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

Post » Sat May 28, 2011 7:29 pm

I have a question, and sorry if it comes out kinda stupid. Is there a way that I can keep a mod from being changed in Mlox? I know I can use the lock times feature in Mash, but that just stops Mlox from changing the load order, Right? Is there a certain way to go about this?

Thanks,
Raed
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My blood
 
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Post » Sat May 28, 2011 4:56 pm

I have a question, and sorry if it comes out kinda stupid. Is there a way that I can keep a mod from being changed in Mlox? I know I can use the lock times feature in Mash, but that just stops Mlox from changing the load order, Right? Is there a certain way to go about this?

Thanks,
Raed

The concept of "lock times" does not apply to mlox, since mlox is only concerned with relative ordering relationships. You can, however, enforce plugins to come before or after other plugins, as explained in the documentation on http://code.google.com/p/mlox/wiki/Mlox#Customizing_your_Load_Order.
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Lily Something
 
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Post » Sat May 28, 2011 8:02 am

The concept of "lock times" does not apply to mlox, since mlox is only concerned with relative ordering relationships. You can, however, enforce plugins to come before or after other plugins, as explained in the documentation on http://code.google.com/p/mlox/wiki/Mlox#Customizing_your_Load_Order.



:facepalm: :facepalm: :facepalm: And I read through the read me....sigh. Thanks John...

Raed
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Dan Stevens
 
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Post » Sat May 28, 2011 6:35 pm

Just wanted to say, I love mlox and rely on it heavily. It's a really great thing to have--saves loads of time and gets straight to the point if there's a problem. I think it's every bit as handy as Wrye Mash.
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Nany Smith
 
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Post » Sat May 28, 2011 11:06 am

:facepalm: :facepalm: :facepalm: And I read through the read me....sigh. Thanks John...

Lots of people seem to miss that part, and I see people say they use mlox first, then manually make changes with Mash or something after, which is just a waste of time. By using the "mlox_user.txt" file, you just have to make the customization once, then whenever you want to update your load order, it is one button click in mlox.

I'll have to make that information more obvious somehow.
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Umpyre Records
 
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Post » Sat May 28, 2011 4:54 am

Hmmm...I tried making the change and it does not follow the rule. It keeps putting the file I want back to where it was originally. What I am trying to do is move Sound Enhancements.esp down to the bottom of the list,but not past the mashed lists or merged objects. I'll keep playing with it.... :frog:
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R.I.p MOmmy
 
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Post » Sat May 28, 2011 12:35 pm

Hmmm...I tried making the change and it does not follow the rule. It keeps putting the file I want back to where it was originally. What I am trying to do is move Sound Enhancements.esp down to the bottom of the list,but not past the mashed lists or merged objects. I'll keep playing with it.... :frog:



The [Order] rule goes like this:

[Order]
A.esp
B.esp

Given that rule, A will come before B, but it may come anywhere before B. It does not mean to come immediately before B.
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Bitter End
 
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Post » Sat May 28, 2011 3:16 pm

The [Order] rule goes like this:

[Order]
A.esp
B.esp

Given that rule, A will come before B, but it may come anywhere before B. It does not mean to come immediately before B.


I kinda figured that out after a couple tries. What if I use the Near End rule? Would that help or hinder?

Raed
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Ronald
 
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Post » Sat May 28, 2011 8:24 am

I kinda figured that out after a couple tries. What if I use the Near End rule? Would that help or hinder?

Nearend was implemented for really only special cases, so it should be used very cautiously. But it might do what you want.

The best solution is to find what other plugins conflict with the plugin that you want to have override them, and then make ordering rules so it does so.

Or you could find some other plugin that is already in a Nearend rule and create an Order rule so your plugin comes after it.
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Jose ordaz
 
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Post » Sat May 28, 2011 7:18 am

Please add Uvirith's Legacy 2.0 to the mlox list.


