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

Post » Sat May 28, 2011 1:01 am

OK I think I'm getting the hang of this :unsure: Didn't even think of writing rules for those...

So it should be:
[requires]
mel_teleportPlugin_1_2_Patches.esp
[ANY BT_Whitewolf_2_0.esp
BT_Whitewolf_2_0.esm
THE_UNDERGROUND_2.esp
Tribun_Laura_3_0.esp
mel_teleportPlugin_1_2_JulanAddon.esp]

and

[requires]
mel_teleportPlugin_1_2_JulanAddon.esp
[ALL KS_Julan_Ashlander Companion_1.3
mel_teleportPlugin_1_2_Patches.esp]

...Yes?

(BTW: It's not that big a deal if you do run the patches esp without any of the companions. It'll just sit there waiting for journals that won't happen and scripts that won't run. Small waste of resources but certainly not a crash-causer.)
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Jesus Lopez
 
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Post » Fri May 27, 2011 8:37 pm

john.moonsugar, you made a mistake with mlox and Melian's teleport mod:
-clip-
(mlox)
[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.

(MTP Readme)
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).


The note that mlox shows for the MWSE requirement is correct in this case - the built-in MWSE v0.9.3 is what's been included in MGE builds since v3.5.6. Although MWSE v0.9.3 is not available standalone, v0.9.4a is and meets the 'v0.9.3 or later' requirement.

The mlox note is more clear and concise, imo. -_-
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ZANEY82
 
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Post » Fri May 27, 2011 9:24 pm

john.moonsugar, you made a mistake with mlox and Melian's teleport mod:
No. If any mistakes were made it wasn't John it was me. You see, John said "And thanks to Dragon32 for a bunch of stuff:" My changes, not his.

Anyhoo, I thought today whilst at work that I'd brain-farted on those rules. Bit pissed right now, so I'll look at this tomorrow.

[Edit: That's British pissed, not American pissed]
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P PoLlo
 
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Post » Fri May 27, 2011 6:30 pm

OK I think I'm getting the hang of this :unsure: Didn't even think of writing rules for those...

So it should be:
[...]
...Yes?

(BTW: It's not that big a deal if you do run the patches esp without any of the companions. It'll just sit there waiting for journals that won't happen and scripts that won't run. Small waste of resources but certainly not a crash-causer.)


[Patch] is really a shorthand for multiple [Requires] rules. In this case, since you say you can activate your patch without any of those companion mods, I think I'd write the first rule the other way around so that it would say "If you have mel_teleportPlugin_1_2.esp and any of these companion mods, then you need mel_teleportPlugin_1_2_Patches.esp too".

For the second rule, I think using [Patch] still applies. [Patch A B] is like saying [Requires A B] AND [Requires B A]. In this case, activating mel_teleportPlugin_1_2_JulanAddon.esp means you should also activate both KS_Julan_Ashlander Companion_1.3 and mel_teleportPlugin_1_2_Patches.esp, AND also, if you have KS_Julan_Ashlander Companion_1.3 and mel_teleportPlugin_1_2_Patches.esp activated, then you should also have mel_teleportPlugin_1_2_JulanAddon.esp activated too.
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Love iz not
 
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Post » Sat May 28, 2011 4:04 am

AND also, if you have KS_Julan_Ashlander Companion_1.3 and mel_teleportPlugin_1_2_Patches.esp activated, then you should also have mel_teleportPlugin_1_2_JulanAddon.esp activated too.

No, you don't actually need mel_teleportPlugin_1_2_JulanAddon.esp no matter what else you've got running - it's completely optional. It requires mel_teleportPlugin_1_2_Patches.esp and is pointless without KS_Julan_Ashlander Companion_1.3 but the requirement doesn't go the other way for that (in fact it's still pointless unless you're running at least one other companion mod - all it does is extend two scripted teleports in Julan's quests to other companions that are following, if there are any).

