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

Post » Sat May 28, 2011 12:04 pm

I'm afraid you won't be able to do that with this version of mlox, because there is a language issue of those with a non-US OS installed. I know john.moonsugar is already aware of this issue and his trying to fix it in the next version of mlox.

However you can still use it, but not to update your loadorder in mlox as long this issue is present.

I suggest that you run mlox as usual just to see if there is any messages to deal with, but you must use http://www.gamesas.com/index.php?/topic/1068986-wrye-mash-thread-5/ or http://www.gamesas.com/index.php?/topic/1106095-wrye-mash-stand-alone/ and redate the mods manually. :yes:

Thank you :)
User avatar
Add Me
 
Posts: 3486
Joined: Thu Jul 05, 2007 8:21 am

Post » Sat May 28, 2011 6:03 am

Thank you :)

You're welcome. :)
User avatar
Jack Walker
 
Posts: 3457
Joined: Wed Jun 06, 2007 6:25 pm

Post » Sat May 28, 2011 4:14 pm

a small question: how do I know which mods didn't get sorted, kinda like in the unrecognized mods part of boss?

also, I'm not sure what this means. I have "Hold it - replacer.esp" in my modlist as well as the newest MCA, so why does this message still appear? have I forget something?

[REQUIRES] !!!'Hold it - MCA addon.esp' Requires: > [ALL >   [ANY 'Hold it - replacer.esp', 'MISSING(Hold it - resource.esp)'], >   [ANY '[SIZE 2707833 MCA.esm]', '[SIZE 2519851 MCA.esm]']] | "Hold it - MCA addon.esp" requires version 5.2 of Neoptolemus' "Morrowind Comes Alive". | (Ref: Hold it 1pt6 read me.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].

User avatar
Pawel Platek
 
Posts: 3489
Joined: Sat May 26, 2007 2:08 pm

Post » Sat May 28, 2011 9:22 am

a small question: how do I know which mods didn't get sorted, kinda like in the unrecognized mods part of boss?

also, I'm not sure what this means. I have "Hold it - replacer.esp" in my modlist as well as the newest MCA, so why does this message still appear? have I forget something?

[REQUIRES] !!!'Hold it - MCA addon.esp' Requires: > [ALL >   [ANY 'Hold it - replacer.esp', 'MISSING(Hold it - resource.esp)'], >   [ANY '[SIZE 2707833 MCA.esm]', '[SIZE 2519851 MCA.esm]']] | "Hold it - MCA addon.esp" requires version 5.2 of Neoptolemus' "Morrowind Comes Alive". | (Ref: Hold it 1pt6 read me.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].


It means that you don't have the http://www.gamesas.com/index.php?/topic/1104873-relz-morrowind-comes-alive-60/ mod installed. Just remove the "Hold it - MCA addon" mod and run mlox again. :)
User avatar
courtnay
 
Posts: 3412
Joined: Sun Nov 05, 2006 8:49 pm

Post » Sat May 28, 2011 9:58 am

but the weird thing is, that I actually have MCA installed. version 6.1 to be precise.
User avatar
Dawn Porter
 
Posts: 3449
Joined: Sun Jun 18, 2006 11:17 am

Post » Sat May 28, 2011 5:27 pm

but the weird thing is, that I actually have MCA installed. version 6.1 to be precise.

Please post your loadorder so that I can examine it better. :)
User avatar
Stephanie Kemp
 
Posts: 3329
Joined: Sun Jun 25, 2006 12:39 am

Post » Sat May 28, 2011 10:01 am

sorry, should have done that in the first place. here you go:

_001_ Morrowind.esm_002_ Tribunal.esm_003_ Bloodmoon.esm_004_ abotWaterLife.esm_005_ Morrowind Patch v1.6.4.esm_006_ Better Heads.esm_007_ Assassins Armory.esm_008_ Texture Fix - Bloodmoon 1.1.esm_009_ Texture Fix 1.8.esm_010_ MW_Children_1_0.esm_011_ TR_Data.esm_012_ TR_Map1.esm_013_ TR_Map2.esm_014_ MCA.esm_015_ Better Heads Tribunal addon.esm_016_ Better Heads Bloodmoon addon.esm_017_ BT_Whitewolf_2_0.esm_018_ GDR_MasterFile.esm_019_ Havish.esm_020_ Rise of House Telvanni.esm_021_ BM-Fixes.esp_022_ Flee AI Tweaks.esp_023_ Illuminated Order v1.0.esp_024_ Illuminated Order v1.0 - Bloodmoon Compatibility Extras.esp_025_ Better Bodies.esp_026_ Creatures.esp_027_ Sixth House.esp_028_ BS_BM_WeatherChange.esp_029_ Improved_No_Glow_v1-MW_Trib_Blood.esp_030_ Book Jackets - Morrowind.esp_031_ Annastia V3.3.esp_032_ Book Jackets - Tribunal.esp_033_ Book Jackets - Bloodmoon.esp_034_ Suran_Underworld_2.5.esp_035_ DN-GDRv1.esp_036_ Suran_Underworld_2.5-jms_patch.esp_037_ Westly's Master Headpack X.esp_038_ Better_Sounds.esp_039_ werewolfrealism-moononly.esp_040_ Werewolf_Evolution.esp_041_ Mournhold Expanded COM.esp_042_ P.R.E. v4.0.esp_043_ LadyD_Reduced_Commentary.esp_044_ Animal Behaviour.esp_045_ RealSignposts.esp_046_ Join All Houses.esp_047_ Unique Banners and Signs.esp_048_ Better Clothes_v1.1.esp_049_ Galsiahs Character Development.esp_050_ GCD StartScript for Trib or Bloodmoon.esp_051_ GCD Restore Potions Fix.esp_052_ Havish - Scimitar Update + GCD (no MWE).esp_053_ k_weather.esp_054_ abotWaterLifeTRaddon.esp_055_ GCD_WE_patch.esp_056_ The regulars - Sitting NPC's v2.02.esp_057_ Divine_domina_part_4.esp_058_ The Imperial Legion Badge.esp_059_ Hold it - replacer.esp_060_ Hold it - MCA addon.esp_061_ Hold it - TR&CoM addon.ESP_062_ Gladiator.esp_063_ Creatures 6th House Patch.esp_064_ Divine_domina_part_1.esp_065_ Divine_domina_part_2.esp_066_ Divine_domina_part_3_Tribunal.esp_067_ Divine_domina_part_5.esp_068_ moons_soulgems.esp_069_ Assassins Armory - Bolt Rifles.esp_070_ BetterBooks_AlchFormfix.esp_071_ Havish Mini Patch.esp_072_ NG_New_Carnithus'_Armamentarium.esp_073_ Assassins Armory - Unofficial Patch 7.7.esp_074_ Syc_AtHomeAlchemy.esp_075_ Bloated Caves.esp_076_ Graphic Herbalism.esp_077_ Texture Fix -TR -1.0.esp_078_ BT_Lokken_child1.esp_079_ Animated Morrowind 1.0.esp_080_ UG2PhaseC_v07.esp_081_ MCA - Guards Patch.ESP_082_ MCA - Divine Domina Addon.ESP_083_ MCA - TR Addon.ESP_084_ MDP Compilation.ESP_085_ RoHT CoM Addon.esp_086_ RoHT Havish Patch.esp_087_ Deus Ex Machina - A Steampunkyish Mod.ESP_088_ Merged_Objects.esp_089_ BirthsignsAMFun_BM.esp_090_ Mashed Lists.esp


btw. I wonder why for example devine domina part 4 is sorted higher up than her other 4 sisters? is this how its supposed to be or should I try to manually reorder some mods after running mlox?
User avatar
LijLuva
 
Posts: 3347
Joined: Wed Sep 20, 2006 1:59 am

Post » Sat May 28, 2011 8:46 am

sorry, should have done that in the first place. here you go:



btw. I wonder why for example devine domina part 4 is sorted higher up than her other 4 sisters? is this how its supposed to be or should I try to manually reorder some mods after running mlox?

Why mlox has placed the Divine Domina part4 mods is probably that you either uses an outdated mlox masterlist or you have installed a newly release mod/patch. Try to update the masterlist for mlox.

You could move the _060_Hold it - MCA addon.esp and probably the _061_ Hold it - TR&CoM addon.esp after the _083_MCA - TR addon.esp patch. Don't forget to import the merged lists into Mashed Lists.
User avatar
roxanna matoorah
 
Posts: 3368
Joined: Fri Oct 13, 2006 6:01 am

Post » Sat May 28, 2011 3:56 pm

Why mlox has placed the Divine Domina part4 mods is probably that you either uses an outdated mlox masterlist or you have installed a newly release mod/patch. Try to update the masterlist for mlox.