I have one quick question for anyone that can answer it: I am running several mods that have been identified with deprecated lists. If there is a patch for such a mod, should I a) deactivate the original mod (Giants for example) and B) keep the patch (the Z24W patch for Giants) activated that was produced to correct this problem?
I've just added both of these in so when John's checked them over (it's been a while for me since I last wrote some rules and I'm a bit rusty) the next version of mlox_data should include them both. The Uvirith's Legacy rules are pretty complex so those should be treated with caution, so (when you get 'em) please report any anomalies.
John,

The rules base for my http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8446 needs to be updated. I wrote the patches using PL's original mod as the base because it had dirty cells and GMSTs that I wanted to clean out. The only rules should be that the patches are matched up to the proper master files (COM, MCA or both depending on the patch), that they are NOT used with PL's original mod, and that only one is used at a time. Using more than one or combining it with PL's original mod can cause doubling. Thanks.
I forgot to add that COM is version 2.0 and MCA is 5.1 (5.2 is an .esp file I think, while the master is 5.1). Thanks.
The last MCA 5.x to use a master file is 5.1. I thought 5.2 was an .esp file, but I could be mistaken. I haven't used MCA in so long I don't rightly remember what's what. Anyway, my patches use the latest one that was available before version 6.0 came out.
That should be MCA 5.2. It uses MCA.esm, not an .esp.
Again, updated. I split out your mods from Piratelord's for ease of comprehension. For info, both have MCA v5.2 as a master (that's the one with the file size of 2,707,833), although that's the original 5.2 and not the The Undead-compatible one.

One of the reasons for the mess--up with the previous version of the rules for your mods (heh, excuses excuses) was in the readme's you have
=======================================
6. KNOWN ISSUES
=======================================
Do use this mod with PL's original RV mod or any of the other two RV patches; you will have doubling. This mod was cleaned with TESAME and should require no further cleaning.
Now, I should do better than skim read but there's a very important "not" missing from the start of that. I reckon that's what made me think that your mods and PL's should be used together. Ooops. If I'd read the whole sentence properly then maybe... Still, should be fixed now.
mlox provides a reference for a patch by abot that moves The Black Mill so that it no longer conflicts with Tamriel Rebuilt. The link provided, though, is dead. Does anyone know where this patch can be downloaded from? I have PM'ed Abot in hope of finding it.
I couldn't find this either, did you ever get an updated download link from abot, sirberyl?
About Gaius Atrius The Bathing Mod 2 (Stinkers.esp).
This is what mlox gives:

[NOTE]
> 'Stinkers.esp'
| !! Uses deprecated AddToLev* function to modify gamesas leveled lists. Using any of these plugins will store leveled lists in your savegame that will override lists in your merged leveled lists plugin (e.g. "Mashed Lists.esp"), if you have one. If you have used one of these plugins, you can clean modified leveled lists from your savegame using the "Repair All" feature of "Wrye Mash". For an explanation of why the functions AddToLev*/RemoveFromLev* are deprecated, please see (Some patches may be available at that link):
| !! http://www.uesp.net/wiki/Tes3Mod:Leveled_Lists

But, according to readme,
New!: 03-14-2010
I have fixed the AddToLevelledList issues, fully removing that feature from "Stinkers.esp", and "StinkersBE.esp".

(http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8304)

Maybe it happens because this mod has the same esp name as grvulture plugin Stinkers. Of course I can just change esp name to avoid mlox message, but probably it would be nice to make some changes in mlox_base avoiding confusion between grvulture and Gaius Atrius plugins, if it is possible.

Also, The Bathing Mod 2 has conflict with LGNPC Aldruhn 1.20, both changing cell Ashlands -1,6 and should load last.
Again, updated.
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Roanne Bardsley
 
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Post » Sat May 28, 2011 10:35 am

I blame Notepad. :meh:
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daniel royle
 
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Post » Sat May 28, 2011 11:00 am

Sorry if this was reported again, but, I'm getting this error and I can't run the program:

Traceback (most recent call last):  File "mlox.py", line 1797, in   File "mlox.py", line 1707, in main  File "mlox.py", line 1585, in start  File "mlox.py", line 1571, in anolyze_loadorder  File "wx\_controls.pyo", line 1709, in SetValueUnicodeEncodeError: 'cp932' codec can't encode character u'\xa1' in position 65: illegal multibyte sequence


I've tried all the different versions and resintalled python, but nothing.
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Joey Avelar
 
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Post » Sat May 28, 2011 6:11 pm

UnicodeEncodeError: 'cp932' codec can't encode character u'\xa1' in position 65: illegal multibyte sequence[/code]

I've tried all the different versions and resintalled python, but nothing.

