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

Post » Fri May 27, 2011 10:20 am

(http://code.google.com/p/mlox/downloads/list)
(Windows exe version is standalone, the Python version requires Python 2.5 and wxPython, just like Wrye Mash)
(Please download both mlox and mlox-data distribution archives from the download page)
(read all about mlox on the http://code.google.com/p/mlox/wiki/Mlox)

mlox is now in Beta!

The Alpha was all about making the application correct and useful. The Beta will be all about improving the quality and coverage of the rule-base.
(The only substantial difference between this release and the previous 0.41 Alpha is that the documentation has been edited and corrected to be current, and couple of minor edits have been made to the rule-base).

mlox is a tool for anolyzing and sorting your plugin load order.

It runs on a simple little rule-based engine with a small set of rules that specify the order, conflict and pre-requisite relationships between your plugins.

Features

* runs on Windows or Linux :)
* optimally reorders your load order to avoid known problems, where "optimally" is relative to the quality and coverage of the rule-base. (Currently the rule-base still needs some work, of course).
* warns about missing pre-requisites
* warns about plugin conflicts
* prints notes for things you might want to know about a mod, but were too lazy to read the Readme, or even find the info in some post somewhere in the Internets :)
* user customizable via a rules file. Just create an mlox_user.txt in your mlox directory, and start adding your own rules.
* can also check someone else's load list from a file: "mlox.py -wf Morrowind.ini" (or just paste the list of plugins into the Active plugins pane of the GUI. mlox understands the format of the [Game Files] section of Morrowind.ini, as well as the output of Wrye Mash and Reorder Mods++)

Here are links to the current documentation (they're just text files):
http://code.google.com/p/mlox/source/browse/trunk/mlox/mlox_readme.txt - introduction, installation and usage
http://code.google.com/p/mlox/source/browse/trunk/mlox/mlox_rules_guide.txt - how to write rules for the rule-base
http://code.google.com/p/mlox/source/browse/trunk/mlox/mlox_guts.txt - technical details

If mlox appeals to you and if you can help contribute to the rule-base, please send your contributions to me, and I'll post a new rule-base as soon as I can.

Your feedback is appreciated.
Thanks!

