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vlainstrike

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  1. Apocalypse has an expansion as well, called More Apocalypse that I'd like to see added to the list.
  2. Yeah, I get how that works now - I learned that lesson from you earlier in this thread when trying, unsuccessfully, to forward vanilla acoustic records from LIAT (lively inns and taverns) into the Smash patch. (I still wish Smash offered that level of precise user control btw, but that's an entirely different discussion.) This is different though - all the records listed in my error report contain custom settings from their respective mods, all of which conflict/overwrite the vanilla records contained in their masters. I should mention again - even though the error list may appear long, there are relatively few errors compared to the large number of records being correctly forwarded to the smash patch by each of these mods. I'll test your suggestion later to add XCAS & XCIM nodes to all the plugins for which I've applied smash settings. But if that can change the smash outcome, can you help me understand why that would be the case? I mean, my ELFX Enhancer, for example, has 6 masters: skyrim, update, dragonborn, dawnguard, ELFX, and College of Winterhold (the latter because I merged the College's ELFX patch with the Enhancer). In order to trigger Smash to forward a record, isn't it enough that a conflict/overwrite exists between ELFXEnhancer and any single one of those masters? How does adding nodes to non-master plugins containing vanilla XCAS/XCLL/etc. records assist the smash process? And why would that be necessary for only a handful of records when the vast majority of others are already forwarding correctly without such an adjustment?
  3. Smash Logs and Tags: http://dropcanvas.com/448ja I'm sorry to report that for some reason ALL the errors previously listed on 3 Jan reappeared when I ran Smash this last time, rather than the smaller list with only 8 records. I have no idea why the list of errors is sometimes less. complete list of CELL errors: relevant tags: xedit error examples:
  4. I'll send you a new link to my logs and tags within the next 2 days. In the meantime, here's a list of the 8 records not forwarding. As you can see it's a very small number compared to the number of records being correctly forwarded by each of those mods. As I'm sure you're aware, ELFXEnhancer, for example, edits hundreds of XCLL records, but for some reason, just 3 of those refuse to forward. All the plugins are definitely included in the smashed patch, so maybe it is related to the ITPO problem you mentioned.
  5. The issue is that out of several hundred correctly forwarded records, a handful of them (8 to be exact) are simply failing to send lighting (XCLL), acoustic (XCAS), and/or ownership (XOWN) data to the smash patch, in which case the smash esp does not appear in the right hand column of TES5edit like it would for successfully forwarded records. There honestly isn't much to see screenshot-wise, but if you really want pictures of all that I can work on putting it together within the next couple days. Assuming you no longer have the smash logs & tags I sent before, I figured you'd be more interested in those. I had provided a list of which records were not being forwarded to the smash patch on 3 Jan 2017, post 69, along with links to the corresponding Smash Logs, and Smash Tags. I updated the list of affected records on 5 Jan 2017, and those remaining 8 records are the ones still not forwarding correctly. It is the exact same type of problem I reported on 25-26 Sept 2016, posts 45 &47, only with different records. Those September records were fixed in a subsequent 'experimental' update (noted 28 Sept, in post #55), although I'm unsure if that was due to changes you made in response to logs sent by me, or Gabba, or both.
  6. I spent a significant amount of my own time organizing an error report for your benefit, and uploaded logs that would help you improve your software. Is there a reason you continue to ignore the info I have provided?
  7. I don't know how or why, but after making a few small adjustments to seemingly unrelated tags, all but 8 of the errors I recently reported have somehow fixed themselves. Let me know if you want me to make new logs for you Mator.
  8. Heya Mator! Happy New Year! I'm glad to see you're still updating Smash because I've been sitting on a few discrepancies that I was hoping you might take a look at. Most of the time MatorSmash behaves exactly the way I expect it to, but there's often a handful of records that don't forward to the patch as expected. My latest smash log and settings can be found here: http://dropcanvas.com/dtivu The list of records I'm having trouble with are listed below: Any help would be greatly appreciated!