Yes this is a known problem, mlox currently can't handle 8-bit characters. You'll need to rename any plugin you have that uses characters outside of plain 7-bit ASCII so it doesn't use those characters.
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Robert Bindley
 
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Post » Sat May 28, 2011 4:18 pm

Greetings,

A new mlox rule-base is coming soon, with much help from Dragon32. One of the biggest changes will be some support for NoM 3.0. The support won't be complete because NoM has been around so long, and it has been so popular, that many mods have had compatiblity patches with previous versions, and some of those older patches will not work with NoM 3.0. It's going to take me some time to figure that all out. If you can help, then please let me know if you've tested one of the following mods/compatibilty patches and discovered whether or not it works with NoM 3.0. (Or maybe even better, let me know if you've developed your own compatibility patch). According to Taddeus, the general rule is that if the mod or patch included NoM scripts, those scripts have likely changed and the mod or patch will no longer work correctly with 3.0. But a number of older patches which are supposed to load before NoM just added NoM objects without changing scripts, and they would probably still work with 3.0 (although we might have to check for clipping due to mesh changes).

Here's the list that mlox currently knows about that will need to be checked, load order is noted in those cases we already know about:

- "Acheron's Camping Gear 2.esp" + "ACG2 NOM Compatible.esp" (patch) by Acheron.

- "Ald Redaynia Extended.esp" by Princess Stomper. Supposed to load before NoM.

- "Another Balmora (NoM version).esp"/"Another Balmora (NoM + illuminated Order).esp" by basswalker. Supposed to load before NoM.

- "Cali_RiverHouse_NoMKitchen.esp" from "Balmora River House" by Calislahn. Supposed to load before NoM.

- "BLLDV_ALL.esp", etc from "Better Looking Liquor, Drugs, and Vials" by Korana. Supposed to load *after* NoM. (to ensure that labels are on the bottles. (See also: http://www.gamesas.com/bgsforums/index.php?s=&showtopic=926679&view=findpost&p=13484010 )

- "BB_Clothiers_of_Vvardenfell_v1.1.esp" from Clothiers of Vvardenfell Version 1.1 by Korana, BadKarma, and Lady Rae. Supposed to load before NoM.

- "DN-GDRv1_NOM.esp" from Darknut's Greater Dwemer Ruins.

- "havish13_nom_patch.esp" from Havish by JOG. Supposed to load before NoM.

- "Hold it - NOM addon.esp" from Hold it by Danae. Supposed to load *after* NoM, apparently to modify some NoM NPCs.

- "Lazslo_NOM_v7.385.esp" from Laszlo Manor by latendresse76.

- MCA? Uh, someday soon I need to get MCA 6 in mlox :) Older compatibility patches that likely will not work with either NoM 3 or MCA 6: "MCA - NOM Patch.esp", "Morrowind Comes Alive NOM Patch.esp", "MCA and NOM Food and Drink Patch.esp"...

- "MWlib_NOM_patch_0.1.esp" from Morrowind Public Library v1.5 by DrSilent. Supposed to load *after* NoM.

- "Mysthaven Manor- Necessities of Morrowind 2.0 Edition.esp" from Mysthaven Manor by William The Taffer. Supposed to load before NoM.

- "BAR_RethanExpansion_v2.2_NoM.esp" from Rethan Expansion Version 2.2 by Baratheon79. Supposed to load *after* NoM.

- "RoHT NoM Addon.esp" from Rise of House Telvanni by Pozzo, Karpik777, bhl et al.

- "The Sable Dragon1.5.esp" from The Sable Dragon by Pluto. Supposed to load before NoM.

- "Serabul - NOM Patch.esp" from Serabul by Rellac.

- "SSlave_Comp_NOM_addon.esp" from Special Slave Companions ver.2 by Emperor.

- "NOM Travel Tent Patch.esp" from Travel Tent by Aftershock.

- "BT_Whitewolf_2_0NOMaddon.esp" from White Wolf of Lokken by Emma.
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Love iz not
 
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Post » Sat May 28, 2011 4:40 am

!!!'Hold it - NOM addon.esp' Requires:
> [ALL
> [ANY 'Hold it replacer.esp', 'MISSING(Hold it ressource.esp)'],
> 'MISSING(NOM 2.13.esp)']
| (Ref: Hold it-Read me.doc)
| [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].
[REQUIRES]
!!!'MCA - NOM Patch.esp' Requires:
> [ALL 'MCA.esm', 'MISSING(NOM 2.13.esp)']
| (Ref: "MCA - 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].

