy!]
J-ninja 1.0 [Joel Braddock (a.k.a. Mantodea)]
Keening Replacer 1.1 [lochnarus]
Morag Tong Armor Replacer [lochnarus]
Princess Lokken Post-Main Quest Improvements [Princess Stomper]
Shield Placer [Monica21]
Teleport Ring - Add-on for The White Wolf of Lokken Mountain [Emma]
Temperature [zappara]
White Wolf of Lokken and Srikandi's Solstheim Transport mod compatibility patch [Tim]


**UPDATED**
abotGuars 1.15 [abot]
Better Vivec [Wisva]
DNGDR - Darknut's Greater Dwemer Ruins [Darknut]
Ghostgate v1.3 [Princess Stomper]
Havish [JOG]
Julan Ashlander Companion 1.3 [Kateri]
Laura Craft Romance and Adventure mod ver 2.2 [Emma]
Melian's Teleport Mod [melian]
Morrowind Script Extender [Various]
Taddeus' Balanced Armor [Taddeus]
Water Life 1.15 [abot]
White Wolf of Lokken [Emma]
The Zone [Tarazaurus Rex]
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Peter P Canning
 
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Post » Sat May 28, 2011 2:25 am

john.moonsugar, you made a mistake with mlox and Melian's teleport mod:

mel_teleportPlugin_1_2_JulanAddon.esp

This is an optional addon for those using Kateri's Julan companion. Julan is already fully compatible with this mod as-is - in fact this addon doesn't do anything to Julan at all. What it does do is teleport your other companions along with you and Julan at two points in his quest when they would otherwise be left behind. You can only use this addon if you are also using "mel_teleportPlugin_1_2_Patches.esp": it won't work by itself, because it changes that script to check for Julan's quest states as well (this avoids having an extra global script running).


I used this one and mel_teleportPlugin_1_2_Patches.esp and mlox wrote this:

[PATCH] !!'mel_teleportPlugin_1_2_Patches.esp' is missing some pre-requisites: [ALL   'mel_teleportPlugin_1_2.esp',   [ANY 'MISSING(BT_Whitewolf_2_0.esp)', 'MISSING(BT_Whitewolf_2_0.esm)']] | "mel_teleportPlugin_1_2_Patches.esp" patches the companions from Emma's "The White Wolf of the Lokken Mountain" so that they are compatible with "Melian's Teleport Mod" | (Ref: mel_tpp_1_2_readme.html)[PATCH] !!'mel_teleportPlugin_1_2_Patches.esp' is missing some pre-requisites: [ALL 'mel_teleportPlugin_1_2.esp', 'MISSING(THE_UNDERGROUND_2.esp)'] | "mel_teleportPlugin_1_2_Patches.esp" patches the companions from Qarl's "The Underground" so that they are compatible with "Melian's Teleport Mod" | (Ref: mel_tpp_1_2_readme.html)[PATCH] !!'mel_teleportPlugin_1_2_Patches.esp' is missing some pre-requisites: [ALL 'mel_teleportPlugin_1_2.esp', 'MISSING(Tribun_Laura_3_0.esp)'] | "mel_teleportPlugin_1_2_Patches.esp" patches Laura Craft from Emma's "Laura Craft Romance and Adventure mod" so that she is compatible with "Melian's Teleport Mod"


[NOTE]
> 'mel_teleportPlugin_1_2.esp'
| These mods require Morrowind Script Extender (MWSE) v0.9.3 or later, or MGE v3.5.6 or later.
[Plugins already in sorted order. No sorting needed!]
current saved to: current_loadorder.out
mlox sorted saved to: mlox_new_loadorder.out


Either standalone MWSE 0.9.4a or higher, or MGE 3.8.0-SVN_REV-118 or higher internal MWSE. Older MGE internal versions will not work (as far as I know).

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P PoLlo
 
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Post » Fri May 27, 2011 6:27 pm

john.moonsugar, you made a mistake with mlox and Melian's teleport mod:

Thanks for the heads up. I think instead of using the [Patch] declaration it should probably be just be using [Requires]. It'll be fixed in the next release of the rule-base.
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Nuno Castro
 
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