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

Post » Fri May 27, 2011 7:29 am

I think the missing esp is named "pcc_Xindaz_Veft_05.esp".

Thanks, I took the plugin name from the readme, but apparently it was wrong! I like your answer better.

I'm using OfficialMods_v5.esp which is a combination of all Bethesda plugins. Got it from http://www.tesnexus.com/downloads/file.php?id=3882.

I should probably account for some of the popular official mods compilations (otherwise, as you see, mlox can only go by filename and does not find that file in your load order).

Thanks! Dziękuję! (I hope I got that right, I have to work on my unicode, you know :)).
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SUck MYdIck
 
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Post » Thu May 26, 2011 8:01 pm

Wow, Google Code is really flying this morning.

sieboldii
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Mel E
 
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Post » Fri May 27, 2011 2:38 am

A new update to the rule-base: mlox-data_2009-01-10a
http://code.google.com/p/mlox/downloads/list

A small update including: suggested updates by Ershin, some more alchemy type mods, a couple of compilations of Bethesda's official mods, and some nifty looking Dwemer Gun mods by DoubleBrewski (based on the original Dwemer pod launcher by Tempered).
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Eddie Howe
 
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Post » Fri May 27, 2011 12:35 am

Thanks! Dziękuję! (I hope I got that right, I have to work on my unicode, you know :)).

Yeah, you got that perfectly right! :)
Thanks for the update, if I'll find something more I'll surely report it!
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Shelby McDonald
 
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Post » Fri May 27, 2011 9:29 am

Looking at the http://gmml.pbwiki.com/Mod+Conflicts on Galahaut's wiki there're number of conflicts and load order suggestions listed that didn't make it into mlox_base, was there a reason for this? Or what criteria did you use for selecting entries to include?

[Edit: I was wondering if it'd be worth going through the list and adding some new rules...]
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Maria Garcia
 
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Post » Thu May 26, 2011 11:47 pm

Looking at
the http://gmml.pbwiki.com/Mod+Conflicts on
Galahaut's wiki there're number of conflicts and load order suggestions listed
that didn't make it into mlox_base, was there a reason for this? Or what
criteria did you use for selecting entries to include?
Well, I just
never finished. I was still planning on getting back to it eventually, but
anyone who wants to help, it would be greatly appreciated :).

