Mlox & Wrye Mash - First time user

Post » Thu Jul 09, 2015 3:04 am

Hi all,

Looking to go back to MW for the first time in years and have identified a large number of mods i would like to use.

I have installed mods in the past, but never in this quantity and so am looking to use mlox and/or Wrye Mash to aid the process.

Am currently trying to go through the various 'readmes' to understand how both tools work, but have a few questions I was hoping to get some help on:

  1. Is it necessary to get both mlox and Wrye Mash? Do they not both solve the same problem which is resolving mod conflicts?
  2. Where can i find the standalone versions of each? Having trouble with the python and wxpython installations, and which versions to use etc...

Apologies for the simple questions, but when it comes to this stuff my technical IQ would probably bring shame to Forest Gump... please use small words in your replies.

If the list of mods I intend to install would help... please let me know. It's a long list, and I imagine a number of them are redundant given I include Morrowind Overhaul in the list...

Thanks in advance for your help!

p.s. I will likely have equally noddy follow-on questions. Be prepared.

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M!KkI
 
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Post » Thu Jul 09, 2015 5:48 am

1. Necessary? No. They do very different things though. Mash is a general mod manager that handles installations/uninstallation and a host of other stuff, whilst mlox is a tool specifically for automated load-order optimization.

2. Standalone versions of Mash can be found http://www.uesp.net/wiki/Tes3Mod:Wrye_Mash and mlox http://www.nexusmods.com/morrowind/mods/43001.

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JeSsy ArEllano
 
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Post » Thu Jul 09, 2015 9:43 am

Great. Thank you.

Follow-up question:

  1. For Mash, there are two standalone versions. WMSA and Fork. Any indication of which is less buggy? On the related forum thread, Yacoby seems to have little confidence in his Fork version... :)

Additional noddy question (you were warned):

  1. In what order/how should I use both tools? My intention was to load all the mods using the Mash Installer, clean them, and then use mlox to check the load order, etc. Is that correct?

Cheers

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Steve Bates
 
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Post » Wed Jul 08, 2015 8:09 pm

Welcome back to the forums! :banana:

I would say both tools are necessary since most people consider these tools to be essential for a stable modded game.

I recommend that you install Melchor's Wrye Mash Stand Alone (WMSA) since you can install it everywhere, yes even outside of the Morrowind folder and still it will work.

However, Yacoby's WMSA are the latest devlopment and have a few improvements, but it has a few bugs. So it's up to you to decide, which WMSA version should I get and read http://www.gamesas.com/topic/1449775-wrye-mash-thread-6/ about what difference there is between the last three Wrye Mash versions.

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James Wilson
 
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Post » Thu Jul 09, 2015 3:56 am

Thanks :smile: Definitely been a few years. Will look into the WMSA versions, as advised.

Just wanted to re-post my second question from above:

Basically, how do I most effectively use the two tools together?

Cheers

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Christie Mitchell
 
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Post » Thu Jul 09, 2015 2:47 am

You're correct, with a clarification. Wrye Mash is used to install mods (and activate them)That's done first. Then you run mlox to set your load order. Then you clean them. But you need TES3cmd or another cleaning program for that. Then once all that is done, you can use Wrye Mash to generate an esp that merges leveled lists. Or, alternatively you can use TES3cmd to do that. I prefer TES3cmd's multipatch to the Wrye Mash patch that merges leveled lists. Finally, if you have a lot of mods that change objects, you might want to create a merged objects patch. You will need TESTool for that. Don't use TESTool for anything else, and don't make a merged dialog patch -- merging dialog with TESTool will cause lots of problems but merging objects is totally safe and necessary if you have a lot of different mods that alter objects.
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Nikki Morse
 
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Post » Wed Jul 08, 2015 11:22 pm

Thanks, I will look into TES3cmd tool as well though, to be honest, i imagine it will stretch my technical abilities/time constraints :smile:

Final two questions before I go away and give it all a crack myself:

  1. Do I install Morrowind Sound and Graphics Overhaul v3.0 like any other mod when using Wrye Mash? I understand MGSO has a fairly comprehensive loader... any conflicts on that side of things?
  2. The credits (i.e. what is/is not included) for MGSO are not entirely clear. I have identified a number of graphics/textures mods I intend to install, along with MGSO. I would really appreciate if someone can tell me if any are completely redundant as I imagine this will save a large amount of time and hassle. List below:

Morrowind Enhanced (MWE)

Morrowind Script Extender

Morrowind Overhaul (Morrowind Sounds and Graphics Overhaul)

Morrowind Graphics Extender XE (MGE XE)

Official Morrowind Plugins

Morrowind Code Patch

Morrowind Patch project

Morrowind Visual Pack Combined

Mesh Improvements by Armed Defender

Correct UV rocks (Included in original MGSO, but not v3.0)

Better Heads (Doesn't seem to be included in MGSO…)

Better Morrowind Armour by Moranar

Better Robes (Doesn't seem to be included in MGSO… might conflict with 'Keazen's Better Textures for Robes' which IS included…)

Darknuts little weapons mod (Included in MGSO - is it worth installing separately - potentially a newer version)

Darknuts armour textures (Included in MGSO - is it worth installing separately - potentially a newer version)

THE facepack compilation

Westley's Master Head Pack

Animation Compilation

Better books and scrolls (Arukinn)

Blood & Gore

Skies v.4 (Compatible with 'Vurt's Hi-Res sky and weathers' mod included in MGSO)

Subtle magic glow by AtteSmythe

Vurt's hi-res menubook and scroll pack (Included in original MGSO, but not v3.0)

Children of Morrowind

Morrowind Advanced v1.82

Morrowind Comes Alive (Requires 'Westley's Pluginless Head Replacer/'Westley's Master Head Pack'?)

NX9 guards complete

Starfires NPC Additions

Birthsigns Are More Fun

Fair Magicka Regen

Galsiah's character development (lean version)

Graphic Herbalism (Included in MGSO?)

Improved Skilled Magicka

Races Are More Fun (RAMF)

I believe I have the latest versions of the above mods.

I have a number of other mods I intend to install, but believe these are the main texture/graphics mods... Are any of these redundant and/or in direct conflict with each other?

Many thanks!

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Isabel Ruiz
 
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Post » Thu Jul 09, 2015 1:40 am

You have to install MSGO over a pristine Morrowind instalation (no mods). The MSGO instalation wizzard helps You in the process, You can chose different mods during Your instalation. Mlox and Wyre Mash are part of MSGO (as far I know) but You can update them after MSGO instalation ist finished. You should do so with the MCP and apply all the MSGO patches. When You start Wyre Mash You don't see MSGO as a mod in the load order but all that .esps that are compiled in MSGO. You are free to deactivate some or add new ones.

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RAww DInsaww
 
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Post » Thu Jul 09, 2015 2:13 am

For a start on your list (by another non-expert):

You shouldn't need to add Morrowind Script Extender if you are using MGE XE. MGE XE includes a version of the script extender that will work for most mods that require it. The only few exceptions are mods that specifically state they need the standalone in their readme. At the moment I can't think of any.

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Sasha Brown
 
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