Re MGE versions: I've only ever tried the one I mentioned, and it's the only specific one I've been told works by other people - but I only got MGE working recently when I got a new graphics card, so I don't really know. I was cautious about that because at least one tester tried with "the latest stable release" and it didn't work, and the docs on the wiki said "no strings" (=doesn't work). So I can't really say what's the right thing for that.

Sorry for all the trouble, guys! :embarrass:
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Ice Fire
 
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Post » Sat May 28, 2011 12:35 am

No. If any mistakes were made it wasn't John it was me. You see, John said "And thanks to Dragon32 for a bunch of stuff:" My changes, not his.

Anyhoo, I thought today whilst at work that I'd brain-farted on those rules. Bit pissed right now, so I'll look at this tomorrow.

[Edit: That's British pissed, not American pissed]


Ok, sorry john :)

Thanks for taking a look at this!
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Chantel Hopkin
 
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Post » Sat May 28, 2011 12:12 am

new update of the rule-base for you: mlox-data_2010-02-04b.7z
Available from the usual place: http://code.google.com/p/mlox/downloads/list

Just a small update including some more stuff from Dragon32:

**NEW**
Clear Glass Equipment [millinghordesman]
Companion Beryl [Grumpy and Emma]
Thief companion Constance [Grumpy and Emma]
Elders MCA Add-on v2.0.esp [Tarnsman]
MCA Lore Correct 5.1.esp [Denunci]

**UPDATED**
BEER! [Tarnsman]
Improved Teleportation [cdcooley]
Melian's Teleport Mod [melian]
Morrowind Script Extender [Various]
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Tyrone Haywood
 
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Post » Fri May 27, 2011 6:02 pm

john.moonsugar, Did Havish REALLY conflict with TR map1? I double checked Havish with TESPCD and TESFaith and that tiny island is so far away from TR Map 1 landmass, Haven't checked these in-game yet though
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StunnaLiike FiiFii
 
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Post » Fri May 27, 2011 10:16 pm

john.moonsugar, Did Havish REALLY conflict with TR map1?

I was just going by what I'd seen reported. If someone can verify there is not a conflict we can take that rule out.
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Neil
 
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Post » Sat May 28, 2011 4:02 am

I don't know if you are supporting older versions of mods with this but Morrowind Comes Alive NOM patch.esp packaged with MCA 4.1 needs to load after NOM2.13.esp.
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louise fortin
 
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Post » Fri May 27, 2011 6:08 pm

Well, at least my report have more credibility than what is referenced in rule-base, because I did check it using TESPCD and TESFaith. What's left is to check it in game, which sadly I haven't got that far yet with Havish Mage Guild quests D:
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Sweet Blighty
 
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Post » Sat May 28, 2011 9:43 am

Well, at least my report have more credibility than what is referenced in rule-base, because I did check it using TESPCD and TESFaith. What's left is to check it in game, which sadly I haven't got that far yet with Havish Mage Guild quests D:

I'm not doubting you, but as you say, it would be good to double check with both mods loaded. It would probably be some time before I could do that myself, so if you are able to do it, I'd very much appreciate hearing your report.
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Pat RiMsey
 
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Post » Sat May 28, 2011 12:17 am

We have another new release for the rule-base: mlox-data_2010-02-10.7z
Available from the usual place: http://code.google.com/p/mlox/downloads/list

Thanks to Dragon32:
NEW
Adul's Leggings [Adul]
Marandus Abode [Princess Stomper]
Wilderness Mod Rectifier [Eisenfaust]

UPDATED
Hugely Expanded Leveled Lists Ultimate Version Addition [Sandman101 and Friends]
LGNPC [Less Generic NPCs Project]
The Wilderness Mod [The Puma Man]
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Rachel Eloise Getoutofmyface
 
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Post » Sat May 28, 2011 6:57 am

Sorry for the double post
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Kayla Bee
 
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Post » Fri May 27, 2011 7:53 pm

First, many thanks for this must have program.

Nx9_guards( http://tesnexus.com/downloads/file.php?id=27765 ) received patches to resolve a bug with the LGNPC plugins and Less_Generic_Tribunal.
However, the plugins (NX9_Guards_Complete, NX9_Guard_LGRedoran_Patch and NX9_Guard_LGTrib_patch) should not be included in TESTOOL Merged Objects.( http://www.gamesas.com/bgsforums/index.php?s=&showtopic=1049492&view=findpost&p=15672386 ).

