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[WIP] Mator Smash - The Conflict Resolution Revolution


matortheeternal

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Sorry if there's something I missed but doesn't Skyrim have a new sorting system that does not go by time stamps? Wasn't that the whole point?

 

I thought you said you were using Wrye Bash? Wrye Bash doesn't use loadorder.txt, it uses the time stamp system. If you aren't using Wrye Bash then I may need to re-read your question. Mator Smash does nothing with time stamps for TES5, SSE, or FO4.

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I have it installed but I don't use it regularly. I only used it this time because when you check the time stamp in Windows 10, it does not give you the seconds (last modified: hour+minutes). Only Wrye Smash does.

 

Well, apparently Mator Smash does use the time stamps in some way. I am saying this because the issue seems to be the time stamps. When I re-save a file, the issue is fixed. Another user also confirmed this issue on github. Using LOOT to redate the plugins seem to fix the issue with Mator Smash. Sorry, there does seem to be a problem.

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I have it installed but I don't use it regularly. I only used it this time because when you check the time stamp in Windows 10, it does not give you the seconds (last modified: hour+minutes). Only Wrye Smash does.

 

Well, apparently Mator Smash does use the time stamps in some way. I am saying this because the issue seems to be the time stamps. When I re-save a file, the issue is fixed. Another user also confirmed this issue on github. Using LOOT to redate the plugins seem to fix the issue with Mator Smash. Sorry, there does seem to be a problem.

 

By "using Wrye Bash", I meant "using Wrye Bash as your primary mod manager". Which it sounds like you're not doing. Also, please stop calling it Wrye Smash! (there is no such thing)

 

All I can tell you is there's only one part of the code in Mator Smash which accesses the file age. This part of the code cannot be reached unless you're running it in a game mode which is not Skyrim, SSE, or FO4. It's possible that the xEdit framework still does something with file age (though this seems unlikely to me).

 

When it comes to fixing bugs it's best if you just clearly describe what results you're seeing clearly instead of trying to isolate the cause yourself. There's pretty much no conceivable way that the file age is causing your bug, so that's just serving a red herring in getting to the bottom of exactly what is going on.

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As a sanity check, I took some test plugins and set their date created, modified, and accessed times to the exact same values using Windows Powershell and loaded them into Smash. They loaded fine - no issues whatsoever.

 

http://puu.sh/t9C29.png

 

 

 

