[relz] fallout mod manager

Post » Sat May 28, 2011 12:26 am

This makes FO3 worth playing. Thanks Timeslip.
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John N
 
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Post » Sat May 28, 2011 8:32 am

Is it possible to install a mod from a folder instead of an archive?
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Doniesha World
 
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Post » Sat May 28, 2011 7:06 am

Is it possible to install a mod from a folder instead of an archive?

you mean by using the Package Manager, or just installing the mod?
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LittleMiss
 
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Post » Sat May 28, 2011 1:51 am

Yes using the package manager so I can use the fomm format.
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Alexis Estrada
 
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Post » Sat May 28, 2011 6:51 am

Yes using the package manager so I can use the fomm format.

You have to use an archive...raw folder will not work unfortunately :( (unless Timeslip has included some new feature I'm not aware of)

TheDamned
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Miss Hayley
 
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Post » Fri May 27, 2011 6:30 pm

Hi guys,

as I've posted on the https://sourceforge.net/forum/forum.php?thread_id=3093177&forum_id=897734:

I've been trying to find out why the FOOK fomod won't install properly. It turns out the FOOK files contain some Thumbs.db files and Vista is denying access to replace the .db files already present in the Program Files folders. I've tried to unzip the FOOK files using WinZip and the "Run as Administrator" command for .zip files (Look it up on the net) and that works fine. The problem is that the package manager needs to run as administrator or get special privileges to overwrite files in the Program Files folders. I know that the FOMM can be "Run as Administrator" but this doesn't seem to work. I'm no programmer or coder but is it possible to make the package manager a seperate application or .exe that can be run as administrator?


As I said I'm no programmer or anything but is there any way to make the package manager "Run as Administrator" to overwrite files in the Program Files folders?
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Courtney Foren
 
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Post » Fri May 27, 2011 7:32 pm

I've been trying to find out why the FOOK fomod won't install properly. It turns out the FOOK files contain some Thumbs.db files and Vista is denying access to replace the .db files already present in the Program Files folders. I've tried to unzip the FOOK files using WinZip and the "Run as Administrator" command for .zip files (Look it up on the net) and that works fine. The problem is that the package manager needs to run as administrator or get special privileges to overwrite files in the Program Files folders. I know that the FOMM can be "Run as Administrator" but this doesn't seem to work. I'm no programmer or coder but is it possible to make the package manager a seperate application or .exe that can be run as administrator?

The package manager is fomm. If you've set fomm to run as admin, then there's nothing else you can do.

Post the exact error message you get; if it's an unhandled exception, I need the exception message and stack trace. Also what version of fomm are you using? Any recent version will ignore any thumbs.db files it comes across while creating fomods.
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Harry Leon
 
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Post » Fri May 27, 2011 11:00 pm

The package manager is fomm. If you've set fomm to run as admin, then there's nothing else you can do.

Post the exact error message you get; if it's an unhandled exception, I need the exception message and stack trace. Also what version of fomm are you using? Any recent version will ignore any thumbs.db files it comes across while creating fomods.


Im using 0.9.10 and the error is:

See the end of this message for details on invoking
just-in-time (JIT) debugging instead of this dialog box.

************** Exception Text **************
System.ArgumentException: Illegal characters in path.
at System.Security.Permissions.FileIOPermission.HasIllegalCharacters(String[] str)
at System.Security.Permissions.FileIOPermission.AddPathList(FileIOPermissionAccess access, AccessControlActions control, String[] pathListOrig, Boolean checkForDuplicates, Boolean needFullPath, Boolean copyPathList)
at System.Security.Permissions.FileIOPermission..ctor(FileIOPermissionAccess access, String[] pathList, Boolean checkForDuplicates, Boolean needFullPath)
at System.IO.Path.GetFullPath(String path)
at Fomm.PackageManager.ScriptFunctions.InstallFileFromFomod(String file)
at Fomm.PackageManager.ScriptFunctions.BasicInstallScript()
at Fomm.PackageManager.fomod.Activate()
at Fomm.PackageManager.PackageManager.bActivate_Click(Object sender, EventArgs e)
at System.Windows.Forms.Control.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnClick(EventArgs e)
at System.Windows.Forms.Button.OnMouseUp(MouseEventArgs mevent)
at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
at System.Windows.Forms.Control.WndProc(Message& m)
at System.Windows.Forms.ButtonBase.WndProc(Message& m)
at System.Windows.Forms.Button.WndProc(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.OnMessage(Message& m)
at System.Windows.Forms.Control.ControlNativeWindow.WndProc(Message& m)
at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)


