Disclaimer: I am not mator, perhaps he will disagree with some of these I did not ask him. You can take my answers or not, your choice.
Does this work with more than 255 mods?
Short answer: Yes, but the limit is actually 254 full modules for Skyrim SE, not 255 mods.
Long answer: It is the same as Skyrim SE itself, it has a limit of 254 "full modules" this is anything that is not an esl or esl flagged, including any esm. You cannot use smash to load more than 254 full modules.
Should I include "x" in my smashed patch?
Short answer: Yes, stop asking about specific mods.
Long answer: Almost certainly yes. The only modules you should exclude are dynamically generated ones (e.g., DynDOLOD or anything generated with zEdit patchers, synthesis, SkyProc or the like). Yes I include everything else: compatibility patches, animations mods, ... whatever else you want to ask me about, YES include it.
Why do I still need to load the mods I smashed, isn't the point to disable them?
Short answer: NO
Long answer: You are thinking of merging mods, which is a different thing from conflict resolution. Smash does conflict resolution, if you want to merge mods look for a tool for that.
Do I use RAB with this version of Smash?
Short answer: No
Long answer: If you have a lot of mods with a lot of conflicts, you might still need to use RAB. There is no such thing as "light masters", esl and esl flagged modules still use up a master slot so a single smashed patch can only have so many masters. If you still end up need multiple smashed patches for your LO, then you can use RAB with this version still. You will probably only need a couple patches though. You can load multiple of the SmashSplitQLx files masters to create a patch. For example, I would run RAB then assign half of the loaders masters to one smash patch and the other half to a second smashed patch rather than create a separate smashed patch for each loader from RAB.
What Smash settings should I use?
Short answer: Just click the green arrow (applies Smash.All to everything). This is what I do for my LO.
Long answer: When the list of mods pops up when you first start Smash, uncheck and of the modules you are excluding from the Smashed patch, then click the green button. Yes smash settings are a thing, but I do not use them and AFAIK even mator recommends the good ol' green button.
The only real reason this is not yet merged into the official mator smash is that there is a bug with creating new settings in this version, particularly in regards to arrays of records it seems.
It has to do with changes between the versions of xEdit most likely but I have not had time to track it down myself. Unfortunately I work for a living. If any other programmers out there want to fix it then mator would probably merge this in. The code is on github (see other sticky post).
I might be able to track it down myself... one day. But don't hold your breath.
I'm getting a very strange error when trying to create patches. It says, "Control 'TMemo($000000006426E010)' has no parent window. Path: ~TMemo($00000000?6426E010)". I've never had this error before. Has anyone else experienced this?
I did had the same problem yesterday when I did my load order again in my case it was a specific mod that was causing the problem and when i disabled it the patch worked without any issue. I can't say for sure that it's also your problem without a load order to look at but it could be a good place to start looking. Also the mod that was causing the problem for me was using a "modern ESL" don't know if that will be of any help to anyone but well never know.
I've got a good few grass control mods due to northern roads, everything works great until I build a smashed patch then I have grass growing everywhere again when it's enabled.
I know how to edit the patch and correct some things in xEdit but I have no idea how to go about sorting the grass issue I'm having.
Hello , in Skyrim AE during MATOR Smashing process iget this error : '' Runtime Error 216 at 000000000041103A " , during smashing patches . Also it shows this : " Exception : Invalid pointer operation " Unfortunately i couldn't find anything with my 0 experience on SSEdit so i'm at a loss here . If someone could help i would appreciate it . ( MATOR SMASH worked fine before i forced exit on an instance through MO2 )
EDIT : I doubt it's a load order issue i've ran LOOT so many times and still no patch from MATOR . Also i did reinstall Skyrim in case this could fix this but no luck .