Since example make great illustrations, here's the output of running mlox on a plugin list that was posted to the gamesas forums:
[NOTE] > 'Ald-Vendras_V3-LoKKen.esp' | ! An upgraded version (v3.1) of Ald Vendras is available: | ! http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=3523[NOTE] > "Antares' Big Mod 2.8.5.esp" | ! This is an older version of this plugin, you should upgrade: | ! http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=136072&id=5892[REQUIRES] !!!'Assassins Armory - Arrows.esp' Requires: > [ANY >   'MISSING(AreaEffectArrows.esp)', >   'MISSING(AreaEffectArrows XB Edition.esp)'] | "Assassins Armory - Arrows.esp" requires the AreaEffectArrows plugin | (Ref: "Assassin's Armory readme.doc")[PATCH] !!'MISSING(Assassins Armory - Unofficial Patch 7.7.esp)' for: 'Assassins Armory.esm' | "Assassins Armory - Unofficial Patch 7.7" is a patch for a couple small | glitches in Assassin's Armory. It's available here: | http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=644 | (Ref: "readme_AssassinsArmoryUnofficialPatch_7_7.txt")[PATCH] !!'MISSING(BY_Patch_L1.5.esp)' for: 'Beyond YsGramor v2.5.esm' | (Ref: "BY_Patch_ReadmeL1.5.txt")[NOTE] > 'TheBlackMill.esp' | ! TheBlackMill.esp is updated by TheBlackMill11.esp | ! ( http://www.elricm.com/nuke/html/modules.php?op=modload&name=Downloads&file=index&req=viewdownloaddetails&lid=3141 )[PATCH] !!'MISSING(BR_Werewolf_Patch.esp)' for: 'Blasphemous Revenants.esp' | BR_Werewolf_Patch.esp is an available optional patch for Blasphemous Revenants. | "BR_Werewolf_Patch.esp will ensure that if you change into a werewolf in | front of only your revenants you will not become a 'known werewolf.' | It only works with BR revenants." | (Ref: "BR Werewolf Patch BETA Readme.txt")[CONFLICT] > [ANY 'Complete Morrowind.esp', 'MISSING(Complete Morrowind - Replacer.esp)'] > [ANY >   'MISSING(Complete Morrowind - Tribunal & Bloodmoon.esp)', >   'MISSING(Complete Morrowind TB & BM - Replacer.esp)', >   [ALL 'Bloodmoon.esm', 'Tribunal.esm']] | You should only use "Complete Morrowind.esp" or | "Complete Morrowind - Replacer.esp" if you do not have | Tribunal and Bloodmoon.[NOTE] > '[SIZE 813593 Creatures.esp]' | A drop-in replacement patch for Creatures X is available that: | "Fixes the scarabs so they do spawn in swarms Changes the reflect | abilities, reflect 60 is now reflect 30 absorb magicka 30, | slightly more mage friendly" | (Ref: http://www.gamesas.com/bgsforums/index.php?showtopic=836725 )[NOTE] > 'GS_SEYDA NEEN COMPLETE.esp' | !! GS_SEYDA NEEN COMPLETE.esp breaks guard behavior and several quest mods. | !! Under certain circumstances, when you choose the second option in a | !! conversation with an NPC, the NPC will say "Squeak" and start to follow you. | !! This happens when you tell a guard you want to go to jail, it also breaks | !! many quests in Veldion 2.0. | !! The cause of this problem is a line of dialogue in greeting 0 ("Squeak") copied | !! over from the Tribunal packrat, but losing the id check which limits the response | !! to packrats in the original dialogue. To solve this problem, remove this line of | !! dialogue in the CS. | (Ref: http://www.gamesas.com/bgsforums/index.php?s=&showtopic=926679&view=findpost&p=13560421 )[NOTE] > 'MWE_Base.esp' | Ensure you are using the latest version of Morrowind Enhanced, v1.6 | http://planetelderscrolls.gamespy.com/View.php?view=Utilities.Detail&id=8[NOTE] > 'The Undead - MCA5.2 Compatibility Patch.esp' | ! "The Undead - MCA5.2 Compatibility Patch.esp" is not needed. If you | ! have not already done so, install "MCA 5.2 - The Undead 3.0 | ! Compatible" (from: | ! http://www.elricm.com/nuke/html/modules.php?op=modload&name=Downloads&file=index&req=viewdownloaddetails&lid=4354 ) | ! (Ref: http://www.gamesas.com/bgsforums/index.php?s=&showtopic=847583&view=findpost&p=12338232 )[CONFLICT] > 'MCA.esm' > 'Morrowind Comes Alive.esm' | "MCA.esm" is the newer version, you do not need to run | "Morrowind Comes Alive.esm" with it.[CONFLICT] > 'Pegas Horse Ranch v3.1.esm' > 'Pegas Horse Ranch v3.1.esp' | Choose ONLY ONE of these plugins. | (Ref: "Pegas Horse Ranch Readme.txt")[CONFLICT] > 'RKCriminals BM.esp' > 'RKCriminals TR&BM.esp' | Choose ONLY ONE of these plugins. | "RKCriminals MW.esp" if you only have Morrowind without any expansions. | "RKCriminals TR.esp" if you only have Morrowind and Tribunal, but you don't have Bloodmoon. | "RKCriminals BM.esp" if you only have Morrowind and Bloodmoon, but you don't have Tribunal. | "RKCriminals TR&BM.esp" if you have Morrowind, Tribunal and Bloodmoon. | (Ref: Readme_RKC.htm)[REQUIRES] !!!'pcc_further_ext_smer_20.esp' Requires: > [ALL >   'pcc_smeradon_17.esp', >   'MISSING(pcc_extended_smeradon_21.esp)', >   'PCC_Knaarus_02.esp', >   'pcc_dunzar_02.esp', >   'MISSING(pcc_xindaz_veft_05.esp)'] | (Ref: "pcc_further_ext_smer_20_readme.txt") | [Note that you may see this message if you have an older version of one | of the pre-requisites. In that case, it is suggested that you upgrade | to the newer version].[NOTE] > [ALL 'Tombs Expanded - The Undead Addon.esp', 'The Undead.esm'] | "Tombs Expanded - The Undead Addon" was made for The Undead v2.2, you have a later version and so | the Addon will not work. | (Ref: "readme_Tombs_Expanded_Addon.txt")[NOTE] > [ALL 'Tombs Expanded - The Undead Addon.esp', 'MCA.esm'] | "Tombs Expanded - The Undead Addon" was made for The Undead v2.2, you have a later version and so | the Addon will not work. | (Ref: "readme_Tombs_Expanded_Addon.txt")[NOTE] > [ALL 'Morrowind Patch v1.2.2.esm', 'Tribunal.esm', 'Bloodmoon.esm'] | !! Morrowind Patch v1.2.2.esm is old and should only be run by people | !! who do not have the expansions. Since you have Tribunal and | !! Bloodmoon, it is highly recommended that you upgrade to the UUMPP! | !! (Unofficial 'Unofficial Morrowind Patch' Project by quorn) | !! (See: http://www.gamesas.com/bgsforums/index.php?showtopic=899830 )[NOTE] > 'Pelagiad Fix.esp' | ! All of these plugins are either included in, or the problems | ! they address are also addressed by the latest UUMPP by quorn | ! [Morrowind Patch v1.6.4 (WIP)]. It is recommended that you | ! replace them with the UUMPP.[CONFLICT] > 'BT_Whitewolf_2_0.esp' > 'BT_Whitewolf_2_0.esm' | Choose ONLY ONE of these plugins. | (Ref: "WhiteWolfofLokken-readme.txt")Read rules from: "mlox_base.txt"				   (1026 rules)

