matortheeternal Posted January 3, 2017 Author Share Posted January 3, 2017 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. Link to comment Share on other sites More sharing options...
Graybark Posted January 3, 2017 Share Posted January 3, 2017 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. Link to comment Share on other sites More sharing options...
matortheeternal Posted January 3, 2017 Author Share Posted January 3, 2017 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. Link to comment Share on other sites More sharing options...
matortheeternal Posted January 3, 2017 Author Share Posted January 3, 2017 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 Link to comment Share on other sites More sharing options...
Graybark Posted January 3, 2017 Share Posted January 3, 2017 (edited) 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 January 3, 2017 by ArtaiosGreybark Link to comment Share on other sites More sharing options...
vlainstrike Posted January 5, 2017 Share Posted January 5, 2017 (edited) 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 SpaceBlock 2; Sub-Block 1; 00015254 YsgramorsTomb01Block 5; Sub-Block 8; 0007FCDD BlackreachSewer01Block 7; Sub-Block 6; 00015227 ReachcliffCave01Block 7; Sub-Block 8; 00047817 SkyboundPass01 SoS - Civilization.esp: XCAS - Acoustic SpaceBlock 0; Sub-Block 2; 0002D3E8 GoldenglowEstate02Block 0; Sub-Block 6; 00097298 WinhelmPalaceUpstairs02Block 0; Sub-Block 7; 000165B2 WhiterunHouseGrayManeBlock 1; Sub-Block 3; 00016207 BattleBornFarmBlock 1; Sub-Block 6; 00097299 WinhelmPalaceUpstairs01Block 2; Sub-Block 5; 00087764 HighHrothgarBlock 3; Sub-Block 2; 000161FF GoldenglowEstate01Block 4; Sub-Block 7; 000198E2 DushnikhYalLonghouseBlock 4; Sub-Block 8; 0006DAA0 ThalmorEmbassy04Block 4; Sub-Block 9; 00016DFE MarkarthSilverBloodInnBlock 5; Sub-Block 5; 000165A3 WhiterunDragonsreachBlock 6; Sub-Block 0; 0001605E WhiterunBanneredMare - still brokeBlock 6; Sub-Block 2; 0001677A WindhelmBloodworksBlock 6; Sub-Block 9; 00013818 WinterholdJarlsLonghouseBlock 7; Sub-Block 9; 00013A71 FlakreachHouseofArkay - still brokeBlock 7; Sub-Block 9; 00053081 RiftenBlacksmith - still brokeBlock 9; Sub-Block 9; 00013A73 FalkreathLodsHouse WAO - Weather and Ambience Overhaul.esp: XCAS - Acoustic SpaceBlock 0; Sub-Block 2; 0002D3E8 GoldenglowEstate02Block 0; Sub-Block 6; 00097298 WinhelmPalaceUpstairs02Block 1; Sub-Block 6; 00097299 WinhelmPalaceUpstairs01Block 2; Sub-Block 5; 00087764 HighHrothgarBlock 3; Sub-Block 2; 000161FF GoldenglowEstate01Block 4; Sub-Block 7; 000198E2 DushnikhYalLonghouseBlock 4; Sub-Block 8; 0006DAA0 ThalmorEmbassy04Block 5; Sub-Block 5; 000165A3 WhiterunDragonsreachBlock 5; Sub-Block 8; 0007FCDD BlackreachSewer01Block 6; Sub-Block 2; 0001677A WindhelmBloodworksBlock 6; Sub-Block 9; 00013818 WinterholdJarlsLonghouseBlock 7; Sub-Block 6; 00015227 ReachcliffCave01Block 7; Sub-Block 9; 00013A71 FlakreachHouseofArkay - still brokeBlock 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 MapBlock 2; Sub-Block 6; 00015276 FaldarsTooth01; XCLL - LightingBlock 4; Sub-Block 8; 00013860 RoriksteadFrostfruitInn; XCLL - Lighting - still brokeBlock 4; Sub-Block 9; 00016DFE MarkarthSilverBloodInn; XCLL - Lighting - still brokeBlock 5; Sub-Block 5; 000165A3 WhiterunDragonsreach; XCLL - LightingBlock 6; Sub-Block 0; 0001605E WhiterunBanneredMare; XCLL - Lighting, XCIM - Image Space - still broke Immersive Citizens - AI Overhaul.espBlock 6; Sub-Block 9; 00013818 WinterholdJarlsLonghouse; XOWN - Owner - still broke Edited January 5, 2017 by vlainstrike Link to comment Share on other sites More sharing options...
machuidel Posted January 10, 2017 Share Posted January 10, 2017 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. Link to comment Share on other sites More sharing options...
matortheeternal Posted January 10, 2017 Author Share Posted January 10, 2017 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. Link to comment Share on other sites More sharing options...
tnu Posted January 23, 2017 Share Posted January 23, 2017 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. Link to comment Share on other sites More sharing options...
joebykaeby Posted January 30, 2017 Share Posted January 30, 2017 (edited) 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 January 30, 2017 by jbanthony Link to comment Share on other sites More sharing options...
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