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

Post » Fri Jul 15, 2011 7:47 pm

Some more data

; "Join All Houses" by Heph Will likely create odd results.
; ref: http://www.tesnexus.com/downloads/readmes/Less%20Generic%20Nerevarine_readme.txt
[Conflict]
Less_Generic_Nerevarine.esp
Join All Houses.esp

;"Vampire Embrace" by Cortex shares a dialog filter with many LGNPC
; mods that could result in unexpected problems in both mods.
; ref: http://www.tesnexus.com/downloads/readmes/Less%20Generic%20Nerevarine_readme.txt
[Conflict]
Less_Generic_Nerevarine.esp
Vampire_Embrace.esp
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Laura Richards
 
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Post » Sat Jul 16, 2011 2:01 am

New submission:
I discovered these issues while playing The Glory Road so I didn't use any ( Ref: ) lines. I found no mention of these issues elsewhere but I have confirmed them.
Special Slave Companions ver. 2.0 by Emperor
Tamriel Rebuilt: Antediluvian Secrets Beta v1.0 by The Tamriel Rebuilt Team
Silgrad Tower 1-4-6.6 by The Silgrad Tower Team and repackaged by Slartibartfast

[Conflict]
!! The Glory Road conflicts with Special Slave Companions v2. The -follow, -other, and -combat topics will be unavailable for Lover/Companion Taarna.
TheGloryRoad.esm
[ANY SSlave_Companions.esp
SSlave_Comp_censored_addon.esp]

[Conflict]
!! The Glory Road cannot run with BOTH Tamriel Rebuilt and Silgrad Tower enabled as they interfere with cell "Mag Mell".
TheGloryRoad.esm
[ALL TR_Data.esm
TR_Map1.esm
TR_Map2.esm
silgrad_tower_1-4_6.6.esp]
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joannARRGH
 
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Post » Fri Jul 15, 2011 11:46 pm

Hi john :wavey:


I've another mod that needs to be addressed with mlox and http://www.fliggerty.com/phpBB3/viewtopic.php?p=68851#p68851 can you read about the http://lovkullen.net/Emma/Domehome.htm in question, but if you read through the thread you can have more details about other things too. :)
Thanks Leonardo2.

I've added in a bunch of rules for both Domehome and Asgard. Not sure if what I've done would prevent your mistake though :unsure: I've added a Note rule for Man In Zero G's "Domehome - Balmora Expanded Compatability Plugin" that says to ensure you have Balmora Expansion's resources installed. As I read that thread you didn't have BE loaded so the Conflict rule wouldn't pick it up.

As to the "other things" I guess you mean the read-only attribute on Castle Eaglestone and GDR's missive that it "needs to be the last Dwemer Mod loaded." I don't see the former as being something for mlox and haven't added it and the latter is too vague. I'm not prepared to write rules for every Dwemer mod out there and/or test them for conflicts with GDR. I also don't think that adding it to the NearEnd section is appropriate. My guess is that it's just a CYA statement by Darknut, after all it's a big mod and conflicts are a distinct possibility. If anything concrete comes up then we can add it, until then...
New submission:

[Order]
tbone_dwemerV1_1.esp
Dwemer Better Bodies.esp

It's not documented in the readme, but I know it should be this way because the latter mod http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=5347 is intentionally designed to change the first mod http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=1818 to use better bodies. Using tespcd reveals that's what it indeed does.
Some more data

; "Join All Houses" by Heph Will likely create odd results.
; ref: http://www.tesnexus.com/downloads/readmes/Less%20Generic%20Nerevarine_readme.txt
[Conflict]
Less_Generic_Nerevarine.esp
Join All Houses.esp

;"Vampire Embrace" by Cortex shares a dialog filter with many LGNPC
; mods that could result in unexpected problems in both mods.
; ref: http://www.tesnexus.com/downloads/readmes/Less%20Generic%20Nerevarine_readme.txt
[Conflict]
Less_Generic_Nerevarine.esp
Vampire_Embrace.esp
Thanks for those, Blouge. Never really checked the Less Generic (i.e. non-LGNPC) mods properly before and I noticed that Less Generic Tribunal also has the same warnings in its readme, so added those in as well.
New submission:
I discovered these issues while playing The Glory Road so I didn't use any ( Ref: ) lines. I found no mention of these issues elsewhere but I have confirmed them.
Special Slave Companions ver. 2.0 by Emperor
Tamriel Rebuilt: Antediluvian Secrets Beta v1.0 by The Tamriel Rebuilt Team
Silgrad Tower 1-4-6.6 by The Silgrad Tower Team and repackaged by Slartibartfast