User avatar
Justin Hankins
 
Posts: 3348
Joined: Fri Oct 26, 2007 12:36 pm

Post » Fri May 27, 2011 2:48 am

Wow, this tool is EXTREMELY helpful, thx a lot!!
After my recent reinstall of MW, I decided to use only a few mods which are very important for me, because I screwed my game a lot of times using just every mod I could get my hands on. So this time I installed maybe 20 or so. And I thought everything should be perfect.
But your nice tool has showed me at least six things that weren?t working correct, and now after fixing them everything is even better :). I can finally rotate all of my books, just an example :). :trophy:
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Claudz
 
Posts: 3484
Joined: Thu Sep 07, 2006 5:33 am

Post » Fri May 27, 2011 10:49 am

This is a great tool! I had several errors in my mod list, and my game runs much better now! (less chrashes, etc) Thanks so much! :)
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Chris Duncan
 
Posts: 3471
Joined: Sun Jun 24, 2007 2:31 am

Post » Fri May 27, 2011 10:25 am

Bump for new Release: 0.51 (Beta)
http://code.google.com/p/mlox/downloads/list
(Please get mlox-data and either mlox 0.51 or mlox-exe 0.51)

New in this release:
- Added filename expansions to some of the predicates that had not been updated to use them. This should mean that the rules with predicates that use filename expansions should now actually work :)
- Small tweak to the GUI so that the sash doesn't make labels collide when lowered all the way.
- Edited and reformatted many of the warning messages so they now take advantage of long lines, instead of being wrapped with hard carriage returns, they should now wrap based on the window width. (Some returns were left in for aesthetic purposes).

