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

Post » Fri May 27, 2011 9:07 pm

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

Nothing major that should effect it, just messed around with a mesh in Nifskope, that wouldn't do anything, would it? Other than that, there were just a few Windows updates that maybe changed some settings?
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Lew.p
 
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Post » Fri May 27, 2011 6:56 pm

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.

From what I understand, changing the load order on companion mods causes them to get confused and can cause the companion NPC to be reset. I've had no issues with adding mods that load after a companion mod, but I wouldn't recommend messing with the load order of mods that load before the companion mod.
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ShOrty
 
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Post » Sat May 28, 2011 12:01 am

From what I understand, changing the load order on companion mods causes them to get confused and can cause the companion NPC to be reset. I've had no issues with adding mods that load after a companion mod, but I wouldn't recommend messing with the load order of mods that load before the companion mod.


Jac, from what you can tell, would there be any issues with sidestepping this by loading Jasmine first, before anything else? I currently have her (and Kateri's Julan) loading very near to the end in an attempt to sidestep any conflicts, but it sounds like it would be safer to have them earlier.
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Ella Loapaga
 
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Post » Sat May 28, 2011 3:30 am

Greetings, thanks to Dragon32, we have a new update for the rule-base: mlox-data_2009-10-22.7z
Available here: http://code.google.com/p/mlox/downloads/list

This update concerns:
*New*
Balmora Council Club [Princess Stomper]
Building Up Uvirith's Legacy [Artimis Fowl the 3rd]
Elders of Vvardenfell [Tarnsman]
THE Facepack Compilation [Tarnsman]
Fire Hurt [sisco]
Heartwood [Midgetalien]
Imperial Guards Anticlone [TheLys]
Less Annoying Guards [aerelorn]
Light The Way [Enmesharra]
MCA Companions Improved [Grant McDorman]
Morrowind Script Extender [Various]
Muffinwind [Cow Guru]
Rise of House Telvanni [Pozzo, Karpik777, bhl et al.]
Telos Rin Graveyard [dalin]
Travel Tent [Aftershock]
Twin Lamps and Slave Hunters [Nevena]
Ushindra Beach [The Pixie]
W3_Taxi [MasterW3]
Wild Rare Ingredients [Alphax]

*Updated*
abotGuars 1.13 [abot]
Forested Morrowind 1.0 [Max]
Madd Leveler [Madd Mugsy/Sederien]
MPP [TES Morrowind Community, ThePal, Baldurdash, and quorn]
Private Mobile Base Addon pack 1.1 [N3M0]
Sea of Destiny [Various]
Texture Fix - Balmora Expansion [Slartibartfast]
TR - Tamriel Rebuilt (Maps 1 and 2) [Tamriel Rebuilt team]
Uvirith's Legacy [StuporStar]


? votre sant?!
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Chris Cross Cabaret Man
 
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Post » Sat May 28, 2011 4:52 am

Thanks for the update.

:foodndrink:
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Steve Bates
 
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Post » Fri May 27, 2011 7:15 pm

Jac, from what you can tell, would there be any issues with sidestepping this by loading Jasmine first, before anything else? I currently have her (and Kateri's Julan) loading very near to the end in an attempt to sidestep any conflicts, but it sounds like it would be safer to have them earlier.

If you're starting a new game, I would have them and any other companions load early. You'll have to monitor your file dates, though, because I keep the date the same whenever I release an update to help prevent issues with saved games.
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Enie van Bied
 
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Post » Sat May 28, 2011 7:29 am

I have a question about this:

[Conflict] "Traveling Merchants v2-2 also conflicts with NSE. I have deleted a couple of Suran & Ascadian Isles cells from Traveling Merchants v2-2 with Enchanted Editor (the TT's Slave crossing bridge NPC cells) and everything seems to work O.K." (Ref http://www.gamesas.com/bgsforums/index.php?s=&showtopic=926679&view=findpost&p=13492454 )[ANY New Suran Extended 1.5.esp	 Balanced NSE 1.5.esp	 New Suran Extended CoM 1.5.esp	 Balanced NSE CoM 1.5.esp]TravelingMerchants_v2.2.esp


