Access Violation at Address 00406c24 in Module 'matorsmash.exe'. Read of Address 00000000
Reputation Activity
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Mator reacted to whs8360 in [WIP] Mator Smash
Thank you so much, I can barely comprise my excitement. It did make me feel better to see Arthmoor was having trouble- definitely a name I've seen around the Nexus.
Anyway, thank you very much- I'm going to have you up on the offering to answer questions: do I merge plugins before smashing them, or vice versa?You lot're a gentleman and a scholar.
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Mator got a reaction from whs8360 in [WIP] Mator Smash
There is a video tutorial, only it is a bit long. For yous Arthmoor:
The latest version of Mator Nail does not come pre-packaged with whatsoever smash settings, so you have to make your own. Or you lot can download some here (extract into the same folder equally MatorSmash.exe).Making an Automatic Setting
Click the Manage Smash Settings button (It'southward the button with a screw commuter and a wrench). Correct click in the Smash Settings list and choose "New Setting" Select the Setting, enter "Automated" for the name, cull a color for information technology, and give it a clarification "Just for testing." (You can apparently do any you want for these) Right click on the Records node in the Tree and choose "Build from plugins". Right click on the plugins list and cull "Select all", click on the listing because the OK button doesn't enable (bug), so click OK. Look a moment, it shouldn't have more than a few seconds. You should and then see a checkbox announced by the Records node in the tree. Aggrandize the records node with the niggling pointer to the left of it. You'll encounter nodes for every type of record boom could notice overrides of in the plugins you selected to build the setting from. Right click on the Records node and choose "Autoset attributes". (Click yes to the dialog) Wait a footling scrap... then click Save. (And click yes to the prune dialog) Y'all now have a new automatic setting, which will non perform perfect disharmonize resolution, it's only a programmatic judge of how to conflict resolve your records. The automatic setting is not the best that Boom is capable of, you tin tweak what element are processed and employ dissimilar logic to every element in every record across what this automatic setting does. Creating and building a new Smashed Patch
Select the plugins in the the plugins list that you want to patch using Shift+Click and Ctrl+Click. Correct-click one of the selected plugins and choose Blast Setting -> Automatic (or whatever nail setting you want to employ for the selected plugins). The plugins should change to the colour of your boom setting, and y'all should see the proper noun of the smash setting in the setting column. Right-click again, and choose Add to patch -> New Patch. Specify a proper name and a filename (due east.1000. TestSmash and TestSmash.esp). You should come across the patch name appear in the patch column. Switch to the Patches tab. You tin can at present see you have a smashed patch called "TestSmash". If the color of the patch is not green you probably have an issue in your settings (most likely the patch desination directory). You can see what the result is by clicking the Smashed patch and reading the "Status" value from the Patch Details. Once your patch has the "Ready to be built" condition, click on the hammer icon. Smash will now build the patch. Y'all can click bear witness details to view a log while it goes. The patch volition exist created in a sub-folder named after your Smashed Patch in the Patch Destination Directory.
The video tutorial has more info, but I'm still happy to answer questions.The xEdit blast script is not worth using at all - don't apply that!
Division past null will only occur if you have a smashed patch with ane or fewer plugins in it (nothing to patch). Get to the patches tab and Look for any patch with a size of one or 0, and delete them (right-click -> Delete patch). The bug volition be fixed in the side by side version. (v0.1.ii).Regards,
-Mator -
Mator reacted to craigsumner in [WIP] Mator Smash
I found an admission violation error.
I managed to isolate it to elfx and usleep. I don't know if usleep is specifically required, but I used it as a dummy so that I would have a realistic pair of plugins to merge.
Boom v0.one.ane.0
Mistake message: "Failed to patch ELFXTest, Access violation at address 008634AF in module 'MatorSmash.exe'. Read of address 00000000"
The error is seen when this record is included in the settings [by itself for sure, or with some merely not all other combinations of settings]:
REFR / Linked References / XLKR / [Either or both child nodes]One workaround in this case is to also include:
REFR / Data / PositionWith these settings, the error and the workaround were completely reproducible for me.