If you experience any problems with the release, please let me know!
Thanks.
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chloe hampson
 
Posts: 3493
Joined: Sun Jun 25, 2006 12:15 pm

Post » Fri May 27, 2011 5:20 am

For some reason I can't get the python version to work anymore. The exe works fine though. Here's the error log it gives me:

mlox.py 0.51 [mlox-base 2009-01-08 17:49:41 (UTC)] (en)Python Version: 2.5wxPython Version: 2.8.0.1Traceback (most recent call last):  File "mlox.py", line 1681, in     mlox_gui().start()  File "mlox.py", line 1494, in start    self.anolyze_loadorder(None)  File "mlox.py", line 1483, in anolyze_loadorder    self.highlight_warnings(self.txt_msg)  File "mlox.py", line 1440, in highlight_warnings    low = rt.TextAttrEx()    ; low.SetBackgroundColour(wx.Colour(125,220,240))AttributeError: 'module' object has no attribute 'TextAttrEx'

(Probably user error but I figured I'd ask anyways ;) )
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*Chloe*
 
Posts: 3538
Joined: Fri Jul 07, 2006 4:34 am

Post » Thu May 26, 2011 8:40 pm

For some reason I can't get the python version to work anymore. The exe works fine though. Here's the error log it gives me:

It looks like a wxPython version problem. Would it be possible for you to install this version:
http://downloads.sourceforge.net/wxpython/wxPython2.8-win32-ansi-2.8.7.1-py25.exe

Let me know if that doesn' t fix it.
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Stephanie Valentine
 
Posts: 3281
Joined: Wed Jun 28, 2006 2:09 pm

Post » Fri May 27, 2011 8:16 am

It looks like a wxPython version problem. Would it be possible for you to install this version:
http://downloads.sourceforge.net/wxpython/wxPython2.8-win32-ansi-2.8.7.1-py25.exe

Let me know if that doesn' t fix it.

Fixed it right up. Thanks for the quick reply and great utilities.
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Nims
 
Posts: 3352
Joined: Thu Jun 07, 2007 3:29 pm

Post » Thu May 26, 2011 11:08 pm

I ran into another odd incompatibility today. The mod "Island of Tusar" requires at one point that the player nearly drowns (similar to the Temple quest in the puzzle canol, I think), however my character had played through "Northern Winds" a while ago, and as a (rather overpowered) reward in that mod, you get a permanent spell effect of 5 points of restore health. This effect is larger than the drowning damage, so my character actually cannot take damage from drowning any more. I had to teleport out, make myself a "damage health on self" spell that reduced my health to less than 10 points, teleport back, and hit myself with the spell so that the quest could progress ...

Othe rmods (like the one that gives Argonians permanent water breathing) would probably conflict with that part of the quest as well.

Not sure whether this is something for mlox, I'll leave that to your judgment. :)
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Quick draw II
 
Posts: 3301
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Post » Fri May 27, 2011 2:15 am

I ran into another odd incompatibility today. The mod "Island of Tusar" requires at one point that the player nearly drowns (similar to the Temple quest in the puzzle canol, I think), however my character had played through "Northern Winds" a while ago, and as a (rather overpowered) reward in that mod, you get a permanent spell effect of 5 points of restore health.

It does sound like useful information to me. Would anyone consider it spoilerish to mention the specifics? Perhaps it might be best to mention a possible conflict if both are loaded, but put the specifics in comments in the rule-base and have the warning refer to that? Or maybe I need to implement a spoiler tag :)
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RaeAnne
 
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Joined: Sat Jun 24, 2006 6:40 pm

Post » Fri May 27, 2011 4:50 am

Well, the drowning in "Tusar" is supposed to be inevitable - it's a single room with no exits which, after a battle, gets flooded completely. The player isn't supposed to "solve" a problem by consciously allowing himself to drown, it just happens ... so I think this information is only mildly spoilerish. The same goes for naming the reward of Northern Winds, especially since its only one part of one of several rewards (the spell has more effects besides the restore health effect, and the mod has other rewards as well, namely weapons which are so powerful that any sensible ruler would immediately banish them), so I don't think it's too spoily.

