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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 9/19/2015 at 5:06 AM, GrantSP said:

As rough estimates go, they're pretty specific.  ::D:

 

I'm always looking forward to what you bring to the gaming table, some of the best tools around are because of your work.

Well, I initially listed them as ranges in weeks (e.g. 2-3 weeks from now), but I decided that was too confusing to read.  I was adding dates, and then I removed the week ranges, and then it seemed all specific.

 

Certainly take all these dates with a grain of salt.  I can barely predict what I'm going to be doing tomorrow, let alone next week.  :P

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Posted (edited)
  On 9/19/2015 at 3:18 AM, Mator said:

No question is stupid!  :)

I'm nowhere near as good as people make me out to be.  I just work really hard and pretty much never play the game itself.  (which seems fairly common in modding) :P

 

Yeah, it's not really there yet for "one-click and done" to be a valid procedure to follow.  You could do it, but it might not resolve things the way you want it to.  It's a beta project for a reason.  ;)

 

I'd recommend experimenting with it, but not using it on a full large load order with a single button click like Wrye Bash.  It's not quite polished enough for that yet.

 

Sounds fine by me.  Again, results may vary, it's beta.  ;)

 

In terms of merging plugins, I'd recommend using my Merge Plugins script (or Merge Plugins Standalone, which is in alpha) for that.  Smash may eliminate unnecessary plugins at some point in time in the near future, but it doesn't do that yet.

 

If stability and reliability are your top priorities, I wouldn't recommend using smash in its current state.  Just be a bit patient, it'll be in standalone application form before you know it!  :)

You are a Sir! Or Two! :)

Thanks again for your replies. At this time I keep using Wrye Bash and follow Mator Smash topic.

 

:unworthy:

Edited by kranazoli
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Posted
  On 9/19/2015 at 9:27 AM, Octopuss said:

Wait, it was not irony?

The timeline I gave?  No, not irony.  That schedule is moderately realistic, albeit probably optimistic.  Sticking dates on things tends to be a bad idea, especially with me.  But... I'm going to do my best to get things done in about that speed.  It might not turn out quite like that.  I hope if anything, I get ahead of schedule.  :)

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Posted

The name of this makes you sound like the Incredible Hulk! Mator SMAAAAAAAAAAASH!!!

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Posted
  On 9/19/2015 at 3:55 PM, SparrowPrince said:

The name of this makes you sound like the Incredible Hulk! Mator SMAAAAAAAAAAASH!!!

This is, in fact, the intent.  :)

 

khhPT.jpg

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Posted
  On 10/10/2015 at 3:32 AM, Mator said:

Going to have to push a few dates back.  Everything that was going to be coming out today has been pushed back to next week Tuesday.

Can't wait!

 

I've been away from Skyrim for quite a while, and Mator Smash seems to be one of the new and intriguing things that have cropped up since then. Hence, a question:

 

Is this something that we mod USERS will be able to use right out of the box, or is it something that won't work without input from mod authors about aspects of their mods that can and cannot be messed with by other mods? 

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Posted (edited)
  On 10/10/2015 at 6:49 AM, mikegray said:

Can't wait!

 

I've been away from Skyrim for quite a while, and Mator Smash seems to be one of the new and intriguing things that have cropped up since then. Hence, a question:

 

Is this something that we mod USERS will be able to use right out of the box, or is it something that won't work without input from mod authors about aspects of their mods that can and cannot be messed with by other mods? 

Mod users will be able to use smash right out of the box, but the effectiveness of smash will increase over time as a dictionary (similar to that with merge plugins) grows through user-submitted smash settings.

 

Ultimately, smash will be able to support a large variety of approaches, which will vary in their effectiveness.  {Bash tags} will be supported.  So a mod could be tagged by a mod author to make it easier for users to generate a patch of it.  There will also be user-submitted/recommended smash settings.  And of course, an individual user can always make their own smash setting for use with a particular mod (or edit the ones generated by tags or user recommendations).  Ultimately, it will be a very flexible tool.

Edited by Mator
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Posted
  On 10/10/2015 at 7:10 PM, Mator said:

Mod users will be able to use smash right out of the box, but the effectiveness of smash will increase over time as a dictionary (similar to that with merge plugins) grows through user-submitted smash settings.

 

Ultimately, smash will be able to support a large variety of approaches, which will vary in their effectiveness.  {Bash tags} will be supported.  So a mod could be tagged by a mod author to make it easier for users to generate a patch of it.  There will also be user-submitted/recommended smash settings.  And of course, an individual user can always make their own smash setting for use with a particular mod (or edit the ones generated by tags or user recommendations).  Ultimately, it will be a very flexible tool.

Now that is something I am interested in. How is the dictionary going to decide what is required and what is optional?

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Posted (edited)
  On 10/10/2015 at 9:35 PM, hishutup said:

Now that is something I am interested in. How is the dictionary going to decide what is required and what is optional?

Unlike merge plugins, the smash dictionary will be far more selective.  That means that every submitted setting will be reviewed carefully.  The way it'll work is per each plugin there will be setting recommendations from 1 or more users.  Users can then opt to use any of these recommended settings. 

 

The general idea will be that recommendations should come from advanced users/mod authors who have put in the research to determine what should be used for a plugin.  A setting submission would have a description of why that setting is recommended, and what was taken into account in developing it.  Generally, most plugins won't have more than one setting choice unless all choices are equally valid.  Input from multiple users will never be "combined".

Edited by Mator
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Posted
  On 10/19/2015 at 1:41 AM, GrantSP said:

Live streaming of a coding exercise, well I never...

 

Just started watching, do you mind turning the music down? Can barely hear your comments.

Haha, sorry about that man.  >_

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