[02:25:44] (GENERAL) Status: ProgramVersion: 0.3.1.0
[02:25:44] (GENERAL) Status: TES5 Dictionary Hash:
[02:25:44] (GENERAL) Game: Using Skyrim
[02:25:44] (GENERAL) Path: Using C:\SteamLibrary\steamapps\common\Skyrim\Data\
[02:25:44] (GENERAL) GameIni: Using C:\Users\Mator\Documents\My Games\Skyrim\Skyrim.ini
[02:25:44] (GENERAL) Dictionary: Using TES5Dictionary.txt
[02:25:44] (GENERAL) Definitions: Using TES5Edit Definitions
[02:25:45] (GENERAL) Load Order: Using C:\Program Files (x86)\Mod Organizer\profiles\Test\loadorder.txt
[02:25:45] (LOAD) Plugins: [skyrim.esm] Loading file
[02:25:45] (LOAD) Plugins: [skyrim.esm] File loaded
[02:25:45] (LOAD) Plugins: [skyrim.esm] Start processing
[02:25:45] (LOAD) Plugins: [update.esm] Loading file
[02:25:45] (LOAD) Plugins: [update.esm] File loaded
[02:25:45] (LOAD) Plugins: [update.esm] Start processing
[02:25:45] (LOAD) Plugins: [Dawnguard.esm] Loading file
[02:25:45] (LOAD) Plugins: [Dawnguard.esm] File loaded
[02:25:45] (LOAD) Plugins: [Dawnguard.esm] Start processing
[02:25:45] (LOAD) Plugins: [HearthFires.esm] Loading file
[02:25:45] (LOAD) Plugins: [HearthFires.esm] File loaded
[02:25:45] (LOAD) Plugins: [HearthFires.esm] Start processing
[02:25:45] (LOAD) Plugins: [Dragonborn.esm] Loading file
[02:25:45] (LOAD) Plugins: [Dragonborn.esm] File loaded
[02:25:45] (LOAD) Plugins: [Dragonborn.esm] Start processing
[02:25:45] (LOAD) Plugins: [xtest-1.esp] Loading file
[02:25:45] (LOAD) Plugins: [xtest-1.esp] File loaded
[02:25:45] (LOAD) Plugins: [xtest-1.esp] Start processing
[02:25:45] (LOAD) Plugins: [HighResTexturePack01.esp] Loading file
[02:25:45] (LOAD) Plugins: [HighResTexturePack01.esp] File loaded
[02:25:45] (LOAD) Plugins: [HighResTexturePack01.esp] Start processing
[02:25:45] (LOAD) Plugins: [HighResTexturePack02.esp] Loading file
[02:25:45] (LOAD) Plugins: [HighResTexturePack02.esp] File loaded
[02:25:45] (LOAD) Plugins: [HighResTexturePack02.esp] Start processing
[02:25:45] (LOAD) Plugins: [HighResTexturePack03.esp] Loading file
[02:25:45] (LOAD) Plugins: [HighResTexturePack03.esp] File loaded
[02:25:45] (LOAD) Plugins: [HighResTexturePack03.esp] Start processing
[02:25:45] (LOAD) Plugins: [xtest-2.esp] Loading file
[02:25:45] (LOAD) Plugins: [xtest-2.esp] File loaded
[02:25:45] (LOAD) Plugins: [xtest-2.esp] Start processing
[02:25:45] (LOAD) Plugins: [xtest-3.esp] Loading file
[02:25:45] (LOAD) Plugins: [xtest-3.esp] File loaded
[02:25:45] (LOAD) Plugins: [xtest-3.esp] Start processing
[02:25:45] (LOAD) Plugins: [xtest-4.esp] Loading file
[02:25:45] (LOAD) Plugins: [xtest-4.esp] File loaded
[02:25:45] (LOAD) Plugins: [xtest-4.esp] Start processing
[02:25:45] (LOAD) Plugins: [xtest-5.esp] Loading file
[02:25:45] (LOAD) Plugins: [xtest-5.esp] File loaded
[02:25:45] (LOAD) Plugins: [xtest-5.esp] Start processing
[02:25:54] (LOAD) Order: [00] Skyrim.esm
[02:25:54] (LOAD) Order: [01] Update.esm
[02:25:54] (LOAD) Order: [02] Dawnguard.esm
[02:25:54] (LOAD) Order: [03] HearthFires.esm
[02:25:54] (LOAD) Order: [04] Dragonborn.esm
[02:25:54] (LOAD) Order: [05] xtest-1.esp
[02:25:54] (LOAD) Order: [06] xtest-2.esp
[02:25:54] (LOAD) Order: [07] xtest-3.esp
[02:25:54] (LOAD) Order: [08] xtest-4.esp
[02:25:54] (LOAD) Order: [09] xtest-5.esp
[02:25:57] (LOAD) Resources: Loading resources from Skyrim - Misc.bsa
[02:25:57] (LOAD) Resources: Loading resources from Skyrim - Shaders.bsa
[02:25:57] (LOAD) Resources: Loading resources from Skyrim - Textures.bsa
[02:25:57] (LOAD) Resources: Loading resources from Skyrim - Interface.bsa
[02:25:57] (LOAD) Resources: Loading resources from Skyrim - Animations.bsa
[02:25:57] (LOAD) Resources: Loading resources from Skyrim - Meshes.bsa
[02:25:57] (LOAD) Resources: Loading resources from Skyrim - Sounds.bsa
[02:25:57] (LOAD) Resources: Loading resources from Skyrim - Voices.bsa
[02:25:57] (LOAD) Resources: Loading resources from Skyrim - VoicesExtra.bsa
[02:25:57] (LOAD) Resources: Loading resources from Update.bsa
[02:25:57] (LOAD) Resources: Loading resources from Dawnguard.bsa
[02:25:58] (LOAD) Resources: Loading resources from HearthFires.bsa
[02:25:58] (LOAD) Resources: Loading resources from Dragonborn.bsa

 

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I don't know what to tell you except that when I redate the plugins via LOOT, the problem disappears. Just like the other guy said.