Also, I don't know if I'm representative for other player, but I've set this game up in summer 2006, had I had mlox at this time and had it given me spoilerish information, I'd certainly have forgotten it by now. ;)
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Anna Watts
 
Posts: 3476
Joined: Sat Jun 17, 2006 8:31 pm

Post » Fri May 27, 2011 8:58 am

A new one for the list
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; @Undeads: arise from death [Arcimaestro Antares][Conflict] Select only one of these mods: "Undeads arise from death 1.3 - T.esp" - If you have Morrowind and Tribunal,  but not Bloodmoon. "Undeads arise from death 1.3  - B.esp" - If you have Morrowind and Bloodmoon, but not Tribunal. "Undeads arise from death 1.3 - T - B - Neo.esp" - If you have Morrowind,  Tribunal, Bloodmoon and "The Undead" by Neoptolemus. "Undeads arise from death 1.3 - T - B.esp" - If you have Morrowind, Tribunal  and Bloodmoon. (Ref: "Undeads arise from death 1.3 - README.mht")Undeads arise from death 1.3 - T.espUndeads arise from death 1.3  - B.espUndeads arise from death 1.3 - T - B - Neo.espUndeads arise from death 1.3 - T - B.esp[Required] (Ref: "Undeads arise from death 1.3 - README.mht")Undeads arise from death 1.3 - T - B - Neo.esp[ALL Bloodmoon.esm     Tribunal.esm     The Undead.esm]


And (after helping someone out with the mod) here's one for Weapon Fix, which is already in mlox_base (Doh!). However, there is some new info... So not completely wasted effort :)
;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;;; @weapon fix [Varg 'Euthanasiologist' Axenov][Conflict] Only load one of these mods (Ref: "WeaponFix177.txt")weaponFix177.espWeaponFix144basic.esp[Required] (Ref: "WeaponFix177.txt")WeaponFix164_Assassin_addon.esp[ALL weaponFix177.esp     Assassins Armory.esm][Required] (Ref: "WeaponFix177.txt")WeaponFix164_WCM_addon.esp[ALL WeaponFix177.esp     [ANY farrp_WeaponCompilationMod_V1.esp	  farrp_WeaponCompilationMod_V1_NoLegendWeps.esp]][Note] Weapon Fix only mentions v1.0 of farrp's weapon compilation mod, you are using v2.0. It is not clear if the Weapon Fix addon will work satisfactorily with  this version (Ref: "WeaponFix177.txt")[ALL WeaponFix164_WCM_addon.esp     farrp_WeaponCompilationMod_V2.esp][Note] The Weapon Fix's addon for Assassins Armory does not include body parts for  the Armory's defensive (offhand) weapons. This means the defensive weapons will not be visible in game. To fix this you will need to run TESTool's Merge Objects function and enable the Merged Objects.esp. (Ref: Dragon32, examined the plugins)WeaponFix164_Assassin_addon.esp[NOT Merged_Objects.esp][Note] The Weapon Fix plugin does not include body parts for Leia's Double Wield Mod. This means the defensive weapons will not be visible in game. To fix this you will need to run TESTool's Merge Objects function and enable the Merged Objects.esp. (Ref: Dragon32, examined the plugins)[ALL WeaponFix164_Assassin_addon.esp     Leias_Dual_Wield_03.esp     [NOT Merged_Objects.esp]][Conflict] Load either "weaponFix177.esp" or "WeaponFix144basic.esp", not both. Do not load the Assassins Armory or Weapon Compilation Mod addons with  WeaponFix144basic.esp (Ref: "WeaponFix177.txt")WeaponFix144basic.esp[ANY weaponFix177.esp     WeaponFix164_Assassin_addon.esp     WeaponFix164_WCM_addon.esp]; Following plugins are either supported by the main weaponFix177.esp plugin or; through addons. "WeaponFix177.txt" says that Weapon Fix mods need to load ; last.[Order]Aduls_Arsenal.espFW_Sabre.espLeias_Dual_Wield_03.espnewarrows.espnewarrowsLITE.espAdditions_Revamped__clean_.espRe-coloured Ebony and Dwarven.espThe Arsenal.espSOPBeta1.4.espSOP1.4Patch1.34.espThe_Swords_of_Morrowind.esp; "Underwater Ruins" mentioned in readme - cannot find ESP file.Assassins Armory - No Scripts.espAssassins Armory - Arrows.espAssassins Armory - Bolt Rifles.espfarrp_WeaponCompilationMod_V1.espfarrp_WeaponCompilationMod_V1_NoLegendWeps.espweaponFix177.espWeaponFix164_Assassin_addon.espWeaponFix164_WCM_addon.espWeaponFix_anticheat.esp
Take what you want / need from it.
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Hilm Music
 