My original settings and load gild were more complex, of form. I simplified them to find a minimum set up.
I establish I could produce or work around the error by including and excluding other plugins in my load order and other settings as well, only I didn't take the time to depict any other cases in detail.
Also, in other more complex setups, the above workaround didn't always work.
Fifty-fifty removing the XLKR record from the settings completely didn't e'er work around the trouble, so at that place may be other records with similar issues.The simplest settings, logs and screenshots are here:
https://www.dropbox.com/sh/7pamu22b2uupked/AABDTa7BUxJjTCY4dIhr388_a?dl=0
As an aside:
I noticed that when I change my settings, or when I change the settings assigned to a plugin, the smashed patches which depend on plugins with those settings aren't marked to exist rebuilt.
Should they be? -
Mator reacted to Arthmoor in [WIPz] TES5Edit
Yes, information technology's stupid long, and was patently too lagging the site. Moved the contents to Pastebin
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Mator got a reaction from InsanePlumber in [WIP] Mator Smash
Stock-still. Works for Thallassa, hope information technology works for you besides, InsanePlumber.
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Mator reacted to InsanePlumber in [WIP] Mator Nail
Executable is smaller by ~1/3 (compared to the previous version) so version 0.0.seven is building with Runtime packages ?
EDIT
Thanks also for video tutorial Well Washed. -
Mator reacted to Jon in B.A.E. - Bethesda Archive Extractor
B.A.Eastward. v0.09
SSE Nexus
FO4 NexusExtracts BSAs and BA2s.
Known Issues
- Checking/Unchecking files takes increasingly long with the number of files inside an archive.Version History
0.01 - Initial Commit
0.02 - Significantly faster open times on all BA2s, especially Fallout4 - MeshesExtra.ba2
which took several minutes (now takes ~1s).
0.03 - Width/Height were actually listed as Top/Width in the BA2 then non-square textures were incorrectly extracted. - Gave window a minimum width/top as Windows 10 users complained of the window being likewise small. - Tin can open multiple archives via the file dialog, or by dragging to the executable. 0.04 - Cube maps were beingness extracted incorrectly. 0.05 - Skyrim SE BSA support 0.06 - Added elevate and drop to main window - Added application icon - Added About window 0.07 - Corrected the size sent to LZ4 for decompression, which affected only a very small number of files. Please see the sticky on the Nexus folio for information. - Added a file filter which lets you drop a text file with a list of full or fractional filenames (using wildcards). This was added mostly to simplify re-extracting the files afflicted by the bug above. 0.08 - 3-4x faster extraction - Added a filter to the UI. Searches either filename or entire path, supports wildcards (*) 0.09 - Drag and Drib file extraction. You can drag one or multiple files from the archive to any location on your computer, including to programs that can open the filetypes you are dragging. Ctrl- or Shift- click rows to drag multiple files. The checkboxes practice non matter and are used for normal Extraction. NOTE: Dragging folders currently non supported. Special Thanks
ianpatt and behippo for helping with my understanding of the new formats. -
Mator reacted to Arthmoor in Windows ten
Y'all know, "there has to exist a grab" doesn't seem anywhere near acceptable to express how right my suspicions are about this company. Evil Microsoft of the 1990s is back, sort of like how Mother Russia is back with Putin in charge.
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Mator reacted to Screwball in Windows x
And so back to that same old - disable updates totally. It's the Simply manner to protect yourself confronting MS. Wait until W11 is released and has i Service Pack. And so install W10 and the last SP for it - all offline (pull the cable out - don't trust MS not to be hiding connections from yous). Disable updates. Install a Firewall which warns yous almost absolutely every tiny attempt to use the network and make sure you lot block everything which pops up. Register windows and so you lot never have to practice it again (allow that, manifestly), pull the plug out and continue deleting / blocking until you're happy. Grin like the cheshire cat while giving MS the finger.
