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

Post » Sat May 28, 2011 4:20 pm

So I recently reinstalled the game, ~200 mods, and spent a few hours trying to get them to work.

Wish I had know about this tool beforehand.
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Chris Cross Cabaret Man
 
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Post » Sat May 28, 2011 11:15 pm

It goes on for another 20 or so mods, without changes between the two. So it appears mlox is suggesting a different sorting order that is actually the same. Guess I'm being very obtuse, even more than usual, but what am I missing, here?

Well, I'm not sure at this point whether there is still some misunderstanding (possibly on my part) or if there is a problem with mlox.

If mlox detects a difference between the 2 lists of plugins (before and after sorting), then it tries to highlight the differences and the "update" button is activated. Otherwise it doesn't highlight and deactivates the update button.

The way that mlox checks to see if the lists are different is to use the equals "==" operator on the 2 lists. It's an extremely simple little piece of code. I don't see how this could be incorrect, unless Python is broken or if it does not work the way I think it should (I guess that's possible).

Do you realize that the numbers will not change between the 2 lists? (That is: if plugin A is number 2 in the original list, it will be number 2 in the sorted list). This is so you can easily see where the numbers change in the sorted list. If what you are saying is true, then the sorted list will not have any numbers listed out of order, starting from _001_ at the top and incrementing by one all the way to the end. But in that case, mlox should not highlight anything and it should not activate the update button.

Maybe you could reproduce the problem, and paste both of the lists (the unsorted from the left and the sorted from the right) here, and we could take a look at them. There should be at least one place in the sorted list where the numbers are out of sequence.
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Steve Bates
 
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Post » Sat May 28, 2011 8:49 pm

So I recently reinstalled the game, ~200 mods, and spent a few hours trying to get them to work.

Wish I had know about this tool beforehand.


I'm right around 100 mods and this program is gold as far as I'm concerned. BOSS for Oblivion, MLOX for Morrowind and nothing but happy gaming.

Thanks for the donation to the community.
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Mistress trades Melissa
 
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Post » Sat May 28, 2011 7:18 pm

Maybe you could reproduce the problem, and paste both of the lists (the unsorted from the left and the sorted from the right) here, and we could take a look at them. There should be at least one place in the sorted list where the numbers are out of sequence.


Not necessary. The fault is on my side. What's happening is that mlox lifted two groups of mods (6-10 in each) from my list, and proposes switching them out, without any internal changes within each block. And of course, the numbers mlox references are the numbers in my list. So I was seeing

*133* Vality's Bitter Coast Addon.esp
*134* Less_Generic_Tribunal.esp
*135* LGNPC_GnaarMok_v1_10.esp
*136* LGNPC_AldVelothi_v1_20.esp
*137* Clean TC_PuzzleCanol.esp
*138* BT_Whitewolf_2_0-jms_patch.esp
*139* Fliggerty's Armor Project 2.esp
*140* Ald Redaynia Extended.esp
*141* Clean Dungeoneer Jewelry.ESP

...which is exactly what I have in my current list: same order. What I didn't notice (but should have) was that mlox proposes this:

_102_ The Hidden Pathway 2.0.esp
_103_ constance1_0.esp
*133* Vality's Bitter Coast Addon.esp
*134* Less_Generic_Tribunal.esp
*135* LGNPC_GnaarMok_v1_10.esp
*136* LGNPC_AldVelothi_v1_20.esp
*137* Clean TC_PuzzleCanol.esp
*138* BT_Whitewolf_2_0-jms_patch.esp
*139* Fliggerty's Armor Project 2.esp
*140* Ald Redaynia Extended.esp
*141* Clean Dungeoneer Jewelry.ESP
_102_ The Hidden Pathway 2.0.esp
_103_ constance1_0.esp

As you can see, placement is all. ;) I'm not sure why these two blocks are being suggested for swapping about, however. More confusing still, each has a couple of LGNPC mods in them. Logically, if mlox wanted to switch things around, it would tend to group the LGNPC mods. But it hasn't, so there must be other issues at work in its suggestions. Just wish I knew what they were. ;)
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Amy Gibson
 
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Post » Sat May 28, 2011 8:45 pm

Logically, if mlox wanted to switch things around, it would tend to group the LGNPC mods.