[Conflict]
!! The Glory Road conflicts with Special Slave Companions v2. The -follow, -other, and -combat topics will be unavailable for Lover/Companion Taarna.
TheGloryRoad.esm
[ANY SSlave_Companions.esp
SSlave_Comp_censored_addon.esp]

[Conflict]
!! The Glory Road cannot run with BOTH Tamriel Rebuilt and Silgrad Tower enabled as they interfere with cell "Mag Mell".
TheGloryRoad.esm
[ALL TR_Data.esm
TR_Map1.esm
TR_Map2.esm
silgrad_tower_1-4_6.6.esp]
Thanks for the information, noabody.

Found LAND conflicts between Silgrad Tower and the Glory Road and so that's been added in. However, there're no conflicts shown in TESPCD for TR, and as Maps 1 and 2 are on the other side of Vvardenfell I thought one was unlikely. Similarly, TR_Data.esm merely defines objects for use in the main TR mods. So, conflict for Silgrad Tower added but nothing for Tamriel Rebuilt.

I see John's not been on the board's since mid-March so I'm not sure what's going on there. Hope he's OK :unsure:

I'll probably be doing some more updates over the next few weeks. I'm still going through the Census & Excise Office's modlist and making sure that, where appropriate, mlox has rules for the more popular of those mods (down to the 383rd row of my spreadsheet now).
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Kortniie Dumont
 
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Post » Fri Jul 15, 2011 5:48 pm

I just read the readme for GDR and there is one mod that does need to have a rule for it. According to the readme the DNGDR_v1.esp needs to loaded after Piratelord's http://www.pirates.retreat.btinternet.co.uk/Creatures.htm mod if you have installed both of them.
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Tyrone Haywood
 
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Joined: Sun Apr 29, 2007 7:10 am

Post » Sat Jul 16, 2011 5:44 am

I just read the readme for GDR and there is one mod that does need to have a rule for it. According to the readme the DNGDR_v1.esp needs to loaded after Piratelord's http://www.pirates.retreat.btinternet.co.uk/Creatures.htm mod if you have installed both of them.
That is already in there:
[Order]Bloodmoon.esmGDR_MasterFile.esmCreatures.espDN-GDRv1_NOM.espDN-GDRv1.esp
Thanks again. :wave:
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April D. F
 
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Joined: Wed Mar 21, 2007 8:41 pm

Post » Fri Jul 15, 2011 11:04 pm

John, don't know if it's been mentioned before, but I'm using the Rise of House Telvanni 1.52, and Uvrith's Legacy Final 2.0. mlox tells me that I may want to use the optional compatibility patch for RoHT 1.40, and doesn't see that I'm running the UL v2.0 RoHT v1.52 Compatibility.esp.
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Marnesia Steele
 
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Post » Sat Jul 16, 2011 4:02 am

John, don't know if it's been mentioned before, but I'm using the Rise of House Telvanni 1.52, and Uvrith's Legacy Final 2.0. mlox tells me that I may want to use the optional compatibility patch for RoHT 1.40, and doesn't see that I'm running the UL v2.0 RoHT v1.52 Compatibility.esp.
I just (re)downloaded Uvirith's Legacy 2.0 from PES and it still just has "UL_RoHT_1.4_Compatibility.esp"

Where's the 1.52-compatible version? :unsure:
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Alkira rose Nankivell
 
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Joined: Tue Feb 27, 2007 10:56 pm

Post » Sat Jul 16, 2011 4:35 am

I just (re)downloaded Uvirith's Legacy 2.0 from PES and it still just has "UL_RoHT_1.4_Compatibility.esp"

Where's the 1.52-compatible version? :unsure:


It's http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=4449, on the RoHT page. Look under files. It's the second one, so click that, or http://planetelderscrolls.gamespy.com/fms/Download.php?id=102733 to download it directly. Not very easy to spot, admittedly.
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x_JeNnY_x
 
