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

Post » Sat May 28, 2011 5:42 am

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. :)


Ok thanks Stuporstar and John.moonsugar, i was hoping it was just that. :)
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~Sylvia~
 
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Post » Fri May 27, 2011 7:24 pm

Ok thanks Stuporstar and John.moonsugar, i was hoping it was just that. :)
:rolleyes: You're welcome.
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Darian Ennels
 
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Post » Sat May 28, 2011 4:21 am

Greetings, I have an update of the rule-base for you, courtesy of Viola: mlox-data_2009-11-10.7z
Available from the usual location: http://code.google.com/p/mlox/downloads/list

This update covers:
A Knight's House [Morrowindmasters]
A shack in Seyda Neen [Vizier]
Abandoned Estate [Joe]
Aegirs Armory [Aegir]
All Items In Balmora + Better Creeper [STAT1STICK]
Ash Pirates [Athanos]
Ashlander Caravan [Brother Juniper]
Assassin Weaponry [Skaled]
Atronach Store [Denegoth (Jack Anders)]
Caldera Fight Club [Cixe']
D'agekin [Cuchulainn]
Demonwake aka. Raijin Ice Blade [Raijin Vegeku]
Ebonite Race [Denegoth (Jack Anders)]
Female Argo Fix []
Fighters Guild Reanimation [Cixe']
Glass Claymore [Jin Atsuko]
Race Rebuild [Mythos]
Stronghold Vaults [Tenaka]
aMAZEd [AnOldFriend]
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Avril Churchill
 
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Post » Fri May 27, 2011 10:41 pm

Excellent. Thanks Viola and John :thumbsup:
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Sandeep Khatkar
 
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Post » Sat May 28, 2011 2:53 am

@john.moonsugar
Would it be possible to add functionality to mlox so that certain plugins retained their position relative to others in the active load list for an ongoing save game when adding/removing mods?

Most if not all companion mods shouldn't have their load position changed once a game is started because of cloning/resetting issues. And I've run into cases where indexing errors occur with MGE/MWSE scripts if plugins before those are removed from the load list or repositioned after them - in my tests for this, I can usually repair the error for the save game by activating another plugin that occupies the relative position vacated by the removed/repositioned one that was listed before the MGE/MWSE plugin.

In other words, this is what I'm asking for:
* option to anchor the load position of known companion mods
* option to anchor the load position of MGE/MWSE mods
* additional sorting algorithm to reposition a plugin (when another has been removed) or swap plugins (when another has had it's position changed) to retain the position for companion/MGE/MWSE mods (when the above options are active)

You could take this a step further and let the user 'tag' certain plugins thru the gui or via command line parameter to anchor their position before sorting. Or maybe it would be better to do it thru the mlox_user.txt file using an additional special rule?

Thanks again for all your work on this nifty tool, j.m! :rock:
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Lucy
 
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Post » Fri May 27, 2011 11:46 pm

Would it be possible to add functionality to mlox so that certain plugins retained their position relative to others in the active load list for an ongoing save game when adding/removing mods?


I'll put a note on my todo list to look into this.

I wonder though, isn't the positioning thing a manifestation of the localref problem, which should be fixed by the code patch? Or is it not fixed or something else altogether? Because my first inclination is to see if there is a fix so that the problem doesn't occur, rather than adding workarounds, even though this sounds like a perfectly reasonable one.

I wonder if anyone has come up with a test case that demonstrates the problem?
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Austin England
 
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Post » Fri May 27, 2011 9:07 pm

I'll put a note on my todo list to look into this.

I wonder though, isn't the positioning thing a manifestation of the localref problem, which should be fixed by the code patch? Or is it not fixed or something else altogether? Because my first inclination is to see if there is a fix so that the problem doesn't occur, rather than adding workarounds, even though this sounds like a perfectly reasonable one.

I wonder if anyone has come up with a test case that demonstrates the problem?

I'm using MCP v1.6, and can usually reproduce the MGE/MWSE script error on loading a save game just by removing one of the preceding plugins. There seems to be something else going on with indexing of the compiled scripts in the .ess that is separate issue from the localref problem.

I'm not using any companion mods currently, so that will need to be tested against MCP... but based on the established recommendation to add plugins to the end of the load list after starting a game especially where a companion is involved, I'm thinking the load position needs to remain the same if a mod is sorted before it. Hopefully someone can chime in that has moved plugins around during an on-going save.


[edit] clarification about companion mods
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Jade Muggeridge
 
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Post » Fri May 27, 2011 6:27 pm

Excuse my message, I fixed my problem.
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Cody Banks
 
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Post » Fri May 27, 2011 11:34 pm

Greetings, there is a new update to the rule-base: mlox-data_2009-11-20.7z
Available from the usual place: http://code.google.com/p/mlox/downloads/list
Courtesy of Viola.

