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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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Posted

That's awesome Dubious!  Thanks for putting that together!  :)

I'll try to make some settings for FNV and other games here soon.

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Posted
  On 4/8/2017 at 9:53 PM, dubious said:

Thanks.  I've put together a "quick start" guide for other games in general: primarily focused on building the "Smash.All" settings for new games and supplementing with later information not covered in the tutorial video.  In your "copious spare time" :lol: , do let me know if I got anything wrong.

 

-Dubious-

 

Really nice work there. Thanks!

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Posted (edited)
  On 3/31/2017 at 3:27 PM, twizz0r said:
[spoiler=Previously]

Not sure if this is the right place:

 

getting these from SSEEdit:

 

[00:59] Background Loader: <Warning: File [4D] SmashedPatch.esp with Group GRUP Cell Children of WhiterunDrunkenHuntsman "The Drunken Huntsman" [CELL:000165B7] is missing an overriden record for WhiterunDrunkenHuntsman "The Drunken Huntsman" [CELL:000165B7]

[00:59] Background Loader: <Warning: File [4D] SmashedPatch.esp with Group GRUP Cell Children of FalkreathDeadMansDrink "Dead Man's Drink" [CELL:0003A184] is missing an overriden record for FalkreathDeadMansDrink "Dead Man's Drink" [CELL:0003A184]

 

Any ideas on whats happening and how to fix? Thanks!

 

Logs: https://www.dropbox.com/s/2scqud9yh493kxy/033117-MS-Logs.7z?dl=0

 

 

 

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.

Edited by twizz0r
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Posted
  On 4/8/2017 at 11:35 PM, Mator said:

I'll try to make some settings for FNV and other games here soon.

I kind of cheated a little and ran two instances of Smash and duplicated your Skyrim Bash settings for Fallout 4. There were some differences in some settings and I just left it out for Fallout 4 or tried to make a best guess between the data. I made my Smash Patch and just played for a couple of hours.

 

All my previous attempts failed with various faults like crash to desktop at start and infinite black screen. I am not a smart person when it comes to this stuff, but the results I got were enjoyable when the game started and ran.

 

Back to breaking my game one mod at a time.

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Posted

Just a quick follow up on the two TES Edit errors I reported earlier with the Smashed Patch:

 

I've been doing an experimental Skyrim Special Edition installation with as much of the STEP/SRLE content as the lack of SKSE allows. I did not get any errors when loading my mods up in xEdit until I put ELFX in tonight, when the same two warnings: "[01:25] Background Loader: <Warning: File [3E] Smashed Patch.esp with Group GRUP Cell Children of SolitudeJail01 "Castle Dour Dungeon" [CELL:00056E88] is missing an overriden record for SolitudeJail01 "Castle Dour Dungeon" [CELL:00056E88]

[01:25] Background Loader: <Warning: File [3E] Smashed Patch.esp with Group GRUP Cell Children of ThalmorEmbassy01 "Thalmor Embassy" [CELL:0007C98B] is missing an overriden record for ThalmorEmbassy01 "Thalmor Embassy" [CELL:0007C98B], returned. 
 
I'm only using the basic ELFX plugin, without any of the optional enhancers or exterior options. 
 
Let me know if any further information would be useful.
 
 
  • 0
Posted

I feel like the only way to really use the power of mator smash properly is a way to share the settings.

I recently installed Skyrim again and after installing Smash I forgot to backup my old settings and lost like countless hours of settings editing.

So this is my mistake no question about it ;)

 

But I'm a smash user from the TES5Edit script time.

So I could like spend 2/5 hours looking at my plugins and creating new settings.

 

But all my findings are pretty much lost with myself.

So I'm really hoping that some why to share stuff is added in the future

Maybe even as part of modpicker or other way ;)

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Posted

Since I can't edit my post this is a updat ;)

 

I just did my first run of the updated Smash.All.

Boy this is better them my own custom made settings.

Quite the achievement mr.mator :O

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Posted

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!

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Posted (edited)

Smash.all is not doing so great for LVL.

Any tips?

Tried to change settings but so far results are not ideal ;/

Edited by pralima87
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Posted

Hi everyone!

 

I have read OP, the discussion around page 15, as well as perused the rest of the thread, and I can't figure out what is the current safe use of Mator Smash? Is it just bash.all, smash.all, or stick with Wyre Smash?

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Posted
  On 6/7/2017 at 3:22 PM, mentaltyranny said:

Hi everyone!

 

I have read OP, the discussion around page 15, as well as perused the rest of the thread, and I can't figure out what is the current safe use of Mator Smash? Is it just bash.all, smash.all, or stick with Wyre Smash?

You can use whatever suits your fancy.  Mator Smash is mostly safe to use, though you should always check the patch after generation in xEdit to verify it did things to your expectations.

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