Actually, mlox does nothing to "group" any mods, LGNPC included. It does, however, ensure they are kept in order. This means that as long as they are in order, mlox does not care if it puts any other plugins in between them. This is a consequence of the basic design of mlox, which is based on the theory of partially ordered sets, which can be sorted by the well-known method of the topological sort. If you want to understand a little more about how that stuff works, I tried to write it out in fairly simple terms (no prior study necessary) in the "mlox_guts.txt" document, which I wrote to hopefully answer questions like yours.
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Stace
 
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Post » Sat May 28, 2011 7:54 pm

Actually, mlox does nothing to "group" any mods, LGNPC included. It does, however, ensure they are kept in order.


As I pointed out, this is just a bit of a problem, since there's nothing ostensibly wrong with my current order that I can detect with any one of those mods--much less two entire groups, much less the swapping of two entire groups moved as entities whose internal consistency is maintained. I can't find anything in "mlox_guts.txt" to explain why the two mod sets are exactly swapped, as though maintaining that internal order of each set was a defined rule, and at least one of the mods in each set had to be swapped with the other.

I'll study the two groups, and see if I can figure out why each of those mods in one group need to be swapped with each of the mods in the other.
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sw1ss
 
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Post » Sat May 28, 2011 7:05 pm

I can't find anything in "mlox_guts.txt" to explain why the two mod sets are exactly swapped, as though maintaining that internal order of each set was a defined rule, and at least one of the mods in each set had to be swapped with the other.

The "mlox_guts.txt" document wouldn't explain anything about your particular case, it explains at a lower level the idea of how partially ordered sets work, and how they can have multiple correctly sorted solutions and so on. Clearly, one or more of the rules that mlox got from the rule-base or inferred from your current order caused it to move things around, and if you get the basic idea of how mlox does that from the guts document, you might be able to look at the data it generates for the topological sort in the debug output and see exactly why.
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BRIANNA
 
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Post » Sat May 28, 2011 9:59 pm

How do i update my load order, it doesnt work.
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Etta Hargrave
 
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Post » Sat May 28, 2011 11:59 am

When you run mlox a update list button appears at the bottom of the menu. Click the button and you are done.

sieboldii
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Racheal Robertson
 
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Post » Sat May 28, 2011 1:38 pm

When i re open Mlox the mods are back in the old order though
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Kelli Wolfe
 
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Post » Sun May 29, 2011 2:19 am

When i re open Mlox the mods are back in the old order though

That could happen if something else (like Wrye Mash) was re-setting the modification dates of the plugins. If you do use Wrye Mash, you need to turn off the "Lock Times" feature, as explained in the readme.
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Victoria Bartel
 
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Post » Sat May 28, 2011 11:36 am

Edit: Wrong thread.

But this is the right thread to express my thanks, for mlox is a very useful tool! I think it still misses some ordering rules, so if I find any more out than mlox currently does, I'll report it.
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christelle047
 
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Post » Sat May 28, 2011 11:53 pm

Lock themes is not checked in wyre mash
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Bedford White
 
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Post » Sat May 28, 2011 3:25 pm

I encounter the following information window, which looks like a error report, when using mash to uninstall or anneal my current mod list:

Looks like you need to post this in the Wrye Mash thread.
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Michelle davies
 
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Post » Sat May 28, 2011 10:11 pm

Lock themes is not checked in wyre mash


Did you click "Upload Date Order" in mlox?
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Natasha Callaghan
 
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Post » Sat May 28, 2011 11:37 am

Lock themes is not checked in wyre mash

What happens if you click on the update button in mlox, then quit, and the immediately restart mlox before doing anything else? Does mlox say: "Plugins already sorted"? Or does it allow you to sort them again? That would be pretty weird. It would mean that mlox either is unable to change the modification dates or that something else is re-setting them somehow. I haven't heard of that happening before. Does anyone else know what could do that?
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Lilit Ager
 
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Post » Sat May 28, 2011 3:19 pm

yay worked.
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Daddy Cool!
 