HOLD IT ( http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7474 ) has an incompatibility with LGNPC plugins that prevents some quests finish. ( http://www.gamesas.com/bgsforums/index.php?s=&showtopic=1073249&view=findpost&p=15658183 ) ( http://www.gamesas.com/bgsforums/index.php?s=&showtopic=1073249&view=findpost&p=15661199 ).
The solution is to merge the lgnpc plugins with Hold It via TESTOOL Merged Objects. ( http://www.gamesas.com/bgsforums/index.php?s=&showtopic=1073249&view=findpost&p=15663692 )

Starfire's NPC - Hilgya Exp1 Addon ( http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8010 ) don?t have a readme but must be Load AFTER merged leveled list to make works.
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Danii Brown
 
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Post » Sat May 28, 2011 8:13 am

There is a game breaking incompatibility with Blasphemous Revenants 2.2 and any mod that adds a script to mudcrabs that cause saves to fail to load. The most common culprit mod tends to be Creatures. The solution is to set Creatures, or any mod that adds a Mudcrab script, to load after Blasphemous Revenants.

My findings suggest that there is a non-critical incompatibility with the Morrowind esm files and Blasphemous Revenants that causes disruptions in the way Mudcrabs are spawned. I believe this is caused by Mudcrab being set as deleted from game the same thing that I think is causing issues with other mods. Setting another mod, like Creatures, to load after Blasphemous Revenants also fixes this small incompatibility.

That said, Fliggerty has stated in the past that the mod is functioning as it should and that Mudcrabs aren't deleted from the game.

Other references:

http://www.gamesas.com/bgsforums/index.php?showtopic=1036571&hl

http://www.gamesas.com/bgsforums/index.php?showtopic=990174&hl

http://www.gamesas.com/bgsforums/index.php?showtopic=1042172&hl
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A Boy called Marilyn
 
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Post » Sat May 28, 2011 10:06 am

I have a Question - I may be misunderstanding some basics here so thought I'd ask.

Several times when cleaning mods that I play to install I come across reports of a mod missing a master but when I have that mod loaded into Wrye Mash the masters window does not show the missing master in red as would be normal Wrye Bash/Mash behavior.

An example being:
[PATCH]
!!'UL_Srikandy_patch_BM.esp' is missing some pre-requisites:
[ALL "Uvirith's Legacy_BETA1.10.esp", 'MISSING(Sris_Alchemy_BM.esp)']
| Use "UL_Srikandy_patch_BM.esp" when using Sri's Alchemy BM with Uvirith's Legacy.
| (Ref: "Uvrith's Legacy_beta_README.txt")
[PATCH]
!!"Uvirith's Legacy Book Jackets Add-on.esp" is missing some pre-requisites:
[ALL
"Uvirith's Legacy_BETA1.10.esp",
[ANY
[ANY
'MISSING(Librarian with Jackets & Rotate BM Trib.esp)',
'MISSING(Librarian with Jackets BM Trib.esp)'],
[ALL
[ANY
'MISSING(Book Jackets - Morrowind - BookRotate.esp)',
'MISSING(Book Jackets - Morrowind.esp)'],
[ANY
'MISSING(Book Jackets - Tribunal - BookRotate.esp)',
'MISSING(Book Jackets - Tribunal.esp)'],
[ANY
'MISSING(Book Jackets - Bloodmoon - BookRotate.esp)',
'MISSING(Book Jackets - Bloodmoon.esp)']]]]
| Use "Uvirith's Legacy Book Jackets Add-on.esp" when using Book Jackets with Uvirith's Legacy.
| (Ref: "Uvrith's Legacy_beta_README.txt")
Yet these patches do not show the missing masters in red in wry mash.

What does this mean?
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April D. F
 
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Post » Sat May 28, 2011 9:21 am

I have a Question - I may be misunderstanding some basics here so thought I'd ask.
[...]
An example being: Yet these patches do not show the missing masters in red in wry mash.

