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[WIP] Mator Smash


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Mator Smash

VIDEO TUTORIAL - For v0.0.7

GamerPoets Video - For v0.4.1

 

 

Mator Smash is now available on Nexus Mods. 

Nexus Mods Mod Page

 

 

As of v1.0.0, Mator Smash has a "Quick Patch" button

As of v0.5.1, Mator Smash will copy records with "errors" in them (such as unresolved/unexpected references)

As of v0.5.0, Mator Smash has new algorithm features and is more stable.

As of v0.4.1, Mator Smash merges redundant plugins properly.

As of v0.4, Mator Smash now produces complete record prototypes

As of v0.3, Mator Smash supports Fallout 4 and Skyrim SE

As of v0.2.2, Mator Smash allows you to modify tags on plugins from within the program.

As of v0.2.1, Mator Smash has Smash Settings for Skyrim for every Bash Tag Wrye Bash offered for Oblivion.

 

Changelog:

 

  Reveal hidden contents

 

 

 

Purpose
Mator Smash is an application built on the xEdit framework developed to replace the primary functionality of Wyre Bash - the creation of patch files to combine (or merge) conflicting overrides to overcome Bethesda's "Rule of One". Wyre Bash used to provide this functionality in the days of Oblivion through the usage of bash tags, keywords that would be put in the description of the mod that would then tell Wyre Bash what types of records it should try patching. However, the current status is that Wyre Bash only provides this for a handful of record types for Skyrim, and this has been the case for quite a while now. There are several users (most notably Sharlikran) who have been working to update Wyre Bash's codebase to work with Skyrim, but it's been an uphill battle. As of now, it's not certain whether Wyre Bash will ever offer the same functionality it did in the days of Oblivion for Skyrim mods. That's where Mator Smash comes in.

 

Why is this necessary?
As per Skyrim's "Rule of One", any two mods that modify the same record but in different ways will conflict with each other in a way that can't be resolved asides from the creation of a compatibility patch. Because the number of Skyrim mods exceeds 40,000, there is no conceivable way to manually build enough compatibility patches to make every possible load order (or even a small fraction of them) work with each mod operating as intended. Mator Smash automates the most important part of the task of compatibility patch creation - the combining of conflicting edits. This is something that we've been needing for a very, very long time.

 

How does it work?
Warning: technical jargon ahead. Where Wyre Bash has separate procedures for the patching of individual record types, Mator Smash has a few generic procedures for the patching of ALL record types. This means that Mator Smash has, with very little development effort, achieved the capacity to patch more records than Wyre Bash has ever been capable of patching. This is achieved through a recursive traversal method which traverses override record structure, comparing subrecords between a master record, a source override record, and a destination override record. Upon the basis of this comparison, certain subrecords are written to the destination record while others are skipped and others are deleted from it.

 

Development Status
I began development of Mator Smash as a standalone application built on top of the xEdit API 10/18/2015. Here's the GitHub repository. Check out the design folder in the repository for various files relating to my design process. I'll be live streaming most of my development on livecoding.tv. I'll be streaming mainly on weekends 9:00AM-9:00PM PST. Because of major code reuse from merge plugins standalone, smash will be entering public beta very soon.

Mator Smash is currently available as a proof of concept script (which is slow and lacking in features/a clean user experience). You can download v0.9.4 of that script here. This script can currently correctly patch a massive number of different types of records. FAR MORE than Wyre Bash or any other currently available solution, and more than any solution that has ever existed for Skyrim or any other game.

 

Implemented Features

  • Dynamic, flexible settings: Smash settings are comprised of a tree which has information on how records/subrecords should be handled. This will allow users to control how a patch is created on a per-subrecord basis. This will make smash relevant regardless of the nature of the mods being patched, or the game the mods come from. Each node (record/subrecord) will have the following data associated with it-
    • Process: Whether or not smash should process this node and perform conflict resolution for it if a conflict is found.
    • Preserve Deletions: If a mod deletes an element inside of this node, that deletion will be preserved in the generated patch.
    • Treat as single entity: If a mod overrides any subrecord in this node, the entire node will be replaced with that mod's version of it.
    • Chaining: Linking allows you to copy multiple side-by-side elements when any one of those elements changes.
    • Override Deletions: Allows a plugin to restore deleted elements.
    • Force Value: Forces values from a particular plugin to be used, and only allows plugins which require this plugin to perform further conflict resolution on affected records.
  • Tags: As of v0.2.1, all Bash tags that were offered with Wrye Bash for Oblivion are now available for Skyrim.  Smash will automatically detect tags and apply smash settings to the plugins that have them, assuming you have smash settings that correspond to the tags.
  • Managed smashed patches: Patches you build will be tracked in the program, so you can quickly and easily rebuild them when your load order changes. You can also have multiple patches for your load order, if you feel that is desirable.
  • Multi-language support: I built a really clean, extensible, and easy to use language system when I developed Merge Plugins Standalone. Smash will use the same language system to support multiple languages out-of-the-box. As a translator, all you have to do is make a text file to create a translation and have users install it in their lang folder. The rest is handled by the program.
  • Fast and easy setting creation: Select some plugins to build a setting to specifically handle the conflicts they are capable of creating in a load order.  Toggle or set flags for multiple nodes at once.  Select similar nodes in a setting tree.  Conflict resolution has never been quite so powerful, flexible, and easy.