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Post » Sat May 28, 2011 11:11 am

What happens if you click on the update button in mlox, then quit, and the immediately restart mlox before doing anything else? Does mlox say: "Plugins already sorted"? Or does it allow you to sort them again? That would be pretty weird. It would mean that mlox either is unable to change the modification dates or that something else is re-setting them somehow. I haven't heard of that happening before. Does anyone else know what could do that?


I had a problem similar to this the other day, actually. Clicked the update button and nothing appeared to happen, so I gave it a little while to work, then quit mlox and restarted it--mods were in their original order. I'm using the .exe version, for the record, and I'm on XP, so it's not caused by Vista security shenanigans. Definitely don't have Lock Times checked in WM.
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koumba
 
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Post » Sat May 28, 2011 11:23 am

mlox, is not sorting my plugins anymore, i download some more mods, made sure load times or w/e in wyre mash was not ticked, loaded up mlox, clicked update load order, and nothing happens, i qiut and reload the mods are in the old order.
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Flesh Tunnel
 
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Post » Sat May 28, 2011 8:27 pm

mlox, is not sorting my plugins anymore, i download some more mods, made sure load times or w/e in wyre mash was not ticked, loaded up mlox, clicked update load order, and nothing happens, i qiut and reload the mods are in the old order.

Just out of curiosity, what is your Operating System?
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Horse gal smithe
 
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Post » Sat May 28, 2011 8:07 pm

Windows XP home edition, SP 3, running the python version of mlox, latest version of .net framework.
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Shae Munro
 
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Post » Sat May 28, 2011 11:52 am

Windows XP home edition, SP 3, running the python version of mlox, latest version of .net framework.

OK. XP is all I have to test on currently, so at least I can cover that.
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suzan
 
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Post » Sat May 28, 2011 11:36 pm

made sure load times or w/e in wyre mash was not ticked


If the mods are not ticked, then mlox will ignore them.

sieboldii
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Rinceoir
 
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Post » Sat May 28, 2011 11:32 am

New Release of the rule-base: mlox-data_2009-05-19.7z
Available here: http://code.google.com/p/mlox/downloads/list

Thanks to Dragon32 for more input:
New
Balmora River House [Calislahn]
Dynamic Magicka Regeneration 2.0 [Duncan]
SpellFix [Petrus Octavianus]
Spuzzum's Interior Daylight [Spuzzum]
Unique Ghosts [Arcimaestro Antares]

Updated
Fair Magicka Regen [Glassboy]
Left Gloves Addon [Alaisiagae]
Morrowind Enhanced [???]
Morrowind Script Extender [Various]
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Peter lopez
 
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Post » Sat May 28, 2011 1:49 pm

Was hoping you hadn't released a new ruleset so soon.

According to mlox's rules:

[REQUIRES]
!!![ANY
!!! 'New Khajiit Bodies (Slof Textures) - Mature.esp',
!!! 'New Argonian Bodies (Slof Textures) - Mature.esp'] Requires:
> [ANY
> "MISSING(Slof's Better Beasts a.esp)",
> "MISSING(Slof's Better Beasts b.esp)",
> "MISSING(Slof's Civilised Beasts.esp)"]
| To use this mod, you must have both Slof's Better Beasts (reptile version) and New Beast Bodies mod installed. Activate Slof's Better Beasts and this mod at the same time to replace the Argonians and/or Khajiit in the game with ones that use the new mesh with Slof's textures and heads.
| (Ref: "new_beast_bodies-slof-tex-readme.txt")


However, according to the readme, it actually states NOT to activate both.

You should deactivate the standard New Argonian/Khajiit Bodies ESP and also deactivate Slof's ESP.

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Krystal Wilson
 
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