Mator smash maximum load order After the program is finished, simplay close it. Both programs have ways to more finely customise their behaviour: Wrye Bash uses bash tags in the plugin description fields - ideally provided by Mator Smash Rules is a collection of manual rules for Mator Smash. Smashed patches should be usable without a manual verification step, but can in certain rare Using Mator Smash Version 1. I have a load order with 1900 total plugins, and even though it's by far my largest load order, What's the actual advantage of doing conflict resolution mod-by-mod instead of simply doing a Mator Smash. You can run the check for esps that can be With my load order, I use merged patches on all my armours, weapons and mod patches to bring my plugins under the limit. Once I'm happy with it I copy/paste the loadorder. This exceeds the conflict resolution offered by any current solution for Skyrim by light years, and may surpass the bashed patch's usefulness in Oblivion modding. 1, Mator Smash will copy records with 28 votes, 11 comments. Mator Smash was developed using some form of forbidden black magic handed down to us by the r/Skyrimmods deity himself: u/matortheeternal. Use Mator Smash to generate a patch, then verify the changes in the patch in xEdit. Items Non-Player Character (Actor) 3 record When using the merge function, you risk pulling mods out of their correct load order. Mator Smash allows for conflict resolution patches to be generated following rules, known as "Smash Settings". I'm facing an issue with Mator Smash in that it refuses to create a Smashed Patch for my load order. I have tried to exclude those plugins or to change their position in my load order but everytime i think it works Smash errors out with a new plugin I have also tried several different versions of Mator Smash and reinstalled them multiple times to no avail (also im In contrast, both Wrye Bash and Mator Smash throw off an exception warning at the beginning of the bashing and smashing process that lets you know precisely how you have blown your load order, which you can then fix before doing any patching by dragging Hello, whenever I use Mator Smash with more than 255 plugins, it crashes. Wrye Bash doesn't seem to give a shit about the mod limit, so I've gone back to it. New Release Chuckseven1 has been updating Mator Smash (with Mator's approval) to support more than 255 plugins as well as recognizing the SkyrimVR. Prior to running it, my game was stable enough to sustain flying around the landscape at 15x speed for up to ten minutes at a time: after, I'm lucky if I can manage 3. Click the Mator Smash may automatically assign settings based on Bash tags, but you can override these with Smash. Mator Smash has that unofficial update as was mentioned previously. However, I have a lot more patches that I'm working on merging, but I'm trying to create a smashed patch to put The problem I've found with having such a large load order is that tools like Wrye Bash and Mator Smash can't handle the amount of plugins being processed, and fail (throw an exception) Open Mator Smash, selecting "Skyrim" as the profile. Once it I use Mator smash with my load order of about 230 plugins. I'm trying to run Mator Smash, and I'm getting an error that says, "Maximum load order reached! Can't create file ocs_smash. Using smash is usually about getting it to do LESS (or better) conflict resolution, because Mator SmashVIDEO TUTORIAL - For v0. All jokes aside, Mator Instead, to resolve conflicts: (1) create a Bashed Patch with Wrye Bash (the old one) to see if it will merge any plugins into the Bashed Patch; (2) load up all mods in xEdit and run the script that shows which mods can be converted to ESLs; (3) convert all mods to ESL that can be converted by only changing the header flag from ESP to ESL; (4) de-activate all your ESL files in the right . 7. However I'm not entirely sure about bashed patches, how exactly would I proceed making one, and is it more efficient to use mator for bashed patches or You can use both, usually you mator smash the wyre bash patch into the smash patch as well. If you have the same greyed out mod problem, check your load order for all esl files and disable them, if you have missing masters in an esp because of that, you know the solution :) Mator Smash is like Wrye Bash for every record type instead of just leveled lists, so it'll try to intelligently combine mods that modify the same record into one unified record. I've got the updated Mator Smash that can handle esls, and the updated MO2 that works with the GOG edition. As of v1. After taking care to deselect a few plugins from my load order (namely any pertaining to Vokriinator or DynDOLOD), I hit the green It's better you know what is going on with the conflicts then just hitting go on a long process and hoping it works out. The tutorial is a little long (36 minutes), but it covers a lot of stuff and should really help those of you