With the following load order:

_148_ NoM 3.0.esp
_149_ MCA - NOM Patch.esp
_150_ Hold it - NOM addon.esp

So far I have been running both of these patches with NOM 3.0 (3.1 and 3.2) and have had no problems; however, I 'm not quite sure what kind of problems I should be looking for. It's hard to prove a negative, after all.
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Theodore Walling
 
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Post » Sat May 28, 2011 10:29 am

A new release of the mlox rule-base: mlox-data_2010-10-16a.7z
is available from the usual place:
http://code.google.com/p/mlox/downloads/list

Apologies for the long delay in getting this out. And thanks to Dragon32 for some big help in making the update.

This update was fairly large and dealt with some mods that are fairly complex in their interactions with other mods, so it's possible that not everything is 100% yet. If you notice any bad advice or advice that is missing and you think should be there, let us know and we'll fix it. Thanks.

Here's a summary of most of the mods treated in this update:

NEW:
Ashlander Tent DX [Gaius Atrius]
Ashlander Tent [aragon]
Bloodlines [Carnithus]
Booty Island [JOG]
Buyable Ghorak Manor [Monica21]
Deylendor's VE MCA Patch [Deylendor]
Diablerie [AlienSlof & Peter]
Dwemer Clock [Smileyz, TheLys, Kir]
Economy Adjuster [HotFusion]
GIANTS Dragon patch [Moobler]
GIANTS Ultimate Bugfixes [Feanor the Redguard]
GIANTS Ultimate no monsters in cities [PEHOH]
GIANTS v2.7.1 "Ultimate" [The Puma Man]
Grandmaster of Hlaalu [Lady Galadriel]
Graphic Herbalism TR [Spiffyman]
Inferno's Island Revisited [Inferno]
Join All Houses [Heph]
Keening Reforged [Kiteflyer61 & Jac]
Korobal [Korobal Mod Team]
Literature Care Package [Xenolord]
Lothovar's Legacy [Erstam]
Peasant Gowns Replacer [Korana]
Pegas Horse Ranch [MADMAX and Team]
Princess Trees [Princess Stomper]
Redesigned Vivec updates [Jac]
Starfire over Telvannis [Blade117]
State-Based HP Mod [Talrivian]
Stinkers and Bathers v2.0 [Gaius Atrius]
Sword of Perithia [Andre Sergoyan]
Telvannis Comes Alive [Aeven]
Texture Fix - Tamriel Rebuilt [Slartibartfast]
Texture Fix [Slartibartfast]
Underground 2 Patch Project [huskobar]
Uvirith Inside [The DopeHatMan]
Uvirith Unleashed [Grumblepunk]
Vampire Auto-Blood injector [Sladle]
Vampire Embrace [Cortex]
Vampire Realism II - VH Patch [Pwin]
Vampire Remove Sun Damage V1.7 [Pseudopath]
Vampire Upgrade [John W. Martin]
Vampire_Embrace-jms_combat_bite_patch (John Moonsugar)
Vampiric Illusion 1.4 [AlienSlof & Peter]
Vampiric Regeneration 1.2 [AlienSlof & Peter]
Vampiric Visages [MagicNakor]
Water Level Fix [Taddeus]
Werewolf Clans of Vvardenfell [Sabregirl]
Werewolf ReEquip [Yacoby]
Werewolf Realism - Vampire Werewolf patch [blade9722]
Werewolves [McAsmod team]