When mlox says that something is missing, this is usually based on external information, such as the readme documentation for a mod, and it could apply to a plugin or a master. I believe when Wrye Mash says that a master is missing, this is based on the header records in a plugin that specify masters (not plugins).

So, for example, the first diagnostic in your posted mlox report says that you appear to have activated UL_Srikandy_patch_BM.esp but not Sris_Alchemy_BM.esp, and this is incorrect according to "Uvrith's Legacy_beta_README.txt". However, Wrye Mash won't say anything about it, since this is a plugin, not a master.
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Chris Jones
 
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Post » Sat May 28, 2011 5:27 am

well then I'm a little bit confused because if I were to, say, try to add a plugin to the data files that required MCA or COM or NOM (acronym city here) then Wrye Mash would show those missing masters as red.

So what you are saying is that Wrye Mash will not show a missing master if the missing master is in fact an esp and not am esm?

Hmm - that is not good - not helpful. Wrye bash very much does this and it is helpful.
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Miss Hayley
 
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Post » Sat May 28, 2011 6:11 am

well then I'm a little bit confused because if I were to, say, try to add a plugin to the data files that required MCA or COM or NOM (acronym city here) then Wrye Mash would show those missing masters as red.

So what you are saying is that Wrye Mash will not show a missing master if the missing master is in fact an esp and not am esm?

Hmm - that is not good - not helpful. Wrye bash very much does this and it is helpful.

Mlox is like BOSS for OB. Wrye Mash and mlox have different uses.
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Bigze Stacks
 
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Post » Fri May 27, 2011 6:24 pm

So what you are saying is that Wrye Mash will not show a missing master if the missing master is in fact an esp and not am esm?


An .esp is a plugin, not a master. Only .esm files are masters.
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Tamara Dost
 
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Post » Fri May 27, 2011 6:34 pm

oookay - gonna have to slow my roll here.

Let me clarify my terms (which are not that unusual in Oblivion speak).

When an esp is dependent upon another esp - it has, at least in the many many threads I've read, been described that although this esp it is dependent upon is an esp it is still called a master (regardless of whether or not it is an esm or esp). Not the most specific terminology and perhaps it is lazy slang with regard to mod management. But that is what I meant. http://www.gamesas.com/bgsforums/index.php?showtopic=1068986&view=findpost&p=15703869.

Wrye Bash (again what I'm far more familiar with) will show if an esp has another esp that it is dependent upon is missing with bright red colors (both the esp itself will be red and the missing esp will be shown in the masters window as red) ... so is this not the case with Wrye Mash.

Perhaps I'm mistaken - are there no esp that have other esp files they are dependent upon in Morrowind modding?

Zanderat - I'm asking about this Wrye Mash question here because of the information I'm trying to decipher that comes form mlox.

thanks for any clarification.

===================

Let me clarify. If 'Uvirith's Legacy Book Jackets Add-on.esp' is missing prerequisites and those prerequisites are defined as:
'MISSING(Librarian with Jackets & Rotate BM Trib.esp)',
'MISSING(Librarian with Jackets BM Trib.esp)'],
[ALL
[ANY
'MISSING(Book Jackets - Morrowind - BookRotate.esp)',
'MISSING(Book Jackets - Morrowind.esp)'],
[ANY
'MISSING(Book Jackets - Tribunal - BookRotate.esp)',
'MISSING(Book Jackets - Tribunal.esp)'],
[ANY
'MISSING(Book Jackets - Bloodmoon - BookRotate.esp)',
'MISSING(Book Jackets - Bloodmoon.esp)']]]]

Then this does not mean that Uvirith's Legacy Book Jackets Add-on.esp is not dependent upon those other esp files?

