[relz] fallout mod manager

Post » Fri May 27, 2011 10:48 pm

0.9.9 is up to fix a couple of bugs I missed in 0.9.8. (Mod indices incorrect after (un)checking an esp, and splitter crashes on maximized forms.) I also added a regex search option to the bsa browser, for whoever was asking to be able to mask by file extension at the same time as searching for some word.


That would be me, and THANKS!!! :)

I've got another suggestion, this time for the package manager,
can you change it so the Version number and Script Number fields can accept Letters as well as numbers?

When I make a FOMOD of something I try to add "0.1 Beta" to the field, only to be told it's the wrong version number
when I remove the "BETA" everything is good.

Awesome Program and nice job :) :tops:

EDIT

WOW!!!!!


I just tried the BSA unpacker with the new explorer type view, AMAZING, this makes going through the BSA 1,000 times easier!!!

BIG THANKS!!!!
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Steeeph
 
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Post » Fri May 27, 2011 11:00 pm

I've got another suggestion, this time for the package manager,
can you change it so the Version number and Script Number fields can accept Letters as well as numbers?

The version number should already accept letters. (Let me know if it doesn't; I may have attached the wrong validation thingy to it.) The script number doesn't, but for a good reason; it gets converted to a Sytem.Version rather than a string, so that fomod scripts can easily check the versions of other installed fomods to make sure any dependencies are met. (i.e. 'if(new Version("1.1.2.0") > new Version("1.1.0.0"))' makes sense, but 'if("1.1.2.0" > "1.1.0.0")' does not, and with 'if("1.1 beta 2" > "1.1.0.0")' even a human looking at it wouldn't be sure.

Edit: To be a bit clearer, the version number is what gets displayed to the user whenever there's a need to. The script number doesn't, and is only visible to scripts.
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Melung Chan
 
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Post » Sat May 28, 2011 4:45 am

Did you know FOMM is featured in the new Game Informer? Page 98 under the Mod World section, gratz.
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A Lo RIkIton'ton
 
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Post » Fri May 27, 2011 8:47 pm

keep getting an error when FOMM closes...as follows
Sunday, February 22, 2009 - 9:51:22 PMFomm 0.9.9OS version: Microsoft Windows NT 6.0.6001 Service Pack 1System.UnauthorizedAccessixception: Access to the path 'entries' is denied.   at System.IO.Directory.DeleteHelper(String fullPath, String userPath, Boolean recursive)   at System.IO.Directory.Delete(String fullPath, String userPath, Boolean recursive)   at Fomm.Program.Main(String[] args)

did I mess something up?

TheDamned
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Zualett
 
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Post » Fri May 27, 2011 9:32 pm

Did you know FOMM is featured in the new Game Informer? Page 98 under the Mod World section, gratz.

Nope, never even heard of game informer. :P

Did they say anything interesting?

keep getting an error when FOMM closes...as follows

did I mess something up?

TheDamned

You probably tried to make a fomod out of an archive that contained a readonly file. (Not your fault; fomm should be stripping attributes from files as it extracts them. Fixed in svn a while back, but I haven't made a new release yet.) You'll have to delete the temp folder that fomm uses by hand.

Open a command prompt and type 'del /F %TEMP%\fomm'
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Tyler F
 
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Post » Sat May 28, 2011 4:21 am

...You probably tried to make a fomod out of an archive that contained a readonly file. (Not your fault; fomm should be stripping attributes from files as it extracts them. Fixed in svn a while back, but I haven't made a new release yet.) You'll have to delete the temp folder that fomm uses by hand.

Open a command prompt and type 'del /F %TEMP%\fomm'

Thanks for the speedy reply...but no dice :( and oddly, FOMM launcher no longer has an icon.

TheDamned
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Allison C
 
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Post » Sat May 28, 2011 6:20 am

Thanks for the speedy reply...but no dice :( and oddly, FOMM launcher no longer has an icon.

That's the only Directory.Delete call in Program.Main, so there's definitely something in fomm's temp folder that windows wont let it delete...

If you can't do it from a command prompt (probably a vista thing; that works fine on xp.) then you'll have to remove it by hand. I have no idea where the temp folder is on vista though... It's 'C:\Documents and Settings\[your name]\Local Settings\Temp' on xp, so it'll probably be something similar.
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Shannon Marie Jones
 
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Post » Sat May 28, 2011 12:51 am

That's the only Directory.Delete call in Program.Main, so there's definitely something in fomm's temp folder that windows wont let it delete...

