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twizz0r

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About twizz0r

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  1. MS has a smash setting for Scarcity. Use that rather than any bash tags or the Smash.all setting and you should be fine.
  2. Hey Mator! FO4/MO2: Any advice on hunting down the source record of this error? ... Removing ITPO: DLC03_miscmod_mod_RadiumRifle_Mag_SmallQuick "Radium Rifle Standard Quick Eject Magazine" [MISC:030407E8] Removing ITPO: DLC03_miscmod_mod_RadiumRifle_Mag_LargeQuick "Radium Rifle Large Quick Eject Magazine" [MISC:030407E7] Exception removing ITPOs: Overflow while converting variant of type (LongWord) into type (Integer) i know the mod that's causing this (Frost). The smashed patch causes a CTD for FO4 before the menu. If i remove the smashed patch, FO4 runs fine. If i skip frost.esp and re-smash, it runs fine. Can u/l logs if you think it would help, but i don't see anything illustrative. Thanks!
  3. It will honor LOOT user meta data..load priority, load after, etc..
  4. I usually run plugins through the Generate Tags for Wrye Bash script in xEdit to get the delev/relev tags that MS can use for LL: https://afkmods.iguanadons.net/index.php?/topic/4475-xedit-script-generate-tags-for-wrye-bashmator-smash-updated/
  5. Small feature request or setting instructions: I have a few plugins that get marked as redundant after smashing. The problem lies in that these plugins are needed to load BSA's. Is there a setting i can use to smash them but set them to non-redundant? Thanks!
  6. Appreciate the reply and the value of smashing plugins to be merged and then merging them along with that smashed patch is invaluable. Maybe I'm being dense, but when i smash my load order, MS makes many plugins redundant. These redundant plugins are conflict resolved, so isn't that smashed patch a superior merge patch as well? Or is it better to run MS, make note of the redundant plugins, smash them and then merge them with that (new) smashed patch?
  7. Sorry if i missed this in the documentation or in forum posts. Can MS be used to escape the 255 plugin limit when merged patches alone won't do. MS can make 30 esps redundant in one go AND does conflict resolution at the same time which is highly attractive when managing large load orders. If so, is this the correct work flow when approaching that limit multiple times? 1. plugin number is getting up there, so run MS, disable redundant plugins, check smashed patch1.esp in SSEEdit, makes changes to smashed patch1.esp as needed. 2. plugin number rising again, so run MS including smashed patch1.esp. check smashed patch1.esp and smashed patch2.esp in SSEEdit, makes changes to as needed. Will I actually need to created a new smashed patch2 or will MS patch smashed patch1.esp without the originally redundant plugins in the load order? I *think* i will need multiple smashed patches (which is fine), but I'm curious about how this works. Would a better strategy be to create different smashed patches for different types of plugins? Say, smashed patch - compatibility patches and smashed patch - normal mods? What about using Merge Plugins Standalone to try and merge compatibility patches on my load order and using MS as normal? This is problematic to some extent as for some mods (like RS Children) I won't have all the compatibility patches installed until very late in my build. Appreciate both MS and MPS tremendously. Thanks!
  8. I have this same issue and I've installed MO2 outside of the UAC: It's a portable install but i have to choose either portable or instance every time i start it up. Once started, its fine. Mods installed, apps working, etc. The only odd part of my install is that its a new one after i nuked my previous install form orbit.
  9. I've been playing around with my setup which means I've been running MS a lot. Might be coincidence, but I noticed this morning that if i delete my previous Smashed Patch altogether from MO2 and then run MS I get the fails above. However, if i run MS with the Smashed Patch still in my load order, toggle rebuild status and run MS with the same settings on the same load order, they go away. Curious.
  10. These errors went away...maybe it was sth in my load order.
  11. Hey Mator, I'm getting fails: Exception copying record WeatherPineForest [REGN:0002A72D] : Assertion failure (E:\dev\git\smash\lib\xedit\wbImplementation.pas, line 4179) Exception copying record WeatherMountains [REGN:0004D7FD] : Assertion failure (E:\dev\git\smash\lib\xedit\wbImplementation.pas, line 4179) Exception copying record WeatherJaphetsFolly [REGN:00069E2B] : Assertion failure (E:\dev\git\smash\lib\xedit\wbImplementation.pas, line 4179) etc... pretty sure my load order is ok (MO2 and LOOT don't complain and i see noting out of whack). No issues with missing masters either. any ideas? Logs/fails/Jsons: https://www.dropbox.com/s/l4s7glr1f50bdck/smash.7z?dl=0 Thanks!
  12. So that worked...thanks! If you want to tell me to RTFM on mods that overwrite large references, I can live with that :)
  13. Thanks Sheson. I'm having a hell of a time getting the large sails to work without SF+SM. I've followed the fix in this post: https://forum.step-project.com/topic/5011-dynamic-distant-objects-lod-pre-2xx/?p=131201 to no avail. I've adjusted trhe SF+SM NIFs with SSE NIF Optimizer and that didn't help. I'll swap SF+SM in and out as you suggest. PS: Should i do the same with iNeed - Extended.asp, RealisticWaterTwo.esp, and Prometheus_No_snow_Under_the_roof.esp (or diff issues with those)?
  14. The textures for the three Whiterun windmill buildings disappear on a LOD switch (i think). Normally I'd chalk this up to something I've done (and it well could be), but this effect goes away when i remove DynDOLOD from my load order. As you can see from the video, the sails remain. The walls of the buildings are still there, they are just transparent. Any ideas? Thanks! video: https://youtu.be/JbpbAdA4_lQ logs: https://www.dropbox.com/s/z0xo4liiz5tpplh/tw-dyndolod-logs-040217.7z?dl=0
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