Just had this error as well and I start to ask myself if it's not because too much records. Need to smash 26 000 records and show that Runtime Error 216 at 000000000041103A at the very end like 500 records remaining (I have 1332 plugins) Here the end : 2023-12-31 19:45:06:002 [TID 1148][INFO ] [25449] Copying record Dirty_Soap "Savon - Basique" [MISC:FE15C82E] from [FE 418] More Soaps CACO and Hunterbon.esp [patch] 2023-12-31 19:45:06:011 [TID 1148][INFO ] Smashing override of Dirty_Soap "Soap" [MISC:FE15C82E] from: DNBE_Sunhelm.esp, master: Update.esm [patch] 2023-12-31 19:45:06:035 [TID 1148][INFO ] Critical exception adding masters! [patch] 2023-12-31 19:45:06:035 [TID 1148][INFO ] Only 0 of 2 masters could be added. Master list now contains 253 entries and is full. [patch] 2023-12-31 19:45:06:035 [TID 1148][INFO ] Exception smashing record: Dirty_Soap "Soap" [MISC:FE15C82E] : [patch] 2023-12-31 19:45:06:035 [TID 1148][INFO ] Failed to patch Smashed Patch, Invalid pointer operation [patch] 2023-12-31 19:45:46:823 [TID 1148][INFO ] Exception: System Error. Code: 5. Acces refuse [patch]
Well I get back to RAB Smash Splitter but have to deal with 7 Smashed Patches. Pain in the a**
Maybe I will get rid of the JK's Interiors and Exteriors with their patches it adds around 300 plugins... but I don't want...
EDIT ok even with Rab it failed at generating the smashed n*5 only 1 of 2 masters could be added. Master list now contains 253 entries and is full.
I'm fucked.
EDIT 2 so I managed to build the patch, classic without Rab, 25 000 records, 1056 plugins, by getting rid of JKs Interiors and its 250 patches plugins... will try to use it without that s*** load of plugins.
I got this error or a similar error from having too many plugins loaded. This script can allow you to split your load order by record type, make smash patches for each, and then run the script again to clean the smashed patches against the originally generated plugin split lists for unintended records in each patch.
When I try to make a patch it loads everything and then at the end it fails. It reads "Failed to patch SmashPatch, Access violation at address 0000000000DDC38A in module 'MatorSmash.exe'. Read of address 0000000000000000" I'm not sure what's causing this. Does anyone have any recommendations?
the trouble I run in to is that my mod/load order has a lot of plugins, so running mator smash will hit the 255 max mark for the list of masters. Possible to create a version of mator smash that doesn't add any plugins to the masters list? theoretically, should work...
whenever i run this as a quick patch or build patch and set to either Data override folder or M02 mod folder - I can never see an actual output patch created. Not sure what I'm doing wrong. Anyone have any suggestions? Thx
I have a question about this tool in regards to skyrim vr. When I try putting in my mods, many aren't loaded because it says there are too many files. I am over the traditional 255 limit because of esls but the game works normally because I have the skyrim vr esl support mod. Does mator smash work on the same plugin limit normal skyrim vr does where esls count towards the limit? If so, could this be fixed somehow?
I'm really wondering how exactly Mator Smash handles conflict resolution, on what basis it decides that this is better than that. I checked the patch in xEdit and it didn't take long to find several conflict resolutions that I wasn't happy with. It even went as far as reverting changes that I made through a manual patch myself because of my preferences.
So, sadly, I'm really not convinced. I think manual conflict resolution through xEdit is still the way to go, even though it can be a little time-consuming. This utility seems useful only to people too lazy to make patches themselves through xEdit. And I get it, some people just don't want to spend more time modding than playing. But for more "advanced" mod users, I'm not sure if this is actually useful.
667 comments
My modified code is here https://github.com/chuckseven1/smash
PR of my changes is here https://github.com/matortheeternal/smash/pull/252
Disclaimer: I am not mator, perhaps he will disagree with some of these I did not ask him. You can take my answers or not, your choice.
Does this work with more than 255 mods?
Short answer: Yes, but the limit is actually 254 full modules for Skyrim SE, not 255 mods.
Long answer: It is the same as Skyrim SE itself, it has a limit of 254 "full modules" this is anything that is not an esl or esl flagged, including any esm. You cannot use smash to load more than 254 full modules.
Should I include "x" in my smashed patch?
Short answer: Yes, stop asking about specific mods.
Long answer: Almost certainly yes. The only modules you should exclude are dynamically generated ones (e.g., DynDOLOD or anything generated with zEdit patchers, synthesis, SkyProc or the like). Yes I include everything else: compatibility patches, animations mods, ... whatever else you want to ask me about, YES include it.
Why do I still need to load the mods I smashed, isn't the point to disable them?
Short answer: NO
Long answer: You are thinking of merging mods, which is a different thing from conflict resolution. Smash does conflict resolution, if you want to merge mods look for a tool for that.
Do I use RAB with this version of Smash?