 

Planned Features

Smash is now pretty much feature complete.  Further development energy will be spent on porting it to a zEdit application mode, zSmash, which will include a new, streamlined workflow.

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Recommended Posts

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Posted
  On 2/13/2017 at 12:38 AM, MissShaoHuan said:

I'm not sure what record prototyping is ... should I redo my Smashed Patch?

 

I mean I'd rather not, I always have to manually edit a bunch of things when I do ^_^"

If you already have a smashed patch which looked good in xEdit there should be no need to redo things.

 

Record prototyping is the name I've given to smash generating tree structures for smash settings based on xEdit record definitions.  Essentially, a "record prototype" is a structure which contains the names and types of all of the elements/subrecords a record can have.  In the past certain elements were not being prototyped, causing smash settings to be incomplete and conflicts in certain elements/subrecords to be missed by smash.

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Posted
  On 2/13/2017 at 2:06 AM, Mator said:

If you already have a smashed patch which looked good in xEdit there should be no need to redo things.

 

Record prototyping is the name I've given to smash generating tree structures for smash settings based on xEdit record definitions.  Essentially, a "record prototype" is a structure which contains the names and types of all of the elements/subrecords a record can have.  In the past certain elements were not being prototyped, causing smash settings to be incomplete and conflicts in certain elements/subrecords to be missed by smash.

 

Ohh ok, I think that makes sense. I'm still getting used to this CR thing. I did wonder why patch missed a few things sometimes so I might redo the patch anyway and see how it differs. Thanks :D

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Posted

I do wonder if this might improve the build by plugins and auto set attributes features?

 

In any case I've spent most of my free time during this weekend getting to grips with the "smash arsenal", I'll have to checks this out when I get home later :)

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Posted

Notice me Senpai!

Hey Mator.

 

I've been a big fan of this and your other works (Namely Merge Plugins) for a while. I wanted to pick your brain on my usage of this tool.

 

Firstly this is how I currently use it;

1- Within Tes5Edit
     Run Bash Tag Autodetect Version: 1.4.1 (by fireundubh)
     (Each esp individually)
2- Mator Smashed
     For added thoroughness, Run LooT, Apply additional Bash Tags to mods
3- Then Check through Tes5edit for any conflicts/issues that can arise.
     Usually just design choices, or things that got merged when they shouldn't be.

But, I just got v0.4 and suddenly decided to check out the auto function. (Bash.All newly Smash.All)

 

Now my question is, if i was a woman, would you make babies with me? And is it best for me to continue with my current routine? Or, is this safe?

1- Mator Smash
     Tag full mod list with Smash.All
2- Tes5edit check
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Posted (edited)
  On 2/21/2017 at 10:28 PM, 7hr08ik said:

is it best for me to continue with my current routine? Or, is this safe?

1- Mator Smash
     Tag full mod list with Smash.All
2- Tes5edit check

Looks safe to me.  Just note that Smash.All was recently changed and is still in the process of being tested.  Some users have reported their smashed patch creating crashes.  If you into issues let me know and use Bash.All instead.  :thumbsup:

Edited by Mator
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Posted (edited)

Awesome,

 

So it's a "safe" idea to just auto bash/smash the entire mod list. Aslong as i keep in mind the new 'Smash.All' is NEW

 

edit,

So glad to get away from that bash tagging. It seemed like a good idea. But soooo damn fiddly.

 

P.S

 

Am I right in thinking i should skip Skyrim.esm?

Edited by 7hr08ik
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Posted
  On 2/22/2017 at 2:54 AM, gpthree said:

I'm probably missing something but I do not see any settings for Fallout 4.

You have to make them.  I only ship Skyrim setting with Smash currently.

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Posted
  On 2/22/2017 at 6:15 AM, Mator said:

You have to make them.  I only ship Skyrim setting with Smash currently.

I should have came back and edited my post, I did just that afterwards. Made a setting for all and I seemed to have made it correctly.

 

Thanks a lot.

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Posted
  On 2/22/2017 at 2:56 PM, gpthree said:

I should have came back and edited my post, I did just that afterwards. Made a setting for all and I seemed to have made it correctly.

 

Thanks a lot.

Nice!  If you want you can share your settings here for other users.  Just add your settings folder to a zip archive, upload, and post a link here.  :)

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Posted

I've had the issue with crashes using the smash.all setting from the latest release, and earlier as well.
So I made a new smash all setting, adding one record tree at a time, and made the necessary edits. However there are some records that MatorSmash isn't including in it's forwarding, a condition tree among other things. I'm not sitting in front of my PC so I have to wait until I get home from work to add more detail info about this.

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Posted
  On 2/23/2017 at 6:02 AM, JawZ said:

I've had the issue with crashes using the smash.all setting from the latest release, and earlier as well.

So I made a new smash all setting, adding one record tree at a time, and made the necessary edits. However there are some records that MatorSmash isn't including in it's forwarding, a condition tree among other things. I'm not sitting in front of my PC so I have to wait until I get home from work to add more detail info about this.

Alright, I'm looking forward to hearing about your findings.

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