This update concerns:
Healers of Vvardenfall v. 1.0 [Brucinater]
Magick Bolt [thisisdustin]
T-Shirts for your adorable misters [Ivy Nero]
Uvirith Outpost [Akura]
vampires_slayers [DarkOrder Studio]
Vivec Hideout [Thongar44]
Vivec Wilderness Cottage [Mgs0008b221 aka. metallicafan8324]
Warrior's Home [Brucinater]
Zanpakuto Bleach mod [Meusnoorn under my normal pseudonym Blodskaal]
Ammunition Sales Person [Prophet2004]
Archmage Tower [Ravensong]
Seyda Neen House [Ravensong]
Balmora House (Mytos version) [)(v)(ytos] ; replaced square brackets in name with round ones to avoid confusing Mlox
The Lance of Longinus [Prophet2004]
Your Hideaway [Akura]
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Pixie
 
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Post » Fri May 27, 2011 7:16 pm

For the next update:
The Sable Dragon.esp is now outdated and can be replaced with the new version, The Sable Dragon1.5.esp

Thanks.:)
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Wayne Cole
 
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Post » Sat May 28, 2011 6:02 am

John,

A user of the L&L mod came across an interesting situation: he was using the romance mod, the follow plugin, my L&L add-on, Fliggerty's integration patch, and TESTool's merged dialog plugin. He was having issues with the "Care for a dalliance" topic showing - he had to remove TESTool's plugin to get it to work properly. I thought this might be something to add to the next rule update. Also, I don't remember if I mentioned this or not, but the load order for this situation would be: romance mod->follow add-on->either my add-on or Mr. C's original mod->Fliggerty's integration patch.

Thanks.
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james kite
 
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Post » Fri May 27, 2011 10:01 pm

A user of the L&L mod came across an interesting situation: he was using the romance mod, the follow plugin, my L&L add-on, Fliggerty's integration patch, and TESTool's merged dialog plugin. He was having issues with the "Care for a dalliance" topic showing - he had to remove TESTool's plugin to get it to work properly. I thought this might be something to add to the next rule update. Also, I don't remember if I mentioned this or not, but the load order for this situation would be: romance mod->follow add-on->either my add-on or Mr. C's original mod->Fliggerty's integration patch.


Well, there is already a general rule that warns against using merged dialogs already, since it's a well-known problem. Do you think that is sufficient? Was this user already using mlox and ignoring that advice for some particular reason? Or had they not tried mlox yet, and had not seen that warning? (Or did mlox make an oops and not give the warning?)

Here's the load order that mlox already knows (you were the source!), that looks like what you want, isn't it?

[Order]
Romance_v37EV.esp
Romance_Follow_v10EV.esp
Mr Cellophane's Lovers and Legends V0.esp
L&L Addon.esp
L&L_TRM_patch.esp

(The [Order] list does not mandate that a plugin exists, just that if it does exist, then it should be in the given order).
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Steve Fallon
 
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Post » Fri May 27, 2011 7:43 pm

Yep. You do mention not to use both Mr. C's and my plugin at the same time, right? It won't necessary break anything, but seeing as how mine overwrites his, it's superfluous to use both. As for the user, he didn't mention mlox, so I don't know if he ever heard of it. Whether or not you want to mention not using merged dialogs is up to you; I've only heard of this issue once, so it may not warrant a new warning.
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Leonie Connor
 
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Post » Fri May 27, 2011 10:34 pm

Yep. You do mention not to use both Mr. C's and my plugin at the same time, right?


I think so, are you referring to this:
[Conflict] Jac instructs that the L&L Addon should not be used with Cello's original mod, as it will cause doubling. (Ref: http://www.gamesas.com/bgsforums/index.php?s=&showtopic=970900&view=findpost&p=14294420 )Mr Cellophane's Lovers and Legends V0.espL&L Addon.esp

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Tanya Parra
 
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Post » Fri May 27, 2011 9:45 pm

Another mlox rule-base update, courtesy of Viola: mlox-data_2009-12-17.7z
Available from the download page: http://code.google.com/p/mlox/downloads/list

This update includes updates to:

Great House Dagoth [The Mad God]
A Roomy Room [judyjinx]
Baby Pack-guars At Suran [RAVEN]
Balmora Floating Houses [Elder Mage S]
Balmora Fortress [Witch King]
Balmora Tomb [Angus]
Balmora Warehouse [sovetski]
Banner House [Len Alox]
Bathing Mod [sisco]
Beast leggings set 1 & 2 [Dragonheart]
Better Vivec [Wisva]
Black Rose and Cedric [Black Rose]
Bloodmoon Dwemer Ruin aka. Nchrdurmz [Executor Zurg]
Bricks [Bill]
Buy Furniture [DarkDragon]
Caldera Teleport [SwimBlizz88]
Callenwald [John Hupp]
Candle Shop [Raylin]
Cave Home [Sindaaran]
City of Black Light [Rodan]
Colt M4-M203 [PizzasRgooD]
Creature display set [Revanstormer]
CV Indarys Manor [Chron Ventri]
Daedric Armour Of Vvardenfell [Indalus]
Daedric Invocation [Endrek]
Daedric Pants [Matthew_Kaine]
Daedric Scimitar [Velimir Veselinovic/JediKnight]
Daedric Weapons [evelas]
Daemer Home [Helllrespawn & Acid_Basik5]
Dark Powers Mod [Nik]
Darobat's Mansion [_Strider_]
Death Dealer Axe [Miral]
Dinky Monsta [Tom Hackett aka FoRx]
Dock in Tel Fyr [Ciriuz]
DragonSlayer [PizzasRgooD]
Dungeoneer Jewelry [The Real Lerp]
Dwarf Battle Bread [Si'anelle of Avelorn]
Dwarf Race and NPCs [Matt]
Dwemer Outpost [Black Glove]
Ebonheart Docks [evelas]
Faryon [Ciriuz]
Fast Travel to the Great House Strongholds [Toymachineman19]
Feet Of Aeolus [Robert Gerhadt aka Steel_Viper]
Fireworks [Gabrielle Grupp]
Fisherman's Hut of Gnisis [Crazy Uncle Doug]
Fun Broom Weapon [Archeopterix aka. Archie]
FemmDominaArmor Plugin [Elric_Melnibone]
Gold Adamantium Armor Set [Elric_Melnibone]
Greek trireme boat replacer [vanir90210]
Grenades [vanir90210]
Minerals [evelas]
MoneyRing_1125 []; no Readme, no Author name in file header
Redaynia Village [Darkelfguy]
Saryon [Ciriuz]
The Sable Dragon [Pluto]
ShorabHouse [Ciriuz]
The Crow [PizzasRgooD]
The Haunted Tavern of the West Gash [Darkelfguy]
Valduryon - Your own Velothi tower [Ciriuz]
LGNPC [Less Generic NPCs Project]
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meg knight
 
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Post » Sat May 28, 2011 9:24 am

Thanks for the update!
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Josee Leach
 
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Post » Sat May 28, 2011 8:00 am

I think so, are you referring to this:
[Conflict] Jac instructs that the L&L Addon should not be used with Cello's original mod, as it will cause doubling. (Ref: http://www.gamesas.com/bgsforums/index.php?s=&showtopic=970900&view=findpost&p=14294420 )Mr Cellophane's Lovers and Legends V0.espL&L Addon.esp

Yep. That should do it. :)
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rae.x
 
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Post » Sat May 28, 2011 9:42 am

mlox is telling me that Less Generic Bloodmoon has an update on PES and that I should download it. But when I did update it, the message won't go away.
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Louise Andrew
 
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Post » Sat May 28, 2011 5:38 am

Since L&L was recently discussed, I thought I would ask this here. Is it known if the "Rad LAL Dialogue fix" mod is compatible with Jac's L&L add-on? I have tried to make both of them work together, but to no avail. So, has anyone used this mod successfully? I'm not sure in what order it should be loaded with the other mods, or if it is even compatible at all.
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Sxc-Mary
 
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Post » Fri May 27, 2011 7:16 pm

What does that mod do? I changed the dialog topic used to ask someone to be your lover, so it's possible that the two won't work with each other. PM me a link, as well as what it does, and I'll see about making a patch.
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leni
 
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Post » Sat May 28, 2011 3:07 am

mlox is telling me that Less Generic Bloodmoon has an update on PES and that I should download it. But when I did update it, the message won't go away.


Unfortunately, Fileplanet is refusing to let me download at the moment, which hinders my ability to check :(. But if someone could tell me the file sizes for the latest versions of:

Less_Generic_Bloodmoon.esp
Less_Generic_Tribunal.esp

I'll make sure the rule is up-to-date. Thanks.
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Cartoon
 
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Post » Fri May 27, 2011 7:18 pm

Oooh, nice, a very interesting tool. Will certainly test when i re-install Morrowind soon and install those 100 or so mods..
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keri seymour
 
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Post » Fri May 27, 2011 8:18 pm

Unfortunately, Fileplanet is refusing to let me download at the moment, which hinders my ability to check :(. But if someone could tell me the file sizes for the latest versions of:

Less_Generic_Bloodmoon.esp
Less_Generic_Tribunal.esp

I'll make sure the rule is up-to-date. Thanks.


LGBloodmoon: 457 KB
LGTribunal: 741 KB

I downloaded them both when mlox told me about LGB.
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Naomi Lastname
 
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Post » Sat May 28, 2011 5:37 am

LGBloodmoon: 457 KB
LGTribunal: 741 KB


Actually, I need the exact number of bytes in each plugin.
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Victor Oropeza
 
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Post » Fri May 27, 2011 9:42 pm

Actually, I need the exact number of bytes in each plugin.


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