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

Post » Sat May 28, 2011 1:53 pm

*Ebartifact EBQ_Artifact.esp
*Entertainers entertainers.esp
*Masterindex master_index.esp
Need GMST cleaning.

Last time I checked, these plugins only have some GMST entries that are duplicates of those in the masters, but they are not any of the "Evil GMSTs", which cause problems because they have changed some of the important GMST values. I'll probably put in a note that they can be safely cleaned, but there's no real harm in leaving them in. (Unless I've overlooked something, in which case, please let me know). Also, I didn't find any GMSTs in bcsounds or AreaAffectArrows.

*Wrye's patches "Wrye Patches xy.esp" where xy = {A, A1, B, C, C1, G, M, M1, W}
Should load after other mods, because they change the names of objects that might be edited by other mods.

I'll have to do a little investigation on these, never heard of them before. There are a growing number of plugins that wish "to be loaded last", so I'll need to see where in the list of things to be loaded last these should go.

Edit: Ok, now I understand that Wrye Patches largely rename items so they will group sensibly in inventory, it's not clear to me that the best way to handle them is to put them late in the load order. For example if they conflict with another mod that makes changes to the object that would affect gameplay (like the power of a weapon), then it seems just as likely to me that a user would prefer the gameplay change to override the name change, as name changes may not be that important to them. So, anyone else have an opinion on this one? I'm inclined to leave it up to the user to place these patches where they prefer in their load list.

Thanks for the info! I'll try to get this all in the next update I'm working on.
User avatar
Laura-Jayne Lee
 
Posts: 3474
Joined: Sun Jul 02, 2006 4:35 pm

Post » Sat May 28, 2011 9:11 pm

Okay, I still have the same problem with the mod load order not updating, i click update wait a bit the click close and nothing happens it just reverts to the original load order. It might help that morrowind is not in a standard install directory.
User avatar
Soph
 
Posts: 3499
Joined: Fri Oct 13, 2006 8:24 am

Post » Sat May 28, 2011 7:21 pm

Okay, I still have the same problem with the mod load order not updating, i click update wait a bit the click close and nothing happens it just reverts to the original load order. It might help that morrowind is not in a standard install directory.

If mlox displays your correct current load order in the left hand pane, it has found your morrowind directory. mlox just needs to be installed under where you run morrowind and it just looks at the directory structure and deduces where the data files are.

After mlox closes it should leave a file called "mlox.err" in the directory in which it runs. Could you open that and post its contents here? (It just contains text,so you should be able to open it with notepad for example).
User avatar
Albert Wesker
 
Posts: 3499
Joined: Fri May 11, 2007 11:17 pm

Post » Sat May 28, 2011 11:24 pm

In the right pane it says some things need to be moved, i click the left pane and nothing, it just sits their, question is mlox supposed to be in the morrowind directory or the morrowind/datafiles directory?