who are considering trying out the alpha, and those of you who are already This is the correct response. Blindly using it will only result in frustration and pain. Merge plugins that do similar things. Firstly I want to thank Mator for all his contributions to the community and I think Mator smash could be my favourite tool Animals and Pets Anime Art Cars and Motor Vehicles Crafts and DIY Culture, Race, and Ethnicity Ethics and Philosophy Fashion Food and Drink History Hobbies Law Learning and Education Military Movies Music Place Podcasts and Hi guys, I made a video tutorial on the latest version of Mator Smash Standalone, v0. I would NOT do as some people here suggest and just smash together ALL your plugins. What I'm doing right now is using Mator Smash as I build the mod list, not just wait until the end (since, like you, I have too many mods to load all at once in Mator). I can select the profile and then View community ranking In the Top 1% of largest communities on Reddit Mator Smash v0. esp", "Bashed Patch, 1. Of course you really should do a conflict patch as well using Mator Smash or Overview This document is a brief, unofficial guide to a program still in development. I've checked the settings in Mator Smash and I ran Mator Smash on this load order a couple of days ago. Smash For what it's worth, my personal load order has ends with a smashed patch, then a few Zedit patches (true realistic item weights, know your enemy/know your armor), and dynDOLOD. It's only happened a few times where Mator Smash didn't handle conflicts correctly. Now, it seems to me Mator just gives up without telling me Mator smash causing infinite loading screen PC SSE - Help Used to work fine but now after I create the parch my [47] can not be mapped to file FileID for file "SmashedPatch. This is why your load order still matters regardless of your smash settings. This can be helped though - FO4Edit will enable you to make actual informed decisions about your load order. If you have more than 255 mods (e. 4, Mator Smash now produces complete record prototypes. At best you won't notice As of v0. Getting Errors as it loads Patches to mods before the mods themselves, completely different orders than are loaded in Then just hit the hammer icon and wait. Those tools try to guess which Let's say, instead, we ignore Wrye Bash altogether and just use Mator Smash. So the ultimate result is a great bashed patch covering the leveled lists, and a half-assed smashed patch which cover 254 plugins. So if you have a second profile you want to build a smashed patch for, you have to COMPLETELY undo your old smash patch setting in order to build the new patch for the other load order. esp Failed to merge MIHAIL, Couldn't assign plugin file I know my plugins exceed 255, but that's why I'm merging them. The process takes a few seconds and just creates a small patch file (instead of the multi-GB file EasyNPC creates). Mator Smash, though, appears to load everything in opposite order, and then For Mator Smash, the same load order might take five minutes. Whether they're ELSs or not, 255 is still the max. Depending on your mod manager, you That sounds like what I experienced. The standalone takes only a minute to run on a heavy load order and has far more features. It can fix conflicts with unrelatedmods. Just make sure you know what you are doing and when to use force. For zEdit, you'll want to run xEdit scripts like these to trim down your load order to only relevant plugins. I'd never consider not starting with a full load order Smash All patch as a base and then doing manual edits on that, personally. I'm not pursuing it I just smash my entire load order and don't worry about manual edits unless I run into issues in game. exe'. That's just a hunch based on Mator's logs though. Click OK. Just a heads up for anyone also having problems getting Mator to load their plugins in the correct order when using Mod Organizer: Copy the contents of . Mator Smash is in the current 1. There are also some specific patches and fixes which are only available via Synthesis patches, as opposed to any of the other tools in this list. Please check the sticky posts for FAQ and Guides! Just as the title says, I have all of my patches at the end of my right pane load order in Mod Organizer 2. 5. 0 Released Get it here Changes Added override deletions algorithm feature Added force value algorithm feature Fixed some SSE/FO4 load order issues I'm getting a weird set of errors keeping me from making a Smash Patch. It's folder should be automatically detected. Depending on your mod manager, you Use Mator Smash to generate a patch, then verify the changes in the patch in xEdit. Depending on how big your load order is this may take a minute or so. esp in your load order? Like, can I smash one patch at the 255 ESP limit and then make ANOTHER Mator Smash updated to more easily support VR. Building merge: No Dependencies Maximum load order reached! Can't create file Armor. I've watched the video mator put out for Mator Smash and mostly followed along with how the program works. The recommended workflow has always been: Merge below 255 active module files. 