What's so annoying is that nosotros should non accept to fight so hard to prevent these companies doing this shit in the first identify. Merely at least we can, until there are no PCs and everything is a phone/tablet which makes life then much more hard for us. And then just throw the lot in the trash and become alive on a beach somewhere, merely exist careful - they'll be trying to shove a GPS tracker up your arse if you lot do...
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Mator reacted to RabidGears in Windows 10
Whatsoever regular Linux distro will do. A lot of games now run under Linux either natively or in WINE. You can always go along Win vii in a separate partitioning and just use information technology for playing games. That's what I do. Once the support ends for information technology (in 2020?) you can only keep the cyberspace shut off in it. That mode you lot can continue using it for as long as you similar.
I wasn't certain if I should upgrade my win 7 to Win 10. After reading this thread I've fabricated upwards my listen to keep Win 7 for games and use Linux for everything else. Over the past few weeks I've been trying out my games in Linux to see what works and I've been quite surprised with what I've been able to get running.
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Mator got a reaction from Elgar in Unofficial Skyrim Legendary Edition Patch [USLEEP] [Former TOPIC]
@Arthmoor: Purely out of curiousity, take you guys tried using my Merge Plugins script for this? I presume it likely wouldn't practice most of what you wanted, but I'thou only curious. I imagine it could at least provide you guys with a base of operations to piece of work off of.
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Mator got a reaction from keithinhanoi in [WIP] Mator Smash
Hi keith,
Yeah, I'yard planning on implementing Mator Smash every bit an API at some point and then Merge Plugins - and any other skyrim script out at that place - tin can implement smashing of records direct from the source.
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Mator got a reaction from keithinhanoi in [WIP] Mator Smash
Well, merging unsorted arrays appears to be working!!
That's actually heady, information technology's been on the to-do list for a long time. We're at present on v0.viii.9. I'll end refactoring and then I'll make a package for a v0.9 to upload here and on the topics on other forums.
EDIT: v0.9 is done, going to make a bundle. At that place will probably exist some bugs that I missed, merely overall information technology appears to be working.
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Mator reacted to zilav in [WIP] Mator Blast
Ah refactoring, that sweet give-and-take
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Mator got a reaction from alt3rn1ty in [WIP] Mator Smash
Mator Smash
VIDEO TUTORIAL - For v0.0.7
GamerPoets Video - For v0.4.1Mator Nail is now bachelor on Nexus Mods.
Please use the Nexus Mods Mod folio for all future give-and-take.
Nexus Mods Mod PageEqually of v1.0.0, Mator Nail has a "Quick Patch" button
Equally of v0.5.ane, Mator Boom volition re-create records with "errors" in them (such equally unresolved/unexpected references)
Equally of v0.5.0, Mator Smash has new algorithm features and is more stable.
As of v0.4.1, Mator Smash merges redundant plugins properly.
Every bit of v0.iv, Mator Nail now produces complete record prototypes
As of v0.3, Mator Smash supports Fallout 4 and Skyrim SE
Every bit of v0.2.ii, Mator Smash allows you to alter tags on plugins from within the program.
As of v0.2.1, Mator Smash has Blast Settings for Skyrim for every Bash Tag Wrye Fustigate offered for Oblivion.Recent Changes:
v1.0.0
- No longer cleaning masters (the smashed patch volition crave all patched plugins every bit masters)
- Increased saturation of profile console colors
- Removed unimplemented buttons from the QuickBar
- Removed MO Integration - information technology'south unnecessary
- Added easter egg
- Added "quick patch" push button
- Fixed FO3/FNV load order outcome
- Added Fallout3 and FalloutNV Smash.All settings
- Updated FO4 and TES4 Smash.All settings
- Fixed switch smash profile buttonv0.5.1
- Stock-still inactive plugins beingness enabled for SSE/FO4
- Updated Smash.All so Perk Effect Conditions are treat as unmarried entity
- Fixed case sensitivity when determining if patch destination directory is the game's data path
- Stock-still bug with not creating directories when building a patch when user is not using MO
- Now allowing copying of records with "errors" in them
- Improved handling of out of order subrecordsv0.v.0
- Added override deletions algorithm feature
- Added force value algorithm feature
- Fixed some SSE/FO4 load order issues
- Added and updated boom settings
- Fixed result with CTDs due to counter elements being set to 0 when their associated array is not present.
