[relz] Mlox, A Tool For anolyzing And Sorting Your Load Orde

Post » Sat Jun 15, 2013 12:48 pm

Since you are doing an update I wanted to suggest these items be updated ( https://www.dropbox.com/s/wjrdx72szfn0mhk/hordane%20elricm%20and%20misc%20edits%2011-8-12.txt)

Essentially I realized there are many outdated links to elricm so I took the time to find (where possible) and fix the links, I provided a nice and easy way for you to find the section and replace it with the updated text. However, MPP will need a little extra work and you'll see why in the comments under that section.

Links Fixed and suggested changes for the following entries:
  • Assassination [DragoonWraith]
  • Bank Mod [Indestructable, Kir, Havokk and Shadow_unk]
  • The Black Mill 1.1 [Bilbo WillowTree]
  • DNGDR - Darknut's Greater Dwemer Ruins [Darknut]
  • Devil's Rock for Vivec's Soul [Illtempered]
  • Exotics Boutique 1.1 [TommyKhajiit]
  • Improved Morag Tong Grandmaster [PetrusOctavianus]
  • Kat's Kastle
  • Laura Craft Romance and Adventure mod ver 2.2 [Emma]
  • Max's Quest Fixes Mod [Max a.k.a. ~NOBODY~]
  • Dragon32: Rules for versions 5.x and below
  • MCA Lore Correct 5.1 [Denunci]
  • New Suran Extended 1.52 [Nicholiathan]
  • Service Requirements [Vanhikes, some updates by makeshiftwings]
  • Ships of the Imperial Navy [Neoptolemus]
  • Suran Underworld 2.5 [Matthew] (also updated fact there is a 3.0 version)
  • MPP (Morrowind Patch Project) [TES Morrowind Community, ThePal, Baldurdash, and quorn]
The language to take out and what to replace is in the linked text file above and here: https://www.dropbox.com/s/wjrdx72szfn0mhk/hordane%20elricm%20and%20misc%20edits%2011-8-12.txt
MPP should be updated the most imo
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Pat RiMsey
 
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Post » Sat Jun 15, 2013 1:01 pm

Thanks, I'll use your info for the next release of the rules. It's tough to keep links up to date. I'm not sure if it's even a good way to do things. A link into a search engine might be better, but then we'd have a dependency on the search engine.
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Natalie J Webster
 
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Post » Sat Jun 15, 2013 11:57 am

Excellent. I've been meaning to have a look at that, I may well have some of the mods that're missing. I'll see about getting those up at MMH (if I have them).
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Alada Vaginah
 
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Post » Sat Jun 15, 2013 9:08 pm

Several things:

mlox keeps telling me that

i) LGNPC_TelUvirith_v1_20_UI requires Uvirith Inside, and cites the readme, but the readme clearly states that you need Uvirith Inside OR Uvirith's Legacy for the plugin.

ii) There is a newer version of lgnpc_vivecredoran_v1_61 available, and links me to the site, but the site doesn't have a version higher than 1.61.

iii) That VER &--#60; 1.21 lgnpc_paxredoran_v1_20.esp and 1.20 LGNPC_TelUvirith_v&--#60;VER&--#62;.esp and Rise of House Telvanni conflict saying that 1.20 and lower of Pax Redoran is incompatible, and that versions of TelUvirith that are less than the 1.20 version conflict. This bothers me because I have the 1.20 TelUvirith version, and there appears to be no such thing as a 1.21 version of Pax Redoran, even though an old forum post says its ready for release.
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Allison C
 
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Post » Sat Jun 15, 2013 10:35 pm


LGNPC Tel Uvirith UI only needed to be used with the beta version of Uvirith's Legacy. UL is well out of beta, so the regular version of LGNPC Tel Uvirith should be used with it.


If I remember right, the conflict between them has something to do with Duke Dren later on in the RoHT mod. They're compatible as long as you do the LGNPC quests before you progress very far down the RoHT questline.
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Tha King o Geekz
 
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Post » Sat Jun 15, 2013 2:45 pm


Ah, thank you very much!
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Valerie Marie
 
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Post » Sat Jun 15, 2013 4:31 pm

You're not using the latest version of mlox_base.txt, both of those messages have been fixed.