0, Mator Smash has a "Quick Patch" buttonAs of v0. Should I use a Merged patch together with a Bashed patch or Mator Smash instead? I'm reading Yeah, but when I did the smashed patch, I kept disabled the Bashed Patch, and instead used the disabled ESP Mator Smash VIDEO TUTORIAL - For v0. I cannot Because MLU. Hey guys, I recently made my first successful smashed patch with no errors so it's looking pretty good. It can load ESL-flagged ESPs, but not plain old ESLs (of which you should have none anyways, unless you use CC content). I followed Step 1 and created SmashSplitQL0 and SmashSplitQL1. I did not create Mator Smash, but I have updated the code myself. 0). This means that applying the "Autodetect Bash Tags" script is exactly the same as just combining all of the Bash tags into a single smash setting (which is what Bash. , if the mod has 4D in the load order add 4DXXXXXX). intended usage. esp" should be deactivated when using the "PCE USSEP + CRF Patch. I should be using Essentially I'm finding that Mator Smash isn't obeying delev properly in my load order. "No problem", you say, "just use {RAB Smash Splitter}!" Hi, so for a while I've been using the Unofficial Mator Smash for SSE with absolutely no problems, however after I took a break from modding for a Welcome to /r/SkyrimMods! We are Reddit's primary hub for all things modding, from troubleshooting for beginners to You can run the patches through Mator. to trim down your load order to only relevant plugins. There's been a lot of mod-talk here and one thing I haven't seen in any of the upvoted recommendations is making a Merged or Smash patch, which is essential to having a good experience when using mods. The xEdit script is extremely old and hasn't been updated since When you run the Mator Smash program from Mod Organizer, it always loads the same settings, regardless of your selected MO profile. 2. However I don't have the link saved for where I read this, but I seem to recall that Mator removed the merging of plugins from Smash because Smash wouldn't load up if there were more than 255 plugins (thus, it was unable to merge plugins when you would have really wanted It actually doesn't matter what the size of your load order is, just running smash has never been a recommended workflow. I have 311 plugins, and I have ensured that the additional plugins are esp Probably, here are my merge tips. 4 of Mator Smash which fixes the issues with record prototyping. Select Skyrim Special Edition from the profile selection. PSA: Create a Smash Patch using 'Mator Smash' if you are using more than 10 mods, or the mods will not effect your game correctly and this will not be immediately visible. I can prevent their lists from merging altogether, but I want them to merge into lists that MLU doesn't care Mator Smash - Optional xEdit (SSEEdit) or zEdit - Optional, but recommended I would like to stress that Mator Smash (smashed patch) is completely optional, but it can solve several conflicts with a big load order which is why people rely on it. I even tried going completely vanilla to test my theory and I still crashed both times (different Select Mator Smash that you just added from the drop down list. all. LOOT, SSEEdit, and even Wrye Bash process my load order just fine. 3, Mator Smash supports Fallout 4 and Skyrim SE. It wouldn't take my load order no matter what I did so I Two things here - firstly you need {{Unofficial Mator Smash Updated}} to ensure the program itself can load ESLs and more than 254 files total. Strangely enough, saving iNeed - Extended does fix the problem with iNeed. All. This is where tools like Mator Smash come in. It can be useful for very large load orders to get a general merged patch created of all your Ok, here's the fix, courtesy of u/Apneal from a post about 7 months ago. Give Mator Smash some minutes (yes, it can take that long, if you got a large load order). 4. These issues were one of the Yeah, that was one of the reason's I stuck with Wyre Bash. This can be Mator Smash prioritizes records lower on the list so having your patches last in your load order but still added to the Smash Patch can actually be beneficial - Mator Smash will know to prioritize these changes. If any two IDs are the same, your load order is irrelevant, the mod loaded last will always override the previously loaded shared ID, and you won't have the information from both mods for said ID. For example, about halfway down my list after Weather-Body-Armor mods, I use Mator to create a Smash Patch and then use SSEEdit to confirm/modify changes. Please use the Nexus Mods Mod page for all future discussion. \Mod Organizer\profiles\YourProfile I needed it to smash two specific mods so instead of making a general patch I just loaded these two (plus game and dlc masters) and it worked. Only problem there is that you can't Smash . 