Here is the error message:
lox.exe 0.55 [mlox-base 2009-05-19 00:29:30 (UTC)] (en/cp1252)Python Version: 2.5wxPython Version: 2.8.7.1Traceback (most recent call last):  File "mlox.py", line 1526, in on_update	self.anolyze_loadorder(None)  File "mlox.py", line 1497, in anolyze_loadorder	lo = loadorder().update(fromfile)  File "mlox.py", line 1290, in update	self.update_mod_times(new_order_truename)  File "mlox.py", line 1207, in update_mod_times	os.utime(self.datadir.find_path(p), (-1, mtime))  File "mlox.py", line 211, in find_path	return(os.path.join(self.dir, self.files[f]))  File "ntpath.pyo", line 62, in joinWindowsError: [Error 87] The parameter is incorrectTraceback (most recent call last):  File "mlox.py", line 1526, in on_update	self.anolyze_loadorder(None)  File "mlox.py", line 1497, in anolyze_loadorder	lo = loadorder().update(fromfile)  File "mlox.py", line 1290, in update	self.update_mod_times(new_order_truename)  File "mlox.py", line 1207, in update_mod_times	os.utime(self.datadir.find_path(p), (-1, mtime))  File "mlox.py", line 211, in find_path	return(os.path.join(self.dir, self.files[f]))  File "ntpath.pyo", line 62, in joinWindowsError: [Error 87] The parameter is incorrectTraceback (most recent call last):  File "mlox.py", line 1526, in on_update	self.anolyze_loadorder(None)  File "mlox.py", line 1497, in anolyze_loadorder	lo = loadorder().update(fromfile)  File "mlox.py", line 1290, in update	self.update_mod_times(new_order_truename)  File "mlox.py", line 1207, in update_mod_times	os.utime(self.datadir.find_path(p), (-1, mtime))  File "mlox.py", line 211, in find_path	return(os.path.join(self.dir, self.files[f]))  File "ntpath.pyo", line 62, in joinWindowsError: [Error 87] The parameter is incorrectTraceback (most recent call last):  File "mlox.py", line 1526, in on_update	self.anolyze_loadorder(None)  File "mlox.py", line 1497, in anolyze_loadorder	lo = loadorder().update(fromfile)  File "mlox.py", line 1290, in update	self.update_mod_times(new_order_truename)  File "mlox.py", line 1207, in update_mod_times	os.utime(self.datadir.find_path(p), (-1, mtime))  File "mlox.py", line 211, in find_path	return(os.path.join(self.dir, self.files[f]))  File "ntpath.pyo", line 62, in joinWindowsError: [Error 87] The parameter is incorrect

User avatar
Daddy Cool!
 
Posts: 3381
Joined: Tue Aug 21, 2007 5:34 pm

Post » Sat May 28, 2011 12:17 pm

In the right pane it says some things need to be moved, i click the left pane and nothing, it just sits their, question is mlox supposed to be in the morrowind directory or the morrowind/datafiles directory?


The Morrowind directory, not the Data Files directory.
User avatar
jessica robson
 
Posts: 3436
Joined: Mon Oct 09, 2006 11:54 am

Post » Sat May 28, 2011 2:06 pm

Good thats where i have it.
User avatar
Dragonz Dancer
 
Posts: 3441
Joined: Sat Jun 24, 2006 11:01 am

Post » Sun May 29, 2011 2:20 am

In the right pane it says some things need to be moved, i click the left pane and nothing, it just sits their, question is mlox supposed to be in the morrowind directory or the morrowind/datafiles directory?

It shouldn't matter as long as mlox is installed somewhere under the morrowind directory. But I advise that when people do not have a preference, to install in the morrowind directory. When the mlox archive is extracted there it creates a morrowind/mlox directory that contains all the stuff mlox needs.

The errors that show up in your mlox.err are pretty interesting. For some reason, the function that is supposed to update the modification date of the plugins is failing. I'll have to look into that some more. But if you can think of any reason why you wouldn't normally be able to update the modification dates of your pluglins, let me know.
User avatar
KRistina Karlsson
 
Posts: 3383
Joined: Tue Jun 20, 2006 9:22 pm

Post » Sat May 28, 2011 6:51 pm

It works and sometime's doesent. Im clueless.

Edit: Gotta rephrase the above statment
It Doesn't work, but on occasion it does.
User avatar
Naomi Ward
 
Posts: 3450
Joined: Fri Jul 14, 2006 8:37 pm

Post » Sun May 29, 2011 1:54 am

It works and sometime's doesent. Im clueless.

It is most odd that it would work sometimes and not others. Is it possible that some other program has those files open at the same time?
User avatar
Ashley Hill
 
Posts: 3516
Joined: Tue Jul 04, 2006 5:27 am

Post » Sun May 29, 2011 1:13 am

He says he is clicking the pane; he needs to click the update button.

sieboldii
User avatar
Philip Rua
 
Posts: 3348
Joined: Sun May 06, 2007 11:53 am

Post » Sat May 28, 2011 10:14 am

He says he is clicking the pane; he needs to click the update button.