If you can't do it from a command prompt (probably a vista thing; that works fine on xp.) then you'll have to remove it by hand. I have no idea where the temp folder is on vista though... It's 'C:\Documents and Settings\[your name]\Local Settings\Temp' on xp, so it'll probably be something similar.

<3 that was it! thanks ^_^

just fyi on vista (must have view hidden files and folders on) is located in C:\Users\[your name]\AppData\Local\Temp


Thanks again!
TheDamned

PS: any idea why FOMM no longer has an Icon (not that its a major issue, just curious)


EDIT: the fomm temp folder now deletes (as intended?) I think the issue was caused when I never uninstalled the old version before installing the new version?
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James Potter
 
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Post » Sat May 28, 2011 10:19 am

PS: any idea why FOMM no longer has an Icon (not that its a major issue, just curious)

Windows always loses icons every now and again. No idea why. It'll probably come back next time you restart.

EDIT: the fomm temp folder now deletes (as intended?) I think the issue was caused when I never uninstalled the old version before installing the new version?

Yes, that's intended. It's called a temp folder for a good reason. :)

The issue was caused by there being a file in the temp folder that fomm didn't have permission to delete, probably because it was marked as readonly. (The only other time people have had this problem was due to a mod that contained a readonly archiveinvalidation.txt.) How you switch from older versions to newer ones doesn't make any difference, except that if you uninstalled first you would have lost all your settings, (group name modifications being the most important,) and window positions.
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Rhi Edwards
 
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Post » Fri May 27, 2011 10:47 pm

There's only one thing I wish FOMM had.

Built in sorter functionality like FOMS has. Right now, I have to load foms and let it autosort, then close foms, open FOMM and do a little load order tweaking before starting the game. Be nice to have that functionality built in :)
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Ezekiel Macallister
 
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Post » Sat May 28, 2011 5:19 am

Windows always loses icons every now and again. No idea why. It'll probably come back next time you restart.


Yes, that's intended. It's called a temp folder for a good reason. :)

The issue was caused by there being a file in the temp folder that fomm didn't have permission to delete, probably because it was marked as readonly. (The only other time people have had this problem was due to a mod that contained a readonly archiveinvalidation.txt.) How you switch from older versions to newer ones doesn't make any difference, except that if you uninstalled first you would have lost all your settings, (group name modifications being the most important,) and window positions.

Huh...ok...I was just throwing random guesses out there :D

well all the same thanks for solving the problem ^_^
TheDamned
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Hope Greenhaw
 
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Post » Fri May 27, 2011 5:58 pm

I have a couple of suggestions / improvements that I feel would increase the usability and intuitiveness of the main esp/esm list:
  • Currently, masters and plugins get mixed together on the main listing. Personally, I would like to see them visually separated. I feel that this would help enforce that Fallout always loads master files before plugins, and that it simply looks cleaner to me.
  • I think it would be more intuitive to simply draw a line exactly where your drag and drop selection will be placed rather than highlighting the 2 items that your selection will be placed between.

I have managed to make the above modifications to my copy of the source, as you can see in the following images:
  • http://i237.photobucket.com/albums/ff183/gfreeman1/Master_and_Plugin_List.jpg
  • http://i237.photobucket.com/albums/ff183/gfreeman1/Master_and_Plugin_List_DragIndicato.jpg

What are your thoughts? I would gladly send you the relevant code if you would like to include such functionality in the official app. I still have to finish tying your original code to my changes so that the lists show actual plugins and that load order is correctly handled, but you can get an idea of what I am trying to accomplish. In the screenshots, I simply populated them with dummy items to test out the new drag and drop functionality.
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RaeAnne
 
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Post » Sat May 28, 2011 3:50 am

is there going to be a delete file option like in oblivion mm?
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K J S
 
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Post » Fri May 27, 2011 10:56 pm

Currently, masters and plugins get mixed together on the main listing. Personally, I would like to see them visually separated. I feel that this would help enforce that Fallout always loads master files before plugins, and that it simply looks cleaner to me.

I decided against doing that; obmm did it, and it seemed to cause more confusion than it solved. (Admittedly that was mainly the fault of esp mods with 'make sure this loads immediately after oblivion.esm' in their readme, which was obviously impossible with an esm mod installed.) There's also the added complication of the pre-geck mods with a .esp file extension but with the esm flag set in the file header; it would cause even more confusion to have what look like esps appearing in the top box.