I took the easiest ones first, and tried to verify them, where I could, as I
went along. As I worked on them I deleted them from a list, so here is a list
of the ones I haven't really looked at yet:
asgard (Asgard.esp) bygrumpy puts house next to Balmora pawnbroker----------------------------------------------------------------------Galahaut's Morrowind Mod List Wiki Mod Conflicts by Faceless_Wanderer##################################################Abandoned Flat Shack in Seyda Neen. Conflicts with:    * Seyda Neen Docks & Haldenshore v1.1 - docks overlap with the shack.Abu's Retreat House mod. Conflicts with:    * Gardeners of Morrowind - adds floating trees behind the house. Also          replaces greenhouse trees with larger trees, making the greenhouse          impassable. o Load Abu's Retreat in CS and rename the 6 trees in the          Abu's Greenhouse cell. This fixes the problem with Gardeners of MW          and also protects them from being replaced by any other tree          replacer mod. * More Trees and Foliage - adds floating tree in front          of the house. o Load Abu's Retreat in CS and rename the 6 trees in          the Abu's Greenhouse cell. This fixes the problem with Gardeners of          MW and also protects them from being replaced by any other tree          replacer mod.Aerelorn's Combat Enhanced by Aerelorn Conflicts with:    * Improvements#Cap Removal|Morrowind Decapitated o Author currently          working on making it compatible.Armigers at Ghostgate Conflicts with:    * Guarded Ghostgate - minor conflict where Armiger is stuck in rope. o          Move the Armiger in TES CS.Armor of Jet and Gold by Jeremy McGuinn Adds armor for the Knights of Tamrielthat is obtained through a quest given at a tomb added to game. Conflictswith:    * Vibrant Trees - places tree above tomb entrance.Authentic Signs: Inns and Taverns v1.1 Replaces signs for various inns andtaverns with new ones. Conflicts with:    * Unique Signs o Load AFTER Unique Signs.B TopBalmora Expansion Combination mod for Balmora. Conflicts with:    * Gardeners of Morrowind - cell conflicts. o Load after Gardeners of          Morrowind.Beer! Merged with Necessities of Morrowind by Tarnsman Conflicts with:    * Abu's Retreat o Load before Abu's Retreat * Vibrant Trees - tree          sticking out of the side of the Twin Goats Tavern and minor landmass          conflicts. o Load after Vibrant Trees. * White Wolf of Lokken Island          - slight cell conflict in cell (-22,16) o Can be corrected in the          editor.BE Soothsayer Conflicts with:    * Nevana's Assistant's and ApprenticesBetter Seyda Neen Lighthouse Conflicts with:    * Seyda Neen Docks & Haldenshore v1.1 o Use Pseron Wyrd's fix.Black Mill Conflicts with:    * Seekers Faction - dialog conflict with conversation topic 'Inquisitors'    * SellnSail GalleonBooty Isle Conflicts with:    * Journey's End - cell conflict in cells (19,-12), (19, -13), (18, -12),          (18, -13) causing possible CTD o Load Booty Isle after Journey's End          to avoid the crash but conflicts will still exist.Cloak and Dagger Shop Conflicts with:    * Witchgirl AdventuresChapels of Vvardenfell v2.0 Conflicts with:    * Nevana's Assistants and Apprentices - chapel overlaps and covers some of      Nevana's NPCs in Caldera, possibly also in other towns.Children of Morrowind by Emma Conflicts with:    * Morrowind Comes Alive (Guard Patch) by Neoptolemus - Saves made in          exterior city cells may be corrupted on loading. o Make saves in          interior cells instead. * Tombs Expanded - causes game to crash on          loading. o Solution 1: Before you exit the game, go into an interior          cell and rest for +72 gamehours (or just wait in the cell for + 72          hours). This will make the '72-hours-bug/feature' reset all cells.          Save again. Exit game. If you should have problems loading your          other saves, you will still be able to load this one. o Solution 2:          Use Wrye Mash to fix it. Further instructions found here. * Walled          Balmora - Temple is moved into a CoM playground o Move temple in CS          to fix it.Clockwork Tower Conflicts with:    * Vvardenfell News - both use 'A_Fate' as an id. Clockwork Tower uses it          as a creature while Vvardenfell News uses it as an article of          clothing o Rename one of them in the CS to fix it.CM_Partners v2.2 (and v2.5 & v2.6x) by Cutthroat Mods Conflicts with:    * MQB_AndromacheBB o If your partners are Nord, open CM_Partners in the CS          and either change the Nord partners into another race or remove them          and place them elsewhere in the game.Dracandros' Voice 2.71 Adds many choices and commands to NPC dialogue.Conflicts with:    * LGNPC Project plugins - uses Background dialogue topic, which      Dracandros' Voice removes.Dracus Durzog Armor v1.1 Conflicts with:    * Indybank o Use the No Houses version of Indybank. o Move the tower in          Dagon Fel.Dulsya Isle Adds landmass west/southwest of Vvardenfell with 2 cities andquests. Conflicts with:    * Liligue Island Sea of DestinyE TopThe Entertainers by Bethesda Softworks Conflicts with:    * Improved Inns - both add overlapping scripts to the proprietor of the      Eight Plates.F TopFiremoth Expanded Conflicts with:    * Seyda Neen Docks & Haldenshore v1.1 - overlapping boats.G TopGardeners of Morrowind Conflicts with: Some tree rearrangements to avoid weirdplacing with Gorg's    * Balmora Expansion - cell conflicts and weirdly placed trees. o Load          before Balmora Expansion. o Rearrange trees in TES CS. * Abu's          Retreat * Sea of Destiny - some trees appear in mid-air o Corrected          using the CS.Guarded Ghostgate Adds guards to Ghostgate. Conflicts with:    * Armigers at Ghostgate - an Armiger is stuck in rope o Move the Armiger          in the CS.Giants Conflicts with:    * Village of Mora Uvirith - conflicting dragon01 creature entry causes a          CTD if a dragon01 is encountered. o Delete dragon01 from Village of          Mora Uvirith and any merged lists. * Haldenshore - spawn points          placed in the new towns.Guide to... Graphics Replacer Conflicts with:    * K_Scroll_Upgrade - changes the meshes of the same objects o Load after          K_Scroll_Upgrage to change only the guides. o Manually edit to          combine.House of Spears Conflicts with:    * Suran Archery House o Fix available.Icatos Adds an underground town and quests to western Morrowind, reached by atravel NPC in Vivec. Currently no known conflicts.Illuminated Order Faction and quest mod. Misc. minor overlapping with othermods (mainly NPCs), like McAsmod's Werewolves and LGNPCP - Khuul. Conflictswith:    * Indybank o Use Pseron Wyrd's Indybank compatible version.Improved Inns Conflicts with:    * The Entertainers - both add overlapping scripts to the proprietor of the      Eight Plates.Indy Armorer by Indestructible Conflicts with:    * Complete Morrowind 5: Smithing Complete Morrowind: FullIndyBank by Indestructible Conflicts with:    * Dracus Durzog Armor v1.1 - tower in Dagon Fel is moved. o Use the No          Houses version. * Illuminated Order o Use Pseron Wyrd's          compatibility version of Indybank.Journey's End Conflicts with:    * Booty Island - CTD. o Load Booty Isle after Journey's End. * Moon's          SpawnK TopKorobal Island Conflicts with: * Physiqued Capes - conflict with store inVivec.K_Scroll_Upgrade Conflicts with:    * Guide to? Replacer - both try to change the meshes of the same objects o          Load K_Scroll_Upgrade first to change only the guides. o Manually          edit both plugins to combine them.Lilligue Island Adds large island chain landmass located south, off Vivec. Has2 towns and quests. Conflicts with:    * Dulsya Isle VeldionLord Alt Tab Conflicts with:    * Nevana's Assistant's and ApprenticesImprovements#Cap Removal|Madd Leveler by Madd_Mugsy Conflicts with:    * Necessities of MorrowindMagic Effects Bug Fixes Conflicts with:    * Wakim's Game Improvements by Wakim o Load before Wakim's Game          Improvements.MentalElf's ArcaneGuard Quest mod for an armor set that gets new enchantmentsas more pieces are found. Conflicts with:    * Chargen Revamped - AG loads a script during chargen, which mods changing          the chargen can skip causing Morrowind to hang o Edit the AG script          check to start switched 'on' or disable it. * QuickChar - AG loads a          script during chargen, which mods changing the chargen can skip          causing Morrowind to hang. o Edit the AG script check to start          switched 'on' or disable it. * Other Chargen Mods - AG loads a          script during chargen, which mods changing the chargen can skip          causing Morrowind to hang. o Edit the AG script check to start          switched 'on' or disable it.Moon's Spawn Conflicts with:    * Journey's EndImprovements#Cap Removal|Morrowind Decapitated by Fliggerty MorrowindDecapitated utilizes existing game mechanics to remove level caps. What thismeans is that your skills will progress exactly as they always have. Falling,for example, will increase your Acrobatics Skill by the same amount dependingon height. Also, attribute multipliers will work just as they do in thevanilla game. (A future version will have an option to tweak these forbalancing purposes.) The over-100 levels are achieved by using a fortificationspell, which gives the benefit of having no level cap whatsoever. Also, any"corrections" that need to be done are handled automatically, requiring nospell or other intervention from the player. Conflicts:    * Aerelorn's Combat Enhanced by AerelornMP*Canus' Necromantic Robe 2 Conflicts with:    * Xanondorf's Rare Robes Collection - both try to change the robe worn by      Goris the Maggot King.MQB_AndromacheBB Conflicts with:    * CM_Partners v2.2 (and v2.5 & 2.6x) - NPC conflicts in Dagon Fel. o If          your partners are Nord, open CM_Partners in CS and either change the          Nord partners into another race or remove them and place them          elsewhere in the game.Necessities of Morrowind Conflicts with:    * Walled Balmora - objects moved into the wall at Caius Cosades' house. o          Move the affected objects in CS. * Madd LevelerNevana's Assistant's and Apprentices Conflicts with:    * Chapels of Vvardenfell v2.0 - chapel overlaps and covers some of    * Nevana's hirable NPCs in Caldera, possibly also in other towns. BE    * Soothsayer - placement conflicts. o Fix in CS. Lord Alt Tab - placement    * conflicts. o Fix in CS.Pegas Horse Ranch by MadMax Ridable horses, complete with ranch. Conflictswith:    * Beer! by Tarnsman - landscape cell conflict (11,13) o Use Tarnsman's          Pegas Horse Ranch compatible version of Beer!. o Merge both plugins          in the CS. * Exotics Boutique * SabreGirl's Morrowind Ecology by          Sabregirl * Seeker's Faction * Sword of the Seven Spirits - cave          entrance is in the same cell as Pegas Horse Ranch.Pseron Wyrd's "PW_redesigned vivec-vivec expansion" Conflicts with:    * Vivec Neverine PalaceQ TopQuickchar Speeds up character generation by cutting out the dialogue and goingstraight to the Character Generation menus. Quickchar disables the script thatallows the player to use the bedroll in the Seyda Neen Census & Excise office.Conflicts with:    * MentalElf's ArcaneGuard - scripting conflict.Sea of Destiny Adds an island chain landmass southwest of Seyda Neen withquests. Conflicts with:    * Dulsya isle Havish Haldenshore Wizard's Islands.Seekers Faction mod. Conflicts with:    * Living Cities of Vvardenfell - problem with a door to a Seeker's house    * in Caldera. The Black Mill - conflict with the conversation topic    * "Inquisitors"SellnSail Galleon Conflicts with:    * The Black MillSeyda Neen Docks & Haldenshore v1.1 Conflicts with:    * Abandoned Flat - docks overlap with shack. Better Seyda Neen Lighthouse    * o Use Pseron Wyrd's fix. Firemoth Expanded - overlapping boats. Giants -    * conflict with spawn points that Giants adds in Haldenshore. Seyda Neen    * Fast Travel by Sea v1.0621Seyda Neen Fast Travel by Sea v1.0621- Conflicts with:    * Seyda Neen Docks & HaldenshoreSuran Archery House Conflicts with:    * House of Spears o Fix available.Sword of Seven Spirits Conflicts with:    * Pegas Horse Ranch - cave entrance is in the same cell as Pegas Horse      Ranch.Tombs Expanded Description pending. Conflicts with:    * Children of Morrowind - causes game to crash on loading. o Solution 1:         Before you exit the game, go into an interior cell and rest for +72         gamehours (or just wait in the cell for + 72 hours). This will make         the '72-hours-bug/feature' reset all cells. Save again. Exit game. If         you should have problems loading your other saves, you will still be         able to load this one. o Solution 2: Use Wrye Mash to fix it. Further         instructions found here.Vampire Realism II Conflicts with:    * Necessities of Morrowind - in Fort Frostmoth. Walled Balmora - moved    * temple overlaps with crypt entrance. o Move temple in CS.Velayia Adds new landmass west and southwest of Vvardenfell, south of Havish /City of Black Light area. Conflicts with:    * Sea of Destiny - if Velayia is loaded after SoD it puts the SoD landmass          under water. o Load Velayia before Sea of Destiny.Veldion Conflicts with:    * Dragon's BreechVillage of Mora Uvirith Conflicts with:    * Giants - shares dragon01 creature entry causing a CTD if a dragon01 is          encountered. o Delete dragon01 from Village of Mora Uvirith and any          merged lists.Vivec Nerevarine Palace Conflicts with:    * Pseron Wyrd's "PW_redesigned vivec-vivec expansion"Vvardenfell News Conflicts with:    * Clockwork Tower - both use 'A_Fate' as an id with Clockwork Tower using          it as a creature and Vvardenfell News using it as an article of          clothing. o Rename one of them in the CS to fix it.Walled Balmora Adds walls to Balmora. Conflicts with:          o Children of Morrowind - moved temple overlaps with playground. o          Move temple in CS. * Necessities of Morrowind - moved objects into          wall at Caius Cosades' house. o Move objects in CS. * Vampire          Realism - moved temple overlaps with Vampire Realism crypt. o Move          temple using CS.Witchgirl Adventure Conflicts with:    * Cloak and Dagger ShopXanondorf's Rare Robes Collection Conflicts with:    * MP*Canus' Necromantic Robe 2 - both tries to change the robe worn by      Goris the Maggot King.