UPDATED:
abotGuars 1.16 [abot]
Aragon Ashlander Tent MWSE Patch [Bjam]
BEER! [Tarnsman]
FPS Optimizer 2.0 [mark_s]
GIANTS (No nvde) [TomatoOfDoom]
GIANTS Creature Remover V.1.1 [Puma Man/Sargothe]
GIANTS Patch [HelioS/Michael Bennett]
Galsiahs Character Development 1.08 (GCD)
Havish [JOG]
Herbalism for Purists [Syclonix]
Improved Teleportation [cdcooley]
Kirel's Interior Weather [Kirel]
Knights of Tamriel [Jeremy McGuinn]
LCV (Living Cities of Vvardenfell [Wrye]
Laura Craft Romance and Adventure mod ver 2.2 [Emma]
Librarian [Nicholiathan]
MCA - Morrowind Comes Alive [Neoptolemus] - Just information on SIZE for diffeent versions
Morrowind Script Extender [Various]
Morrowind Script Extender [Various]
Morrowind Script Extender [Various]
Morrowind Script Extender [Various]
NazoX9's Guards 1.0 [NazoX9]
Necessities of Morrowind 3.0 (NOM) [Taddeus]
PW_Redesigned Vivec-Vivec_Expansion.esp [Pseron Wyrd]
Plugins using Deprecated Leveled List Functions on gamesas lists
Ravenloft [Bantari]
Redesigned Vivec [Piratelord]
Rethan Expansion Version 2.2 [Baratheon79]
Rise of House Telvanni [Pozzo, Karpik777, bhl et al.]
Scent of Blood 1.2 [AlienSlof & Peter]
Stinkers [grVulture]
THE Facepack Compilation [Tarnsman]
TLM - The Lighting Mod (Modular + Complete) [Sensei]
The Sable Dragon [Pluto]
Thief companion Constance [Grumpy and Emma]
Tools Integrative Modifications [Alaisiagae]
Uvirith's Legacy [StuporStar]
Vampire Embrace 2.4 [Cortex]
Vampire Realism II [Jaxalot]
Vampiric Hunger III 1.2 [Zennorious]
VariedVampiricVisages [MagicNakor]
Wakim's Game Improvments 9 (WGI) [Wakim]
Water Life 1.17 [abot]
Werewolf Realism [Sabregirl]
Where Are All Birds Going? 1.14 [abot]
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Emily abigail Villarreal
 
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Post » Sat May 28, 2011 5:32 am

That's one big list! :)

Thanks for the update guys. :foodndrink:



KF
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Samantha Pattison
 
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Post » Sat May 28, 2011 3:46 pm

Wow, I never really expected to see my mod in that list... Crazy. Great work on this. Should probably update my rule-set-thing.
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Ladymorphine
 
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Post » Sat May 28, 2011 5:44 am

Thanks for update john.moonsugar and your hard work on this. :celebration:
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Nienna garcia
 
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Post » Sat May 28, 2011 10:04 am

I'm using mlox to my great satisfaction - an invaluable tool! But, I'm having strange problems. No errors or whatever, but at least one conflict that isn't reported, and my user_base rule seems not to work.

The conflict is between the following:
DN-GDRv1.esp (Darknut's Greater Dwemer Ruins) & DN_AshVampires.esp (Darknut's High res Ash Vampires). The latter is included in the former, and mlox_base.txt does note this. However, mlox doesn't give any warning ([conflict]) when I run it on my list. See below for the debug report.

Furthermore: my user_base.txt has two rules as of yet, the first of which is followed ok by mlox, but the second (the ordering) seems to be ignored.. any reason why? IIRC, user_base is the first that's added, so any other loop-yielding additions should be ignored and user_base be followed..Edit: I had the wrong order in my user_base file.

Lastly, I think there is no entry yet connecting WindowGlow, Spuzzum's Interior Daylight and Illuminated Windows (there is one connecting the last two) - I'd say they all "conflict".

user_base.txt:
Spoiler
[NearEnd]
TLM - Ambient Light + Fog Update.esp

[Order]
LadyD_Reduced_Commentary.esp
NPC Functionality.esp

mlox Debug report:
http://www.gamesas.com/redirect.php?site=http://www.mediafire.com/?sbrr9d9vw8yopo8
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jessica robson
 
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Post » Sat May 28, 2011 10:33 am

I'm loving mlox. This is an awesome tool, and the user-expandability really adds to the usefulness.

I've noted a couple mistakes in mlox_base.txt as I've been using it:
- A few rules use "Merged Objects.esp" instead of "Merged_Objects.esp".
- The rules for the Uvirith's Legacy / Rise of House Telvanni patch should talk about "UL_RoHT_1.4_Compatibility.esp" instead of "UL_RoHT_Compatiblity_1.4.esp".
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ILy- Forver
 
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Post » Sat May 28, 2011 2:33 pm

The conflict is between the following:
DN-GDRv1.esp (Darknut's Greater Dwemer Ruins) & DN_AshVampires.esp (Darknut's High res Ash Vampires). The latter is included in the former, and mlox_base.txt does note this. However, mlox doesn't give any warning ([conflict]) when I run it on my list. See below for the debug report.

Seems like the conflict rule was entered incorrectly for those plugins. There should be 2 separate clauses in the rule, instead there's an [ALL] surrounding them that should go away. I see more mistakes like that now, so I'll get them fixed in an update.