I think it would be more intuitive to simply draw a line exactly where your drag and drop selection will be placed rather than highlighting the 2 items that your selection will be placed between.

Would love to do that, but it's not supported on windows xp with the standard listview control. What have you done in that screenshot; it looks like you've swapped the list view out for a data grid or something?

is there going to be a delete file option like in oblivion mm?

Thought there was already, but looking at it it's only for fomods... Will add a delete option to the right click menu next release.
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Sunnii Bebiieh
 
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Post » Sat May 28, 2011 1:42 am

oke that's nice
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Ezekiel Macallister
 
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Post » Sat May 28, 2011 9:30 am

I decided against doing that; obmm did it, and it seemed to cause more confusion than it solved. (Admittedly that was mainly the fault of esp mods with 'make sure this loads immediately after oblivion.esm' in their readme, which was obviously impossible with an esm mod installed.) There's also the added complication of the pre-geck mods with a .esp file extension but with the esm flag set in the file header; it would cause even more confusion to have what look like esps appearing in the top box.

That is interesting. Would there be a way of indicating these "non-standard" .esp files?

As always your utility is great. Thanks for your hard work.
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Sweets Sweets
 
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Post » Fri May 27, 2011 6:44 pm

That is interesting. Would there be a way of indicating these "non-standard" .esp files?

As always your utility is great. Thanks for your hard work.

Think FOMM already does this...too lazy to take and upload a screen shot but you get the following warning when highlighting said "non-standard" .esp files
WARNING: This plugin has the file extension .esp, but its file header marks it as an esm!


EDIT: http://img16.imageshack.us/img16/2822/fommespesmerror.jpg
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katie TWAVA
 
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Post » Sat May 28, 2011 4:49 am

Think FOMM already does this...


Thanks for the info!
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Tinkerbells
 
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Post » Fri May 27, 2011 7:28 pm

I decided against doing that; obmm did it, and it seemed to cause more confusion than it solved. (Admittedly that was mainly the fault of esp mods with 'make sure this loads immediately after oblivion.esm' in their readme, which was obviously impossible with an esm mod installed.) There's also the added complication of the pre-geck mods with a .esp file extension but with the esm flag set in the file header; it would cause even more confusion to have what look like esps appearing in the top box.

Hmm, I hadn't thought of the case of esp mods marked as masters. I'm still going to toy around with what I have, as I really like having masters split from plugins. I will let you know if I figure out a clean solution that solves the aforementioned problems in a way that isn't confusing to users. Does Fallout treat these files the same as esm masters? ie, they are loaded before esp files?


Would love to do that, but it's not supported on windows xp with the standard listview control. What have you done in that screenshot; it looks like you've swapped the list view out for a data grid or something?

It's a custom control derived from the standard ListView control - based upon some code from an article at CodeProject that I modified to work with standard Drag and Drop functionality and multiple selected items.
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Jordyn Youngman
 
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Post » Fri May 27, 2011 9:25 pm

Does Fallout treat these files the same as esm masters? ie, they are loaded before esp files?
Yup, as far as fallout is concerned they're normal masters, and they behave in exactly the same way as any other master. The file extension makes no difference.

It's a custom control derived from the standard ListView control - based upon some code from an article at CodeProject that I modified to work with standard Drag and Drop functionality and multiple selected items.

ooo, shiny. I did try making my own derived class at one point that overrode the paint methods and drew an extra line in, but it just flickered and looked horrible so I gave it up for the sake of keeping things simple. If it makes a more or less drop-in replacement for the list view it'll be great. :)
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Courtney Foren
 
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Post » Fri May 27, 2011 11:43 pm

I'll post to the SourceForge forums when I get home tonight, I have a little work to finish it up as there is more code in MainForm than I would like. Just need to move some stuff into the class itself and it should be an almost drop in replacement for the regular ListView :)
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Damien Mulvenna
 
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Post » Fri May 27, 2011 11:46 pm

0.9.10 is up on sourceforge, with L0ki's new listview and a few other bugfixes.
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Shirley BEltran
 
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Post » Sat May 28, 2011 3:18 am

Just wanted to say thank you.
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Shiarra Curtis
 
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Post » Sat May 28, 2011 7:43 am

Woot! version 0.9.10 ;) Thanks. The listview update should be great :D
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Milad Hajipour
 
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Post » Sat May 28, 2011 2:05 am

Once again, thank you for this great tool; it truly is irreplaceable. :D
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~Sylvia~
 
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