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[WIP] Merge Plugins Standalone {PUBLIC BETA}


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Posted (edited)
  On 10/13/2015 at 3:04 PM, Mator said:

@dreadflopp:

This occurs during an error check?  Does it happen when it's checking a specific plugin for errors?

 

The error checking code is lifted directly from TES5Edit, so... yeah.

It does. But something strange is going on. Going to do some testing...

 

Starting Merge plugins. I get an error:

 

  Reveal hidden contents

 

The load order:

 

  Reveal hidden contents

 

 

I start Merge Plugins again, this time without bashed patch and it loads correctly. I select my patches, adds them to a new merge. From the merges tab I right click the merge and choose to check plugins for errors. Gets the error described in the previous post.

 

I open Merge Plugins again and checks all plugins for errors. It finishes and finds no errors in the plugins I'm about to merge. I add the plugins to a new merge. I try to build the merge which fails:

 

  Reveal hidden contents

 

This was when I suspected Merge Plugins couldn't handle filenames that are to long. I delete the merge and reopen Merge Plugins. I create a new merge without the plugin that caused the previous merge to fail. I build it and it finishes without errors:

 

  Reveal hidden contents

 

This time it actually builds the merged plugin correctly, which it didn't do before (previous version of Merged Plugins). The question remains; why did I need to disable the bashed patch and why couldn't I check the files for errors or build a merged plugin with a certain plugin. the plugin that caused the merge to fail is a simple plugin with 4 NPC records and no errors.

 

I rename the plugin that caused errors to give it a short name. I start Merged Plugins. I get errors:

 

  Reveal hidden contents

 

I try again and it starts normally without errors. Making a new merge with the renamed plugin and it works. Conlusion? Everything seems random. But maybe length of file name? The patch is not included in the bashed patch btw. Why does it fail to load with the bashed patch?

Edited by dreadflopp
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Posted (edited)

I have to say this is a very promising looking program that's going to be a great help when all the bugs are fixed, but I've been running into some problems while testing it out. Some of my tests weren't working correctly ingame, and after doing a little investigation it looks like some of the scripts aren't getting renamed correctly for me. I've included a log (with the script fragment debugging option enabled) below from the smallest example I could find that reproduced my problem.

 

 

  Reveal hidden contents

 
this leads the merge to have 4 files named
 
QF_BQ01_03.psc
QF_BQ02_03.psc
QF_BQ03_03.psc
QF_BQ04_03.psc
 
where Tes5edit shows the quests are expecting scripts named
QF_BQ01_03095125
QF_BQ02_030BD77F
QF_BQ03_030BD78C
QF_BQ04_030CBA9A
 
Finally in the larger merge I first noticed this problem in, the failure to give the scripts the right name wasn't universal. A few scripts in that merge got renamed with full 8 digit formids, but most of them just got two digits like the 4 scripts in the log I posted.
Edited by Linthar
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Posted (edited)
  On 10/13/2015 at 6:44 PM, dreadflopp said:

It does. But something strange is going on. Going to do some testing...

 

Starting Merge plugins. I get an error:

 

  Reveal hidden contents

 

Merge Plugins will not load merged plugins even if they're enabled in your load order. This is to prevent users from building merges into existing files/taking up unnecessary load order slots/etc. This does mean, however, if you patch your merged plugins you will not be able to start the application with the patches enabled in your load order.

 

My thoughts:

- I don't want merged plugins to be loaded, if possible

- A plugin selection screen might help with this

- When removing merged plugins from the user's load order, the program should also endeavor to remove plugins that use the merged plugins as masters. How I'd do this is not yet certain, but it could just be some special exception handling.

 

  On 10/13/2015 at 6:44 PM, dreadflopp said:

I start Merge Plugins again, this time without bashed patch and it loads correctly. I select my patches, adds them to a new merge. From the merges tab I right click the merge and choose to check plugins for errors. Gets the error described in the previous post.

 

I open Merge Plugins again and checks all plugins for errors. It finishes and finds no errors in the plugins I'm about to merge.

So the same plugins only cause this exception when you check them for errors from the Merge -> Plugins -> Check plugins for errors menu item? Good to know, I'll direct my testing to that to see if there is something obviously wrong.

 

 

  On 10/13/2015 at 6:44 PM, dreadflopp said:

I add the plugins to a new merge. I try to build the merge which fails:

 

  Reveal hidden contents

 

This is an interesting error because the plugin it says it couldn't find doesn't have a filename that ends with ".esp" -- which it should. I don't know why this would happen, but it is why the program couldn't find the plugin.