1 Mator Smash is now available on Nexus Mods. Back in Like Jarl writes, sort your load order with Loot. 1, Mator Smash will copy records with "errors" in them (such as unresolved/unexpected references) As of v0. I went back through and there were two of my mods that were being loaded before their masters and miraculously not crashing my game on launch. Make a smashed patch for your entire load order. Unfortunately, my smash patch seems to privilege changes made by ussep over LOTD, specifically to some book records. All is, in case you were wondering) and using that. , a ton of ESPFE files), then you can either use RAB Smash Splitter to create multiple smash patches, or just Max number of plugins in load order with Skyrim SE and later games: ~2200 (up to 253 "full" plugins + up to ~2000 "light" plugins) The (obsolete) xEdit merged patch method is a brute force method that pulls in all plugins in the load order and adds them as masters to the merged patch, whether they are actually used by the patch or not, whether they contain It's telling you the problem, your load order isn't right. 0, Mator Smash has a "Quick Patch" button As of v0. at the moment. Though my whole 400+ list won’t smash all at once, I don’t have more than 255 plugins that have NPC conflicts, so I can make one smash just for NPC conflict resolution. I had a bashed patch, but only to check that matorsmash had made all the correct leveled list adjustments - since Mator worked right (it doesn't always), the bashed patch was redundant, so I got rid of it. Yeah sure, I've been putting off playing for the last month to chase the perfect load order, what's another day? Just so I'm clear, that's what Just a general question because I noticed that Mator Smash patched some of my mods in a peculiar way, most notably making interactions between smash is all about overrides and not about picking which mod keeps which values. Normally you no longer need the bashed patch as it becomes redundant when using smash. I Fixed FO3/FNV load order issue Added Fallout3 and FalloutNV Smash. AFAIK, if you plan on using them together, the Bashed Patch (from WB) goes first, followed by the Smashed Patch (from Mator Smash). Because of how Skyrim handles override records, the mod that is lower in your load order will override the changes of the one the precedes it, leading to some changes (either the new sounds or new visual models) to be lost. 7GamerPoets Video - For v0. Simply hit the green circle with the wihite arrow (start button) in the top left corner. But despite covering About this mod Mator Smash is a tool that generates conflict resolution patches, similar to Wrye Bash's Bashed Patch. 0. If you just flat out merge some plugins without creating a conflict resolution patch, the resulting plugin will be equivalent to loading those plugins in sequence in your load order with no compatibility patches affecting them. Archived post. It can create UPF patches, but those aren't "automated compatibility" patches necessarily, like Bashed/Smashed are. If you are crashing then this is a 11 votes, 15 comments. So I can avoid this issue. To give a bit of information: I use Mod Organizer 2 for management load order was sorted by loot no problems without smashed MatorSmash and zEdit are great tools. You don't always have to change the order, you can also hide files in MO. I am trying to use it for Fallout 4 rather than Skyrim, though - does Smash work and play well with NMM in that case? what is the difference between zedit, bashed, and smashed patches zEdit isn't a patch, it's a tool. (Mator Smash doesn’t currently work with over 255 plugins loaded. I did that in Initially and it lead to constant crashing. All at the end and manually Mator Smash, on the other hand, only forwards fields that are detected to be changed based on load order and master dependencies. Hello, I have run mator smash via MO2 with 0, 20, 50, 100, and 200 plugins (well under the max of 245), Then try disabling mods with esls so that they dont show up in the load order. Sorry if i missed this in the documentation or in forum posts. esp" Exception copying record [LAND:0000A84F] : Load order FileID [6F] can not I'm currently trying to build a smashed patch for my load order as apparently it's made Wrye Bash and the other old stuff obsolete, and I'm trying to follow the RAB smash splitter guide. Loading only the mods i already smash patched it still crashed (which is the strangest part) DLC's, unofficial patch, and legacy of the dragon born, smashed correctly. esps, which results in less than half mods loading because masters are out of order so I can't build a proper smashed patch. LOTD is When you run the Mator Smash program from Mod Organizer, it always loads the same settings, regardless of your selected MO profile. I am using MO2 and have the destination folder for the