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Everything posted by Mator
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[WIP] Mator Smash
Mator replied to Mator's question in Mator's Utilities Support (archived, read-only)
Testing... will edit. EDIT: Yeah, something seems to be up. I'll do some more testing and fix this by the end of the day. Not sure how big the problem is right now. EDIT 2: Actually, I got things to work fine when I made sure to use the settings as specific settings - not global. That does imply that the global setting may be broken though, so I'll have to check that out. ARMO WEAP -
[WIP] Mator Smash
Mator replied to Mator's question in Mator's Utilities Support (archived, read-only)
All done. v0.9.1 up. Doing continuous testing still, please let me know if you run into anything else that I missed. -
[WIP] Mator Smash
Mator replied to Mator's question in Mator's Utilities Support (archived, read-only)
Fixing, one moment. -
[WIP] Mator Smash
Mator replied to Mator's question in Mator's Utilities Support (archived, read-only)
Well with Smash it'll hopefully move from the area of "hard to do and need other people to work on it" to the realm of "anyone can do it for their load order with a few clicks". Smash isn't quite as fast as I want it to be yet, but it's pretty fast. Certainly faster than manually patching... haha. You should definitely check smash out. Like now. I'm constantly fixing things, but it's getting pretty good. Also check out the github issue tracker to see what I'm aware of and what I'm working on- https://github.com/matortheeternal/TES5EditScripts/issues There's a thread on AFKMods which has been contributed to a lot as well, so you can check that out too- https://www.afkmods.com/index.php?/topic/4113-wip-mator-smash/ -
[WIP] Mator Smash
Mator replied to Mator's question in Mator's Utilities Support (archived, read-only)
Yeah, this is going to be finished very soon. There are things to be doing still, but things are moving fast so it's going to be getting completed here very soon. Literally all records can be conflict resolved now. From here on out my todos for this aren't going to affect functionality - everything from here on out will be geared towards usability. It's pretty easy to see what it does just by poking around in xEdit. If you've ever used Wyre Bash with Oblivion mods, then think that except better (tags not required, conflicts automatically detected). How it does this, however, is much more complicated and isn't something I'd recommend someone to try to understand unless they're comfortable with certain programming concepts (mainly recursion). -
[WIP] Mator Smash
Mator replied to Mator's question in Mator's Utilities Support (archived, read-only)
v0.9.0 is released. This is a major release. I'll be doing numerous small iterations working towards a v1.0, but the core functionality of the script is complete. -
:D Yep. The Merge Plugins Script will be getting a large development cycle for a version 2.0, but that's at least a month (maybe two months) off in the future right now. (depending on things). Mator Smash has been in a testing/thinking stage for almost a month now, and will enter rapid development again after I finish my xEdit Scripting Guide (which shouldn't take more than two weeks I hope). Gotta scramble like mad to get everything done I want to get done in a timely manner, so anyone who wants to help me developing things please let me know so I can tie you into my development process on Asana or something. User feedback is greatly appreciated, as you all know I make it my goal to make the most useful and user-friendly tools I can. :) BTW, congrats on 1,000 posts GrantSP!
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Check out Mator Smash. It's a single xEdit script that replaces both the Merged Patch and the Bashed Patch, covers more conflicting records, and is under active development.
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[WIP] Mator Smash
Mator replied to Mator's question in Mator's Utilities Support (archived, read-only)
Several people are using it currently. alt3rnity has some nice posts in the thread on AFKMods. -
Is there a way to export a group of FormIDs/EditorIDs?
Mator replied to EssArrBee's question in xEdit Support
Defaults to your Edit Scripts directory. Cheers, -Mator -
TeS5Edit colors & what to "really" look for in conflict resolution
Mator replied to Zegorzalek's question in xEdit Support
I feel obligated to toot my own horn here and point out Smash to you- Mator Smash It's like Wyre Bash but it provides conflict resolution for all record types and has been reported to be doing pretty good according to my beta testers. At the very least, you should try using Smash to generate a patch and then look at the conflicts it has resolved and determine any manual changes you want to implement. -
mteFunctions is actually not included with TES5Edit (but hell, it should be!). You can always acquire the most up to date version on GitHub if you're uncertain which version is more up to date (the tendency is, the bigger the file, the more up-to-date it is). All versions of mteFunctions are backwards compatible, with a few VERY RARE exceptions.