Yeah, but that error listing shows that he must have clicked on the update button. Those function calls only come from that path of execution.
User avatar
Horse gal smithe
 
Posts: 3302
Joined: Wed Jul 05, 2006 9:23 pm

Post » Sat May 28, 2011 8:14 pm

Bump for new release for the rule-base: mlox-data_2009-05-27.7z
Available from: http://code.google.com/p/mlox/downloads/list

Included updates from Pwin, Lord Udedenkz, R.D., Dux2222 and special thanks to user vio, who mailed me the really big chunk of stuff for this update.

New:
Abandoned Well at Dagon Fel (v2) [jman0war]
BC_Palla_Quest_Lite [Big Chief]
NerevarArmor [armor by Enlightened_Daedroth and Soulshade, quests either by Aragon or by Greevar]
Particle Arrow Replacer [ghostnull]
Propylons 1.1 [Charles Cooley]
ROV World [RodrigoVinholo]
Service Requirements [Vanhikes, some updates by makeshiftwings]
Taddeus' Balanced Alchemy [Taddeus]
Taddeus' Balanced Armor [Taddeus]
Taddeus' Balanced Objects [Taddeus]
Taddeus' Balanced Weapons [Taddeus]
Telperion - Ascadian Isles Tree House [Calislahn]
Vvardenfell Druglord [Fliggerty]
Wrye Patches [Wrye]
Zyndaar's Bows [Luchaire, meshes by Zyndaar]

Updated:
Bethesda plugins: EBQ_Artifact.esp, entertainers.esp, master_index.esp
BetterClothes_Patch [Keazen]
Complete Morrowind [Max also known as ~NOBODY~]
Fliggerty's Armor Project 2 [Fliggerty]
Graphic Herbalism [ManaUser]
MTT (Magical Trinkets of Tamriel) [Chris Woods]
Morrowind Inhabitants [scruggs]
MultiMark (multipleteleportmarking2.2) [Marcel Hesslebarth]
NEDE - New Elemental Damage Effects [rocker]
New Beast Bodies 3.3 [LizTail]
New Icons [ManaUser]
SpellFix [Petrus Octavianus]
Sri's Alchemy [Srikandi]
Steel Broadsword Fix v1.2 [quorn]
Wakim's Game Improvments 9 (WGI) [Wakim]

I believe I should be up to date on all requests for rule-base updates. If I have omitted anything or introduced any mistakes (always possible :) ) let me know! Thanks as always.
User avatar
Mistress trades Melissa
 
Posts: 3464
Joined: Mon Jun 19, 2006 9:28 pm

Post » Sat May 28, 2011 5:43 pm

Also, I didn't find any GMSTs in bcsounds or AreaAffectArrows.
That is odd. My (original) files for sure contain GMSTs, although not evil ones. I'll redownload from Bethesda to check this at a later moment. By the way, including the not-evil GMSTs in the notes might be like entering a slippery slope, I now see. For there are also numerous entries in mods that are equal to the entries in the master files -leading to a warning from the tes plugin conflict detector-, entries which are also redundant/unclean, but not evil.

Edit: Ok, now I understand that Wrye Patches largely rename items so they will group sensibly in inventory, it's not clear to me that the best way to handle them is to put them late in the load order. For example if they conflict with another mod that makes changes to the object that would affect gameplay (like the power of a weapon), then it seems just as likely to me that a user would prefer the gameplay change to override the name change, as name changes may not be that important to them. So, anyone else have an opinion on this one? I'm inclined to leave it up to the user to place these patches where they prefer in their load list.
You are right. Object changes override eachother, so the only solution is to merge objects with Testool, I think. I don't know whether ordering matters for Testool's merge?
User avatar
Haley Merkley
 
Posts: 3356
Joined: Sat Jan 13, 2007 12:53 pm

Post » Sat May 28, 2011 11:17 am

That is odd. My (original) files for sure contain GMSTs, although not evil ones. I'll redownload from Bethesda to check this at a later moment.

I downloaded them from PES. Maybe they are slightly different versions. Bleh.

I don't know whether ordering matters for Testool's merge?

