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

Post » Sat May 28, 2011 1:01 am

Has anyone mentioned that "Julan Ashlander Companion" should not be moved in the list order during gameplay? http://www.gamesas.com/bgsforums/index.php?s=&showtopic=997663&view=findpost&p=14855989


This applies as well to Jasmine. It might be good advice for companion mods, in general, but I can't say I've checked any others out to confirm this for all.
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Harry Hearing
 
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Post » Fri May 27, 2011 10:05 pm

Thanks for the update, John! I've been a bit lax in adding new rules recently. Maybe sometime soon I'll get back into it...

No problemo! I'm not around here much these days myself. But additions are always welcome.

Has anyone mentioned that "Julan Ashlander Companion" should not be moved in the list order during gameplay?

While no one mentioned it specifically, I've been aware of that suggestion for some time, although I never read up enough about it to fully understand what is going on. Unfortunately, mlox doesn't have any way of locking a single plugin in place. So maybe the best thing to do for now would be to look and see if mlox wants to move that plugin and then plan accordingly. You could move it manually with Mash after mlox moves it, or just forgo using mlox to sort your load order if it's a problem. If someone has a good idea for how to handle this, let me know.
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sw1ss
 
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Post » Fri May 27, 2011 10:46 pm

I think Mash has the ability to lock a mods time and possibly load order, I'm not sure if Mlox would overwrite that while it's doing it's awesome thing. Since I've got everything working, I'm not planning on adding anything new unless it's absolutely essential. Still I thought I'd bring it up incase there was something that could be done to autimate this too :)
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Darrell Fawcett
 
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Post » Sat May 28, 2011 2:32 am

Could you build in a function to manually reorder mods into mlox? It would be helpful for the newest mods or mods too obscure to have a place in the current mod database.
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glot
 
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Post » Sat May 28, 2011 12:33 am

Could you build in a function to manually reorder mods into mlox? It would be helpful for the newest mods or mods too obscure to have a place in the current mod database.


My standard answer is that this probably will not become a feature in mlox, since the mlox philosophy on managing load ordering is all about being rule-based. The good news is that mlox allows you to customize the load order via a user defined set of rules that you put into a file: http://code.google.com/p/mlox/wiki/Mlox#Customizing_your_Load_Order. Also mlox has the feature that if 2 plugins are in order, and there is no rule to change that order, then the original order will be preserved as far as possible. If you feel that is insufficient for getting the ordering job done, maybe you could give me more detail on what you are thinking of?
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Emma Copeland
 
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Post » Sat May 28, 2011 8:57 am

I wanted to add my voice to all the folks who say how much they like this mod. I am not a modder, and this all gets very baffling from time to time. Your utility is great, and I hope you continue to work on it. Thank you for all the time and effort.
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james kite
 
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Post » Sat May 28, 2011 2:12 am

Greetings, I've uploaded a very small update to the mlox rule-base: mlox-data_2009-09-13.7z
Available from the usual page: http://code.google.com/p/mlox/downloads/list

This update from Viola has a small change to Puma Man's Advanced Guards, and Notes to remind people to update their abot's guars and "Where are all the birds going" mods.

Thanks.
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SaVino GοΜ
 
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Post » Fri May 27, 2011 8:28 pm

Thanks for the update :)
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Marine x
 
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Post » Fri May 27, 2011 11:34 pm

Awesome utility, thanks for the update.
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Reven Lord
 
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Post » Fri May 27, 2011 6:17 pm

After being away from MW for a while (shakes fist at BLizzard) I decided to give another run through after seeing the MGE thread. Downloaded this tool and ran my list through. Wow! I had no idea how many mods I had running that did the exact same thing. mlox also notified me of 3 mods that had updates with correspnding links to those updates. After running mlox I was able to trim 13 mods out, update 3 more, and my saved games still work without missing a beat. Very good tool IMO.One that any player that uses mods should not go without. Thanks to all those that put in the work for this.
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Chantelle Walker
 
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Post » Sat May 28, 2011 5:07 am

About the mod THE BLACK MILL, in Abot*s site:

"I just finished playing this great mod, so for anybody interested playing it but scared by compatibility problems, here is my patched version, relocated to be compatible with Tamriel Rebuilt map 1, and NOMified so you will find NOM water sources.