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Post » Sat Jul 16, 2011 2:52 am

ah thank you so much for your efforts mater moonsugar, one of my favorite utilities
Reagrds
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Jeffrey Lawson
 
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Post » Fri Jul 15, 2011 3:44 pm

It's http://planetelderscrolls.gamespy.com/View.php?view=Mods.Detail&id=4449, on the RoHT page. Look under files. It's the second one, so click that, or http://planetelderscrolls.gamespy.com/fms/Download.php?id=102733 to download it directly. Not very easy to spot, admittedly.
Ah, thanks fable2. I'll make sure I include that when I next update mlox_base.txt. Although I'm not sure when a downloadable archive will be released as John doesn't seem to be around that much...
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Zoe Ratcliffe
 
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Post » Sat Jul 16, 2011 12:54 am

I have a problem with mlox. When I try to run it I get this error and I have to close the program
Spoiler
mlox.exe 0.57 [mlox-base 2011-02-21 23:34:52 (UTC)] (ro/cp1252)
Python Version: 2.5
wxPython Version: 2.8.7.1

Traceback (most recent call last):
File "mlox.py", line 1797, in
File "mlox.py", line 1707, in main
File "mlox.py", line 1585, in start
File "mlox.py", line 1571, in anolyze_loadorder
File "wx\_controls.pyo", line 1709, in SetValue
File "encodings\cp1252.pyo", line 12, in encode
UnicodeEncodeError: 'charmap' codec can't encode character u'\u0103' in position 68: character maps to

Recently I made a reinstall to use Morrowind Overhaul Project, and in my previous install Mlox worked normally.
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Mario Alcantar
 
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Post » Sat Jul 16, 2011 2:15 am

dreamer2008,

Maybe mlox doesn't handle unicode characters properly?

u0103 is listed here "http://en.wikipedia.org/wiki/List_of_Unicode_characters" as
U+0103 ? Latin Small Letter A with breve

So check for a mod that has that kind of character in one of its files.

I know I've had problems with Wrye Mash and £exa's stuff, IIRC I had to rename files in Windows Explorer and also use Frhed (a free hex editor) to go in to the esp's or nif's and change the embedded file names to have Lexa instead of £exa.
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Farrah Lee
 
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Joined: Fri Aug 17, 2007 10:32 pm

Post » Fri Jul 15, 2011 1:58 pm

Thank you for the reply

I've made a search for the ? and there is no file in the morrowind folder containing it. But I remember a change related to unicode that I made a while back. It wasn't set to English US and so I changed it to that to solve some problems with some archives, and I remember that Mlox had a greeting in my previously selected unicode language, containing that letter. So maybe now it tries to access it and can't because I changed the unicode settings.

Edit: Yes, that was it. I changed the unicode language back to its former troublesome language and mlox works. The problem lies in a single "Hello". Maybe this can be fixed in a future version?
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Hella Beast
 
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Post » Fri Jul 15, 2011 5:20 pm

@Dragon32, in the GHF thread #109, you posted a link for the latest copy of the mlox rules. Something seems amiss. I went there, found the file mlox_base.txt listing size as 877 Kb rev r756 dated Jun 14, 2011 The page your link went to was http://code.google.com/p/mlox/source/browse/trunk/data#data%253Fstate%253Dclosed

However, when I downloaded it (using right click save as), the file was 4,311 Kb. Any reason that the file would mushroom like that? Is something going on in the background?



John
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Brandi Norton
 
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Post » Sat Jul 16, 2011 12:16 am

I think mainly I just don't know what I'm talking about :)

Just tried it and you're right. I assumed that accessing mlox_base.txt from the URL I posted would link straight to the plain text file but didn't actually try it out. I think this:

http://mlox.googlecode.com/svn/trunk/data/mlox_base.txt

Is what I should've linked to.
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Cheville Thompson
 
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Post » Sat Jul 16, 2011 5:38 am

It's been suggested that I create some rules for my edited versions of Service Requirements, Morrowind Advanced, and Xiran's Better Music System. I'm pretty sure I can do it myself, unless someone else is handling it and wants to make them for me.
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Patrick Gordon
 
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Post » Sat Jul 16, 2011 4:58 am

...I'll take that as a "no", then >.>

Okay, I'll make the changes myself. Where do I send this thing when I'm done?
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Josh Dagreat
 
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