Lastly, I think there is no entry yet connecting WindowGlow, Spuzzum's Interior Daylight and Illuminated Windows (there is one connecting the last two) - I'd say they all "conflict".

We'll look into that for the next update. Thanks.
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Jennie Skeletons
 
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Post » Sat May 28, 2011 4:24 pm

I've noted a couple mistakes in mlox_base.txt as I've been using it:
- A few rules use "Merged Objects.esp" instead of "Merged_Objects.esp".
- The rules for the Uvirith's Legacy / Rise of House Telvanni patch should talk about "UL_RoHT_1.4_Compatibility.esp" instead of "UL_RoHT_Compatiblity_1.4.esp".

Thanks. Good catch. These will be fixed in the next update.
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Lindsay Dunn
 
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Post » Sat May 28, 2011 2:26 pm


Furthermore: my user_base.txt has two rules as of yet, the first of which is followed ok by mlox, but the second (the ordering) seems to be ignored.. any reason why? IIRC, user_base is the first that's added, so any other loop-yielding additions should be ignored and user_base be followed..Edit: I had the wrong order in my user_base file.
You need to call the file you're adding rules into "mlox_user.txt" rather than "user_base.txt"

The conflict is between the following:
DN-GDRv1.esp (Darknut's Greater Dwemer Ruins) & DN_AshVampires.esp (Darknut's High res Ash Vampires). The latter is included in the former, and mlox_base.txt does note this. However, mlox doesn't give any warning ([conflict]) when I run it on my list. See below for the debug report.
Hmmm, could be the way that the Conflict rule is using ALL, add this into your mlox_user.txt:
[Conflict] Darknut's "Greater Dwemer Ruins" includes "Darknut's Unique Ash Vampires" (Ref: DNGDRv1.zip/"readme.htm")[ANY DN-GDRv1.esp    DN-GDRv1_NOM.esp] DN_AshVampires.esp]
OK, so you get the idea (I hope) forum's screwing with the formatting.

Lastly, I think there is no entry yet connecting WindowGlow, Spuzzum's Interior Daylight and Illuminated Windows (there is one connecting the last two) - I'd say they all "conflict".
Well, actually you can run Windows Glow with Illuminated Windows (or Modman's Window Lights) without conflict, they both do similar things but you can do it without problems (I have). There could be a performance and/or aesthetic hit. Maybe that's worth a Note rule, similarly with Windows Glow and Interior Daylight. I've got an update to the Windows Glow rules on my list as there's been some addons for Bloodmoon and Tribunal been released relatively recently.

user_base.txt:
Spoiler
[NearEnd]
TLM - Ambient Light + Fog Update.esp

[Order]
LadyD_Reduced_Commentary.esp
NPC Functionality.esp

mlox Debug report:
http://www.gamesas.com/redirect.php?site=http://www.mediafire.com/?sbrr9d9vw8yopo8
Is that NPC Functionality / Reduced Commentary load order described anywhere? Is it worth adding in?


[Edit: Crap, missed a few posts there. Still some valid information in the post though].
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Pumpkin
 
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Post » Sat May 28, 2011 3:01 pm

You need to call the file you're adding rules into "mlox_user.txt" rather than "user_base.txt"
You're right, it was a typo in my post though.

Hmmm, could be the way that the Conflict rule is using ALL, add this into your mlox_user.txt
Seems like the conflict rule was entered incorrectly for those plugins. There should be 2 separate clauses in the rule, instead there's an [ALL] surrounding them that should go away. I see more mistakes like that now, so I'll get them fixed in an update.
Ah, now I see. There should be to arguments given to [conflict] and right now it is only one. I'll eagerly await the update.

Well, actually you can run Windows Glow with Illuminated Windows (or Modman's Window Lights) without conflict, they both do similar things but you can do it without problems (I have). There could be a performance and/or aesthetic hit. Maybe that's worth a Note rule, similarly with Windows Glow and Interior Daylight.
I agree, it is more worthy of a note, because I'm also running them (all three) at once. I'll probably change this though since the effect is probably way too strong.

I've got an update to the Windows Glow rules on my list as there's been some addons for Bloodmoon and Tribunal been released relatively recently.
Yes, me too - do you have any source on the order? I just assumed an order-of-release load order.

Is that NPC Functionality / Reduced Commentary load order described anywhere? Is it worth adding in?
I don't think it is described. The conflict is that they change the same GMST. It is a matter of choice which one one would like to load first.