Edited by ArtaiosGreybark
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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.

 

 

 

These have all correctly smashed now with the exception of those labeled 'still broke'.

 

SoS - The Dungeons.esp: XCAS - Acoustic Space
Block 2; Sub-Block 1; 00015254 YsgramorsTomb01
Block 5; Sub-Block 8; 0007FCDD BlackreachSewer01
Block 7; Sub-Block 6; 00015227 ReachcliffCave01
Block 7; Sub-Block 8; 00047817 SkyboundPass01
SoS - Civilization.esp: XCAS - Acoustic Space
Block 0; Sub-Block 2; 0002D3E8 GoldenglowEstate02
Block 0; Sub-Block 6; 00097298 WinhelmPalaceUpstairs02
Block 0; Sub-Block 7; 000165B2 WhiterunHouseGrayMane
Block 1; Sub-Block 3; 00016207 BattleBornFarm
Block 1; Sub-Block 6; 00097299 WinhelmPalaceUpstairs01
Block 2; Sub-Block 5; 00087764 HighHrothgar
Block 3; Sub-Block 2; 000161FF GoldenglowEstate01
Block 4; Sub-Block 7; 000198E2 DushnikhYalLonghouse
Block 4; Sub-Block 8; 0006DAA0 ThalmorEmbassy04
Block 4; Sub-Block 9; 00016DFE MarkarthSilverBloodInn
Block 5; Sub-Block 5; 000165A3 WhiterunDragonsreach
Block 6; Sub-Block 0; 0001605E WhiterunBanneredMare - still broke
Block 6; Sub-Block 2; 0001677A WindhelmBloodworks
Block 6; Sub-Block 9; 00013818 WinterholdJarlsLonghouse
Block 7; Sub-Block 9; 00013A71 FlakreachHouseofArkay - still broke
Block 7; Sub-Block 9; 00053081 RiftenBlacksmith - still broke
Block 9; Sub-Block 9; 00013A73 FalkreathLodsHouse
WAO - Weather and Ambience Overhaul.esp: XCAS - Acoustic Space
Block 0; Sub-Block 2; 0002D3E8 GoldenglowEstate02
Block 0; Sub-Block 6; 00097298 WinhelmPalaceUpstairs02
Block 1; Sub-Block 6; 00097299 WinhelmPalaceUpstairs01
Block 2; Sub-Block 5; 00087764 HighHrothgar
Block 3; Sub-Block 2; 000161FF GoldenglowEstate01
Block 4; Sub-Block 7; 000198E2 DushnikhYalLonghouse
Block 4; Sub-Block 8; 0006DAA0 ThalmorEmbassy04
Block 5; Sub-Block 5; 000165A3 WhiterunDragonsreach
Block 5; Sub-Block 8; 0007FCDD BlackreachSewer01
Block 6; Sub-Block 2; 0001677A WindhelmBloodworks
Block 6; Sub-Block 9; 00013818 WinterholdJarlsLonghouse
Block 7; Sub-Block 6; 00015227 ReachcliffCave01
Block 7; Sub-Block 9; 00013A71 FlakreachHouseofArkay - still broke
Block 9; Sub-Block 9; 00013A73 FalkreathLodsHouse
ELFXEnhancer plus College of Winterhold lighting.esp
(merged esps from ELFXEnhancer and College of Winterhold)
Block 2; Sub-Block 1; 00015254 YsgramorsTomb01; XWEM - Water Environment Map
Block 2; Sub-Block 6; 00015276 FaldarsTooth01; XCLL - Lighting
Block 4; Sub-Block 8; 00013860 RoriksteadFrostfruitInn; XCLL - Lighting - still broke
Block 4; Sub-Block 9; 00016DFE MarkarthSilverBloodInn; XCLL - Lighting - still broke
Block 5; Sub-Block 5; 000165A3 WhiterunDragonsreach; XCLL - Lighting
Block 6; Sub-Block 0; 0001605E WhiterunBanneredMare; XCLL - Lighting, XCIM - Image Space - still broke
Immersive Citizens - AI Overhaul.esp
Block 6; Sub-Block 9; 00013818 WinterholdJarlsLonghouse; XOWN - Owner - still broke

