Using this program for games other than Skyrim/SkyrimSE is still in the experimental stages. Several issues with Fallout 4 smashed patches are known, and Oblivion is not on the roadmap to be fully supported for awhile.
SkyrimVR and ESL support are planned for a future release.
I've added a Frequently Asked Questions section to the description and will try to keep it updated with questions and answers asked in the comments section. Please read it before asking a question here!
I'm using GitHub to track issues instead of using Nexus Mods. You can report issues here in the comment section or on GitHub directly. (please check GitHub before reporting an issue in the comment section)
Can I get some kind of "Mator Smash for Dumb Fu#$" Tutorial? Everything I have looked at is either 4+years out of date or way too complicated for my smooth brain
When I start it through MO2, I can't progress past the Select Plugins screen. The OK button is grayed out, and I can't click it no matter what. Tried checking and unchecking plugins, starting MO2 and Smash as admin, nothing seems to work.
It seems alright if I start Smash through its own .exe, but then it doesn't see my mod list.
Am I doing something wrong here? Incorrect installation or something?
This was month's ago so you're probably fine by now, but I'll leave this here in case other people have problems with it. Basically this version of Mator Smash doesn't recognise ESLs and has a hard limit of 254 plugins, so if your load order goes above that (with ESLs it doesn't recognise) then you won't be able to progress.
Here's an updated mator smash: https://www.nexusmods.com/skyrimspecialedition/mods/39378
I generated the RAB_Spliter "SplitQLX.esp", started Mator Smash, uncheked all, clicked on SplitQL0.0.esp and selected "Master> Check masters". Hit ok but i received an error about Unofficial Skyrim Patch saying that it need some CC mods to load before it. In my load order, all CC mods are before, but in Mator Smash, the USSEP are before all other mods and the load order isn't matching Mod Organizer. Someone know how to fix that?
So I used the RAB Splitter successfully for the first time (at least part 1) and the result was 45 esp's in just under an hour. I now my load order is big. And I know it splits by record. Is there a tool for Mator Smash that you can TELL it how many parts you want it to be broken into, instead of by record? 45 will have me here all week running step 2&3 in it...
Few CPUs maybe? Or maybe it doesn't use all CPUs and multi-thread. I wouldn't know. I only use this to smash patches I can't bash...cause Wrye is faster, that's really it.
If I run a Mator Smash patch then can I skip my merged patch or bashed patch. And if it replaces bashed patch will it disable (and save me) about 25 plugin spots like the bashed patch does?
Should we remove any parts from the MSmash plugin like I do with with Leveled in my merged patch? One comments reads, "here's what i currently remove in my smash patch by default, though i typically remove more... cells, dialogs, quests, perks, race, region, scene, form IDs, story manager branch node, story manager quest node, spell, package, weather, worldspace." "cell can be very important to merge with any lighting/sound changing mods, plus merging unofficial patch changes."
1008 comments
SkyrimVR and ESL support are planned for a future release.
I've added a Frequently Asked Questions section to the description and will try to keep it updated with questions and answers asked in the comments section. Please read it before asking a question here!
I'm using GitHub to track issues instead of using Nexus Mods. You can report issues here in the comment section or on GitHub directly. (please check GitHub before reporting an issue in the comment section)
But if you prefer even more Guidance, this might help:
[Reddit] The Noobiest Way to create a Smashed Patch
https://www.youtube.com/watch?v=l39VMssZmjE
How do I create a new profile, when all the mods are located in a different location?
Using an own modlist installed via Wabbajack, and I start Skyrim via ModLoader.
So all the mods, Wabbajack. ModLoader2 etc are located on one folder apart from the Skyrim Folder.
But the profile does not seem valid when I chose the directory with the mods.
Thanks for reading and greetings, Leliana :)
It seems alright if I start Smash through its own .exe, but then it doesn't see my mod list.
Am I doing something wrong here? Incorrect installation or something?
Basically this version of Mator Smash doesn't recognise ESLs and has a hard limit of 254 plugins, so if your load order goes above that (with ESLs it doesn't recognise) then you won't be able to progress.
Here's an updated mator smash: https://www.nexusmods.com/skyrimspecialedition/mods/39378
Should we remove any parts from the MSmash plugin like I do with with Leveled in my merged patch? One comments reads, "here's what i currently remove in my smash patch by default, though i typically remove more... cells, dialogs, quests, perks, race, region, scene, form IDs, story manager branch node, story manager quest node, spell, package, weather, worldspace."
"cell can be very important to merge with any lighting/sound changing mods, plus merging unofficial patch changes."
Thanks