patch in Mator Smash to the Mator Smash folder but when the patch is created it says built Never and there is no patch in the folder. Wait for it to load. But both can't handle generating an ESP when you have more than 255 plugins loaded. View community ranking In the Top 5% of largest communities on Reddit Mator Smash causes CTD Ok, so the Mator Smash esp is giving Also View community ranking In the Top 1% of largest communities on Reddit Mator Smash question Is it possible to have more then ONE Smashed Patch. First, Wrye Bash and Mator Smash do not currently support ESL-flagged plugins the way SSEEdit and Skyrim SE do. etc, and the BOSS / LOOT masterlists has all of them ( up to 9 I think ) as potentially all being active and loaded last in Well that revealed a few interesting things. esp" As title says, I'm finishing my mod list but I'm having this problem on the last part, Mator Smash gets a wrong load order for . I've always used Wrye Bash, but I've started building bigger load orders recently and was advised that switching to Mator Smash might help with some stability problems I've been having. Run it. That's it. Go to the mod whose of I’ve heard rearranging load order can cause issues. Click OK again. All that overwrite the same thing, than the one further down the load order wins As already said, Mator Smash does not support loading more than 255 plugins. Hi, the title already says it. When Mator Smash first came out I thought there would be a surge of people sharing manual rules. Is this an artificial limitation in this Mator Smash will also carry forward changes made to single-value records like item names and effect descriptions. Correct, use the unofficial mator smash update by chuckseven. I also use the SE profile to do things like mator smash, fnis, body slide, etc. Yes this one loads Mator Smash placing AE CC masters wrong in load order, thus cannot load dependent plugins PC SSE - Mator Help alright lads, I'm a bit confused by this one so I needed a break from messing with my mod list and thought I'd try You were right to think it was my load order. But I suppose in You simply set a load order in the settings (when you have more than one overhaul for an NPC, the top loaded mod will take precedence) and run it. How do I ensure that each patch is tied to the right profile? Do I need to make two different SSE profiles in mator smash? (In mator smash under patches both are highlighted in green, yet at the bottom of my load order in vortex there is only one "smashed patch Properly from-scratch manually patching a load order with even like ~300 total plugins would take countless hours in almost all cases. I've done a couple clean reinstalls of WB to see if I can somehow clear this old load order/modlist that it insists on reading. exe when setting up a profile and corresponding I used Mator Smash for my FO4 and it worked wonders, fixing a lot of problems that a Merged and Bashed Patch didnt. After that, any individual esp/esl file can itself only have 253 master files, regardless of whether those masters are ESM, ESP or ESL files (ESL-flagging doesn't change this limit). Believe me, 50% of the time is the load order/incompatibilities/something on our end, and the other 50% it's because of the game. 0, xEdit Version 3. I go 34 votes, 65 comments. It seems straightforward in principle, but it soon gets complicated in practice. It seemed Mator Smash VIDEO TUTORIAL - For v0. You do not need to The mod order (left side of MO) just needs to be arranged so that the file conflicts are what they should be. I personally have had a better experience using Mator Smash with RAB Smash Splitter, and then review the patches in their entirety in xEdit. As of v0. g. 1, Mator Hello everybody, I am experiencing CTDs in SSE main menu (before the options appear), when I activate my smashed patch. I've heard of Wrye Bash, Mator Smash, but I don't think I've heard of Wrye Smash, but I'm sure it's MatorSmash. If I got a smashed . 1, Mator Smash merges redundant plugins properly. When prompted, choose to load any plugins you may want to have automatic patches created for (or just your whole load order). esp running correctly, would that eliminate the need for loading compatibility patches in my load order, or would I still need them Ok, so the Mator Smash esp is giving me a CTD. Mator Smash could effectively remove the need for a Bashed Patch or Merged Patch and roll the functionality of the two into one (and do it with better results) It absolutely is a breakthrough in Skyrim modding, imo. The LOOT message is because you are over 254 esm, esp plugins. I prioritize actually playing the game over getting a perfectly stable perfect Because I've been using Mator Smash with a load order that's at least three-quarters light plugins, and it just treats them like regular plugins (v1. So the way to look at it is that the last override is the Welcome to the Subreddit for discussing SkyrimVR. So, if there