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

Post » Sat May 28, 2011 5:37 pm

I have another pesky feature request: I would like to have a way to include mlox-friendly plugin order information in my plugin release zip archive files; a file with mlox rules and a naming convention that allows mlox to recognize that the information is there, and to which plugin it pertains (or some other method, perhaps a mlox section of a readme file, for example).
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TOYA toys
 
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Post » Sat May 28, 2011 6:31 am

I have another pesky feature request: I would like to have a way to include mlox-friendly plugin order information in my plugin release zip archive files; a file with mlox rules and a naming convention that allows mlox to recognize that the information is there, and to which plugin it pertains (or some other method, perhaps a mlox section of a readme file, for example).

I've thought about doing something like this. I will put it on my todo list for whenever I do a new program update. It will probably be something like a mlox subdirectory under "Data Files" where any mod can install new rules files and they'll just be read and included in with the other rules.
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Lynette Wilson
 
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Post » Sat May 28, 2011 9:33 am

I've thought about doing something like this. I will put it on my todo list for whenever I do a new program update. It will probably be something like a mlox subdirectory under "Data Files" where any mod can install new rules files and they'll just be read and included in with the other rules.

Thank you, maestro.
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Cassie Boyle
 
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Post » Sat May 28, 2011 5:30 pm

hey JMS i'm aiming for the gold star so i'll writ it up and e-mail it you if you want it's not in but should be.

Don't use the Dead Heroes Add-on with BR 2.0. It's only for use with the early versions.

http://www.fliggerty.com/phpBB3/viewtopic.php?f=19&t=1498
right out of figgs mouth!

i already have a few others i could hang on to them for a bit if you like!
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Sam Parker
 
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Post » Sat May 28, 2011 1:54 pm

i already have a few others i could hang on to them for a bit if you like!

Thanks for the input. I'm hoping to have a new rule-base update out pretty soon, so I'll put in whatever you can submit.
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OnlyDumazzapplyhere
 
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Post » Sat May 28, 2011 1:30 pm

another i noticed in a game i was playing was a conflict between The Lost Artifacts of MW and DarkNut's Greater Dwemer Ruins v1. i made a patch that moves Life Blood from LAMW to be accessible when using GDRv1. http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8461 there is a patch for either of the control files for GDR and should be loaded after it.
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Mariaa EM.
 
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Post » Sat May 28, 2011 2:48 pm

John,

I released three Redesigned Vivec patches for MCA and Children of Morrowind to move the NPCs added by those two mods back onto the cantons. None of the patches should be used with each other nor with PirateLord's original mod because that will cause doubling. My patch names are:

Clean Redesigned Vivec - com_mca patch.esp
Clean Redesigned Vivec - MCA patch.esp
Clean Redesigned Vivec - COM patch.esp

PL's mod's name is Redesigned Vivec.esp

This information is also in the readme. Thanks. :)
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Dalton Greynolds
 
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Post » Sat May 28, 2011 2:23 pm

Can anyone tell me how serious this error is? I would like to use the MWInhabitants mod, but not if it will cause major problems.

[NOTE]
> 'MWInhabitants Freeform (Vol 1).esp'
| !! Uses deprecated AddToLev* function to modify gamesas leveled lists. 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
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Catherine N
 
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Post » Sat May 28, 2011 6:22 am

Can anyone tell me how serious this error is? I would like to use the MWInhabitants mod, but not if it will cause major problems.

[NOTE]
> 'MWInhabitants Freeform (Vol 1).esp'
| !! Uses deprecated AddToLev* function to modify gamesas leveled lists. 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


In the grand scheme of things, it's not too serious. What basically happens is that MW sees these functions used to change the leveled lists, so it then saves those lists in the current savegame, like it does with any other changed object (since it has been changed it needs to remember it). So far, no problem. The problem occurs when you now add another mod, and update your merged leveled lists plugin. Any list that has been saved in your savegame will override your merged lists plugin. One way to cleanly live with this is to enable all the plugins you want to use before starting a new character, and not add any during while playing that character. Or, if you do add plugins while playing the character, delete leveled lists from the savegame. The ideal solution is to find a patch that just gets rid of those troublesome functions.
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James Smart
 
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Post » Sat May 28, 2011 2:29 pm

In the grand scheme of things, it's not too serious. What basically happens is that MW sees these functions used to change the leveled lists, so it then saves those lists in the current savegame, like it does with any other changed object (since it has been changed it needs to remember it). So far, no problem. The problem occurs when you now add another mod, and update your merged leveled lists plugin. Any list that has been saved in your savegame will override your merged lists plugin. One way to cleanly live with this is to enable all the plugins you want to use before starting a new character, and not add any during while playing that character. Or, if you do add plugins while playing the character, delete leveled lists from the savegame. The ideal solution is to find a patch that just gets rid of those troublesome functions.