Posts: 3357
Joined: Wed Jun 06, 2007 9:36 pm

Post » Fri May 27, 2011 4:28 am

A new one for the list

I've merged, tested and checked into svn, Thanks! Or, as they say in Japan: "39" (San-kyuu == Thankyou :))

Edit: oops, just figured out that:
[Note] The Weapon Fix's addon for Assassins Armory does not include body parts for...WeaponFix164_Assassin_addon.esp[NOT Merged_Objects.esp]

should be:
[Note] The Weapon Fix's addon for Assassins Armory does not include body parts for...[ALL WeaponFix164_Assassin_addon.esp		[NOT Merged_Objects.esp]]

(We only want the message printed when both conditions are true)

@Psryinge: Re: Tusar, just because it seemed like a fun thing to do, I've implemented a markup for spoilerish things, and I got to learn more about Python's wacky scoping too. So the Tusar rule now looks like this:
[Note] Some of the following may make one part of the quest in "Island of Tusar" difficult or impossible to complete: <hide>Permanent water breathing, Constant Effect Restore Health (such as one of the quest rewards in the mod "Northern Winds".</hide> (Ref: http://www.gamesas.com/bgsforums/index.php?s=&showtopic=938026&view=findpost&p=13585779 )tusar_v1.2.1.esp


And the latest mlox (in svn) will hide the stuff in the markup in black.
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Sarah Knight
 
Posts: 3416
Joined: Mon Jun 19, 2006 5:02 am

Post » Fri May 27, 2011 9:57 am

Must be going senile in my old age, error in the Weapons Fix, should be:
[Note] The Weapon Fix plugin does not include body parts for Leia's Double Wield Mod. This means the defensive weapons will not be visible in game. To fix this you will need to run TESTool's Merge Objects function and enable the Merged Objects.esp. (Ref: Dragon32, examined the plugins)Leias_Dual_Wield_03.esp[NOT Merged_Objects.esp]
"WeaponFix164_Assassin_addon.esp" crept in there due to over-enthusiastic copy and paste and unenthusiastic care and attention.
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Chase McAbee
 
Posts: 3315
Joined: Sat Sep 08, 2007 5:59 am

Post » Thu May 26, 2011 8:33 pm

"WeaponFix164_Assassin_addon.esp" crept in there due to over-enthusiastic copy and paste and unenthusiastic care and attention.

No problem.

But just wanted to reiterate the condition should be:
[ALL Leias_Dual_Wield_03.esp		[NOT Merged_Objects.esp]]


If they are not grouped in the same [ALL ], that would mean the Note would print on either of the conditions.
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Cedric Pearson
 
Posts: 3487
Joined: Fri Sep 28, 2007 9:39 pm

Post » Fri May 27, 2011 12:53 am

No problem.

But just wanted to reiterate the condition should be:
[ALL Leias_Dual_Wield_03.esp		[NOT Merged_Objects.esp]]


If they are not grouped in the same [ALL ], that would mean the Note would print on either of the conditions.
Oh yeah, should really have spotted that http://www.gamesas.com/bgsforums/index.php?act=findpost&hl=&pid=13547520 :facepalm:
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Chris Johnston
 
Posts: 3392
Joined: Fri Jul 07, 2006 12:40 pm

Post » Fri May 27, 2011 8:14 am

Bump for new Release: mlox 0.52
http://code.google.com/p/mlox/downloads/list
(please download both mlox-data and either mlox-0.52 or mlox-exe-0.52)

(this is a minor release)
New in this Release: messages can now mark up the text to hide spoilers with: xxx.
There is one new message with hidden text in the latest rule-base (mlox-data) update.
I've added a few more mods, and merged in all current contributions.
Thanks!
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louise hamilton
 