************** Loaded Assemblies **************
mscorlib
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3074 (QFE.050727-3000)
CodeBase: file:///C:/Windows/Microsoft.NET/Framework/v2.0.50727/mscorlib.dll
----------------------------------------
Fomm
Assembly Version: 0.9.10.0
Win32 Version: 0.9.10.0
CodeBase: file:///C:/Program%20Files%20(x86)/Bethesda%20Softworks/Fallout%203/fomm/fomm.exe
----------------------------------------
System.Windows.Forms
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Windows.Forms/2.0.0.0__b77a5c561934e089/System.Windows.Forms.dll
----------------------------------------
System
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System/2.0.0.0__b77a5c561934e089/System.dll
----------------------------------------
System.Drawing
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Drawing/2.0.0.0__b03f5f7f11d50a3a/System.Drawing.dll
----------------------------------------
System.Xml
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3074 (QFE.050727-3000)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Xml/2.0.0.0__b77a5c561934e089/System.Xml.dll
----------------------------------------
System.Runtime.Remoting
Assembly Version: 2.0.0.0
Win32 Version: 2.0.50727.3053 (netfxsp.050727-3000)
CodeBase: file:///C:/Windows/assembly/GAC_MSIL/System.Runtime.Remoting/2.0.0.0__b77a5c561934e089/System.Runtime.Remoting.dll
----------------------------------------

************** JIT Debugging **************
To enable just-in-time (JIT) debugging, the .config file for this
application or computer (machine.config) must have the
jitDebugging value set in the system.windows.forms section.
The application must also be compiled with debugging
enabled.

For example:





When JIT debugging is enabled, any unhandled exception
will be sent to the JIT debugger registered on the computer
rather than be handled by this dialog box.


Could it be something else I'm running? Its strange because i can extract the .zip files just fine using the "Run as Administator" reg tweak.
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trisha punch
 
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Post » Sat May 28, 2011 2:19 am

Im using 0.9.10 and the error is:

Whatever gave you the idea that thumbs.db were involved? That's a completely different problem. :P

That's a known issue with fook triggering an apparent bug in fomm; see http://sourceforge.net/forum/forum.php?thread_id=3075495&forum_id=897734 thread on sourceforge. (The one right underneath yours, oddly enough...)

There's no need to post the whole contents of the unhandled exception dialog btw, like I said just the exception message and stack trace are what's needed. (i.e. the bit below the '*** Exception Text ***' header.) The rest is just useless spam.
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Everardo Montano
 
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Post » Fri May 27, 2011 6:31 pm

lol :P I just thought it had something to do with the .db files cos it worked fine on Zip without it. So theres some strange filenames somewhere? The hunt is ooooon.!!
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Johnny
 
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Post » Sat May 28, 2011 6:22 am

Timeslip could you add support for creating fomods from folders?
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Victoria Bartel
 
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Post » Sat May 28, 2011 10:13 am

OK, tried looking at the previous post on this topic, and yet to find what i need, I have an issue with running Fomm,
I am running vista 64 bit, fully updated, and looks like I've got .net 3.5 installed, tried to DL the 2.0 installer, no good
on starting up Fomm all is good, added a few mods, and tried to run the game, the app auto crashes, however FO3 opens, but unmodded, tried to disable all but the primary esm, same results, any help, or maybe the link for the patch mentioned in the help file
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Sarah Edmunds
 
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Post » Sat May 28, 2011 3:31 am

List view? where would i find that? also, do we have a tool available to merge objects/leveled lists yet? I am getting to the point where that really needs to start happening......
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Sophie Payne
 
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Post » Sat May 28, 2011 8:37 am

So now that I've released 2 mods with BSA replacments and soon to be a third with UF3P I've run into some strange issues with the BSA's... with my "Hi-Res Weapons & Ammo Textures.bsa" (contains nifs and 1 texture) loading before "Unofficial Fallout 3 Patch.bsa" (contains nifs and textures) it caused any replaced mesh in the BSA that was used as a "container" not to be replaced and just use the default mesh and now with G4WLD.bsa (Games for Windows Live Disabler, contains 1 xml) loading before "Unofficial Fallout 3 Patch.bsa" stopped any of UF3P's replaced meshes from loading at all...