This is a quick step-by-step guide for manually patching load orders that I discussed in a previous thread. It's tidier to do many small merges Smash every plugin except Bashed Patch (and let Mator decide what to skip) xEdit Smashed Patch, delete Leveled Item & Leveled Actor (none in my case) Can I safely select all with 150 plugins or should I exclude compatibility patches and their parent Conflict resolution isn't easy to automate, but Smash will soon offer a solution that can be used by anyone to generate patches for any load order for conflicts in any record. Mator Smash Mator Smash currently in development, as discussed in the Mator Smash subforum on the STEP site, Put in any FormID that start with the load order number (e. Both merge/ fix leveled lists among much more, but if your goal is plugin reduction in the end, Wrye Bash is a I'm trying to create a smashed patch for my load order, but upon inspection Mator Smash makes some questionable decisions. Checking for conflicts before making the patch is done just so that you have the majority right in your load order and if not it makes it easier to see what you need to manually sort. 0 here Some notes A lot of functionality is incomplete The Both these values are part of the same record so only the changes made by the mod that's higher in the load order would apply. esp slots) and then follow it up with a smashed patch, so all the leveled lists and other conflicts get sorted out appropriately. If so, I am using Mator Smash + xedit to adjust my smashed patches. Smash is capable of handling conflicts in all record types. MS can make 30 esps redundant in one go AND does conflict resolution at the same time which is highly attractive when managing large load orders. On a heavy load order the bashed patch will incorporate up to 50 . Bashed Patch is always full of errors, as is a Merged Patch. Mator Smash shows ESL files in the plugin selection window, yet ESL files are not shown in the main window afterwards. There are bound to be errors that have to be fixed by hand, or inconsistencies that have to be adjusted. Though none of those should cause ctds. So if you have a second profile you want to build a smashed patch for, you have to COMPLETELY undo your old smash patch Mator Smash Standalone Alpha is available Download v0. No matter what I do, I cannot seem to create a setting for Mator Smash that will prevent mods higher in the load order from being merged into MLU's Lists. Fix any conflicts that were not resolved Mator Smash is a TES5Edit script which generates patch files that handles conflict resolution between multiple ESP/ESM files. Synthesis, by comparison, took about thirty seconds to patch all leveled lists and lighting effects in my load order. Fix any conflicts that were not resolved correctly. I don't know I was curious if there was a general consensus on how to properly use them in a load order. Smash has handled levelled lists just as well as Bash for a long time assuming load order is correct. So in this instance whenever you have 2 mods with Smash. - Releases · matortheeternal/smash Changes Added override deletions algorithm feature I can't find anyfully up to date information, is Wrye Bash or Unofficial Mator Smash Updated or the original Mator Smash Also, at what point should I run Nemesis, DynDOLOD and what should be the load order for all these plugins (including the FNIS I think Smash. Mator Smash is still in Alpha testing (buggy and "unfinished" as to features, though basically functional) and only comes with initial settings for Skryrim at the moment. Do not disable anypatches, Mator knows what those are and will adjust for them. My next todo item is updating UPF and zEdit. . I'm using MLU, and basically the smashed patch is restoring records for Orcish and Dwarven weapons throughout my leveled lists. ) My workaround: Split my entire mod stack by record type and create multiple smashes. 2 version NOT esl compatible. This allows users to quickly and efficiently combine the edits of multiple mods. Wrye Bash was a BEAST for Oblivion modding. I'm building a load order currently with LOTD as the centerpiece. This hurts a lot in SE, where ESPFE files are plentiful in compatibility patches. 0, Mator Smash has new algorithm features and is more stable. Hey guys, I just released v0. Smash does more than any other conflict resolution solution out there, because its upper limit is to do the maximum amount of conflict resolution possible. Nexus Mods Mod Page As of v1. In total I only have 126 plugins. It should open your load order. 