You could move the _060_Hold it - MCA addon.esp and probably the _061_ Hold it - TR&CoM addon.esp after the _083_MCA - TR addon.esp patch. Don't forget to import the merged lists into Mashed Lists.


to be sure, the latest masterlist is this one: mlox-data_2010-10-25.7z
right? indeed, it seems like some newer/updated mods are messing up the load order. is there a quick comprehensive guide available on how to specify your own rules? I'd really like to know how to make mods always appear RIGHT after another mod, for example.

I reordered as you suggested but mlox still says I'm missing something. is it possible, that the newest MCA 6.1 isn't recognised, so that mlox continues to demand the old MCA 5.2?
User avatar
Mélida Brunet
 
Posts: 3440
Joined: Thu Mar 29, 2007 2:45 am

Post » Sat May 28, 2011 5:29 pm

to be sure, the latest masterlist is this one: mlox-data_2010-10-25.7z
right? indeed, it seems like some newer/updated mods are messing up the load order. is there a quick comprehensive guide available on how to specify your own rules? I'd really like to know how to make mods always appear RIGHT after another mod, for example.

I reordered as you suggested but mlox still says I'm missing something. is it possible, that the newest MCA 6.1 isn't recognised, so that mlox continues to demand the old MCA 5.2?

I know there is an option to customize your own masterlist with the mloxbase I think, but I'm a complete newbie with such things and I know there are others who can help you more than I do. :)

More information about MCA or NoM can be http://www.gamesas.com/index.php?/topic/1083121-relz-mlox-a-tool-for-anolyzing-and-sorting-your-load-order/page__view__findpost__p__16488631. :read:
User avatar
no_excuse
 
Posts: 3380
Joined: Sun Jul 16, 2006 3:56 am

Post » Sat May 28, 2011 2:12 pm

to be sure, the latest masterlist is this one: mlox-data_2010-10-25.7z
right? indeed, it seems like some newer/updated mods are messing up the load order. is there a quick comprehensive guide available on how to specify your own rules? I'd really like to know how to make mods always appear RIGHT after another mod, for example.


Sorry, mlox will never have that feature as it would go against mlox's core design. You can tell mlox how to http://code.google.com/p/mlox/wiki/Mlox#Customizing_your_Load_Order, but only by saying plugin A comes before plugin B, mlox will decide on the best place to put it based on that and *all* the other rules it knows. By sticking to this design principle, mlox can make the most of the technique called "topological sort", which is explained in detail in the documentation.

I reordered as you suggested but mlox still says I'm missing something. is it possible, that the newest MCA 6.1 isn't recognised, so that mlox continues to demand the old MCA 5.2?

We do not yet have updated rules for MCA 6+ yet. Hopefully they will come with the new year ....
User avatar
Rachel Eloise Getoutofmyface
 
Posts: 3445
Joined: Mon Oct 09, 2006 5:20 pm

Post » Sat May 28, 2011 9:01 pm

I reordered as you suggested but mlox still says I'm missing something. is it possible, that the newest MCA 6.1 isn't recognised, so that mlox continues to demand the old MCA 5.2?

We do not yet have updated rules for MCA 6+ yet. Hopefully they will come with the new year ....

Is it then we can expect a new version of mlox with the non-US issue fixed as well or am I to optimistic here?

May I also point out that the rules for Merchant Investment mod didn't recognize an installed MGE which has an internal MWSE 0.9.4a version. :)

Now there is a http://tesnexus.com/downloads/file.php?id=3882 on TES Nexus and the GMST is removed with this release. I think you should know about this. :D
User avatar
josh evans
 
Posts: 3471
Joined: Mon Jun 04, 2007 1:37 am

Post » Sat May 28, 2011 3:51 pm

Is it then we can expect a new version of mlox with the non-US issue fixed as well or am I to optimistic here?

I can't promise any date.

May I also point out that the rules for Merchant Investment mod didn't recognize an installed MGE which has an internal MWSE 0.9.4a version. :)

mlox doesn't actually have a way to tell if MGE is installed. The best we can do for MGE mods is to try to tell you which version of MGE the mod should work with. In the case of Merchant Investments, it looks like mlox advises that it needs "(MWSE) v0.9.2a or later, or MGE v3.1 or later", which seems to be correct, is it not?

Now there is a http://tesnexus.com/downloads/file.php?id=3882 on TES Nexus and the GMST is removed with this release. I think you should know about this. :D

Check again. I just downloaded it and OfficialMods_v5.esp does contain some GMSTs. They are dups of GMSTs from the masters, so they are relatively harmless, but it is incorrect to say they do not have GMSTs. Please inform me if that is not correct.
User avatar
roxxii lenaghan
 
Posts: 3388
Joined: Wed Jul 05, 2006 11:53 am

Post » Sat May 28, 2011 10:51 am

I can't promise any date.