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Daramis McGee
 
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Post » Fri May 27, 2011 1:03 am

Gahhh, you made your page a little wide, John.

sieboldii
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Emily Jeffs
 
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Post » Fri May 27, 2011 3:19 am

My apple-polly-loggies! I just edited it to do a quick and dirty paragraph wrap. Hope that helps :)
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Kira! :)))
 
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Post » Thu May 26, 2011 11:45 pm

While reading your last post, two ideas cropped up in my mind. I can't tell whether they make sense, so I'll just throw them into the arena.

1. What are you going to do with statements about conflicts that, after you tried to verify them, turned out to be false? For example, there is a comment in Telesphoros' list saying that The Black Mill "conflicts with The Seekers Faction in regards to "Inquisitors."". I've never seen this conflict despite having both plugins active. It may still be there (it's possible that I just didn't trigger the conditions under which it occurs), but for the sake of the argument let's say that this conflict doesn't actually exist. That would mean that there's incorrect information about conflicts on a very popular site - however, it's doubtful if and when this list will see an update, so the incorrect info may be staying there for a long time. If you simply leave this information out of mlox (sincethere is no conflict to report), then people who use mlox *and* refer to this list will obviously wonder why this information didn't make it onto mlox. Was it simply overlooked or was it checked and falsified? The users won't have any means to answer that question, both answers are possible.