usage: replace TheBlackMill11.esp with TheBlackMill11fixedtransposedNOMified.esp

Requirements:"
You must have The Black Mill already installed of course, and Necessities of Morrowind need to be loaded after TheBlackMill11fixedtransposedNOMified.esp"

http://abot.silgrad.com/guppy/download.php?lng=en&cat=Morrowind%20Mods.%3a%50atches&dn=1
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Nina Mccormick
 
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Post » Fri May 27, 2011 10:13 pm

Would there be a way to disable mods that are known not to go well with merged objects to make merged objects then after making MO enable all your mods?
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Alan Cutler
 
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Post » Fri May 27, 2011 10:03 pm

How does one make Submission for Mlox?
I see the guidelines at the Wiki, but no area to submit new info.
Do I just message John.moonsugar here
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tiffany Royal
 
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Post » Sat May 28, 2011 4:07 am

How does one make Submission for Mlox?
I see the guidelines at the Wiki, but no area to submit new info.
Do I just message John.moonsugar here
The way I used to do it was to post in these threads and John would update the rule set. John then gave me the ability to update the rules myself. So what I've been doing is updating the text file using SVN and then letting John know and he updates the 7zip. Admittedly I've been a bit lax recently but I'm slowly building up some new additions.

With John not being around that much I'd suggest posting something here (use CODE or CODEBOX tags, one of them strips out the leading spaces needed for the comments) and either he or I can update the mlox_base.txt

I'd leave the 7zip thing to him.

So yeah, post update here and PM him or (thinking about it) just PM him the update.

If you want I can post how I test the rules I write.
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Da Missz
 
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Post » Sat May 28, 2011 7:32 am

If you want I can post how I test the rules I write.

That would be great.
My mod has two mods it needs to be Ordered correctly with, if the player also has them installed.
I assume that's basic stuff, but I don't know how to use the Mlox rule language.

The Sable Dragon, http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=7817, by Pluto
-Load Order: Must load after Vality's Bitter Coast Mod v4.0 or v3.0 to prevent land tears.
-Load Order: Must load before Necessities of Morrowind if you want the food to be recognized by NoM.

It's in the ReadMe, but we all know how some people don't read them.
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Manny(BAKE)
 
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Post » Sat May 28, 2011 7:47 am

OK, this'd do it:
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; @The Sable Dragon [Pluto][Requires]The Sable Dragon.esp[ALL Bloodmoon.esm	 Tribunal.esm][Order]Vality's Bitter Coast Addon.espThe Sable Dragon.esp[Order]The Sable Dragon.espNOM 2.13.esp

If you update it again then please add a version number into the description and we can add a VER check that'll remind people that 1.5 is out.

I like to add the expansions check, it's belt and braces as the game'll warn people but then lots seem to use Yes To All...

I've been drafting a few more rules and I'll add this into the next update I do.

[Edit: Changed [Requires] rule so it matches proper syntax, in case anyone sees it and copies it thinking I got it right :facepalm: ]
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Stephy Beck
 
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Post » Fri May 27, 2011 8:02 pm

I've been drafting a few more rules and I'll add this into the next update I do.

Great, thanks for that. :)
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Jessica Nash
 
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Post » Sat May 28, 2011 5:05 am

Hello, time for a rule-base update: mlox-data_2009-10-10a.7z
Available from the usual page: http://code.google.com/p/mlox/downloads/list

I've included stuff posted here since the last update:

- MrDarkSim reported that Fligg's Slave mod conflicts with Give Your Orders in the slavescript.
- put in a note about abot's TR/BlackMill patch, reported by Amenophis
- added rules for Pluto's Sable Dragon mod, thanks to Dragon32.
- added a note about the conflict with "DNGDR-GHD Patch.esp" conflicting with the NOMified version of DNGDR reported http://www.gamesas.com/bgsforums/index.php?s=&showtopic=981265&view=findpost&p=14193898.