Take your time I can wait. :D

mlox doesn't actually have a way to tell if MGE is installed. The best we can do for MGE mods is to try to tell you which version of MGE the mod should work with. In the case of Merchant Investments, it looks like mlox advises that it needs "(MWSE) v0.9.2a or later, or MGE v3.1 or later", which seems to be correct, is it not?

I don't know if this is possible, but I think that mlox can detect MGE because it has the MGEgui.exe or the mge3 folder located in the Morrowind folder so mlox could have the same criteria as the Data Files folder already has for the mods.

Check again. I just downloaded it and OfficialMods_v5.esp does contain some GMSTs. They are dups of GMSTs from the masters, so they are relatively harmless, but it is incorrect to say they do not have GMSTs. Please inform me if that is not correct.

Oops. :facepalm: I can only blame on the late (almost 2:00AM) hour here in Sweden (6+ http://www.timezoneguide.com/ ahead of Bethesda's located server) and I feel a little tired. :snoring:

You're correct. :yes:
User avatar
Life long Observer
 
Posts: 3476
Joined: Fri Sep 08, 2006 7:07 pm

Post » Sat May 28, 2011 10:32 am

I don't know if this is possible, but I think that mlox can detect MGE because it has the MGEgui.exe or the mge3 folder located in the Morrowind folder so mlox could have the same criteria as the Data Files folder already has for the mods.

MGE/MWSE are external programs and dll. mlox currently only has the facility to check for installed plugins, so it is not possible to have mlox check for external programs. I could change mlox to see if it finds some installed program, but if a program is installed that does not mean it is used (unlike a plugin). It is easy to tell if a plugin is used, because it is in the list of active game files in Morrowind.ini. Since it is problematic to know if an installed program is actually used, mlox does not try to solve that kind of problem.
User avatar
Laura Tempel
 
Posts: 3484
Joined: Wed Oct 04, 2006 4:53 pm

Post » Sat May 28, 2011 1:19 pm

MGE/MWSE are external programs and dll. mlox currently only has the facility to check for installed plugins, so it is not possible to have mlox check for external programs. I could change mlox to see if it finds some installed program, but if a program is installed that does not mean it is used (unlike a plugin). It is easy to tell if a plugin is used, because it is in the list of active game files in Morrowind.ini. Since it is problematic to know if an installed program is actually used, mlox does not try to solve that kind of problem.

I believe there is a topic "Investment in a merchant" or something like that and mlox could look for that topic (not sure) just to detect MGE. :)
User avatar
Anthony Rand
 
Posts: 3439
Joined: Wed May 09, 2007 5:02 am

Post » Sat May 28, 2011 8:42 pm

I believe there is a topic "Investment in a merchant" or something like that and mlox could look for that topic (not sure) just to detect MGE. :)

topic? Do you mean the topics that are data inside of plugins? mlox does not look inside of plugins. Even if it did, how would the presence of a topic in a plugin indicate what version of MGE is being used or even if it's being used at all?
User avatar
Thomas LEON
 
Posts: 3420
Joined: Mon Nov 26, 2007 8:01 am

Post » Sat May 28, 2011 10:33 am

topic? Do you mean the topics that are data inside of plugins? mlox does not look inside of plugins. Even if it did, how would the presence of a topic in a plugin indicate what version of MGE is being used or even if it's being used at all?

Isn't mlox look inside of a plugin just to see if there were any master's dependencies?

If a topic was a keyword I think the mlox can determine if MGE was installed or not, because that mod has an unique search criteria if a mod is loaded. :)
If mlox can't handle this such things then please just removed the message "Requires MWSE v0.9.2a or later, or MGE v3.1 or later" from mlox.
User avatar
Joanne
 
Posts: 3357
Joined: Fri Oct 27, 2006 1:25 pm

Post » Sat May 28, 2011 5:48 am

mlox doesn't look inside of plugins for dependencies or anything else. Everything it "knows" is based on the mlox_base.txt file -- all those rules were compiled by hand from someone's knowledge of plugin interactions.