Do you think that under such (or similar) circumstances, including information that two mods actually do *not* conflict (although they are said to do so) makes sense?


2. Expanding on this idea, it seems that currently you're trying to verify every rule before adding it to mlox. While that a good idea in terms of quality assurance, it also puts a lot of workload on your shoulders, and also means that users won't see advice that might have helped them because the respective info hasn't passed the test yet.

Given thi ssituation, would the following idea be an improvement?

- Give every rule a "status" variable, which has four possible states: untested, verified, falsified, ambiguous.
- Let mlox by default only check the "verified" rules, but give users the option to apply rules with other states as well.
- Encourage users who do this to contribute to the rulebase if they have further information about the as of yet untested rules.

I was thinking that such a feature might allow you to include rules like those you listed very quickly, and encourage others to contribute more to the actual testing, leaving you with more time for programming.
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Emilie M
 
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Post » Fri May 27, 2011 9:55 am

1. What are you going to do with statements about conflicts that, after you tried to verify them, turned out to be false?[...]
Do you think that under such (or similar) circumstances, including information that two mods actually do *not* conflict (although they are said to do so) makes sense?

That is something to possibly consider for the future, however, in this case, it's a wiki, so my first instinct would be to fix the wiki. I'm not exactly sure of the protocol for that wiki, it looks like it calls for emailing to Kainee, the current maintainer, but it would not be good to have stale/incorrect information lying around, so it would be good to fix it there.

Given this situation, would the following idea be an improvement?

- Give every rule a "status" variable, which has four possible states: untested, verified, falsified, ambiguous.
- Let mlox by default only check the "verified" rules, but give users the option to apply rules with other states as well.
- Encourage users who do this to contribute to the rulebase if they have further information about the as of yet untested rules.

I'll have to give this some consideration. I'm inclined to say that I find it simpler to stick with only putting quality information into the rule-base. Not that I'm 100% sure of everything I've put in there, sometimes my test is just: "well, it seems reasonable, so in it goes", but most of it should be pretty good. I could add that feature to mlox, but then mlox becomes more of a tool for discussion about these conflicts, yet tools for discussion already exist (wikis and forums), and I'd like to see if using them to their full potential works ok, before I add a new feature to mlox.

I hope that's not too unsatisfactory of an answer. I'll probably have to sleep on it a few nights to properly think about it.
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Bee Baby
 
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Post » Thu May 26, 2011 10:23 pm

Well I'm set-up with Editor ability at Galahaut's. I made some changes quite some time ago but it's all a bit daunting having all that information to edit, add to and maintain so I haven't done much at all in 18 months - 2 years. Anyway, I think I can still edit the site if need be. It's not open to public edit which is a shame.

However, I can't edit Telesphoros' list, that'd need to be done by one of the Mythic Mods admins.
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El Goose
 
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Post » Fri May 27, 2011 11:36 am

Just one further comment about the Conflicts page, many of the conflicts are not given in detail, which is too bad because it makes it harder to make decisions about them. (I'm not disparaging the work that's been done, as it is quite useful even as it is). So, I'm not surprised that Psyringe runs "Black Mill" and "Seekers Faction" without noticing the conflict. Maybe it's very small, maybe it's huge, but without that information the details how are we to know?

For the mlox rule-base, my desire is to inform the user as much as possible about things like conflicts, because some conflicts may be a matter of taste as to whether you would want to run with them or not. So my preference is to omit stuff from the mlox rule-base that does not have at least some small explantion. Details really help.

I'm hoping to develop more tools that will allow automatic anolysis of conflicts to help get more data on them. Right now, tes3cmd can do a little bit, but it's pretty trivial.
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Chase McAbee
 
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Post » Thu May 26, 2011 9:32 pm

I hope that's not too unsatisfactory of an answer. I'll probably have to sleep on it a few nights to properly think about it.