Which cells exactly can be deleted? I don't want to delete the wrong cells by accident, the World Map ref numbers would be really helpful. :)

Edit: Would it be possible to add notes about which mods require merged leveled lists and which do not? I have to uncheck many mods when creating a merged leveled list with TESTool, and it's always tough figuring out which ones to keep and which ones to remove. I'm never sure which ones to keep in the list unless the readme specifically says it requires it.
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Pixie
 
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Post » Fri May 27, 2011 11:23 pm

I have a question about this:

[Conflict] "Traveling Merchants v2-2 also conflicts with NSE. I have deleted a couple of Suran & Ascadian Isles cells from Traveling Merchants v2-2 with Enchanted Editor (the TT's Slave crossing bridge NPC cells) and everything seems to work O.K." (Ref http://www.gamesas.com/bgsforums/index.php?s=&showtopic=926679&view=findpost&p=13492454 )[ANY New Suran Extended 1.5.esp	 Balanced NSE 1.5.esp	 New Suran Extended CoM 1.5.esp	 Balanced NSE CoM 1.5.esp]TravelingMerchants_v2.2.esp


Which cells exactly can be deleted?

mlox includes the note to indicate that it is possible to be done according to Black Crow King who wrote the referenced post, but I'm not aware of the.details. If anyone can investigate to find out, I'll gladly update the rule base with that info.

Edit: Would it be possible to add notes about which mods require merged leveled lists and which do not? I have to uncheck many mods when creating a merged leveled list with TESTool, and it's always tough figuring out which ones to keep and which ones to remove. I'm never sure which ones to keep in the list unless the readme specifically says it requires it.


You do not have to worry at all about merged leveled lists. The best tool to use is Wrye Mash, and all you have to do is tell it to update your Mashed Lists and it figures out which plugins it needs to include automatically. If you are talking about Merged Objects, that's a different story and only TESTOOL can do that. It's not trivial to tell you which plugins you should merge objects for, because for any given plugin, it would depend on all your other plugins you are using. Generally speaking you only need to merge objects when two plugins both make change to the properties of a single object. For instance, if one changes its weight and the second changes its price, you will only see one of those changes unless you merge objects. We usually say those plugins conflict on that given object. A good tool that will tell you which of your plugins conflicts with others in your load list is TESPCD. You could use that to generate a report, and if you see that one plugin overrides another plugin a lot, then it's a good idea to include both those plugins in your merged objects.

Hope that helps a little.
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Marine x
 
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Post » Sat May 28, 2011 3:45 am

mlox includes the note to indicate that it is possible to be done according to Black Crow King who wrote the referenced post, but I'm not aware of the.details. If anyone can investigate to find out, I'll gladly update the rule base with that info.



You do not have to worry at all about merged leveled lists. The best tool to use is Wrye Mash, and all you have to do is tell it to update your Mashed Lists and it figures out which plugins it needs to include automatically. If you are talking about Merged Objects, that's a different story and only TESTOOL can do that. It's not trivial to tell you which plugins you should merge objects for, because for any given plugin, it would depend on all your other plugins you are using. Generally speaking you only need to merge objects when two plugins both make change to the properties of a single object. For instance, if one changes its weight and the second changes its price, you will only see one of those changes unless you merge objects. We usually say those plugins conflict on that given object. A good tool that will tell you which of your plugins conflicts with others in your load list is TESPCD. You could use that to generate a report, and if you see that one plugin overrides another plugin a lot, then it's a good idea to include both those plugins in your merged objects.

Hope that helps a little.