  9. Well, it's definitely effective at showing the most popular follower mods at any given time.
  10. That might work... gonna be a pain in the rear though. Lots of rearranging the end of my load order, updating smash tags for whatever new conflicts happen to pop up, and updating a bunch of LOOT rules, but I'll give it a shot. Edit: It worked, thanks for the tip! And it was just about as annoying as I expected it to be :armscrossed:, but it's done now. Hopefully I won't find any more instances where vanilla records end up being the preferred override over mods lower in my load order. Now back to the fun work of smashing all the patches in my load order into obsolescence.
  11. That would be great, assuming you're confident enough now in the algorithm, as I just found a small example where that rule kinda conflicted with my goals: As you know, I'm using Seasons of Skyrim, along with WAO, but I also have Lively Inns and Taverns installed (actually, I'm only using the LIAT - sounds.esp right now for the simulated crowd noise - I've got enough random NPC's running around from other mods). Anyway, after some testing, I decided that LIAT's crowd noise sounded more realistic when used with LIAT's acoustic spaces, which happen to be vanilla, which means MatorSmash will still pick SoS or WAO as the winning override. Now, the inns and taverns only represent a tiny handful of CELL records, which are quite trivial to alter by hand, but if it was possible to automate MatorSmash to view LIAT's vanilla acoustic spaces as the winning override vs SoS and WAO in this case, it would mean one less thing to worry about. This is a pretty rare circumstance, so it's not a huge deal, by any stretch, if you decide to maintain the current rules.
  12. Ok, that makes sense, because I knew there was no way my settings would be effective if my understanding was completely borked, but I also recognize there are gaps in my knowledge (e.g. the correct application of the preserve deletions flag is still a complete mystery to me). So to clarify, in Gabba's case, since USLEEP didn't modify the original FULL-name value vs. skyrim.esm, CACO should still be considered the winning override, even though CACO is 'skipped', and even though the USLEEP setting has FULL-name checked? If so, that would explain why CACO's DATA-weight value still made it to his smash patch, despite Bash.All checking DATA-weight for USLEEP, and furthermore that FULL-name should have followed suit. Is that correct? (which is what I think Gabba was trying to tell me.., in which case I was very wrong on a couple things, Gabba was totally right, and Mator, you are very gracious in your wording, lol :sweat:) If all that is true, then CACO's DATA-weight would still make it to the patch, in this case, even if USLEEP were loaded after CACO, simply by virtue of being the only plugin to modify the original value, right? ------------------- By the way, does anything in your last post explain why I've got 2 stray SoS acoustic records that refuse to smash? Like, is there another missing string or something, as you mentioned in Gabba's case? I feel like my question may have got lost in the shuffle here. EDIT: I just tested my smash settings using the "dangerous development release" you just posted, and my 2 problematic acoustic records were resolved correctly. Does this mean both my issue and Gabba's were caused by the same thing?