- Stock-still effect with cells existence deleted incorrectly due to bad ITM/ITPO cleanup code.Purpose
Mator Nail is an application built on the xEdit framework developed to supercede the primary functionality of Wyre Fustigate - the creation of patch files to combine (or merge) conflicting overrides to overcome Bethesda's "Rule of One". Wyre Bash used to provide this functionality in the days of Oblivion through the usage of bash tags, keywords that would be put in the description of the modern that would then tell Wyre Bash what types of records it should try patching. However, the electric current status is that Wyre Bash just provides this for a handful of record types for Skyrim, and this has been the example for quite a while now. In that location are several users (most notably Sharlikran) who accept been working to update Wyre Bash's codebase to work with Skyrim, but information technology's been an uphill boxing. As of now, it's not sure whether Wyre Bash will e'er offer the same functionality it did in the days of Oblivion for Skyrim mods. That'southward where Mator Smash comes in.Why is this necessary?
As per Skyrim'due south "Dominion of 1", whatever two mods that alter the same record but in different ways will conflict with each other in a way that can't be resolved asides from the creation of a compatibility patch. Because the number of Skyrim mods exceeds forty,000, there is no conceivable way to manually build plenty compatibility patches to brand every possible load order (or even a small fraction of them) work with each mod operating every bit intended. Mator Blast automates the nearly important part of the job of compatibility patch creation - the combining of conflicting edits. This is something that we've been needing for a very, very long fourth dimension.How does information technology piece of work?
Alarm: technical jargon ahead. Where Wyre Fustigate has divide procedures for the patching of individual record types, Mator Nail has a few generic procedures for the patching of ALL record types. This means that Mator Smash has, with very little development effort, achieved the capacity to patch more records than Wyre Fustigate has ever been capable of patching. This is achieved through a recursive traversal method which traverses override tape structure, comparing subrecords between a master record, a source override record, and a destination override record. Upon the basis of this comparison, sure subrecords are written to the destination record while others are skipped and others are deleted from it.Development Status
I began evolution of Mator Blast as a standalone application congenital on top of the xEdit API 10/xviii/2015. Here's the GitHub repository. Cheque out the design binder in the repository for various files relating to my design procedure. I'll be alive streaming most of my evolution on livecoding.tv. I'll be streaming mainly on weekends nine:00AM-9:00PM PST. Because of major lawmaking reuse from merge plugins standalone, boom will be inbound public beta very soon.Mator Smash is currently available as a proof of concept script (which is slow and lacking in features/a clean user experience). You lot can download v0.ix.four of that script hither. This script tin can currently correctly patch a massive number of different types of records. FAR More than Wyre Bash or any other currently bachelor solution, and more than any solution that has always existed for Skyrim or any other game.