Cool, I've been using Wrye Mash for years, and I didn't realize it handled leveled lists like that. I guess I should read the whole readme sometime, and not just the parts I'm specifically looking for. ;)
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Richard Dixon
 
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Post » Fri May 27, 2011 7:03 pm

Not sure if I got the syntax right, but could this be added to the rules base?
Obviously, fixed, if the syntax is wrong. :P

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; @Souly Soulgems(!) [Earth Wyrm][Note] ! Souly Soulgems 1.0 has now been updated to v1.1, and no longer requires an .esp. You should upgrade and stop using the .esp! ! http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=5161WA_SoulGems(!).esp

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jessica sonny
 
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Post » Sat May 28, 2011 6:07 am

Building up Uvirith's Legacy makes an unwanted change to the Tel Uvirith interior cells by making it illegal to sleep there. This apparently cannot be fixed by loading interior Tel Uvirith mods such as UI or UL after BuUL. The cells, "Tel Uvirith, Tower Lower" "Tel Uvirith, Tower Upper" and "Tel Uvirith, Tower Dungeon" can be safely removed from BuUL using EE or TESAME with no noticeable effect.

I'm not sure whether this should be a [Note] or a [Conflict] report, but it should probably be added to the base.txt.
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leni
 
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Post » Fri May 27, 2011 6:45 pm

Not sure if I got the syntax right, but could this be added to the rules base?
Obviously, fixed, if the syntax is wrong. :P

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; @Souly Soulgems(!) [Earth Wyrm][Note] ! Souly Soulgems 1.0 has now been updated to v1.1, and no longer requires an .esp. You should upgrade and stop using the .esp! ! http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=5161WA_SoulGems(!).esp
Not sure if John'll get there before me but I've added that into my WIP rules list
Building up Uvirith's Legacy makes an unwanted change to the Tel Uvirith interior cells by making it illegal to sleep there. This apparently cannot be fixed by loading interior Tel Uvirith mods such as UI or UL after BuUL. The cells, "Tel Uvirith, Tower Lower" "Tel Uvirith, Tower Upper" and "Tel Uvirith, Tower Dungeon" can be safely removed from BuUL using EE or TESAME with no noticeable effect.

I'm not sure whether this should be a [Note] or a [Conflict] report, but it should probably be added to the base.txt.
As above. I think a Note's the best way: it's not game-breaking.
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Lloyd Muldowney
 
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Post » Sat May 28, 2011 10:26 am

Not sure if John'll get there before me but I've added that into my WIP rules list

Cheers. :)
Might soon have another rule for Signy Signposts(!): TR too. :P
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Kate Schofield
 
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Post » Fri May 27, 2011 6:20 pm

Greetings,

Announcing a new version of mlox is available: mlox-0.56
Available from: http://code.google.com/p/mlox/downloads/list

New in this version:
- "Reload" feature to reload the rule-bases as requested by Viola, to make it easier to check any changes you've made. Just click on the mlox logo in the upper right part of the window. A little progress dialog should display briefly.
- Fix for bug where some plugins got doubled in the list of plugins as reported by CoolShady.
- Allow filenames to contain square brackets. An oversight on my part pointed out by Dragon32.
- Got rid of mlox.err. Errors are now reported in a popup window to help make them more noticeable.
- Added a note about [SIZE] predicate not being applicable to pasted in list of plugins (or if read from a file).

These are all small changes, nothing really basic has changed. Please let me know if you experience any problems. Thanks.
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chirsty aggas
 
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Post » Fri May 27, 2011 7:53 pm

[snip]These are all small changes, nothing really basic has changed. Please let me know if you experience any problems. Thanks.



any changes at this point (pre v1.0) are important ones IMO so a definite d/l from me...keep up the great work guys.
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No Name
 
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Post » Sat May 28, 2011 6:16 am

Excellent. Thanks for the new version :thumbsup:
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Tiffany Castillo
 
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Post » Sat May 28, 2011 8:17 am

New Release for the rule-base: mlox-data_2009-11-01.7z
Available from the usual place: http://code.google.com/p/mlox/downloads/list

Thanks to Dragon32 again. This release concerns:

NEW
Erengard Mines-MC Compatible [Graphite and Denina]
Freed Slaves Counter Issued [TheOne&Only]
Hold it [Danae]
NazoX9's Guards 1.0 [NazoX9]
Ravenloft [Bantari]
Starfires NPC Additions 1.11 [Starfire]
Teleport Ring [Tealpanda, Eidolon, Dubious]
A Portcullis for Wolverine Hall (v1.0) [Nonsuch]
Another Balmora [basswalker]
Atmospheric Balmora [Lucien Fairfax]
Atmospheric Balmora for Vality's Balmora Addon [Enzo Dragon]
Dark Uvirith Exterior for BuUG [Stuporstar]
Souly Soulgems(!) [Earth Wyrm]
Useful Summoned Creatures [ElderScroller]

UPDATED
Another Balmora 1.1 [basswalker]
Kahleigh's Retreat [kwshipman]
Morrowind Public Library v1.5 [DrSilent]
Building Up Uvirith's Legacy [Artimis Fowl the 3rd]
Chargen mods [Various]
Chargen Revamped v2.3 [Pwin/Eisenfaust]
Morrowind Script Extender [Various]
Suran Underworld 2.5 [Matthew]
Buildng Up Uvirith's Legacy: fixed typo
Rise of House Telvanni: removed Note about dirty references
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Karine laverre
 
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Post » Sat May 28, 2011 9:45 am

I don't know if I did this right, but here's an update for Uvirith's Legacy:

;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; @Uvirith's Legacy [StuporStar][Note] A new version of Uvirith's Legacy is available, you should upgrade.Uvirith's Legacy_ALPHA1.08.esp[Note] A new version of Uvirith's Legacy is available, you should upgrade.Uvirith's Legacy_ALPHA1.09.esp[Note] Uvirith's Legacy Beta 1.10 is missing meshes in the main archive. Uvirith'sLegacy_HotFix.rar is available for download from the Uvirith's Legacy entry at PES, and contains these missing files. This archive is continually updated as bug reports come in.Uvirith's Legacy_ALPHA1.10.esp[Patch] Use "UL_Srikandy_patch_2.1.esp" when using Sri's Alchemy BM with Uvirith's Legacy. (Ref: "Uvrith's Legacy_beta_README.txt")UL_Srikandy_patch_2.1.esp[ALL Uvirith's Legacy_BETA1.10.esp	 Sris_Alchemy_BM.esp][Order]Uvirith's Legacy_BETA1.10.espUL_Srikandy_patch_2.1.esp[Order]Sris_Alchemy_BM.espUL_Srikandy_patch_2.1.esp[Patch] Use "Uvirith's Legacy Book Jackets Add-on.esp" when using Book Jackets with Uvirith's Legacy. (Ref: "Uvrith's Legacy_beta_README.txt")Uvirith's Legacy Book Jackets Add-on.esp[ALL Uvirith's Legacy_BETA1.10.esp	 [ANY [ANY Librarian with Jackets & Rotate BM Trib.esp		   Librarian with Jackets BM Trib.esp]	  [ALL [ANY Book Jackets - Morrowind - BookRotate.esp			Book Jackets - Morrowind.esp]		   [ANY Book Jackets - Tribunal - BookRotate.esp			Book Jackets - Tribunal.esp]		   [ANY Book Jackets - Bloodmoon - BookRotate.esp			Book Jackets - Bloodmoon.esp]]]][Order]Uvirith's Legacy_BETA1.10.espUvirith's Legacy Book Jackets Add-on.esp[Order]Book Jackets - *.espUvirith's Legacy Book Jackets Add-on.esp[Patch] Use "UL_RoHT_Compatibility_1.3.esp" when using RoHT 1.3. Optional: adds RoHT books to the book sorter. (Ref: "Uvrith's Legacy_beta_README.txt")[ALL Uvirith's Legacy_BETA1.10.esp	 UL_RoHT_Compatibility_1.3.esp][Note] ! This RoHT compatibility patch is no longer needed with beta 1.09 or 1.10 of Uvirith's Legacy. A new one is available for beta 1.10. ! (Ref: "Uvrith's Legacy_beta_README.txt")[ALL UL_RoHT_Compatibility.esp	 [Any Uvirith's Legacy_BETA1.10.esp	 Uvirith's Legacy_BETA1.09.esp]][Order]Uvirith's Legacy_BETA1.09.espPozzo's RoHT v1.25.esp[Patch] Use "UL_TLM_ambiance.esp" when using The Lighing Mod with Uvirith's Legacy, otherwise the light in interiors will be very bright. (Ref: "Uvrith's Legacy_beta_README.txt")UL_TLM_ambiance.esp[ALL Uvirith's Legacy_BETA1.10.esp	 [Any TLM - Ambient Light + Fog Update.esp	  TLM - Complete.esp]][Order]Uvirith's Legacy_BETA1.10.espUL_TLM_ambiance.esp[Order]Uvirith's Legacy_BETA1.10.espTLM - Complete.esp[Conflict] Uvirith's Legacy is not compatible with Uvirith Inside, as it has been derived from that mod and does many of the same things. (Ref: "Uvrith's Legacy_beta_README.txt")Uvirith's Legacy_BETA1.10.espUvirith Inside.esp[Conflict] Uvirith's Legacy and Building Up Uvirith's Grave are not currently compatible as they both make changes to Tel Uvirith. (Ref: "Uvrith's Legacy_beta_README.txt")Uvirith's Legacy_BETA1.10.espBuilding Up Uvirith's Grave 1.1.esp;; Dragon32: Asked StuporStar about the lack of this plugin. "UL_Obliv&LGNPC_Booksorter.esp" is for Ostar's;; "Oblivion and LGNPC Books." That plugin's been removed from circulation due to problems in circulating  Oblivion;; content for Morrowind. So StuporStar removed the Booksorter addon with BETA1.09 of Uvirith's Legacy.;; It *can* still be used, StuporStar's left the space designated for the LGNPC books unoccupied, so it will still;; work.;; Name of Ostar's mod "Oblivion and LGNPC Books", Oblivion_and_LGNPC_Books.esp;; http://www.gamesas.com/bgsforums/index.php?s=&showtopic=1037470&view=findpost&p=15186646;; [Requires];;  (Ref: "Uvrith's Legacy_beta_README.txt");; UL_Obliv&LGNPC_Booksorter.esp;; Uvirith's Legacy_BETA1.09.esp;;;; Dragon32: v1.09 readme: "RoHT Compatibility patch: UL_RoHT_Compatibility.esp REMOVED!! -- This is no longer;; required for RoHT compatibility.";; [Patch];;  Use "UL_RoHT_Compatibility.esp" when using Pozzo's Rise of House Telvanni with Uvirith's Legacy.;;  (Ref: "Uvrith's Legacy_beta_README.txt");; UL_RoHT_Compatibility.esp;; [ALL Uvirith's Legacy_ALPHA1.08.esp;;	 Pozzo's RoHT v1.25.esp];;;; [Order];; Uvirith's Legacy_ALPHA1.08.esp;; UL_RoHT_Compatibility.esp


This seems to be the wrong way to go about this. How do I fix it?

[Note] A new version of Uvirith's Legacy is available, you should upgrade.Uvirith's Legacy_ALPHA1.08.esp[Note] A new version of Uvirith's Legacy is available, you should upgrade.Uvirith's Legacy_ALPHA1.09.esp[Note] Uvirith's Legacy Beta 1.10 is missing meshes in the main archive. Uvirith'sLegacy_HotFix.rar is available for download from the Uvirith's Legacy entry at PES, and contains these missing files. This archive is continually updated as bug reports come in.Uvirith's Legacy_ALPHA1.10.esp

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Kortniie Dumont
 
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Post » Sat May 28, 2011 10:08 am

I don't know if I did this right, but here's an update for Uvirith's Legacy:
I updated the rules for Uvirith's Legacy a couple of revisions back but have been holding off from another update until things have stabilised a bit more. There seem to be a number of hot fixes and things being created at a great rate of knots so I thought I'd hold fire until things have settled down a bit before another update.