Anyhow after messing around with the BSA flags in BSA Commander I think i found the "universal flag" which is xml+ctl (0401), I recreated all my bsa's with that flag and now they work perfectly fine including any meshes\textures that are unique ect (I haven't tested all file types). So it maybe nice if FOMM had this "universal flag" as an option in the BSA Creator.

Edit: seems the G.E.C.K handles BSA's a little different... it couldn't load textures from those BSA's with 0401, so I threw all the flags on (FF01) and everything is working.
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Sammygirl500
 
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Post » Sat May 28, 2011 6:15 am

So now that I've released 2 mods with BSA replacments and soon to be a third with UF3P I've run into some strange issues with the BSA's... with my "Hi-Res Weapons & Ammo Textures.bsa" (contains nifs and 1 texture) loading before "Unofficial Fallout 3 Patch.bsa" (contains nifs and textures) it caused any replaced mesh in the BSA that was used as a "container" not to be replaced and just use the default mesh and now with G4WLD.bsa (Games for Windows Live Disabler, contains 1 xml) loading before "Unofficial Fallout 3 Patch.bsa" stopped any of UF3P's replaced meshes from loading at all...

Anyhow after messing around with the BSA flags in BSA Commander I think i found the "universal flag" which is xml+ctl (104), I recreated all my bsa's with that flag and now they work perfectly fine including any meshes\textures that are unique ect (I haven't tested all file types). So it maybe nice if FOMM had this "universal flag" as an option in the BSA Creator.

Edit: seems the G.E.C.K handles BSA's a little different... it couldn't load textures from those BSA's with 104, so I threw all the flags on (1FF) and everything is working.

Quarn...is there any "secret" to BSA's? compression, ect? I was hoping to use the BSA format for one of my mods but I'm in the dark as how to go about using it. How does the game/geck/what-not decide which BSA loads when?

thanks,
TheDamned
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Rinceoir
 
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Post » Sat May 28, 2011 2:11 am

Quarn...is there any "secret" to BSA's? compression, ect? I was hoping to use the BSA format for one of my mods but I'm in the dark as how to go about using it. How does the game/geck/what-not decide which BSA loads when?

thanks,
TheDamned

IMO never use any compression, you'll get better compression results (7z\rar) later on when you package up your mod for release.

With Fallout 3 v1.1+ it will automatically load any BSA that has the same name as an active plugin eg. "My Plugin.esp" will load "My Plugin.bsa" "My Plugin - Textures.bsa" ect. If you're looking to replace existing content (excluding textures) with a BSA you'll need to add its name to the start of SArchiveList, before Fallout - Meshes.bsa ect.
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!beef
 
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Post » Fri May 27, 2011 5:46 pm

IMO never use any compression, you'll get better compression results (7z\rar) later on when you package up your mod for release.

With Fallout 3 v1.1+ it will automatically load any BSA that has the same name as an active plugin eg. "My Plugin.esp" will load "My Plugin.bsa" "My Plugin - Textures.bsa" ect. If you're looking to replace existing content (excluding textures) with a BSA you'll need to add its name to the start of SArchiveList, before Fallout - Meshes.bsa ect.

Awesome, thanks!

Just so I'm clear on this.
If I have a mod that adds a new gun to the game named TheDamned.ESP it will load TheDamned.BSA?

On the other hand...what if I release a texture replacer...I have to tell people to edit their fallout.ini?

TheDamned
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mollypop
 
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Post » Sat May 28, 2011 3:26 am

Awesome, thanks!

Just so I'm clear on this.
If I have a mod that adds a new gun to the game named TheDamned.ESP it will load TheDamned.BSA?

Correct.

On the other hand...what if I release a texture replacer...I have to tell people to edit their fallout.ini?