55 votes, 37 comments. Smash keeps the last overriding record, and forwards the changes from previous mods. Patches must always load after the mods it patches. So, I installed it, but it won't load properly. I think in my case it might be load order related. esp is the last modifying record. Rule of thumb: If you do not change the effective records your game is using, you can't really break things. This is false, the "Basic Usage" tutorial section on the Mator Smash Nexus Mods mod page tells users to use the Quick Patch button, and it does a better job covering the edge cases that are actually relevant Welcome to /r/SkyrimMods! We are Reddit's primary hub for all things modding, from troubleshooting for beginners to creation of mods by experts. It seems to handle level list integration and conflict For what it's worth, just so people don't get scared away by the word "tedious", after optimizing my load order and running Mator Smash, learning the basics of xEdit allowed me to hand-patch every conflict in my 60-plugin mod list in less than 10 minutes on the I realise you want people to have the ability to make differently named ones for good reason ( same as with Wrye Bash if you get it to create another Bashed Patch it sequentially names them "Bashed Patch, 0. 1, Mator Smash will copy records with "errors" in In short I've now gone over the 255 plugin count thanks to esl-flagged esps, and Mator Smash will crash if I so much as load EDIT: I'm still confused as hell about everything involved in Smashed/Bashed Patches with more than 255 plugins in my load order. Mator Smash is meant to be used after you have done significant testing and preparation. UPF patchers are more like Synthesis patchers, which perform specific patching functions on a variety of records (eg. Not the slightest little bit. Smash only copies values to the patch when they have been Even with large load orders containing more than 255 plugins, it's very unlikely that the patch depends on more than 255 masters. esp Failed to merge No Dependencies, Couldn't assign plugin file Building merge: MIHAIL Maximum load order reached! Can't create file Armor. esp slots into the patch (freeing up 50 . Can MS be used to escape the 255 plugin limit when merged patches alone won't do. New comments cannot be posted and votes cannot Mator Smash shouldn't crash during patching. I found Mator Smash gave better results, but I kept having to disable most of the esl files in my load order before Smashing, just to get around the 255 mod limit. I'll post my load order Wrye Bash and xEdit have been able to handle 255+ plugins for a few years now. Now for Skyrim SE i wonder the same. I'm going to smash Mator Smash aims to at least fill the gap on "global scale" conflict resolution patches whichwe've needed a stable and reliable solution for this for quite some time. txt plugins. With the knife being lower in the load order Without smash patch: Only the knife will spawn in containers, and if the weapons have pre-placed variants already in the world, that should spawn in the same area, only the pre-placed knife would spawn Personally, I would stay away from merging mods with leveled list changes (use Wyre Bash or Mator Smash instead) and when merging NPC looks make sure your load order matches in the left/right panes of MO2 to prevent the dark face bug. (I've confirmed this on several Only bummer is that Wrye Bash can do 254 plugins PLUS all your ESLs, and Mator Smash doesn't allow you to load the ESL files at all, though it appears to be technically feasible. In addition, WB allows you to The load order in Mator Smash does not even resemble my load order. Also, when I create a patch it won't let me open it in Explorer (Windows 10). Yes, it should be at the end of your load order. Expect differences. All will pretty much make a patch and smash together every reference the mod has with an overwrite. esp" . It says "Directories invalid". Find mods, guides and support for the game. 7 GamerPoets Video - For v0. Once it’s done building hit ok and close mator smash. Secondly, I think smash will People talk about Mator Smash like it will fix my Skyrim game, help me find the girl of my dreams, It doesn't matter if one mod deletes an item and the next mod in your load order doesn't, because smash processes changes relative to the master record, not Apart from XEdit, and Mator Smash, it must be the tool I use the most every time I want to bring some sort of sense to my Skyrim load-order. I've modded Skyrim in the past many years ago but have spent the last four days relearning everything and have finally gotten everything (I think) right - load order, install order, priority order, DynDOLOD and the final step, Mator Smash - is causing me some Mator smash (updated) failing PC SSE - Mod If i have 1400 plugins and mator just isn't smashing like it used to, what are my alternatives? I had an easy time until my plugin count went over 1000. txt etc into my VR profile. You could try to use one of several semi-automated tools to create a conflict patch: Wrye Bash, Mator Smash, etc. I just checked again, and yes, ESLs are Give Mator Smash some minutes (yes, it can take that long, if you got a large load order). MS loads them fine, but building patches stops with the "Maximum load order reached!" message. Mator Smash, by default, attempts to put ALL loaded plugins as masters for its patch, easily busting the 255-limit when ESLs are involved. 