And isn't it "Uvirith's Legacy_BETA1.10.esp" rather than "Uvirith's Legacy_ALPHA1.10.esp"?

This seems to be the wrong way to go about this. How do I fix it?
[Note] A new version of Uvirith's Legacy is available, you should upgrade.Uvirith's Legacy_ALPHA1.08.esp[Note] A new version of Uvirith's Legacy is available, you should upgrade.Uvirith's Legacy_ALPHA1.09.esp[Note] Uvirith's Legacy Beta 1.10 is missing meshes in the main archive. Uvirith'sLegacy_HotFix.rar is available for download from the Uvirith's Legacy entry at PES, and contains these missing files. This archive is continually updated as bug reports come in.Uvirith's Legacy_ALPHA1.10.esp
Well, we could do:
[Note] A new version of Uvirith's Legacy is available, you should upgrade.[ANY Uvirith's Legacy_ALPHA1.08.esp	 Uvirith's Legacy_ALPHA1.09.esp][Note] Uvirith's Legacy Beta 1.10 is missing meshes in the main archive. Uvirith'sLegacy_HotFix.rar is available for download from the Uvirith's Legacy entry at PES, and contains these missing files. This archive is continually updated as bug reports come in.Uvirith's Legacy_ALPHA1.10.esp
I've been having some trouble using the VER predicate with some plugins, I think this could've been one of them. Ideally we could use:
[Note] A new version of Uvirith's Legacy is available, you should upgrade.[ANY [VER<1.10 Uvirith's Legacy_ALPHA<VER>.esp	 [VER<1.10 Uvirith's Legacy_BETA<VER>.esp]
But I don't think that worked last time I tried it, I think because everything's in one block of text the regular expression for version numbers fails. I ended up having to be explicit in my filenames rather than relying on the "wildcard".


So... how soon to another update? A hard question to answer I know, but if it's not going to be for a few weeks then I'll knock up another rule change.
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SaVino GοΜ
 
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Post » Sat May 28, 2011 12:36 am

Yes, it should be Uvirith's Legacy_BETA1.10.esp. I don't even know how that alpha got in there, and didn't even notice it. Probably me copy/pasting without double checking. I just changed the numbers in the latest rules base. Thanks for noticing that.

There's not going to be another beta as planned. This is the last one before final release, which will be at least a month away. The hot-fixes are just to get the beta into top shape and fix any bugs in the meantime. They still have the same file name, so testers are urged to just copy over the original file if they experience any of the known issues that I've fixed so far.

All the conflict and patch info is still valid for Beta 1.10 regardless of any changes I make in the hotfix archive. :)
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Liv Brown
 
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Post » Fri May 27, 2011 9:16 pm

OK, leave it with me.
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Mélida Brunet
 
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Post » Sat May 28, 2011 7:59 am

Ok i am preparing a new game and i just installed Uvirith's Legacy v1.10(With the hotfix) and when i checked with MLOX
i get this;

http://i176.photobucket.com/albums/w172/Illius_photos/Diversen/Uvirithv110.jpg

The missing part seems wrong to me?
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Dewayne Quattlebaum
 
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Post » Fri May 27, 2011 10:52 pm

The missing part seems wrong to me?


Looks like it's just that the rule-base doesn't know about version 1.10 yet. It'll get in there eventually :)
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Jaki Birch
 
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Post » Fri May 27, 2011 6:24 pm

Yes, the rules base still needs to be updated for UL 1.10. It's still trying to find UL 1.09. That message is nothing to worry about. Oh and thanks Dragon 32 for working on that. :)
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Chica Cheve
 
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Post » Fri May 27, 2011 6:05 pm

We found a bug that could cause mlox to crap out loading some rule-bases, so here's a new release:
mlox-0.57, available from:
http://code.google.com/p/mlox/downloads/list

If you find any problems, let me know! Thanks.
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victoria johnstone
 
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