 

  On 10/13/2015 at 6:44 PM, dreadflopp said:

This was when I suspected Merge Plugins couldn't handle filenames that are to long. I delete the merge and reopen Merge Plugins. I create a new merge without the plugin that caused the previous merge to fail. I build it and it finishes without errors:

 

This time it actually builds the merged plugin correctly, which it didn't do before (previous version of Merged Plugins). The question remains; why did I need to disable the bashed patch and why couldn't I check the files for errors or build a merged plugin with a certain plugin. the plugin that caused the merge to fail is a simple plugin with 4 NPC records and no errors.

I already answered the bashed patch issue.

 

The filename length could be a factor, but I honestly don't know. Strings have no length limitation in Delphi, I can have a string that's a million characters long without issue. Paths may have a limitation, but that shouldn't effect the stored filename of the plugin, and even if it changed the stored filename, the program would still be able to find the plugin because the filename in the merge is the same as the filename stored on the plugin itself (it's the same variable, which isn't being changed EVER).

 

I really don't know exactly what's going on. The plugin that causes problems has a filename length of 78 characters, which is definitely the longest filename in your load order.

 

  On 10/13/2015 at 6:44 PM, dreadflopp said:

I rename the plugin that caused errors to give it a short name. I start Merged Plugins. I get errors:

 

I try again and it starts normally without errors. Making a new merge with the renamed plugin and it works. Conlusion? Everything seems random. But maybe length of file name? The patch is not included in the bashed patch btw. Why does it fail to load with the bashed patch?

Well the time that merge plugins had errors it seems like another program was using Skyrim.esm, which caused it to be unable to load it, which of course causes the rest of your load order to fail to load.

 

It seems that the filename length was indeed the issue, but in order to figure out why I'd like to ask you what the full path to that file [740 Revenge of the enemies - Skyrim Immersive creatures - Step Core & Extended] is/was. If this path is near or exceeds 255 characters, we'll have our explanation.

 

 

  On 10/14/2015 at 1:40 AM, Linthar said:

I have to say this is a very promising looking program that's going to be a great help when all the bugs are fixed, but I've been running into some problems while testing it out. Some of my tests weren't working correctly ingame, and after doing a little investigation it looks like some of the scripts aren't getting renamed correctly for me. I've included a log (with the script fragment debugging option enabled) below from the smallest example I could find that reproduced my problem.

 

[snip]

 

this leads the merge to have 4 files named

 

QF_BQ01_03.psc

 

QF_BQ02_03.psc

QF_BQ03_03.psc

QF_BQ04_03.psc

 

 

where Tes5edit shows the quests are expecting scripts named

QF_BQ01_03095125

QF_BQ02_030BD77F

QF_BQ03_030BD78C

QF_BQ04_030CBA9A

 

Finally in the larger merge I first noticed this problem in, the failure to give the scripts the right name wasn't universal. A few scripts in that merge got renamed with full 8 digit formids, but most of them just got two digits like the 4 scripts in the log I posted.

Looks like an error I can resolve quickly and easily. Thank you very much for the clear and detailed report!

Edited by Mator
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Posted (edited)
  On 10/14/2015 at 3:31 PM, Mator said:

So the same plugins only cause this exception when you check them for errors from the Merge -> Plugins -> Check plugins for errors menu item? Good to know, I'll direct my testing to that to see if there is something obviously wrong.

 

Yes, that exception only happens in that specific situation
  On 10/14/2015 at 3:31 PM, Mator said:

This is an interesting error because the plugin it says it couldn't find doesn't have a filename that ends with ".esp" -- which it should. I don't know why this would happen, but it is why the program couldn't find the plugin.

 

Good catch, I didn't notice that. It's not just the file extension that is missing. Part of the filename is missing too. It should be 740 Revenge of the enemies - Skyrim Immersive creatures - Step Core & Extended patch.esp.
  On 10/14/2015 at 3:31 PM, Mator said:

It seems that the filename length was indeed the issue, but in order to figure out why I'd like to ask you what the full path to that file [740 Revenge of the enemies - Skyrim Immersive creatures - Step Core & Extended] is/was. If this path is near or exceeds 255 characters, we'll have our explanation.

 

The full path is C:\games\SteamLibrary\steamapps\common\Skyrim\Mod Organizer\Mods\modular morrowloot overhaul patches\740 Revenge of the enemies - Skyrim Immersive creatures - Step Core & Extended patch.esp which should be about 190 characters, if Word counts correctly.

 

Edit: fixed the path

Edited by dreadflopp
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Posted (edited)
  On 10/14/2015 at 6:17 PM, dreadflopp said:

Yes, that exception only happens in that specific situation

Added a GitHub issue for it. I'll look into it and should have it fixed very soon, if I can recreate it.