  13. What I said doesn't contradict Mator's comment. He just worded it differently (and succinctly). I can see from my own patch results that it works the way I think it does, and I also know that the potion naming results from your original example can be fixed in one of two ways:1) by de-selecting the 'Full - name' node from USLEEP's ALCH records OR 2) by giving CACO its own smash tag that includes ALCH: Names (which will essentially re-empower CACO to once again win the conflict by virtue of being lower in your load order)(either will solve your immediate issue, but personally I would do both of those things because there is no reason to forward USLEEP's ALCH name info to a smash patch if you're using CACO, while there can be LOTS of reasons to forward CACO's names to your smash patch if you have a big load order) Consider the following esp's from your example:Skyrim.esmUSLEEP.espCACO.espJustUSLEEP.esp Ok, so obviously there is a conflict between what USLEEP and CACO each think potions should be named. When creating a patch, Mator Smash can only see this conflict because 1) you loaded it into Mator Smash to begin with, and 2) because (I assume) you included CACO in the patch by right clicking it, and selecting 'add to patch', which is a good thing - you want Mator Smash to be able to see all the conflicts in your load order; as far as 'seeing' conflicts goes, it doesn't matter that CACO is being 'skipped' - being skipped just means that no filter is being applied to forward any of CACO's records, and therefore none of CACO's info will ever end up in the smash patch. In other words, any mod that is 'skipped' automatically forfeits its right to send any info to the smash patch whatsoever. As I'm sure you are aware, normally, without Mator Smash, all of CACO's records would win all potion related conflicts by virtue of being loaded last, however, by giving USLEEP a smash tag with 'ALCH:FULL - Name' checked you've basically given USLEEP a 'superpower' that it didn't have before, namely to win naming conflicts that it would normally lose against mods found lower in your load order (like CACO). The result of USLEEP now winning the name conflict against CACO, is that USLEEP's naming info gets sent to your JustUSLEEP.esp, just like it did in your screenshot. To further illustrate this point I'll give you an example of my own current ALCH solution that I asked about earlier in the thread, which is now working perfectly with results 100% in line with my expectations. Consider the following mods, as they appear in my load order, along with my goals for each: USLEEP goals: none, at this point CACO goals: 1) to provide Weight and Effects for ALL ALCH products included with CACO (potions, poisons, food, ingredients, etc...)2) to provide the Names of ALL ALCH products included with CACO, with the sole exception of Booze Names.3) to provide a few textures/meshes not covered by other mods found lower in my load order (grenades and whatnot) Radiant and Unique Potions and Poisons goals:1) to provide textures/meshes for any remaining ALCH products not covered by the 3 mods listed below Pretty Potions-Small Bottles Edition goals:1) to provide textures/meshes for just about anything not covered by Aleanne's potion replacer (mostly DLC potions/poisons) Unique Booze Bottles (with Alternate Names) goals:1) to provide textures/meshes for Booze bottles only (with the exception of Holy Water and Skooma - I want Aleanne's beautiful textures for those, which is why Potions Replacer is loaded last)2) to provide names for Booze bottles only Potions Replacer by Aleanne goals:1) to provide textures/meshes for ALL vanilla potions/poisons, including Holy Water and Skooma (this mod only covers vanilla potions/poisons, thus the need for additional mods to fill in the gaps - which is actually great in terms of texture variety) =====================================================Problem: Every single potion texture mod in my load order also provides its own Effects data, which overwrites nearly all of CACO's potion Effects. Solution: Use Mator Smash's tags to create a smash patch that not only forces CACO to win Weight and Effects conflicts that it would otherwise lose, but to also preserve ALL the desired graphics info from each of my 4 potion texture mods. ===================================================== Here's how I set up my tags to perfectly accomplish ALL of my stated goals (I've abridged my tags a little bit in this post for clarity's sake): USLEEP======skipped - I haven't specifically studied my USLEEP conflicts in depth yet, and it isn't messing with CACO's data, like AT ALL, since it's so high in my load order, so I don't have any reason (yet) to forward any of its info to a smash patch - this will probably change as I progress in analyzing the conflicts in each of my other mods, but it certainly won't change because of CACO CACO: ==================ALCH: EDID - Editor IDALCH: OBND - Object BoundsALCH: FULL - NameALCH: KWDA - KeywordsALCH: Model - MODL - Model FilenameALCH: Data - WeightALCH: ENIT - Effect DataALCH: Effects Radiant and Unique Potions and Poisons:================================ALCH: OBND - Object BoundsALCH: ModelALCH: Icon Pretty Potions-Small Bottles Edition============================ALCH: OBND - Object BoundsALCH: ModelALCH: Icon Unique Booze Bottles (with Alternate Names)====================================ALCH: OBND - Object BoundsALCH: ModelALCH: IconALCH: FULL - Name Potions Replacer by Aleanne=======================ALCH: OBND - Object BoundsALCH: ModelALCH: Icon If I was completely wrong in my assessment, all of this would fail miserably, but instead I was able to get 100% perfect results for all my ALCH records. My Lighting/Sound stuff is also doing very well; it currently sits at about 99.9% correct since I have exactly 2 nagging, incorrect records out of several hundred.
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