Finally, this update includes a bunch of new stuff contributed by Dragon32:

**New
Airship Mod [qwert and Lingarn]
Armor: Integrative Modifications - Morrowind and Tribunal and Bloodmoon 1.0 [Alaisiagae]
Bloodmoon Extras - Fixed levelled lists v0.2 [Dragon32, TheOtherFelix]
Imperial Uniforms 1.2 [NukeouT]
Jury-rig Wraithguard Replacer [Alaisiagae]
Key Replacer 1.4 [Daduke]
Key Replacer MW Renamer [Shadowriath]
MGE Foggy Weather [Varana]
Mournhold Overhaul (New Textures) [Bob Smolders]
N'dib Treehouse Travel Add-on [lochnarus]
Private Mobile Base Addon pack 1.1 [N3M0]
The Sable Dragon [Pluto]
Soldier Belts Fix [Alaisiagae]
South Wall, Den of Iniquity [Balathustrius]
Standard Legion Uniforms [Arthmodeus]
Tools Integrative Modifications [Alaisiagae]
Tribunal Integration - Fixed levelled lists v0.5 [Dragon32, TheOtherFelix]
Wharf v2.0 [Samurai]

**Updated
Better Looking Morrowind [Misty Moon]
Graphic Herbalism [ManaUser]
The Imperial Legion Badge 1.0 [Rodrigo Ortiz]
Mournhold Merc Transportation Fix [Nick Cowan]
Suran Underworld 2.5 [Matthew]
Tales of Tel Branora [A.P. Hilliard]
Water Life 1.13 [abot]


Please report any problems or updates, and they will be attended to (eventually :) )
Thanks to everyone for their comments and contributions (especially Dragon32).
Cheerio.
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clelia vega
 
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Post » Sat May 28, 2011 9:24 am

Would there be a way to disable mods that are known not to go well with merged objects to make merged objects then after making MO enable all your mods?


Here's a pretty simple way that would probably do it:

- Take your current Morrowind.ini, and copy it to a new file: Morrowind-MO.ini
- Edit Morrowind-MO.ini to remove all the plugins you don't want in your Merged Objects from the [Game Files] section.
- Before you do a Merged Objects, copy your current Morrowind.ini to Morrowind.ini.save
- Copy Morrowind-MO.ini to Morrowind.ini
- Merge your Objects.
- Copy Morrowind.ini.save back to Morrowind.ini

You could probably automate this via a batch file to make it easier.
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Juan Cerda
 
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Post » Sat May 28, 2011 8:30 am

E-e-excuse me sera, do you need to have all relevant mlox_base.txt files or just the latest one?
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Roisan Sweeney
 
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Post » Sat May 28, 2011 10:09 am

E-e-excuse me sera, do you need to have all relevant mlox_base.txt files or just the latest one?


Just the one latest.
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Andrew
 
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Post » Fri May 27, 2011 9:12 pm

I seem to be having an odd issue with this. Whenever I try to sort my load order, all esm entires seem to be doubled up as you can see in http://i261.photobucket.com/albums/ii44/Cool_Shady/Untitled-1.png And when I do hit Update Load Order' it doesn't seem to do anything, there also seems to be some error at the bottom of the messages?

This is my mlox.err;

mlox.exe 0.55 [mlox-base 2009-10-10 16:46:56 (UTC)] (en/cp1252)Python Version: 2.5wxPython Version: 2.8.7.1

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Multi Multi
 
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Post » Fri May 27, 2011 6:06 pm

I seem to be having an odd issue with this. Whenever I try to sort my load order, all esm entires seem to be doubled up as you can see in http://i261.photobucket.com/albums/ii44/Cool_Shady/Untitled-1.png And when I do hit Update Load Order' it doesn't seem to do anything, there also seems to be some error at the bottom of the messages?


That's pretty weird, haven't seen that one before. I'll look into it, and see if I can find out what's going on.
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Frank Firefly
 
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Post » Sat May 28, 2011 12:21 am

That's pretty weird, haven't seen that one before. I'll look into it, and see if I can find out what's going on.

That would be appreciated. I don't know what's going on, it was working fine yesterday and just started doing this all of a sudden. :shrug: Let me know if you need any more info.
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Aliish Sheldonn
 
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Post » Sat May 28, 2011 7:05 am

That would be appreciated. I don't know what's going on, it was working fine yesterday and just started doing this all of a sudden. :shrug: Let me know if you need any more info.

Well, if you can think of anything that's changed, that would probably help. Otherwise, maybe I can put in some debug code.
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Jennie Skeletons
 
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