Those MWSE messages are not mlox flagging errors; they are just mlox making a note to you that MWSE is required, and offloading the responsibility onto your shoulders. If you know you have the right MWSE versions, you can ignore them. But for someone who might not know exactly what everything in their load list does and requires, the non-warning notes are helpful. So even though they are redundant information for some of us, I don't think they ought to be removed.
User avatar
Kirsty Collins
 
Posts: 3441
Joined: Tue Sep 19, 2006 11:54 pm

Post » Sat May 28, 2011 11:12 am

Isn't mlox look inside of a plugin just to see if there were any master's dependencies?

mlox doesn't look inside plugins.

If a topic was a keyword I think the mlox can determine if MGE was installed or not, because that mod has an unique search criteria if a mod is loaded. :)

This sentence doesn't make any sense to me. What do you mean by keyword in the context of plugin data? How can any data in a plugin have any relevance to whether MGE is used, let alone which version?

If mlox can't handle this such things then please just removed the message "Requires MWSE v0.9.2a or later, or MGE v3.1 or later" from mlox.

I'll take it under consideration. If enough people don't think those message are worthwhile, they can be removed. in the meantime it's very easy for you to remove them from mlox_base.txt, as it is a simple text file.
User avatar
luis dejesus
 
Posts: 3451
Joined: Sun Aug 19, 2007 7:40 am

Post » Sat May 28, 2011 4:24 pm



This sentence doesn't make any sense to me.



For a moment I mixed it up with your other tool tes3cmd so just ignore this. That was really a stupid idea for my part. :blush2:
User avatar
Alberto Aguilera
 
Posts: 3472
Joined: Wed Aug 29, 2007 12:42 am

Post » Sat May 28, 2011 4:38 am

-clip-
I'll take it under consideration. If enough people don't think those message are worthwhile, they can be removed. in the meantime it's very easy for you to remove them from mlox_base.txt, as it is a simple text file.

What about adding an option to suppress NOTE results from the interface? Or allow the user to flag a NOTE to not appear again once received. :lightbulb:

Though it is an easy task for the user to just edit the base file -_- (however, it would need to be done again with each new base file released ... meh).
User avatar
Wane Peters
 
Posts: 3359
Joined: Tue Jul 31, 2007 9:34 pm

Post » Sat May 28, 2011 3:05 pm

What about adding an option to suppress NOTE results from the interface? Or allow the user to flag a NOTE to not appear again once received. :lightbulb:

The ability to suppress messages is on the todo list.
User avatar
Peetay
 
Posts: 3303
Joined: Sun Jul 22, 2007 10:33 am

Post » Sat May 28, 2011 3:09 pm

Just a note, when it gets set to recognize MCA 6.1, it should also recognize that the patch required for Antares' Big Mod 5 and MCA is now "Antares' Big Mod 5 - MCA 6 - patch" as Antares has already released an update.(his new update works with 6.0 an 6.1)
Available on his site: http://arcimaestroantares.webs.com/antaresbigmod.htm

Also, getting this odd requires thing
[REQUIRES]
!!!'[VER > 03-12 npc lcv schedules 03.esp]' Requires:
> 'MISSING(LCV Wolverine Hall 01.esp)'
| LCV Wolverine Hall requires that at least version 03-13 of LCV Schedules be active.
| (Ref: LCV Wolverine Hall.html)
| [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 dont actually use LCV Wolverine Hall and already have LCV 03-13, so this requires statement makes no sense. It doesnt bother me at all, but I just thought I would point it out if anyone wanted to take a look.
I can provide my load list if needed.
User avatar
Laurenn Doylee
 
Posts: 3427
Joined: Sun Dec 03, 2006 11:48 am

Post » Sat May 28, 2011 1:53 pm

Hi all


I've both good and bad news for you, so let begin with the good news and that's I can successfully use the update button in mlox without any error. :happy:

For nearly a month now I didn't know I actually could use the update feature in mlox (Windows7 64-bit). :twirl:
I wish I knew this then and you would definitively the first to know.

The bad news is I can't use the debug feature, because I still have exactly the same language error if I use the debug command in left loadorder column.
So you still need Melchor's solution to fix that issue, but I must say that you don't need to fix this right now. :)

Here is my first complete report which I find a little confusing.