Posts: 3412
Joined: Wed Jun 07, 2006 9:16 am

Post » Thu May 26, 2011 7:37 pm

John, you really should limit yourself to one update a day. :bigsmile:

sieboldii
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Prisca Lacour
 
Posts: 3375
Joined: Thu Mar 15, 2007 9:25 am

Post » Thu May 26, 2011 11:27 pm

Sorry, am I driving you guys crazy? :)

My grandfather always said "Release early, and release often".
No, wait. Maybe he said "vote".
Oh well.
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saxon
 
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Joined: Wed Sep 19, 2007 2:45 am

Post » Thu May 26, 2011 9:05 pm

Both sound pieces of advice.
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Sun of Sammy
 
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Post » Fri May 27, 2011 12:29 am

Best Morrowind utility since the MCP :)

If you could maybe add a function to enable or disable esp/esm files?
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Manuel rivera
 
Posts: 3395
Joined: Mon Sep 10, 2007 4:12 pm

Post » Fri May 27, 2011 1:26 am

Unfortunately mlox stopped working (I think that happened after 0.51), the GUI flashes and immediately closes. Both versions don't work.
mlox.exe 0.52 [mlox-base 2009-01-09 02:39:03 (UTC)] (pl)Python Version: 2.5wxPython Version: 2.8.7.1Traceback (most recent call last):  File "mlox.py", line 1716, in <module>	main()  File "mlox.py", line 1624, in main	mlox_gui().start()  File "mlox.py", line 1509, in start	self.anolyze_loadorder(None)  File "mlox.py", line 1495, in anolyze_loadorder	self.txt_stats.SetValue(Stats.get())  File "mlox.py", line 131, in get	return("\n".join(map(unify, self.log)) + "\n")  File "mlox.py", line 258, in unify	return(s.decode("ascii", "replace").encode("ascii", "replace"))UnicodeEncodeError: 'ascii' codec can't encode characters in position 68-69: ordinal not in range(128)

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brian adkins
 
Posts: 3452
Joined: Mon Oct 01, 2007 8:51 am

Post » Thu May 26, 2011 11:27 pm

Strange, my copy works fine.

sieboldii
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benjamin corsini
 
Posts: 3411
Joined: Tue Jul 31, 2007 11:32 pm

Post » Fri May 27, 2011 2:14 am

UnicodeEncodeError: 'ascii' codec can't encode characters in position 68-69: ordinal not in range(128)[/code]

Thanks for the report. It looks Iike I goofed up the unicode handling. I should be able to fix that for the next release.

If you could maybe add a function to enable or disable esp/esm files?

I won't say "no" just yet, but I'm fairly inclined to say that feature should remain in the province of Wrye Mash.

It's possible that maybe in the future Mash and mlox are combined into a single tool, but for me this would be a fairly distant future.
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evelina c
 
Posts: 3377
Joined: Tue Dec 19, 2006 4:28 pm

Post » Thu May 26, 2011 8:22 pm

New Release 0.53:
http://code.google.com/p/mlox/downloads/list

This release is just to avoid the unicode decoding problem reported by Ershin.
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Francesca
 
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Joined: Thu Jun 22, 2006 5:26 pm

Post » Fri May 27, 2011 11:15 am

Awesome, now it works! :)

I found something:
[REQUIRES] !!!'pcc_d_island_2_xindaz_02.esp' Requires: > [ALL 'pcc_dungeon_island_19.esp', 'MISSING(xindex_veft_05.esp)'] | (Ref: "pcc_dungeon_island_19_readme.txt") | [Note that you may see this message if you have an older version of one | of the pre-requisites. In that case, it is suggested that you upgrade | to the newer version].

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

Also:

[REQUIRES] !!!'Assassins Armory - Arrows.esp' Requires: > [ANY >   'MISSING(AreaEffectArrows.esp)', >   'MISSING(AreaEffectArrows XB Edition.esp)'] | "Assassins Armory - Arrows.esp" requires the AreaEffectArrows plugin | (Ref: "Assassin's Armory readme.doc")

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.
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Andrew Lang
 
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