Implemented Features
Dynamic, flexible settings: Boom settings are comprised of a tree which has information on how records/subrecords should exist handled. This will allow users to control how a patch is created on a per-subrecord basis. This volition brand blast relevant regardless of the nature of the mods beingness patched, or the game the mods come up from. Each node (record/subrecord) will have the post-obit data associated with it- Process: Whether or not boom should process this node and perform disharmonize resolution for it if a disharmonize is constitute. Preserve Deletions: If a modernistic deletes an element within of this node, that deletion will be preserved in the generated patch. Treat as single entity: If a mod overrides any subrecord in this node, the unabridged node will be replaced with that mod's version of it. Chaining: Linking allows you to re-create multiple side-past-side elements when any one of those elements changes. Override Deletions: Allows a plugin to restore deleted elements. Force Value: Forces values from a particular plugin to be used, and merely allows plugins which require this plugin to perform further disharmonize resolution on affected records. Tags: Every bit of v0.ii.1, all Bash tags that were offered with Wrye Bash for Oblivion are now available for Skyrim. Smash volition automatically detect tags and apply nail settings to the plugins that accept them, bold you take smash settings that correspond to the tags. Managed smashed patches: Patches yous build will be tracked in the program, so you lot tin can chop-chop and easily rebuild them when your load order changes. You tin also take multiple patches for your load lodge, if you feel that is desirable. Multi-language support: I built a really clean, extensible, and like shooting fish in a barrel to employ linguistic communication system when I adult Merge Plugins Standalone. Smash will use the same language arrangement to support multiple languages out-of-the-box. As a translator, all you have to do is make a text file to create a translation and have users install it in their lang folder. The rest is handled past the plan. Fast and easy setting cosmos: Select some plugins to build a setting to specifically handle the conflicts they are capable of creating in a load order. Toggle or set flags for multiple nodes at in one case. Select similar nodes in a setting tree. Disharmonize resolution has never been quite so powerful, flexible, and piece of cake.
Planned Features
Nail is now pretty much characteristic consummate. Further development free energy will be spent on porting it to a zEdit application mode, zSmash, which volition include a new, streamlined workflow. -
Mator got a reaction from xxx78 in [WIP] Mator Smash - Beta Testing
Clarification:
Mator Smash is a TES5Edit script which generates patch files that handles conflict resolution between multiple ESP/ESM files. Think Bashed Patch, but handling all record types, sort of like how bashed patches worked in the TES4 Oblivion days.Say, for instance, yous have an ESP which modifies the way weapons sound, and another which modifies their visual models. Considering of how Skyrim handles override records, the mod that is lower in your load guild volition override the changes of the ane the precedes it, leading to some changes (either the new sounds or new visual models) to be lost. This can be handled by creating a "compatibility patch", which is an ESP file which combines the edits of multiple overrides into a unmarried tape, thus preserving all changes.
Mator Blast is a solution that will make compatibility patches for you. Simply load some mods into TES5Edit and run the script, and a compatibility patch will be generated for the loaded mods.
Installation and usage:
Download the latest version of mteFunctions.pas and the latest version of Mator Blast (v0.7). Install both of these into TES5Edit's Edit Scripts folder. Run TES5Edit and load some mods (preferably non your unabridged load guild, if you desire things to go quickly). Right click on any file and click Apply Script. Choose Mator Boom from the dropdown card and click OK. When prompted, enter the name you want to use for the generated patch file. The procedure may take awhile (and will take considerably longer if the debug booleans are enabled). Please report any errors/issues in this thread or the one on Nexus Mods.Technical:
There are some constants that yous can adapt to alter how the script runs. In the script'south source code you should run across about the top a "const" section. You tin can change the values of variables hither to adjust how the script runs.
In that location are iii debug booleans that will crusade the script to print more messages to TES5Edit's bulletin log if set to truthful. signaturesToSkip is a list of record signatures that the script will skip. Y'all can add record signatures to this if a particular tape blazon is causing problems (e.g. CELL). subrecordsToSkip is a listing of subrecord paths that the script will skip. Yous can add together subrecord paths to this if a particular subrecord is causing problems (due east.g. NPC_ \ ACBS - Configuration) This script is a piece of work in progress. I tin can't guarantee the accuracy or definiteness of patches it generates, or that they volition even piece of work with your Skyrim load social club. The script volition somewhen be expanded to work with other games (due east.g. FNV, FO3, TES4), but is currently only tailored to work with Skyrim.Resource:
Nexus Mods testing thread
GitHub repo
puu.sh download (v0.7 beta-2)
Source: https://www.afkmods.com/index.php?/profile/2367-mator/reputation/&type=forums_topic_post&page=2
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