 

  On 10/14/2015 at 6:17 PM, dreadflopp said:

Good catch, I didn't notice that. It's not just the file extension that is missing. Part of the filename is missing too. It should be 740 Revenge of the enemies - Skyrim Immersive creatures - Step Core & Extended patch.esp.

In that case, it definitely appears to be some kind of truncation issue. As for where or how this is happening - that I'm not yet certain of.

 

  On 10/14/2015 at 6:17 PM, dreadflopp said:

The full path is C:\games\SteamLibrary\steamapps\common\Skyrim\Mod Organizer\740 Revenge of the enemies - Skyrim Immersive creatures - Step Core & Extended patch.esp which should be 148 characters, if Word counts correctly.

Ok, that's not even near the 255 character limit (I didn't think it'd be), so it has to be a different problem. The truncation must be due to some kind of issue with Delphi code for interfacing with the file system. It's probably going to be a pain to deal with this.

 

Here's a GitHub issue for tracking this.

 

I also made GitHub issues for everything else reported here.

Edited by Mator
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Posted

Hello all,

I've got an immediate alert for a trojan horse named "Win32/Spursint.A" on downloading the merge script zip file (by 3 different Antivirus: Defender, Sophos, Bitdefender). Is this a false positive?

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Posted (edited)
  On 10/16/2015 at 11:52 PM, Aymerick said:

Hello all,

I've got an immediate alert for a trojan horse named "Win32/Spursint.A" on downloading the merge script zip file (by 3 different Antivirus: Defender, Sophos, Bitdefender). Is this a false positive?

The VirusTotal analysis seems to directly contradict that:

VirusTotal analysis

 

Analysis of just the exe:

MergePlugins.exe virustotal analysis

 

EDIT: I saw you said script, so I virustotaled the "Merge Plugins xEdit Script" archive from nexus mods as well.  (Also 0/56)

VirusTotal analysis

Edited by Mator
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Posted

Yep, false alarm, initial detection from Windows 10 integrated AV ( :down:  ...) put a flag on the file while downloading making it looking bad to other AV (online included!).

Ah well, better safe than sorry, thanks very much for the quick check and sorry for the fuss. :thumbsup:

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Posted
  On 10/17/2015 at 6:22 AM, Aymerick said:

Yep, false alarm, initial detection from Windows 10 integrated AV ( :down:  ...) put a flag on the file while downloading making it looking bad to other AV (online included!).

Ah well, better safe than sorry, thanks very much for the quick check and sorry for the fuss. :thumbsup:

I've been using MP since one of its first working dev builds and I never had defender(mse) flag it.

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Posted

I am so bloody confused.  I can not get the program to read any mods installed so I can merge.  I know it has to be someting simple.  I've set up my mod organizer destination correctly.  It shows the esm, but nothing else.  what the heck am I doing wrong here?

 

I'm sorry for asking, I just can't figure this out.  

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Posted
  On 10/20/2015 at 11:56 PM, ufkal said:

I am so bloody confused.  I can not get the program to read any mods installed so I can merge.  I know it has to be someting simple.  I've set up my mod organizer destination correctly.  It shows the esm, but nothing else.  what the heck am I doing wrong here?

 

I'm sorry for asking, I just can't figure this out.  

 

  On 10/4/2015 at 6:53 PM, darkside said:

Did you run Merge Plugins through MO?

^Your solution.

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Posted

I just downloaded this and its great so far for a BETA.

 

One thing i would suggest (and maybe im just doing it wrong) is to disable that check that prevents a Merged Mod from being created if you have gone above the Mod Cap.  When i found this i went into my Mod Organizer Profile and deleted my old Merged Mods (then reactivated all the ESPs) so i could redo them with this program.  In doing so i went far above the 255 cap (i have tons of armor mods lol).  Now i cannot make Merged Mods with this MO Profile because it fails due to my total amount of mods exceeding 255. i had to create a blank profile and only load up the sets of mods i wished to merged.

 

Like i said though im a noob with this program and i may just be doing something wrong, if so please advise me.

 

Thanks again!

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Posted

I dont think there is a way to exceed 255 active plugins without editing the xEdit API.

The ideal and possibly recommended scenario is to load ONLY the mods that you are merging and their required files, merge them, then disable/remove the merged plugins.

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Posted

Every time, when i start the programm with mod organizer the apllication failed to initialize. I get the following errors:

 

(Error) Load: *....esp* requires master *.....esp* to be loaded before it

 

and

 

(Error) Load: Exception loading ........esp

 

The program says that it creates log files but they are empty.

 

I configurated the setting like in this description https://wiki.step-pro...ion/Mod_Merging and used Loot before starting Merge Plugins Standalone.

 

When I compare the error messages and the mod organizer load order the esp's are in correct order.

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