1. Patches shouldbe run through Mator with your other It's what TildenJack said: any given plugin can have a max of 255 masters. 1, Mator Smash will copy records with "errors" in them (such as unresolved/unexpected references)As of Mator Smash will try to preserve both changes, whereas without a patch the last edit wins. Also i think the "PCE - USSEP Patch. Other than that, i cant help Reply I've grabbed the latest version of Mator Smash off your site, but when I fire it up, it doesn't have the load order I have in NMM. New comments cannot be Bashing is useful for removing overall plugins from your load order, to my knowledge Mator Smash does not do that. The intention here is to save other users the time of making their own manual rules. All settings What's next SkyrimVR and ESL support will be coming in the next Smash Release. Will Mator Smash be able to load more than 254 (as reported by Mator Smash) plugins and then 'Merge Plugins' like Wrye Bash can? I heard that Mator Smash was suppose to replace Wrye Bash (Bashed Patch) and TES5Edit (Merged Mator Smash is an open source application, so that's the code available for anyone to view, download, or compile. esp", even though I only have 227 active plugins. You apparently have SIC patches before SIC itself. lexys lotd guide for Skyrim se helped me out with this when I did it for my load order. It is not just load order that is important, it is also the masters a mod has which drives Personally - I have separate MO2 profile for SE in which I sort and test my mods. I dont have any problems except crashes sometimes and Death Alternative bugging out sometimes, so i either crash or cant draw weapons after going into bleedout. The "for dummies" version is run Mator Smash (make sure to launch it through the MO launcher if you use Mod Organizer), select your game, and press the big green button. It says that I need to load certain plugins before others, If that is what Mator Smash uses to build the plugins list, then for some reason it is setting it out of order. I asked myself the same question back when Mator Smash wasn't yet standalone and decided to test both on my load order and I found Smash Patch to be far superior to Bashed Patch (plus Merged Patch, generated by xEdit) and I've been using it since. Are there alternatives to MatorSmash that doesn't have Hi, I appreciate the shoutout for my tool but you seem to be implying that the Quick Patch button isn't documented in a place where people can see it/read about how to use it. Also I just found out that there is a bash option in mator smash for leveled list only, turn out I merge everything that is conflicted in: Ammunation Armor Addon Armor Cell Container Leveled Items Leveled NPC Misc. I've spotted the Animals and Pets Anime Art Cars and Motor Vehicles Crafts and DIY Culture, Race, and Ethnicity Ethics and Philosophy Fashion Food and Drink History Hobbies Law Learning and Education Military Movies Music Place Podcasts and An application that provides a means of performing automatic conflict resolution between multiple Bethesda Plugin Files for TES and Fallout games. If that limit is reached, the manual method I'll look into supporting loading of ESL files once I have updated the xEdit codebase used by smash so ESL files can be loaded properly. Once I fixed those two mods' load order I ran smash again and it patched flawlessly! Use both. esl-flagged plugins or run it on a load order with >255 plugins. There's a hacky xEdit script right here that allows you to split your load order into different parts so you can make multiple smashed patches that effectively are the same as one In short - yes. It does not contain any of the skyrim masters or dyndolod. Using load order to resolve plugin record conflicts is the equivalent of using a sledgehammer to perform surgery. Usually when you don't know what you're doing. 2, Mator Smash allows you to modify tags on plugins from within the program. EDIT 2: Smash possibly handles leveled lists better in fact - I haven't checked if it's changed in Bash recently, but last I used it, it didn't handle LVLG values properly, where Smash did (notably affecting required load order for mods like Scarcity). stuff like applying the NPC Enchant Fix to all Mods are essentially made up of a list of IDs that contain information. The only workaround I've needed is the RAB Smash Splitter, since it can only handle 256 plugins at a time and I have around 460. In the log for the patch at the end it says All done! but a little further up it says Failed to patch SmashPatch, Access violation at adress 0000000000DDC38A in module 'MatorSmash. Anyway, I just wanted to share the happy news! Archived post. Then include the bashed patch when you run Mator Smash, as smashall takes care of a ton of other conflicts. zrcxweh cqsi nphmz iqimmp lpfpt wfvf mzruug rcnuwvh dkrsb rrmvtt