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Please use v1.8 of the Merge Plugins script. Also, please refer to the updated tutorial in the description on the Merge Plugins mod page on Nexus Mods. I think you're doing something wrong, you're supposed to right click the Overwrite mod and click Create Mod.
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Ok, you clearly know more about merging plugins than I do. So why did you need my help exactly?
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[WIP] Mator Smash
Mator replied to Mator's question in Mator's Utilities Support (archived, read-only)
v0.8.7 released. See the changes in the OP. Overall: Massive reduction in execution time and (hopefully) no more dirty conflict resolution in VMAD/Conditions/Effects. -
Merging by hand was a reasonable thing to do a year, or maybe even 6 months ago. But given the current state of the Merge Plugins script, I'd say it's no longer the sort of thing any sane individual should do. I say this because the number of operations that the Merge Plugins script currently handles far exceeds the number of operations a human can perform in a reasonable time span. Don't believe me? Try merging a couple fully voiced follower mods by hand. I promise you that you will not be able to get all their voices working without sinking 6+ hours into it. When you need help let me know. But don't ask me for help with anything relating to merging without my script. That's just absurd.
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The syntax isn't that different from standard languages. Just := assignment operator, "then" clause on if statements, and begin..end instead of curly braces. It's not that out of date, it's just missing some of the functions that have been added in 3.0.33, like RemoveFilter(). You can still use it. The only other place you can really get xEdit function references is in xEdit's source code. Registered system functions can be found here. But reading functions from source code can be a bit difficult, especially if you're first starting out. Stick to the CK wiki page for now. Renumbering of FormIDs in Merge Plugins already does propagate to all the refs in the plugins which are loaded. You can see the source code of zilav's renumbering script to get an idea of how this is done. (I put it on pastebin because syntax highlighting is nice, the source from google is here). The way things are done is via the following code: while ReferencedByCount(m) > 0 do CompareExchangeFormID(ReferencedByIndex(m, 0), OldFormID, NewFormID); This loops through all the references to the record m, and uses CompareExchangeFormID to switch those references from OldFormID to NewFormID. More or less the same code can be found in Merge Plugins. If you want you link me to some plugins to test with and I can make certain the current Merge Plugins script (v1.8 was just released yesterday) does what you want. -Mator
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@bouchacha: Lets you make all items in a leveled list available from level 1 (so randomizes) OR lets you push all items in a leveled list up and make them available later.
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[WIP] Mator Smash
Mator replied to Mator's question in Mator's Utilities Support (archived, read-only)
Okay, v0.8.6 is out. I didn't fix any of the issues asides from the Record Header traversal issue that was throwing that wbImplementation.pas Assertion Error. I did, however, add lots of new GUI stuff. Read the OP for more on that. I'll be focusing on the other major issues in the next few betas. -
[WIP] Mator Smash
Mator replied to Mator's question in Mator's Utilities Support (archived, read-only)
Thanks! -
[WIP] Mator Smash
Mator replied to Mator's question in Mator's Utilities Support (archived, read-only)
Yeah, I gotta do work! :D -
[WIP] Mator Smash
Mator replied to Mator's question in Mator's Utilities Support (archived, read-only)
Exactly what you did, reporting issues. I'm also looking for ideas on features and people's perspectives. The thing is I already got a lot of feedback from a lot of people (on the thread on Nexus Mods and the thread on AFK Mods), so right now I'm in the stage of "I've got all this feedback, know about all these issues, and now I need to fix things/develop some stuff." I guess the issue here is I need an issue tracker and don't have one, so I'm getting multiple reports of the same issues from different users. -
[WIP] Mator Smash
Mator replied to Mator's question in Mator's Utilities Support (archived, read-only)
None of those issues are ones that I'm not aware of. This is very WIP right now, there's a lot of work that still needs to be done to get things working correctly. -
[WIP] Mator Smash
Mator replied to Mator's question in Mator's Utilities Support (archived, read-only)
If you're running on your entire load order please do the following: Disable all debug booleans in the constants section of the script (it's at the very top) Don't click Show Details while the script is running Doing those two should cut down on execution MASSIVELY. Like it should reduce it by 70% or more. -
[WIP] Mator Smash
Mator replied to Mator's question in Mator's Utilities Support (archived, read-only)
Thanks keith! :D