As you might have guessed, I'm preparing for a new session of Morrowind playing. I'm currently checking my plugin list with TESPCD and noting down any conflicts I encounter in my mlox_user. See below for my file; I've marked any general changes - they're after the corresponding line. The first entries are my 'personal entries which mostly aren't useful to the general public. Feel free to adapt any of the comments/lines of course, I hope it is of use.

mlox_user.txt:
Spoiler
; --- Personal use rules

[Note]
Cleaning the redundant entries (with TESPCD) with respect to its DN-GDR master leads to missing entries.
DN-GDRv1.esp

[NearEnd]
; make sure fog is updated in all cells
TLM - Ambient Light + Fog Update.esp

[Order]
; (chosen from conflict)
NPC Functionality.esp
LadyD_Reduced_Commentary.esp

[Order]
; (chosen from conflict)
Creatures.esp
Neo's Unique Creatures.esp

[Order]
; also being merged
Illuminated Windows.esp
k_weather.esp

[Order]
; (chosen from conflict)
NPC Functionality.esp
Creatures.esp

[Order]
; also being merged
DN-GDRv1.esp
Flora Glow 1.0.esp

[Order]
; also being merged
TLM - Light Sources (Clearer Lighting).esp
k_weather.esp

[Order]
; GUessing that the later additions would need to override
Windows Glow.esp
Windows Glow - Tribunal Eng.esp
Windows Glow - Bloodmoon Eng.esp
Windows Glow - Raven Rock Eng.esp


; --- General rules ----

[Conflict]
Both change the iGreetDistanceMultiplier -> choose load order as desired
NPC Functionality.esp
LadyD_Reduced_Commentary.esp

[Conflict]
Both modify creatures -> choose load order as desired
Creatures.esp
Neo's Unique Creatures.esp

[Note]
k_weather attaches some scripts to lights Illuminated Windows also changes -> merge
[ALL Illuminated Windows.esp
k_weather.esp]

[Conflict]
Both change the fAIFleeHealthMult -> choose load order as desired
Creatures.esp
NPC Functionality.esp

[Note]
Both cange flora_bc_mushroom_04 / 08 -> merge
[ALL Flora Glow 1.0.esp
DN-GDRv1.esp]

[Note]
k_weather attaches some scripts to lights TLM also changes -> merge
[ALL TLM - Light Sources (Clearer Lighting).esp
k_weather.esp]


; Wrye Patches ------- #

;--------------------- A
[Order]
; With Tribunal installed, they needn't be merged
adamantiumarmor.esp
Wrye Patches A.esp

[Conflict]
Both change armour -> merge
Better Daedric.esp
Wrye Patches A.esp

;--------------------- B
[Order]
; WP B naming is similar to Lgnpc's, so the latter can override
Wrye Patches B.esp
Lgnpc_SN.esp

[Conflict]
All change books -> merge
[ANY Book Jackets - Morrowind - BookRotate.esp
Book Jackets - Tribunal - BookRotate.esp
Book Jackets - Tribunal - BookRotate.esp]
Wrye Patches B.esp

;--------------------- C
[Conflict]
!-> merge SEPARATELY with Wrye Patches C.esp (BC and BC patch cannot be merged)
[ANY Better Clothes_v1.1.esp
BetterClothes_Patch.esp
BetterClothesForTB.esp]
Wrye Patches C.esp

[Conflict]
Both change clothes -> merge
[ANY UniqueFinery_NoRobe.esp
UniqueFinery.esp]
Wrye Patches C.esp

[Conflict]
Both change a common robe -> merge
DN-GDRv1.esp
Wrye Patches C.esp


;--------------------- M
[Conflict]
WP M and the other(s) change miscellaneous items -> merge
[ANY moons_soulgems.esp
master_index.esp
SirLuthor-Tools.esp]
Wrye Patches M.esp

[Conflict]
Both change a misc entry -> merge
DN-GDRv1.esp
Wrye Patches M.esp

;--------------------- W
[Conflict]
Both change the dwarven crossbow -> merge
DN-GDRv1.esp
Wrye Patches W.esp

[Order]
; WP W can safely overwrite AEA
AreaEffectArrows.esp
Wrye Patches W.esp

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Nicholas C
 
Posts: 3489
Joined: Tue Aug 07, 2007 8:20 am

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