Short answer: No
Long answer: If you have a lot of mods with a lot of conflicts, you might still need to use RAB. There is no such thing as "light masters", esl and esl flagged modules still use up a master slot so a single smashed patch can only have so many masters. If you still end up need multiple smashed patches for your LO, then you can use RAB with this version still. You will probably only need a couple patches though. You can load multiple of the SmashSplitQLx files masters to create a patch. For example, I would run RAB then assign half of the loaders masters to one smash patch and the other half to a second smashed patch rather than create a separate smashed patch for each loader from RAB.
What Smash settings should I use?
Short answer: Just click the green arrow (applies Smash.All to everything). This is what I do for my LO.
Long answer: When the list of mods pops up when you first start Smash, uncheck and of the modules you are excluding from the Smashed patch, then click the green button. Yes smash settings are a thing, but I do not use them and AFAIK even mator recommends the good ol' green button.
It has to do with changes between the versions of xEdit most likely but I have not had time to track it down myself. Unfortunately I work for a living. If any other programmers out there want to fix it then mator would probably merge this in. The code is on github (see other sticky post).
I might be able to track it down myself... one day. But don't hold your breath.
right click on resourcepack.esl and select smash setting>ungrouped>skip
Untick resourcepack.esl, its loaded just after the creation (cc) plugins.I've got a good few grass control mods due to northern roads, everything works great until I build a smashed patch then I have grass growing everywhere again when it's enabled.
I know how to edit the patch and correct some things in xEdit but I have no idea how to go about sorting the grass issue I'm having.
Northern Roads.esp
Northern Roads - Ultimate Grass Fix.esp
Northern Roads - Landscape and Water Fixes (LaWF) Patch.esp
Northern Roads - Landscape Fixes for Grass Mods (LFFGM) Patch.esp
Northern Roads - Enhanced Landscapes Patch
Northern Roads - "tree mods patches"
Northern Roads - Other individual patches
Northern Roads - Ryn's Snow-Shod Shadow Stone.esp
Northern Roads - Other Combo patches
Northern Roads - Lux Via Patch.esp
Northern Roads - Lux Via + Combo Patches
Northern Roads - Grass Patch.esp
'' Runtime Error 216 at 000000000041103A " , during smashing patches . Also it shows this :
" Exception : Invalid pointer operation "
Unfortunately i couldn't find anything with my 0 experience on SSEdit so i'm at a loss here . If someone could help i would appreciate it .
( MATOR SMASH worked fine before i forced exit on an instance through MO2 )
EDIT : I doubt it's a load order issue i've ran LOOT so many times and still no patch from MATOR . Also i did reinstall Skyrim in case this could fix this but no luck .
i get this on the bottom line,
] Failed to patch Smashed Patch, Access violation at address 00000000008D2712 in module 'MatorSmash.exe'. Read of address FFFFFFFFFFFFFFFF [patch]
i downloaded the last version before the one in use at the moment,
Dated 5th Aug 2.0.0 beta 2
It was a lot slower building the patch but it did complete, and make it, If i have problems with this i will update, now to check .
Here the end :
2023-12-31 19:45:06:002 [TID 1148][INFO ] [25449] Copying record Dirty_Soap "Savon - Basique" [MISC:FE15C82E] from [FE 418] More Soaps CACO and Hunterbon.esp [patch]
2023-12-31 19:45:06:011 [TID 1148][INFO ] Smashing override of Dirty_Soap "Soap" [MISC:FE15C82E] from: DNBE_Sunhelm.esp, master: Update.esm [patch]
2023-12-31 19:45:06:035 [TID 1148][INFO ] Critical exception adding masters! [patch]
2023-12-31 19:45:06:035 [TID 1148][INFO ] Only 0 of 2 masters could be added. Master list now contains 253 entries and is full. [patch]
2023-12-31 19:45:06:035 [TID 1148][INFO ] Exception smashing record: Dirty_Soap "Soap" [MISC:FE15C82E] : [patch]
2023-12-31 19:45:06:035 [TID 1148][INFO ] Failed to patch Smashed Patch, Invalid pointer operation [patch]
2023-12-31 19:45:46:823 [TID 1148][INFO ] Exception: System Error. Code: 5.
Acces refuse [patch]
Maybe I will get rid of the JK's Interiors and Exteriors with their patches it adds around 300 plugins... but I don't want...
EDIT ok even with Rab it failed at generating the smashed n*5 only 1 of 2 masters could be added. Master list now contains 253 entries and is full.
