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Mator

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Everything posted by Mator

  1. See the changelog in the OP or the FAQ section on the Nexus Mods mod page.
  2. If you feel smash isn't resolving conflicts correctly you should post a screenshot from xEdit of a record on the Nexus Mods mod page.
  3. It is meant to dramatically reduce the time/effort required to create conflict resolution patches by automating 90% of the process. It should make the Bashed Patch unnecessary in most situations.
  4. As of the official release, the only thing you have to do is click a single button. There is no learning curve to speak of. Please keep in mind that the current "intended" use case is to generate a patch and then tweak it in xEdit manually after generation.
  5. Discussion topic for whether or not Smash should be incorporated into the STEP Guide. Mator Smash by matortheeternal Old WIP Thread (To read past discussion) I'm creating this because Smash has just been officially released (it's now out of Beta). I think using Mator Smash with STEP v3 should be seriously considered. Reasons to consider using Mator Smash in the STEP guide: - It enables users who use the STEP Guide to create their own conflict resolution patches if/when they deviate from the STEP guide. - STEP patches can still be distributed as part of the STEP guide. A separate guide could walk users through how to create them themselves using Mator Smash + xEdit. - Mator Smash is already widely adopted by power users in the community. With the official release and the addition of the quick patch button it's likely to be adopted by other users as well. The tooling promoted by the STEP guide needs to stay relevant for more experienced users in the community to take the guide seriously. - I am committed to resolving all lingering issues with Smash to make how it resolves conflicts more robust and correct. - Mator Smash provides the best conflict resolution solution available for TES/FO games. Teaching users to use it will have a large positive impact on their modding experience.
  6. Mator Smash is now available on Nexus Mods. Nexus Mods Mod Page
  7. I think I may just move colors out into a configuration file or something, because making everything colorblind friendly is likely to make it ugly for everyone else.
  8. Ah, I accidentally packed that with the release archive. Thanks for pointing that out. RE: color of active profile - I can make it a big more saturated, for sure. Does this look better?
  9. Updated, see the OP!
  10. Smash is supposed to just save the plugin into Data when your patch destination directory is set to the game's data directory. I think I found the issue and will upload a fix release soon. Thanks for the report!
  11. alleviate* I hope :)
  12. I think you guys should only do this if we continue to experience timeouts. I've been developing the new STEP CMS over the last few days and it's using Angular templates. These are even better than HTML templates in terms of server load except you can type as much (or less than) SMW templates. As an example, here is how you use an AngularJS template for the System Requirements table on the STEP v2.10.0 guide: <system-requirements requirements="{ 'Windows OS': { min: 'Windows 7 32-bit', rec: 'Windows 7 64-bit or later' }, 'CPU': { min: 'Intel Core i3/equivalent (dual core)', rec: 'Intel Core i5/equivalent or higher' }, 'System RAM': { min: '8 GB', rec: '8 GB or higher' }, 'GPU': { min: 'Nvidia GTX 660 2GB VRAM / AMD Radeon HD 7850 2GB', rec: 'Nvidia GTX 660 2GB VRAM / AMD Radeon HD 7850 2GB / or better' }, 'Monitor Resolution': { min: '1366x768', rec: '1920x1080' } }"></system-requirements>
  13. Haha, all good :)
  14. Based on your feedback z, I think a good temporary solution would be to split the largest guide pages into 2 (or more) pages.
  15. I doubt that any HTML/CSS edits caused the issue. If it is anything it is due to semantic mediawiki templates. Huge page size or circular dependencies could cause issues with the cache worker, hypothetically. z - if you have logs, I could look at those to see if I can figure out what the root cause is.
  16. Install Skyrim through steam so you get registry entries. Copying MO mods folder should be fine (I'd copy profiles folder as well). I wouldn't copy anything from the game folder(s) if you're using MO, simply reinstall ENB, SKSE and any other extensions you were using. If you have a folder with tools you probably can copy that over though.
  17. It's working fine for me. It's a little sluggish, but fine. EDIT: And now it is down.
  18. v0.5 released. See the OP.
  19. Appears to be working fine for me!
  20. I think the reason he asked this here is because the Mod Organizer integration in Merge Plugins only works when MO2 is installed in portable mode.
  21. I'm not 100% certain, I've never had to perform this conversion myself. I would think it would require you to back that data up, delete it from the appdata folder, then start MO and select "portable mode", then put the backed up data into MO's installation folder.
  22. google search: https://www.reddit.com/r/skyrimmods/comments/7zpkzm/how_to_run_mod_organizer_in_portable_mode/ https://github.com/TanninOne/modorganizer/issues/737
  23. I made a little mistake, "Armature" is a reference to an Armor Addon record in an armor record. I meant ARMA -> Armor Addon records.
  24. Try using the Bash.All smash setting. Alternatively, you could look for the record that is causing the problem. It could be a lot of things, but I would specifically check ARMA (Armature) records.
  25. FormIDs changing is a normal part of merging. There are no problems here. FormIDs have to change when merging because you can't have two records with the same local formID in a plugin file.
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