 

 

 

Edited by vlainstrike
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Thank you for adding FO4 and SSE support! I have several questions, as follows:

  • I have 3 mods "Wasteland Imports", "Give Me That Bottle" and my custom FullName override mod in that order. How can I tell MatorSmash to do the following for the "ALCH (Ingestibles)":
    • Override the "EFIT" data for "Effects" having the same "EFID" instead of adding a new "Effect" with the same "EFID" resulting in 2 "Effects" with the same "EFID" but different "EFIT" data. I tried chaining the "EFID" with the "EFIT" node, but that did not work.
    • Use the "FULL (Name)" from my custom override mod if there or else use the "FULL (Name)" from "Wasteland Imports". I tried adding a same setting to copy the "FULL (Name)" to both "Wasteland Imports" and my custom mod without success.
  • Any plans to make it possible to add multiple settings to a plugin without storing it inside the plugin description? This way my personally applied setting keywords will stay after upgrading plugins from Nexus.
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Thank you for adding FO4 and SSE support! I have several questions, as follows:

  • I have 3 mods "Wasteland Imports", "Give Me That Bottle" and my custom FullName override mod in that order. How can I tell MatorSmash to do the following for the "ALCH (Ingestibles)":
    • Override the "EFIT" data for "Effects" having the same "EFID" instead of adding a new "Effect" with the same "EFID" resulting in 2 "Effects" with the same "EFID" but different "EFIT" data. I tried chaining the "EFID" with the "EFIT" node, but that did not work.
    • Use the "FULL (Name)" from my custom override mod if there or else use the "FULL (Name)" from "Wasteland Imports". I tried adding a same setting to copy the "FULL (Name)" to both "Wasteland Imports" and my custom mod without success.
  • Any plans to make it possible to add multiple settings to a plugin without storing it inside the plugin description? This way my personally applied setting keywords will stay after upgrading plugins from Nexus.

 

 

1. Use "treat as single entity".

 

2. Make sure your custom override mod loads last and the "FULL - Name" node is checked in the smash setting applied to your mod as well as "Wasteland Imports". If the value from your custom override mod is getting used when it's unchanged it may be happening because smash is not loading translation data from the Fallout 4 BA2 files. This was an issue with Skyrim in the past when we weren't loading translation data at all, might be happening with FO4 because Fallout 4 uses BA2s instead of BSAs (though xEdit can handle BA2s, I may not be using their code properly). Let me know if this is happening and I can build a fix.

 

3. Settings are stored by smash on your profile based on plugin filename and CRC32. A future feature will allow users to submit settings as well as recommendations to use certain settings with certain plugins to a database, creating a dictionary similar to what is used with Merge Plugins.

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  • 2 weeks later...

unfortunatley I seem to be entiarly unable to get this program to displ ay prope rl y on low resolutions. the bottom part of the screen is alwyas cut off (same issue I had with Merge Plugins) and setting my DPI back to default did NOT fix it unfortunatley and, as someone who is severely visually impaired I need it on a low resolutions (800x600) jus tto be able to see what's on the screen.

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This is miraculous... solved compatibility issues I wasn't even aware of. I was so bummed (years ago) to see that Bash was hardly doing anything with Skyrim, but it looks like that problem is on its way out. Super awesome, thank you! If/when I find any problems or anything else noteworthy to the development I'll let you know, but about an hour of playtime with my entire load order smashed has been perfectly stable.

 

Question: does and/or will this be able to fully integrate plugins, like Bash, so they can be disabled altogether? Sorry if it's been mentioned before I'm awful at scanning forums.

 

Also, do you have a donation mechanism? Because I would totally throw some money into the development of this.

Edited by jbanthony
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