Yes, I believe TESTOOL does use the current order to determine the priority of changes to objects.
User avatar
Mari martnez Martinez
 
Posts: 3500
Joined: Sat Aug 11, 2007 9:39 am

Post » Sat May 28, 2011 1:15 pm

Thank you as always for your updates John.moonsugar
I have 2 questions
Isnt the broadsword fix included in one of the unofficial patches?
And the Nudity Response mod is suppsoed to load up after the other V response mods but its not arranged that way
User avatar
nath
 
Posts: 3463
Joined: Mon Jan 22, 2007 5:34 am

Post » Sat May 28, 2011 1:32 pm

Thank you as always for your updates John.moonsugar
I have 2 questions
Isnt the broadsword fix included in one of the unofficial patches?

To the best of my knowledge quorn used to have the Steel Broadsword fix in the UUMPP, but removed it and made it separate from the final released MPP. If that's wrong, let me know and I'll fix it.

And the Nudity Response mod is suppsoed to load up after the other V response mods but its not arranged that way

It would help if you could tell me the names of the plugins involved. Are you talking about NGE (Nudity Greeting Expansion by Glassboy) and VGreetings by Felix? Where can I read more about what their load order should be?
User avatar
Naughty not Nice
 
Posts: 3527
Joined: Sat Nov 04, 2006 6:14 am

Post » Sun May 29, 2011 1:48 am

Nudity Greeting expansion is the one, in the readme it says that it should load last after all the other Greetings otherwise it wont work
User avatar
Anthony Santillan
 
Posts: 3461
Joined: Sun Jul 01, 2007 6:42 am

Post » Sat May 28, 2011 8:46 pm

Nudity Greeting expansion is the one, in the readme it says that it should load last after all the other Greetings otherwise it wont work


Hmm, I do not see that. Could you be more specific? The entire contents of the readme that comes with the version of NGE I have is:
Created by: GlassBoy

This mod adds new nudity greetings, so that you don't get "Cover Yourself! Are you mad? Have you no decency?" everytime.
This mod does not have the variety that PRE V4 Does, But it is richer. I hope you all enjoy it. because i worked very hard at getting the mod to work. and making nearly every single response comical in some way.

The mod gives you a random greeting based on whether you're talking to an npc of the opposite six, and their disposition level towards you (100 to 70 guaruntees positive greetings, 69 to 30 guaruntees neutral greetings. 29 to 0 guaruntees Negative greetings.)

Email: MeteoricDragon@hotmail.com


I suspect this might be one of those cases where if you are loading a number of greetings plugins, the one you have loaded last will naturally take priority, but it won't necessarily "break" any functionality of the ones before it. And it may be better to allow the user to express their preference through adjusting their own load order. But I could be wrong. If you can point to more info, I'll take a look at it. Thanks.
User avatar
A Boy called Marilyn
 
Posts: 3391
Joined: Sat May 26, 2007 7:17 am

Post » Sat May 28, 2011 7:14 pm

Thanks for keeping the updates John. Great Work!
There seems to be a small error (or I'm missing something):

[CONFLICT]
Particle Arrows.esp
[ANY
...
'Area Effect Arrows.esp

This is from The Particle Arrow Replaer ReadMe:
"To install the plugin, unzip the files into the Morrowind/Data Files directory. Requires both Tribunl and Bloodmoon to play. Activate the "Particle Arrows.esp" and the "Area Affect Arrows.esp" if you wish to use that."
Cheers.
User avatar
Yvonne
 
Posts: 3577
Joined: Sat Sep 23, 2006 3:05 am

Post » Sun May 29, 2011 2:19 am

I've also found an error.

[REQUIRES] !!!'Azriel Addon.esp' Requires: > 'MISSING(Azriel the Merchant.esp)' | (Ref: http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=3040 )


The problem is that you can't have both of those together, or you'll have two Azriel merchants running around.
User avatar
bimsy
 
Posts: 3541
Joined: Wed Oct 11, 2006 3:04 pm

Post » Sat May 28, 2011 1:08 pm

This is from The Particle Arrow Replaer ReadMe:
"To install the plugin, unzip the files into the Morrowind/Data Files directory. Requires both Tribunl and Bloodmoon to play. Activate the "Particle Arrows.esp" and the "Area Affect Arrows.esp" if you wish to use that."


The problem is that you can't have both of those together, or you'll have two Azriel merchants running around.