TheDamned

My tests showed that using BSA to replace textures from other BSA didn't work reliably... BUT now I've put all the flags on the BSA the texture replacements "seem" to be working, I need to do some more testing, I'll get back to you.
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Jessie Rae Brouillette
 
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Post » Fri May 27, 2011 7:13 pm

Correct.


My tests showed that using BSA to replace textures from other BSA didn't work reliably... BUT now I've put all the flags on the BSA the texture replacements "seem" to be working, I need to do some more testing, I'll get back to you.

Thanks again Quarn, I really appreciate your help and patience ^_^

TheDamned
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Sophh
 
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Post » Sat May 28, 2011 8:11 am

Thanks again Quarn, I really appreciate your help and patience ^_^

TheDamned

Ah well it is one of my goals to try and get people to use BSA's more... anyhow after testing texture replacements from BSA's they do seem relyable after all just not when trying to replace bodymod\facemod textures (I'm guessing anything within the fallout3.esm directory, which includes voices too).

Edit: Ah did more testing... seems like some textures can be replaced with ones in BSA's but others can't... best not to use BSA's for texture replacements.
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Amanda savory
 
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Post » Sat May 28, 2011 6:25 am

Ah well it is one of my goals to try and get people to use BSA's more... anyhow after testing texture replacements from BSA's they do seem relyable after all just not when trying to replace bodymod\facemod textures (I'm guessing anything within the fallout3.esm directory, which includes voices too).

Edit: Ah did more testing... seems like some textures can be replaced with ones in BSA's but others can't... best not to use BSA's for texture replacements.

Ah that sounds disappointing :( they could have had a lot of promise there. I guess we just have to do texture replacer's the old fashioned way?

Still, they should have a lot of use for anything that adds new textures/meshes/sounds/ect right?

TheDamned
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Dragonz Dancer
 
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Post » Fri May 27, 2011 7:38 pm

Ah that sounds disappointing :( they could have had a lot of promise there. I guess we just have to do texture replacer's the old fashioned way?

Still, they should have a lot of use for anything that adds new textures/meshes/sounds/ect right?

TheDamned

Yes all new unique named\pathed files will work perfectly fine. Oh another thing to remember too if all your mod's files are in a BSA you won't have to worry about setting bInvalidateOlderFiles to 1.
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T. tacks Rims
 
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Post » Sat May 28, 2011 6:34 am

Yes all new unique named\pathed files will work perfectly fine. Oh another thing to remember too if all your mod's files are in a BSA you won't have to worry about setting bInvalidateOlderFiles to 1.

Aww...but that would mean that we can't use the awesome ArchiveInvalidation Invalidated! :P

Do you see any disadvantages to using a BSA style mod?...I personally can't but, you never know :shrug:

TheDamned

EDIT: aww damn...sorry Timeslip if I(we) kinda hi-jacked the thread here. I grovel at your feet for forgiveness :bowdown:
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GEo LIme
 
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Post » Fri May 27, 2011 6:56 pm

TimeSlip, is there any chance of adding functionality to load an Image from a .fomod that can be used in PictureBox, Buttons, etc.?

I want to make a customized installation form with images, etc. It seems that I get security violations when trying to use the standard C# methods of loading images though.

Of course, if you know of another way of converting the byte array returned from the LoadFile... method to an Image that'd also be great.
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jason worrell
 
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Post » Sat May 28, 2011 8:08 am

Aww...but that would mean that we can't use the awesome ArchiveInvalidation Invalidated! :P

Do you see any disadvantages to using a BSA style mod?...I personally can't but, you never know :shrug:

TheDamned

EDIT: aww damn...sorry Timeslip if I(we) kinda hi-jacked the thread here. I grovel at your feet for forgiveness :bowdown:

You can still use AII perfectly fine with BSA'ed mods, just saying you don't need to direct people to use AII\set bInvalidateOlderFiles to 1 to get your mod working. There are no disadvantages I know... if you need some more convincing read http://www.gamesas.com/bgsforums/index.php?showtopic=955164&st=80&p=13805347&#entry13805347 I posted a while ago.

Yes sorry for the derailing Timeslip...
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Kate Murrell
 
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