I'm fucked.
EDIT 2 so I managed to build the patch, classic without Rab, 25 000 records, 1056 plugins, by getting rid of JKs Interiors and its 250 patches plugins... will try to use it without that s*** load of plugins.
That fixed it for me! Thank you very much!
Where?
3/28/2024 5:06:34 PM [TID 15348 ][INFO ] Exception copying record [LAND:0000C477] from file JK's New Gnisis Cornerclub.esp: Found a REFR reference, expected: VTYP [patch]
3/28/2024 5:06:34 PM [TID 15348 ][INFO ] [1390] Copying record LRiverMud01 [LTEX:000132E9] from [63] Cathedral Landscapes.esp [patch]
3/28/2024 5:06:34 PM [TID 15348 ][INFO ] Exception copying record [LAND:0000C477] from file JK's New Gnisis Cornerclub.esp: Duplicate FormID [000132E9] in file [6E] Smashed Patch.esp [patch]
3/28/2024 5:06:34 PM [TID 15348 ][INFO ] [1391] Copying record Bersi "Bersi Honey-Hand" [NPC_:0001334D] from [5A] Diversity - A Character Overhaul.esp [patch]
3/28/2024 5:06:34 PM [TID 15348 ][INFO ] Exception copying record [LAND:0000C477] from file JK's New Gnisis Cornerclub.esp: Access violation at address 00000000004034E5 in module 'MatorSmash.exe'. Write of address 0000000000004033 [patch]
3/28/2024 5:06:34 PM [TID 15348 ][INFO ] [1392] Copying record TalenJei "Talen-Jei" [NPC_:00013373] from [FE 0D1] BeastHHBB.esp [patch]
3/28/2024 5:06:34 PM [TID 15348 ][INFO ] Critical exception adding masters! [patch]
3/28/2024 5:06:34 PM [TID 15348 ][INFO ] Access violation at address 00000000004034E5 in module 'MatorSmash.exe'. Write of address 0000000000004033 [patch]
3/28/2024 5:06:34 PM [TID 15348 ][INFO ] Exception copying record TalenJei "Talen-Jei" [NPC_:00013373] from file BeastHHBB.esp: Access violation at address 000000000041034C in module 'MatorSmash.exe'. Read of address FFFFFFFFFFFFFFFF [patch]
3/28/2024 5:06:34 PM [TID 15348 ][INFO ] [1392] Copying record TalenJei "Talen-Jei" [NPC_:00013373] from [FE 0D1] BeastHHBB.esp [patch]
3/28/2024 5:06:34 PM [TID 15348 ][INFO ] Exception copying record TalenJei "Talen-Jei" [NPC_:00013373] from file BeastHHBB.esp: Access violation at address 00000000008C6A7A in module 'MatorSmash.exe'. Read of address 00000000000004A8 [patch]
3/28/2024 5:06:34 PM [TID 15348 ][INFO ] [1393] Copying record Senna "Senna" [NPC_:000133B7] from [FE 0D0] DIbella's Blessing.esp [patch]
3/28/2024 5:06:34 PM [TID 15348 ][INFO ] Critical exception adding masters! [patch]
3/28/2024 5:06:34 PM [TID 15348 ][INFO ] Access violation at address 00000000008CB69F in module 'MatorSmash.exe'. Read of address 00000000000004A8 [patch]
3/28/2024 5:06:34 PM [TID 15348 ][INFO ] Exception copying record Senna "Senna" [NPC_:000133B7] from file DIbella's Blessing.esp: [patch]
3/28/2024 5:06:34 PM [TID 15348 ][INFO ] Failed to patch Smashed Patch, Access violation at address 000000000040EA35 in module 'MatorSmash.exe'. Read of address FFFFFFFFFFFFFFFF [patch]
3/28/2024 5:06:34 PM [TID 15348 ][INFO ]
[patch]
3/28/2024 5:06:34 PM [TID 15348 ][INFO ] All done! [patch]
it says all done, but nothing is done :-)
Not sure what I'm doing wrong. Anyone have any suggestions? Thx
So, sadly, I'm really not convinced. I think manual conflict resolution through xEdit is still the way to go, even though it can be a little time-consuming.
This utility seems useful only to people too lazy to make patches themselves through xEdit. And I get it, some people just don't want to spend more time modding than playing. But for more "advanced" mod users, I'm not sure if this is actually useful.