loadorder
Spoiler
_001_ Morrowind.esm_002_ Tribunal.esm_003_ Bloodmoon.esm_004_ Morrowind Patch v1.6.4.esm_005_ Better Heads.esm_006_ Better Heads Tribunal addon.esm_007_ Better Heads Bloodmoon addon.esm_008_ Book Rotate.esm_009_ TR_Data.esm_010_ TR_Map1.esm_011_ TR_Map2.esm_012_ MCA.esm_013_ Rise of House Telvanni.esm_014_ 20books.esp_015_ telbranoramanor.esp_016_ Adamantium Roundshield.esp_017_ Amulets and Rings 2.1 Upgrade A.esp_018_ Dragonbone_Pauldrons.esp_019_ Clean Weapon Sheaths Ultimate.esp_020_ Sleepers Robe.esp_021_ Dremora Armour Mod.esp_022_ Wizard Hats 1.0.esp_023_ Better Bodies.esp_024_ The Apartment.esp_025_ BlackIndorilElite1.7.esp_026_ Winged Dwemer Guardians.esp_027_ BM_S_Inn.esp_028_ full_glass_armor.esp_029_ 4 Glass Weapons.esp_030_ Village Of Mora Uvirith.esp_031_ Book Rotate - Tribunal v5.3.esp_032_ Book Rotate - Bloodmoon v5.3.esp_033_ Dragonbone Armor [v.1.2].esp_034_ TravelingMerchants_v2.2.esp_035_ Ald Redaynia Extended.esp_036_ Thirsk Expanded.esp_037_ Amulet of Icarian flight.esp_038_ Book Jackets - Tribunal - BookRotate.esp_039_ BB_Clothiers_of_Vvardenfell_v1.1.esp_040_ Book Jackets - Bloodmoon - BookRotate.esp_041_ DM_DB Armor Replacer-Exp.esp_042_ Glass Gauntlets 10.esp_043_ bjam_enchantement.esp_044_ Clean Ebonheart Interior Expansion.esp_045_ Daedric Armour Of Vvardenfell - Easier.esp_046_ Tel Nechim.esp_047_ Secret_Master's_Alchemy_Equipment_v1.0.esp_048_ Westly's Master Headpack X.esp_049_ The Neverhalls.esp_050_ Scout's Services - AddTopics patch.esp_051_ Redaynia Village.esp_052_ Master Index Upgrade.esp_053_ Better Balmora river.esp_054_ Merchant Investments.esp_055_ Museum of Artifacts Improved Expanded.esp_056_ Stalhrim Stuff.esp_057_ Scout's Services 2.esp_058_ Betterarmourtmcl.esp_059_ BetterWeaponsTmcl.esp_060_ Scout's Services - Companion Travel.esp_061_ UniqueFinery.esp_062_ Better armor (rev14_Glass).esp_063_ Poe Lighthouse.esp_064_ The Sable Dragon 1.6.esp_065_ Animated Morrowind 1.0.esp_066_ DremoraLords.esp_067_ md_magebane_replacer.esp_068_ DD Ajira's Alchemy Reports.esp_069_ ClaymoreEmporium.esp_070_ Sris_Alchemy_BM.esp_071_ Soul Gems For Sale Version 2.0.esp_072_ BB_Grimoires.esp_073_ Vurt's Solstheim Trees & Bushes Replacer.esp_074_ Unique Jewelry and Accessories.esp_075_ Books of Vvardenfell.esp_076_ MCA - COV Addon.esp_077_ MCA - Guards Patch.esp_078_ MCA - TR Addon.esp_079_ OJAI - Framerate Version.esp_080_ sm_falmerarmor_0.1.esp_081_ The_Hammer_of_Kings.esp_082_ UL_2.0_RoHT_1.5_Compatibility.esp_083_ AscadianManor.esp_084_ Uvirith's Legacy_Final_2.0.esp_085_ Kogoruhn ruins 1.0.esp_086_ LotsOfRingsPlus.esp_087_ UL_Srikandy_patch.esp_088_ UL_chess_addon.esp_089_ UL_MWSE_patch.esp_090_ new_tapestries.esp_091_ Av,V1.0.esp_092_ Daedra Armory.esp_093_ The regulars - Sitting NPC's v2.02.esp_094_ seyda_neen_boat.esp_095_ hoods.esp_096_ Ald Velothi Transport.esp_097_ Mashed Lists.esp

[NOTE] > '[VER < 1.41 rise of house telvanni.esm]' | There is a newer version of "Rise of House Telvanni" available, you should upgrade.

Pozzo's Rise of House Telvanni v1.5December 20, 2010This mod allows you, as Archmagister, to take control of House Telvanni and lead it to political sucess.

The RoHT 1.5 mod is already installed. I can only guess that the mlox_base.txt doesn't have the latest entries for this mod. :shrug:
User avatar
Rachel Hall
 
Posts: 3396
Joined: Thu Jun 22, 2006 3:41 pm

PreviousNext

Return to III - Morrowind