Setup script must always be run after overwriting package files.

SM v9.0.0 to v9.0.1

This update essentially reverts hard links as a delivery mechanism. After much testing, it was not what I had in mind and thus the benefits envisioned were not being realized.

This again thus applies to setups as mentioned in the first para of the SM v9.0.0 guide and the upgrade instructions for this, are the same as well.

SM v8.0.1 to v9.0.0

This update is backwards incompatible for the following setups:

  • Game on SSD, package on same or other SSD
  • Game on HDD, package on SSD

The easiest and safest way for such setups is to:

  • Reset
  • Run setup script
  • Run source merge and switch to your template

For other setups, just running setup script would be enough.

MM v7.5.3 to v7.5.4 - SM v8.0.0 to v8.0.1

Any mods that have been merged to produce meshes and materials BA2s, must be merged again.

v7.0.0 to v7.3.1

Verify the optimized mod archives to have the usual asset folders. Otherwise You will have to re-download and merge them. This problem manifested in mods with BA2 and loose files in the first level.

v6.3.0 to v7.0.0

As the configuration storage mechanism was changed in this version, performance assessment has to be redone. To do this, run the Setup script once again.

It will ask for your current deployed template, if you don't remember, you can look it up by opening the Configuration.ini file in dist folder in notepad.

Setup script now is configured to fix package structure and reassess performance constants when at least one template exists.

v6.2.0 to v6.3.0

Create a folder named trash inside the dist folder.

v5.0.2 to v6.0.0

v6 is incompatible with previous versions due to the arbitrary results produced by a bug in a certain common scenario. Sorry, but to be on safe side, existing users must rebuild their load order with fresh copies of the mods.

A patch work is possible for advanced users, with:
  • Replacing only those mods that were sourced with loose files and they had only one folder like "Textures" or "Meshes" at the first level in their archive i.e. not inside a Data or any arbitrary folder.
  • Opening each optimized archive and deleting any loader ESP or ESL inside. They are typically less than 150 bytes in side.

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brazenvoid