No problem. As I said, I wsn't too sure about the value of these two ideas myself, and I can certainly see your point(s). Also, I'm almost never miffed if some of my ideas aren't met with enthusiasm - I think that Sturgeon's law, applies to them; 95% of them are crap, but the remaining 5% are (hopefully) worth it. ;)

Speaking of ideas and suggestions: *cough* Could mlox generate a message when it changes the load order, to explain why it does so? The reason is this: At the end of my load order I have a block "compatibility patches". Mlox sometimes tries to move files out of this block, but to maintain consistency in my load order, I'd like them to stay if they can. So I find myself checking the rulebase in order to understand why exactly mlox wants to move the file and whether that's really necessary. I think it might be easier toi make such a decision when moving the file (or suggesting to do so) would generate a message.

It seems that the command line already has such an option, but I don't see a way to activate it in GUI mode. I'm tinkering with it at the moment ...
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Rachel Hall
 
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Post » Thu May 26, 2011 9:45 pm

Speaking of ideas and suggestions: *cough* Could mlox generate a message when it changes the load order, to explain why it does so? The reason is this: At the end of my load order I have a block "compatibility patches". Mlox sometimes tries to move files out of this block, but to maintain consistency in my load order, I'd like them to stay if they can. So I find myself checking the rulebase in order to understand why exactly mlox wants to move the file and whether that's really necessary. I think it might be easier toi make such a decision when moving the file (or suggesting to do so) would generate a message.

It seems that the command line already has such an option, but I don't see a way to activate it in GUI mode. I'm tinkering with it at the moment ...

I'd like to be able to have mlox explain its reordering, but I'm not really sure how to go about it yet. The command line option to explain might not do what you expect, and I'm not sure if it would translate well into the GUI (one of the design goals for the GUI is to make it as simple as possible, to avoid any user confusion). So, perhaps mlox Version 2 will be able to explain the sorting it does better.
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Romy Welsch
 
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Post » Fri May 27, 2011 9:45 am

Just to comment, when I run this utility and then open Mash, several of my mods have the same modification time, which is a huge no-no. I'm no sure if it's been fixed (haven't tried the newest version yet), but if it has, my appologies.
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TASTY TRACY
 
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Post » Fri May 27, 2011 9:18 am

Just to comment, when I run this utility and then open Mash, several of my mods have the same modification time, which is a huge no-no. I'm no sure if it's been fixed (haven't tried the newest version yet), but if it has, my appologies.

Thanks for the report! mlox shouldn't do that. I will see if I can figure out why that happened to you.
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Chelsea Head
 
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Post » Thu May 26, 2011 9:06 pm

Browsing through the rulebase, I found the following entries, quotes and suggestions follow:

Haldershore

This comes up several times. Shouldn't it be "Haldenshore"?

;; @Ald Vendras v31 [Centurion](...)[Order]Illuminated Order v1.0.espKorobal v1.2.esp

This won't trigger if the user has one of the versions of Illuminated Order that make it compatible with Indybank and Balmora Expanded (because of different filenames). I suggest inserting "Illuminated Order v1.0 (IndyBank-BE Compatible-hill).esp" and "Illuminated Order v1.0 (IndyBank-BE Compatible-river).esp".

Speaking of these alternatives, obviously only one should be used, so I suggest adding the following rule:

;; @Illuminated Order v1.0 [Charles J. DeVito/LDones][Conflict] These are alternate versions of "Illuminated Order", the latter two fix a a conflict of overlapping houses when using Illuminated Order together with Balmora Expanded and Indybank. Only use one of the following alternatives.Illuminated Order v1.0.espIlluminated Order v1.0 (IndyBank-BE Compatible-hill).espIlluminated Order v1.0 (IndyBank-BE Compatible-river).esp


Likewise, the following rule in the "Molag Mar Revisited" block should be updated to account for the various alternative versions of "Illuminated order". Please check whether I got the syntax correct, I'm not sure about the correct usage of "ANY":

[Conflict] 'Illuminated Order adds a door to a fresco in the Molag Mar waistworks, and Molag Mar Revisited disconnects this area from the game world.'Molag Mar Revisited - Illuminated Windows Enhancements.esp[ANY Illuminated Order v1.0.esp	 Illuminated Order v1.0 (IndyBank-BE Compatible-hill).esp	 Illuminated Order v1.0 (IndyBank-BE Compatible-river).esp]

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Josh Lozier
 
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Post » Fri May 27, 2011 9:38 am

Browsing through the rulebase, I found the following entries, quotes and suggestions follow:

Haldershore

This comes up several times. Shouldn't it be "Haldenshore"?

