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

Post » Thu Aug 26, 2010 11:51 am

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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Mark Churchman
 
Posts: 3363
Joined: Sun Aug 05, 2007 5:58 am

Post » Thu Aug 26, 2010 3:12 pm

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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Kit Marsden
 
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Post » Thu Aug 26, 2010 11:03 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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Nicola
 
Posts: 3365
Joined: Wed Jul 19, 2006 7:57 am

Post » Thu Aug 26, 2010 4:10 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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Amiee Kent
 
Posts: 3447
Joined: Thu Jun 15, 2006 2:25 pm

Post » Thu Aug 26, 2010 4:55 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.
That is already in there:
[Order]Bloodmoon.esmGDR_MasterFile.esmCreatures.espDN-GDRv1_NOM.espDN-GDRv1.esp
Thanks again. :wave:
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Kahli St Dennis
 
Posts: 3517
Joined: Tue Jun 13, 2006 1:57 am

Post » Thu Aug 26, 2010 10:48 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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Kitana Lucas
 
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Joined: Sat Aug 12, 2006 1:24 pm

Post » Thu Aug 26, 2010 10:47 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.
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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Jessica Stokes
 
Posts: 3315
Joined: Fri Jul 28, 2006 11:01 am

Post » Thu Aug 26, 2010 2:13 pm

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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Lucky Boy
 
Posts: 3378
Joined: Wed Jun 06, 2007 6:26 pm

Post » Thu Aug 26, 2010 7:38 pm

ah thank you so much for your efforts mater moonsugar, one of my favorite utilities
Reagrds
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Laura Mclean
 
Posts: 3471
Joined: Mon Oct 30, 2006 12:15 pm

Post » Thu Aug 26, 2010 7:41 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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Milagros Osorio
 
Posts: 3426
Joined: Fri Aug 25, 2006 4:33 pm

Post » Thu Aug 26, 2010 8:06 pm

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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Danielle Brown
 
Posts: 3380
Joined: Wed Sep 27, 2006 6:03 am

Post » Thu Aug 26, 2010 6:16 pm

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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Steeeph
 
Posts: 3443
Joined: Wed Apr 04, 2007 8:28 am

Post » Thu Aug 26, 2010 7:55 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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joeK
 
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