Would I need to delete the levelled lists everytime I save the game? If I open a savegame in the Enhanted Editor, I see a few items under "Creatures Levelled", is that what i need to delete?
thx for your help!
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John N
 
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Post » Sat May 28, 2011 1:22 pm

http://planetelderscrolls.gamespy.com/View.php?view=mods.detail&id=6456 and http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8367 have a conflicting ID problem. The game gives an error about it and you are forced to quit.
I didn't take down the name of the conflicting ID.
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Mason Nevitt
 
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Post » Sat May 28, 2011 8:06 pm

Can I have your address? Because I would like to send you my firstborn in return for this wonderful little program.
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Madeleine Rose Walsh
 
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Post » Sat May 28, 2011 12:12 pm

Would I need to delete the levelled lists everytime I save the game? If I open a savegame in the Enhanted Editor, I see a few items under "Creatures Levelled", is that what i need to delete?
thx for your help!

You would only need to delete the leveled lists specified in the AddToLev* functions (which are records of LEVC/LEVI type) from your savegame after you add a new plugin with leveled lists. The easiest way to fix your savegame is use "Wrye Mash" to "Repair All" on the savegame, this will remove just the leveled lists it needs to. See the section "Remove Overriding Lists" in Mash's documentation.
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Kelvin
 
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Post » Sat May 28, 2011 8:22 pm

You would only need to delete the leveled lists specified in the AddToLev* functions (which are records of LEVC/LEVI type) from your savegame after you add a new plugin with leveled lists. The easiest way to fix your savegame is use "Wrye Mash" to "Repair All" on the savegame, this will remove just the leveled lists it needs to. See the section "Remove Overriding Lists" in Mash's documentation.


Thats much easier than I was thinking it would be. thx alot!
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Brιonα Renae
 
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Post » Sat May 28, 2011 6:17 pm

I'm back with another conflict.

"AV2-moved Addon2 Castle Avalon.esp" (one of the addons for Ald Vendras Moved) conflicts with "Horror Mod."
There is an ID conflict over an activator, "cryptbody01." The game, therefore, forces you to quit.

Edit: Wow, actually the whole set of "cryptbody" activators conflict, not only number 01.
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cutiecute
 
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Post » Sat May 28, 2011 8:04 am

I'm sorry for being so ignorant, but is there any reason I should need to use this tool if I already use Mash, TES Plugin Conflict Detector, and TES Advanced Mod Editor?
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JUDY FIGHTS
 
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Post » Sat May 28, 2011 6:57 am

i can't say i have used TESpcd but mlox will give you links to patches for conflicts between plugin's and point out mods known to have "evil" GMST's. it's also great in that you can copy your load list in actual load order!

EDIT:spelling
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Del Arte
 
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Post » Sat May 28, 2011 5:06 pm

MLOX also uses a rule base to *recommend* changes in load order. The other programs you listed can only point out possible errors, not make suggestions on what to do about them. Also, though mlox can update your load order for you, it will only do so if you press the button and that is *ALL* it will ever do. The other programs listed have various functions which can get you into a big mess if you do not understand them fully.
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Andrea Pratt
 
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Post » Sat May 28, 2011 5:34 pm

Thank you for the answers.
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jessica robson
 
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Post » Sat May 28, 2011 10:03 am

http://planetelderscrolls.gamespy.com/View.php?view=mods.detail&id=6456 and http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=8367 have a conflicting ID problem. The game gives an error about it and you are forced to quit.
I didn't take down the name of the conflicting ID.

I've been looking at this one to see if I could figure it out, and I have some questions.

There are 4 different versions of wanderer's lodge. The only version that might conflict with Serabul appears to be the version for Vivec (wl_lodge_vi.esp). They both modify the cell "Ascadian Isles Region (5, -13)", but I don't see any ID conflicts. Are you using wl_lodge_vi.esp, and have you tried one of the other versions that moves the lodge to another cell?