[Edit: Er... the first two at least. Dunno about #3, it's late]
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Oyuki Manson Lavey
 
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Post » Sat Jun 15, 2013 11:41 pm


Noted and updated. You were correct, the first two messages were removed, but the third still remains. I suppose the warning is still relevant, given there is no 1.21 Pax Redoran, but it would be nice if the warning didn't imply that there was/would be.
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John N
 
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Post » Sat Jun 15, 2013 9:11 pm

Well, to be fair, the mlox message states "Patches for "Less Generic NPCs (LGNPC) Pax Redoran" will be made with the next version." rather than saying there's one available now. The http://www.gamesas.com/topic/1045818-relz-pozzos-rise-of-house-telvanni-v13/page__view__findpost__p__15175288 linked in the message implies a future update (although it was written some time ago).
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stacy hamilton
 
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Post » Sat Jun 15, 2013 11:15 pm

Hey, Hordane. Thanks again for taking the time to produce that text file. Excellent work and much appreciated. I think I've managed to upload most of the missing mods to MMH.
Uploaded 2.4b to http://mw.modhistory.com/download-15-11920
Uploaded to http://mw.modhistory.com/download--11922, think the Note needs to be re-worded too
Uploaded Suran Underworld - Archery Tradehouse Fix to http://mw.modhistory.com/download--11921. I found another patch mod for this (in New Suran Extended) which moves the Archery Tradehouse so that should work with Suran Underworld 3.0

Illtempered's "Devil's Rock for Vivec's Soul" is the only one missing as far as I can tell. I'll post something in the Mod Detectives thread after this.

You're tight about the MPP links. Guess it's time to bite the bullet on that little lot...

[Edit: Hope people don't mind the double post.]
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Conor Byrne
 
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Post » Sat Jun 15, 2013 9:14 pm

two questions about mlox_user.txt

1. I know that mlox_user.txt allows me to specify relative load order for mods, but is there a way to use it to set an absolute load order using mlox? I usually play several mods themed around say sounds, clothes, faces, and it seems that it might be easier to make decisions about them if they appeared grouped together (assuming no rules conflict) in the output when I run mlox.

2. when I add mod sequence rules to mlox_user.txt, does skipping a line between two sets of mods affect the ordering of the first set relative to the second set? Say I have mods A, B, C and D. I want mods A & B to load in that order. Mods C & D will load in order but will mlox load the group as A, B, C & D or maybe C, D, A & B or C, A, B & D, ...?
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David John Hunter
 
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Post » Sat Jun 15, 2013 11:39 pm

mlox makes no attempt to group plugins together in near vicinity in the load order. This is so the current load order can be taken into account when sorting.


Separate order sections are independent, which is the advantage of mlox. For instance:

[Order]
A
B

[Order]
C
D

In the above example, the order of A and C or D is completely unspecified. mlox will try to keep them in the order you currently have them, if it can.

But ordering rules are combined on common plugins, so if you add to the above rules a new rule:

[Order]
B
C

In this case, if you have all 4 plugins, mlox would know to order them as:

A
B
C
D
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Mike Plumley
 
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Post » Sun Jun 16, 2013 12:56 am

Thanks. That helps. Another question or two that come to mind.

In mlox_user.txt, if I have several groups I want to sequence, do I enter the heading [order] for each group or do I enter the heading [order], enter the first group of mods and then skip a line to enter a new group?

wrt mlox rules and load order, it strikes me that there is a possibility you could force one mod to be loaded in a specific place. Assuming that you keep the mods to load the same but want to target one mod to load as close after the esm files as possible and that you know that mlox will sequence mod A immediately after the last .esm file, then it seems like you could set up mlox_user.txt to sequence mod B to load before mod A. If those assumptions are valid, then it seems like I could tailor the order for one, maybe more mods. I doubt it'd be smart to do that with many mods because it'd be at cross purposes with mlox but there could be a reason for the exception.
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Katie Samuel
 
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Post » Sat Jun 15, 2013 3:01 pm