Well, it appears to be a typo from when Haldenshore was combined with Seyda Neen docks the esps were named:
Seyda Neen Docks and Haldershore Tribunal V1.1.esp
Seyda Neen Docks and Haldershore Tribunal_Bloodmoon V1.1.esp

So mlox is just going by the actual name of the esp, even though it looks like a typo.

Thanks for the tip on the variations of "Illuminated Order v1.0.esp", that was an oversight on my part, and I should have them in there as you say. So I'll get that in the next update!

Edit:
Please check whether I got the syntax correct, I'm not sure about the correct usage of "ANY"

It's good! Thanks!
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maria Dwyer
 
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Post » Fri May 27, 2011 8:36 am

Bump for new rule-base release: mlox-data_2009-01-12.7z
http://code.google.com/p/mlox/downloads/list

This is a minor release with the addition of the x-jiit mod, and the enumeration of the variations of "illuminated order" from Psyringe's previous post.
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Neil
 
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Post » Fri May 27, 2011 5:17 am

Here's some more. :)

[Conflict] "Dogmeat's Servant Repository" (and GS_SEYDA NEEN COMPLETE, which includes it) makes a very minor change to the slave script, it adds a "companion" variable so that slaves can act as companions. "Nevena's Twin Lamps & Slave Hunters 1.5" makes many changes to the slave script and won't work if these are overwritten by Dogmeat's script. If you want to play Nevena's Twin Lamps mod, load it afterwards. (This may damage the unctionality of Dogmeat's servants, I haven't investigated.)Nevena's Twin Lamps & Slave Hunters 1.5.espANY [GS_SEYDA NEEN COMPLETE.esp    Dogmeat's Servant Repository.esp]



Another thing I stumbled across:
"Daedric Sorcery" and "Sixth House" both add scripts called "OrdinatorAttacks". For "Daedric Sorcery", the script makes Ordinators hostile if the player carries a Summoner's ring; the mod will work without the script, but when the player carries the ring, this will now enable three ordinators at a location inside the Ghostfence. I *think* this would be harmless, but confirmation would be welcome. Conversely, if "Sixth House" applies the script from Daedric Sorcery instead of its own, the ordinators won't be activated. This may or may not be quest breaking, I haven't investigated further still haven't played Sixth House myself).

And another one:
I currently have three mods that alter the "LorkanHeart" script - this is the script that manages how you destroy the heart and how Dagoth Ur reacts to your attempts to do so. One of them ("Uvirith Inside") doesn't seem to change anything, at least my cursory glance didn't find anything. "Sixth House" adds some content to the script. And "Ald-Vendras_V31-LoKKen-SC" turns Dagoth Ur into a Frenchman. (Huh?) I don't think the script does anything else beyond that, if anyone could confirm this, then we should include this information in the database.
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Becky Palmer
 
Posts: 3387
Joined: Wed Oct 04, 2006 4:43 am

Post » Fri May 27, 2011 1:04 am

Gahhhh, this time it was Psyringe's turn.

sieboldii
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Isaiah Burdeau
 
Posts: 3431
Joined: Mon Nov 26, 2007 9:58 am

Post » Fri May 27, 2011 12:15 am

[Conflict]Nevena's Twin Lamps & Slave Hunters 1.5.esp[ANY GS_SEYDA NEEN COMPLETE.esp    Dogmeat's Servant Repository.esp]

Thanks, note that it needs to start off "[ANY " as opposed to "ANY [", so I've changed that. The slave script seems like a popular script to modify.

Other mods that modify the slavescript:
NPC Functionality.esp
morrowland.rar/From Hell To Heaven part 2.esp
Fliggs_Slave_Mod.rar/Fligg's Slave Mod.esp
give_your_orders_v13.zip/Give your orders v13.esp
sotlf_1-repack.7z/Lich Father Act I.esp (Scourge of the Lich Father)
compslave.zip/compslave.esp (by VB)
slaversbyghostwalker71.rar/Slavers By Ghostwalker71.esm
improvedfollowers_1.3.zip/ImprovedFollowers.esp

Script conflicts like this are a rich area for investigation.

Another thing I stumbled across:
"Daedric Sorcery" and "Sixth House" both add scripts called "OrdinatorAttacks". For "Daedric Sorcery", the script makes Ordinators hostile if the player carries a Summoner's ring; the mod will work without the script, but when the player carries the ring, this will now enable three ordinators at a location inside the Ghostfence. I *think* this would be harmless, but confirmation would be welcome. Conversely, if "Sixth House" applies the script from Daedric Sorcery instead of its own, the ordinators won't be activated. This may or may not be quest breaking, I haven't investigated further still haven't played Sixth House myself).