Or perhaps you could paste the error you get from Warnings.txt if you try it again? Thanks.

P.S. I have a new update to the rule-base coming out (at long last) which should include all the contributions up till now that I was able to veriify. You can get an early version of this update from http://mlox.googlecode.com/svn/trunk/data/mlox_base.txt (right click, save as...). I'll try to make it official sometime tomorrow. Many thanks for everyone's input.
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Cathrine Jack
 
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Post » Sat May 28, 2011 7:47 am

I've been looking at this one to see if I could figure it out, and I have some questions.

There are 4 different versions of wanderer's lodge. The only version that might conflict with Serabul appears to be the version for Vivec (wl_lodge_vi.esp). They both modify the cell "Ascadian Isles Region (5, -13)", but I don't see any ID conflicts. Are you using wl_lodge_vi.esp, and have you tried one of the other versions that moves the lodge to another cell?

Or perhaps you could paste the error you get from Warnings.txt if you try it again? Thanks.



Fantastic, there was no error this time. I've reinstalled both of them, but the game initialized without any errors and I was even able to start a new game.
I don't think ID conflicts have anything to do with load order, or the mods that accompany them, but my load order was a whole lot different when Morrowind gave that error.
And it was not even Vivec version I was using, I chose Ebonheart version.
I can try to reproduce the problem with different load orders and different versions if you like. Now that I've graduated I have enough spare time until I find a job :)
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Jacob Phillips
 
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Post » Sat May 28, 2011 3:38 pm

I can try to reproduce the problem with different load orders and different versions if you like. Now that I've graduated I have enough spare time until I find a job :)

Well, only if you're bored. Maybe it was just a one-time glitch. Morrowind is pretty weird. Anyway, if you're not seeing the problem anymore, I won't worry about it unless it comes up again.
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Damien Mulvenna
 
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Post » Sat May 28, 2011 7:35 am

Well, at long last, I have published a new rule-base: mlox-data_2010-06-20.7z
Available from the usual place: http://code.google.com/p/mlox/downloads/list

Thanks to latendress76, Judassem, Jac and others for information included in this update.

New:
@AOF Potions Recolored 1.1 [Bycote]
@Balmora University [Ravensong, Stoned, Crlsniper]
@Castle Hestatur [Srdjan Pokorni a.k.a. Spok]
@House of Spears [Nazz]
@Laszlo Manor [latendresse76]
@Mormegil Manor [Calislahn]
@Provincial Bath Shoppe v.1 [Korana]
@Serabul [Rellac]
@Starstone Outpost [Calislahn]
@Starstone Shields [Wulfgar]
@The Wanderers Lodge [The Wanderer]
@Vurt's Ashlands Overhaul Beta 1 [Vurt]

Updated:
@Balmora River House [Calislahn]
@Blasphemous Revenants [Fliggerty]
@DNGDR - Darknut's Greater Dwemer Ruins [Darknut]
@Herbalism for Purists [Syclonix]
@Morrowind Crafting 2.1 (conflict with Resources Enhanced)
@Morrowind Crafting 2.1 [Drac & Toccatta]
@Redesigned Vivec [Piratelord]
@Sixth House Advanced 2.1 [SiNNeR]
@Suran Extended v1.2 [Princess Stomper]
@TR - Tamriel Rebuilt (Maps 1 and 2) [Tamriel Rebuilt team] (conflict with Season of Harvest)
@Telperion - Ascadian Isles Tree House [Calislahn]
@Undeads arise from death (for 2.0)
@Undeads: arise from death 2.0 [Arcimaestro Antares]
@Wakim's Game Improvments 9 (WGI) [Wakim]
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Céline Rémy
 
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Post » Sat May 28, 2011 4:11 pm

As always, thanks for the update. What would I do without you, mlox? :wub:
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Veronica Flores
 
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Post » Sat May 28, 2011 6:53 am

As always, thanks for the update. What would I do without you, mlox? :wub:



It is a real time saver....I have over 100 esps installed and mlox solved 5 problems for me (very experienced Oblivion mod user too). Thanks much for the update as I am just about done with my mod install for my first playthrough.
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Tikarma Vodicka-McPherson
 
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