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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 6/7/2017 at 7:51 PM, mentaltyranny said:

Thanks! Just to follow-up, am I supposed to use the skyrim.esp and the dlc in the patch? Do you have any idea what the difference is between smash.all and bash.all?

First question: https://www.reddit.com/r/skyrimmods/comments/6ep07a/mator_smash_for_retards_as_requested_by_some/dicpznm/

 

Second question: Smash.All handles more things, Bash.All is equivalent to running Wrye Bash with all mods tagged properly.  Bash.All is a bit more stable, it's a safer choice.

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Posted (edited)

Sorry Mator,

 

One more thing: where do you extract the v0.9.4 smash.all script? Or is that an experimental build of MS as a whole?  

 

Sorry I just want the best logic I can for MS.

 

Thanks!

Edited by mentaltyranny
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Posted
  On 6/8/2017 at 3:23 AM, mentaltyranny said:

Sorry Mator,

 

One more thing: where do you extract the v0.9.4 smash.all script? Or is that an experimental build of MS as a whole?  

 

Sorry I just want the best logic I can for MS.

 

Thanks!

The v0.9.4 script is an extremely old and outdated xEdit script which is no longer intended to be used in any capacity.

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Posted

So, in its current state, do you recommend using this tool? or is it still too early in development. Does it supersede wyrebash?

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Posted
  On 6/8/2017 at 3:05 PM, ebyrd10 said:

So, in its current state, do you recommend using this tool? or is it still too early in development. Does it supersede wyrebash?

Please read any of the posts in this thread.  The answer is yes, I recommend using it, and yes it supersedes Wrye Bash.  This has been stated exhaustively.

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Posted

Think I may have run into a bug. I decided to just assign every mod in my list to Bash.All to see what would pop out. When I went back to make a 2nd run, I switch to plugins to Skip. After running the patcher again, the resulting patch didn't change. It seems that Smash isn't skipping the mods. When I restarted Smash, the two plugins I changed to Skip were listed as Bash.All.

 

Either Smash wasn't assigning those plugisn to Skip or there is something going on with the behavior of Smash that I'm not aware of. I haven't used the program in a few months, so I'm unsure of what developments have happened in that time. 

 

If it is a bug, let me know and I'll open an issue on GitHub.

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Posted
  On 6/14/2017 at 2:26 PM, uncleseano said:

Had smash been considered for STEP actual yet?

 

Would love someone to hold my hand like in the wiki

I would have added it for the latest STEP release, but I didn't have the time. I will be working on it the next week or two. I haven't been around much the last year, so I have forgotten so much stuff about modding utilities that I needed more time to look Mator Smash over for STEP

 

  On 6/14/2017 at 4:00 PM, Mator said:

Awesome, didn't realize you put more documentation together. 

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Posted

Thanks for the docs mister mator. Wait, is that Mator like Tow-Mater?

 

I'll keep my ear closer around to these parts to see what EzzArrBee makes of it.

 

Still havent started my new mod list,,, cant figure out if SSE is worth a shot now.

 

Are you guys thinking of doing an SSE wiki?

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Posted
  On 6/14/2017 at 6:17 PM, EssArrBee said:

I would have added it for the latest STEP release, but I didn't have the time. I will be working on it the next week or two. I haven't been around much the last year, so I have forgotten so much stuff about modding utilities that I needed more time to look Mator Smash over for STEP.

Oh, poke me if you're going to do that and I can help a bit.

 

  On 6/14/2017 at 6:17 PM, EssArrBee said:

Awesome, didn't realize you put more documentation together.

I can't take credit - this was put together by users of Mator Smash who wanted to help make it easier to learn. :)

 

  On 6/14/2017 at 9:56 PM, uncleseano said:

Thanks for the docs mister mator. Wait, is that Mator like Tow-Mater?

Nope, Mator like "Mah-tore". Rhymes with core, four, and shore.

 

  On 6/14/2017 at 9:56 PM, uncleseano said:

I'll keep my ear closer around to these parts to see what EzzArrBee makes of it.

 

Still havent started my new mod list,,, cant figure out if SSE is worth a shot now.

I'm not planning on switching to SSE any time soon. I don't think it's worth it unless SKSE64 rolls around.

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Posted
  On 6/14/2017 at 10:18 PM, Mator said:

Oh, poke me if you're going to do that and I can help a bit.

I will. Mostly I'm just trying to figure out the Toggle settings. They behave in a way that I can't quite figure out from just doing a few runs. I probably need to just spend some time with it.

 

  Quote

I'm not planning on switching to SSE any time soon. I don't think it's worth it unless SKSE64 rolls around.

Hot take right here. :bleh:

 

I think most of us feel that way about SSE. I don't want to Skyrim again, I want to play some other monstrosity that I make by shoving the game full of mods. 

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Posted

Hey Mator, I had a quick question. Mator Smash essentially combines the functionality of a bashed patch and a merged patch (and does each one better), but how would we go about patching a mod with instructions to be included in the bashed patch but not the merged patch? Quite amateur modder here and new to Mator Smash, so I'm sorry if this is a silly question. The mod I'm talking about specifically is Scarcity. Taken from Scarcity's mod page: 

  Quote

 

 

  • For compatibility with other mods, use Wrye Bash to create a Bashed Patch. Include "Scarcity - Less Loot.esp" and your chosen rarity module(s) in the Bashed Patch (DO NOT use any Bashed Tags). Remember that you must rebuild your Bashed Patch whenever your load order changes, this includes when you want to change rarity modules.
  • If you are also using TES5Edit DO NOT include any of Scarcity's .esp's in your Merged Patch.

Thanks for your help and your great work on both this and Merge Plugins; they are life-savers.

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