And another one:
I currently have three mods that alter the "LorkanHeart" script - this is the script that manages how you destroy the heart and how Dagoth Ur reacts to your attempts to do so. One of them ("Uvirith Inside") doesn't seem to change anything, at least my cursory glance didn't find anything. "Sixth House" adds some content to the script. And "Ald-Vendras_V31-LoKKen-SC" turns Dagoth Ur into a Frenchman. (Huh?) I don't think the script does anything else beyond that, if anyone could confirm this, then we should include this information in the database.

Into a Frenchman?!? Sacre Bleu! Mon Dieu! Zut Alors!

This is all good stuff. Here are some more mods that alter LorkhanHeart:

greathousedagoth104.zip/Great House Dagoth.esp
morrowland.rar/From Hell To Heaven part 2.esp
GMST Vaccine 0-02.zip/GMST Vaccine.esp (includes some scripts so they are properly compiled)
TheGloryRoad-repack.7z/TheGloryRoad.esm
The_GoD_MoD.zip/GoD MoD.esp
lbs_v1.4.zip/LBS_Lite v1.4(trib).esp and LBS_Full v1.4(trib).esp (Light Based Sneaking by Vanhikes)

These were just found with a quick grep.
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Katharine Newton
 
Posts: 3318
Joined: Tue Jun 13, 2006 12:33 pm

Post » Fri May 27, 2011 10:00 am

Hello,
And another one:
And "Ald-Vendras_V31-LoKKen-SC" turns Dagoth Ur into a Frenchman. (Huh?) I don't think the script does anything else beyond that, if anyone could confirm this, then we should include this information in the database.

Into a Frenchman?!? Sacre Bleu! Mon Dieu! Zut Alors!

This is definitely a great improvement from the original version. ;) :P

Anyway I have to thank you a lot for this utility, John. :goodjob:
It really helps when you want to reinstall completely Morrowind.

Bjam
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Chenae Butler
 
Posts: 3485
Joined: Sat Feb 17, 2007 3:54 pm

Post » Fri May 27, 2011 12:04 am

I've verified that the "French Dagoth Ur" problem in Ald-Vendras exists in all three files of the official downloads at PES and ElricM too. I suggest adding the following database entry:

[NOTE] !! Ald-Vendras V31 erroneously includes three scripts which handle the end of Morrowind's !! main quest: DagothUrCreature1, EndGame, and LorkhanHeart. These scripts are !! taken from a French version of Morrowind, which means that Dagoth Ur will speak !! French, and that he will not be teleported to the endgame location (because the !! script tries to teleport him to the *French* version of that cell, which has a different !! name than the English version). This will also break mods that modify these scripts !! intentionally. Solution: Remove the three scripts from the esp.[ANY Ald-Vendras_V31.esp    Ald-Vendras_V31-LoKKen.esp    Ald-Vendras_V31-LoKKen-SC.esp ]


I thought about adding isntructions for removing the scripts, but decided against it - there will be lots of rules were such instructions would be needed, and listing instructions (possibly contradictory ones) for every single instance would be inefficient and potentially confusing. Might be a good idea to give a link to a mod editing tutorial in the readme though.

Side note: In my last two playthroughs, I wasn't attacked by Dagoth Ur in the endroom. I always thought that he had fallen into the lava. But it turns out that the French script from Ald-Vendras had tried to teleport him to the cell "Chambre d'Akulakhan", which of course failed ...
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Vahpie
 
Posts: 3447
Joined: Sat Aug 26, 2006 5:07 pm

Post » Fri May 27, 2011 3:42 am

I've verified that the "French Dagoth Ur" problem in Ald-Vendras exists in all three files of the official downloads at PES and ElricM too. I suggest adding the following database entry:
[...]
I thought about adding isntructions for removing the scripts, but decided against it - there will be lots of rules were such instructions would be needed, and listing instructions (possibly contradictory ones) for every single instance would be inefficient and potentially confusing. Might be a good idea to give a link to a mod editing tutorial in the readme though.

Thanks for the detective work! I'll have this note in the next update. I think it's fine to leave out instructions for editing. mlox should try to remain as simple as possible to avoid confusing those less knowledgeable, and the knowledgeable folks should already know what to do.

If you have a favorite mod editing tutorial let me know, otherwise I'll find a couple and add them to the readme and wiki page.
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Georgia Fullalove
 
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Joined: Mon Nov 06, 2006 11:48 pm

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