I'll have to back those 2 out in the next update. Thanks!
User avatar
Jay Baby
 
Posts: 3369
Joined: Sat Sep 15, 2007 12:43 pm

Post » Sat May 28, 2011 10:26 am

Also, can someone confirm that Pursuit Enhanced requires MGE 3.5.6 (or MWSE 0.9.3)?
I'm at the final stages of tests for my new playthrough and I use MGE 3.3.2 (old crappy video card).
Since there is no info in Readme, nor on the Yacoby's/PES websites about the version required,
this info would be very helpful.
Thanks

p.s.
I've followed your advice and "A_flock_of_seagulls" does not corrupt my saves with MCP installed. Thanks again!
User avatar
james tait
 
Posts: 3385
Joined: Fri Jun 22, 2007 6:26 pm

Post » Sat May 28, 2011 8:21 pm

John.moonsugar, could you change the way mlox shows its changes? I don't understand what it is that mlox currently shows with the yellow marker and the asterisks, but what I personally would like to know is which files' dates will be changed by mlox. As it is now, some files are not highlighted, although their order will be changed (and therefore at least one date). An example of what I mean is the following: mlox showed a list with the order of numbers 40-45, then in yellow: 59-61, and then normal again 29, 36. But 29<40, so either 29's date will be changed or 40's.

Edit:
[Conflict] Both Spuzzum's "Interior Daylight" and Dark Angel's "Illuminated Windows" add daylight to interior windows. You only need to run one of these plugins. (Ref: readme_spzdl.txt and Illuminated Windows.zip\DrkAngel Readme.doc)SpzInteriorDaylight.espIlluminated Windows.esp; Dragon32 - If someone wants to run them both then Spuzzum's should load after Dark Angel's[Order]Illuminated Windows.espSpzInteriorDaylight.esp
I do not know on what information the ordering is based. I'd say it doesn't matter since TES Plugin Conflict Detector finds no conflicts at all and a quick look with Tesame showed me no obvious dangers..

; JMS - need to confirm if still needed for MCA5.2;[Patch]; "For users of MCA 5/5.1, using LGNPC_SM_MCA5 will fix a hostile spawn point that will conflict with the location of one of the Secret Masters."; (Ref: "LGNPC Secret Masters readme.txt");LGNPC_SM_MCA5.esp;[ALL LGNPC_Secret_Masters_v1_21.esp;	 MCA.esm]
The ESP info itself mentions MCA 5.2, so I'd say this is confirmed.
User avatar
louise tagg
 
Posts: 3394
Joined: Sun Aug 06, 2006 8:32 am

Post » Sat May 28, 2011 11:12 am

John.moonsugar, could you change the way mlox shows its changes? I don't understand what it is that mlox currently shows with the yellow marker and the asterisks, but what I personally would like to know is which files' dates will be changed by mlox. As it is now, some files are not highlighted, although their order will be changed (and therefore at least one date). An example of what I mean is the following: mlox showed a list with the order of numbers 40-45, then in yellow: 59-61, and then normal again 29, 36. But 29<40, so either 29's date will be changed or 40's.

mlox highlights mods that have moved up in the order with respect to their previous position. It seemed like a decent way to highlight the differences between the old and new lists. But I'm willing to take suggestions for better methods. In answer to which plugin dates are changed by mlox, they all are. After mlox does its sort, it just goes through the whole list of plugins and changes all the dates to be monotonically increasing, according to the new sort.

I'll look into updating Spuzzum's "Interior Daylight" and LGNPC_SM_MCA5 for the next rule-base release. Thanks!
User avatar
Roddy
 
Posts: 3564
Joined: Fri Jun 15, 2007 11:50 pm

Post » Sat May 28, 2011 5:46 pm

Well, with Antares' Big Mod being updated to version 5.0, the rule base needs to be updated concerning the patch. According to Antares, the patch for ABM 4.0 and MCA 5.2 should work with ABM 5.0.
User avatar
carla
 
Posts: 3345
Joined: Wed Aug 23, 2006 8:36 am

PreviousNext

Return to III - Morrowind