Again sorry for any confusion, but esp being dependent upon other esp is very very common with oblivion.

thanks ... off to work check back later.
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Kyra
 
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Post » Sat May 28, 2011 6:09 am

Ok so while I got http://www.gamesas.com/bgsforums/index.php?showtopic=1070871&view=findpost&p=15704560 http://www.gamesas.com/bgsforums/index.php?showtopic=1068986&view=findpost&p=15704675 in the TESTool and Wrye Mash threads (thanks tetchy and others) ... that it is actually rare that ever an esp would be dependent upon another esp ... then I'm not sure how to be reading the mlox readout as posted above in my previous post.

That when running mlox with Uvirith's Legacy Book Jackets Add-on.esp installed I'm told that 6 other esp files are missing. That combined with the misunderstanding that with Morrowind (and very much unlike Oblivion) esp are not ever really dependent upon each other. ...then whad does it mean 'required' not the esp then? Maybe just the resources (meshes and textures)?

to take the bookjacket example then it states in the readme:
Amberfire's Book Jackets Add-on: Uvirith's Legacy Book Jackets Add-on.esp

- This adds compatibility with Book Jacket's in the sorted books in the Library.
- This add-on requires Book Jackets, Morrowind, Tribunal and Bloodmoon.
- Special thanks to Amberfire for taking the time to make this for UL.
So then I should be not thinking that just because there is no esp dependency that those esp are still required to be installed. See ... that is not at all how it works with Oblivion where if an esp needs to have another esp to load then 9 times out of 10 it is dependent upon that other esp (and there are special rules about cleaning them as well).

Sorry if I seem dense or to be going on and on about Oblivion, but that and Fallout3 are my only two other sources for how this works and I really am trying to grasp what is being reported so that I can use the tool more thoruoghly.

thanks
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Craig Martin
 
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Post » Sat May 28, 2011 3:39 am

Not sure if it's just my install or an error on only my machine, but figured I'd post just in case.

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]
mlox_base.txt:7227: Parse Error(NOTE), expected a plugin name [Buffer=Dragonbone Armor [v.1.2].esp]
mlox_base.txt:7227: Parse Error(NOTE), [ANY] Invalid boolean arguments [Buffer=]
mlox_base.txt:7227: Parse Error(NOTE), [ALL] Invalid boolean arguments [Buffer=]
mlox_base.txt:7228: Parse Error(), expected start of rule [Buffer= dreugh_armor_set.esp]
mlox_base.txt:7229: Parse Error(), expected start of rule [Buffer= tenpace_remix.esp]
mlox_base.txt:7230: Parse Error(), expected start of rule [Buffer= newtscale_armor_set.esp]
mlox_base.txt:7231: Parse Error(), expected start of rule [Buffer= Dragonbone_Pauldrons.esp]
mlox_base.txt:7232: Parse Error(), expected start of rule [Buffer= acsSaviorArmor.esp]
mlox_base.txt:7233: Parse Error(), expected start of rule [Buffer= Aduls_Leggings.esp]
mlox_base.txt:7234: Parse Error(), expected start of rule [Buffer= Aduls_Leggings_Tribunal.esp]
mlox_base.txt:7235: Parse Error(), expected start of rule [Buffer= Aduls_Leggings_Bloodmoon.esp]
mlox_base.txt:7236: Parse Error(), expected start of rule [Buffer= TemplarSheild.esp]
mlox_base.txt:7237: Parse Error(), expected start of rule [Buffer= studded_armor_set.esp]
mlox_base.txt:7238: Parse Error(), expected start of rule [Buffer= Helseth_Shield.esp]
mlox_base.txt:7239: Parse Error(), expected start of rule [Buffer= Helseth_Shield_notAdded.esp]]]
[Plugins already in sorted order. No sorting needed!]
current saved to: current_loadorder.out
mlox sorted saved to: mlox_new_loadorder.out



My MLOX window was perfectly clean until I installed the latest rules file.

I normally run many more mods but I'm in the middle of a rebuild ATM. :)
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George PUluse
 
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Post » Sat May 28, 2011 3:11 am

Not sure if it's just my install or an error on only my machine, but figured I'd post just in case.

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

This can happen if you are running an older version of mlox with the newer rule-base. The latest version of mlox is 0.57, what version are you running?
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XPidgex Jefferson
 
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