If you want separate sequences of ordering rules, each must start with an [Order]. There's no skipping of lines.

mlox can't do that as it is entirely designed around relative order, not absolute order. There should be no need to ever put one plugin as close as possible after another. The only thing the morrowind engine cares about is whether it comes before or after another plugin, so that is all mlox tries to do.
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Markie Mark
 
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Post » Sun Jun 16, 2013 1:19 am

A little off topic here... Something I've been meaning to mention for months. Have you seen the http://tesalliance.org/forums/index.php?app=downloads&module=display§ion=screenshot&record=29725&id=1187&full=1 nzdawghaus created? It (and a bunch of others) can be downloaded from http://tesalliance.org/forums/index.php?/files/file/1187-icon-replacement-pack/. What about updating the current icon to use that? It's definitely snazzy (resolution upto 128x128 pixels).
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Sarah Knight
 
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Post » Sun Jun 16, 2013 12:52 am

Thanks. I'd never been clear on that


I had run into a mod that looked like it would be fun to play but made so many changes that it seemed best if I could put it as near to the start of the load order but after all the esm files as possible. I've since decided to delete it.

Still, it seems to me that there may be times when you have a mod that uses an esp to alter/replace so much stuff in the game that you would want it to be placed as near to the start of the load order as possible (but after the esm files) so as to avoid overwriting changes introduced by numerous other mods. I keep thinking of the anologous issue of pluginless replacers where the optimum installation procedure is to install the one with the most widespread changes first and work your way down from there.

I may have overlooked it, but when mlox previews the load order (the left hand pane) and the suggested revised load order (right hand pane with the changes highlighted), I don't remember seeing any procedure that lets you change the sequence immediately there in the right hand pane. I've always assumed that you would make changes by way of mlox_user.txt. Sigh, I guess I could use Wrye Mash to set install order I keep forgetting about that aspect of WM because I use it so much to manage files and to fix issues when I add or remove mods that I keep forgetting it can do that; I've just never used it that way. It's just been so much easier to let mlox sort the load order of the mods than to use WM.
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Marcin Tomkow
 
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Post » Sat Jun 15, 2013 11:51 am

There's the [NearStart] rule:

I've seriously been considering adding Morrowind Rebirth in here as it conflicts with just about everything.

As of now the only file in the [NearStart] block is Morrowind.esm
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Kortniie Dumont
 
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Post » Sun Jun 16, 2013 1:26 am

Thanks. That's useful to know. Now I just have to remember that it's there I honestly don't know if it would have made a difference in this instance, but I'll be better prepared if a next time occurs. I guess because I'm using for the most part common mods I seldom encounter an issue where I need to use the mlox_user.txt file. Thanks to you both for continuing to update it.
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Nancy RIP
 
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Post » Sat Jun 15, 2013 12:17 pm

That is a nice looking icon (they all look great). I'll see about putting it in the next release.

Edit: failed to sign up at TES alliance to do a download, as the security questions are about Oblivion, which I haven't played in years. Bah! Someone send me the the icon?
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Dylan Markese
 
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Post » Sun Jun 16, 2013 12:32 am

https://www.yousendit.com/download/WUJaOU1hUENkMnVFTmNUQw link good for 7 days / 100 downloads.
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His Bella
 
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Post » Sat Jun 15, 2013 6:20 pm

Thanks! Got it.
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daniel royle
 
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Post » Sat Jun 15, 2013 3:27 pm


I had that same problem, John. I wonder if they realize making someone search the wiki in order to register can be a tad annoying?
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Jonathan Montero
 
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Post » Sat Jun 15, 2013 8:14 pm

Indubitably! I can understand not wanting to let spammers access the forums, but some people just want to download a file and go play.
(that's why GHF is better )
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Horse gal smithe
 
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Post » Sat Jun 15, 2013 7:10 pm




For Morrowind mods, maybe, but I wouldn't want to go toe-to-toe with them over OB or Skyrim.
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Prue
 
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Post » Sat Jun 15, 2013 7:45 pm

Could there please be a listing for http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=9407? Been noticing an increase in people attempting to use the separate component mods with the main mod (which has them all incorporated together).
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teeny
 
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