[relz] fallout mod manager

Post » Fri May 27, 2011 8:27 pm

Something is really weird with my load order. If I understand correctly, you're supposed to be able to change load order by dragging the esp's and esm's, right? Well, some of my files really want to stay where they are. I can drag around them alright, no problem there. But their index remains the same.


PRE-EDIT: Uh, something strange is going on here.

http://i175.photobucket.com/albums/w137/Pyntik/wtffomm.png

"WARNING: This plugin has the file extension .esp, but its file header marks it as an esm!"

??


Btw, where is the settings menu? o_o Oh, and would it be possible to let the mod index be in normal numbers instead of hex?
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Rachel Tyson
 
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Post » Fri May 27, 2011 7:53 pm

ESM-files load before ESP's and their index reflects that even if they aren't at the top of the list. The ESP you show have the ESM-flag set, but it's filename is .ESP. I'm not how FO3 treats it, but either way the mod-author should do something about that. Going by the name of the mod you should probably be able to safely toggle the ESM-flag off again.
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Sarah Unwin
 
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Post » Fri May 27, 2011 9:15 pm

It's a pity that it's not possible to write other class files and link to them. Is it possible to link to other existing dlls? For example, I was wanting to use the Microsoft.Xna.VisualStudio.Framework.dll (or DirectX) for .DDS texture manipulation functions. Linking is easy in Visual Studio, but I don't have a clue how to do it from a class file. Possible from a FOMM script? Could a "linking" file be placed in the fomm folder that links all the dlls in before running the script?

No, it's not possible to link in extra dlls. If you need extra framework dll's I can add them in to fomm. XNA I wont though, because it's not part of the base framework and you can't guarantee that people have it installed.

If it's not possible, could you expose texture editing functionality? At a minimum, load it, get dimensions, blit from one texture to another and save (with mipmapping)... *holds thumbs*

Well, fomm already has its own dds manipulation stuff for the shrink textures option in the install tweaker, so shouldn't be too much of a problem.

Btw, where is the settings menu?

If you used the installer, the settings menu is a separate option in the start menu. If you didn't, you need to run fomm with the '-setup' command line. Some of the options in there require can't be changed while fomm is running, which is why it's not a button from inside fomm itself. I'll split it into two, one accessible from inside fomm that contains all the options that can be changed while fomm is running, once there's a few more options to put on it.

Oh, and would it be possible to let the mod index be in normal numbers instead of hex?

No. Those indicies are used to make up the first part of the formid's, so they need to be hex.
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Marguerite Dabrin
 
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Post » Sat May 28, 2011 6:15 am

If you used the installer, the settings menu is a separate option in the start menu. If you didn't, you need to run fomm with the '-setup' command line. Some of the options in there require can't be changed while fomm is running, which is why it's not a button from inside fomm itself. I'll split it into two, one accessible from inside fomm that contains all the options that can be changed while fomm is running, once there's a few more options to put on it.

No. Those indicies are used to make up the first part of the formid's, so they need to be hex.

Thanks for the info ^_^

I've also been meaning to ask about the Package Manager for quite some time now. Are you planning on expanding it to include a better package creator, something along the lines with the one in OBMM? It's not a big deal of course, but I find the manual way of creating an fomod much more time- and energy consuming than the way it was in OBMM.

If not, I'm thinking of making my own fomod-creator in java. With your permission, of course. :)
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Eilidh Brian
 
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Post » Sat May 28, 2011 3:38 am

No, it's not possible to link in extra dlls. If you need extra framework dll's I can add them in to fomm. XNA I wont though, because it's not part of the base framework and you can't guarantee that people have it installed.

Well, fomm already has its own dds manipulation stuff for the shrink textures option in the install tweaker, so shouldn't be too much of a problem.

Thanks for the info... It'd really be great with .dds file editing capabilties in the installation script...

I'm gonna chance my luck again... seem to be rather fortunate, most things I ask for can be done already or are added... And I'm very greatful!

Any chance of being able to invoke a Python script from a FOMM script (specifically running a Python script, e.g. run a PyFFI UV remapping Python script from an installation script)? If you could provide a boolean check to determine if Python 2.5 (PyFFI/Blender seem to like that version) is installed and if so, allow a Python script in the fomm folder to be run. If Python isn't installed, the installation script can tell the user and that part can be skipped until Python is installed. I wasn't able to get the invoke functionality running without triggering a security exception... so here's asking nicely for it to be added :whistle:

BTW I really appreciate all the work you've done on FOMM. The FOMM scripting capability is awesome, really makes for some nice installation scripts. Love being able to design my own installation GUI. :goodjob:
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Cameron Garrod
 
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Post » Fri May 27, 2011 7:08 pm

I just remembered a handy feature in OBMM: you could see what OMOD certain esp's and esm's was part of, in the main list. I also thought I saw something like that beeing asked previously here in this thread, but I'm not sure. Is it possible, and if so, will you add it (eventually)? I was very handy indeed.

Still interested in your plans for fomod creation. I've actually worked on a small application for personal use the last days and it's turning out just fine.

Good job so far anyhow, FOMM makes mod managing so very simple. Keep up the good work :D
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~Amy~
 
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Post » Fri May 27, 2011 6:48 pm

If you get a chance TimeSlip, could you make it possible to open a hyperlink from FOMM script as well? I've been wanting to add functionality to open the download site for patches, etc. but the security issues get the better of me :P
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krystal sowten
 
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Post » Sat May 28, 2011 8:21 am

0.9.13 is up.

New dds related script functions
New script function to check if archiveinvalidation is enabled
Added the ability to access the settings menu from inside fomm, and added options there to disable the ipc listener and the uac check
A few other small bug fixes and tweaks

I'll try and make a few updates to the manual to document the new script functions as soon as I have time.
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Katie Louise Ingram
 
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Post » Fri May 27, 2011 11:53 pm

0.9.13 is up.


I'll try and make a few updates to the manual to document the new script functions as soon as I have time.


Awesome, thank you :)
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Mashystar
 
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Post » Sat May 28, 2011 8:26 am

Is there a "Load Masters" function in FOMM? It's something Wrye Bash did, it loaded all the modules of a gamesave file automatically.
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Samantha Wood
 
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Post » Fri May 27, 2011 10:04 pm

http://soargull.googlepages.com/huh2.JPG:
[img]http://soargull.googlepages.com/huh2.JPG[/img]

http://soargull.googlepages.com/meord.JPG
[img]http://soargull.googlepages.com/meord.JPG[/img]

***
SORRY, wrong thread. Nevermind :embarrass:
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Chris Johnston
 
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Post » Sat May 28, 2011 7:52 am

Thanks for making such an awesome tool! I use it every day. Since I currently have 182 plugins, I just wouldn't be able to play the game the way I do without FOMM, so a thousand thanks to you!

I have two questions:

1)I've heard whispers about some sort of 200 plugin limit. Is that true? If so, what are the details on that, and does TESsnip allow a non-programmer to easily merge mods to free up slots?

2)Is there now, or will there ever be a feature in FOMM that allows you to pinpoint wich mod is crashing your game? That would help A LOT.

thanks again!
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Gavin boyce
 
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Post » Sat May 28, 2011 1:52 am

1) yes, max is 254 esps/esms (without counting fallout3.esm). To merge mods, it's mostly a manual task, tho no "programming" is involved, just careful copy-pasting.

2) No, it's just too problematic to make (fallout 3 is too fickle for that). You can, however, use fo3edit to detect conflicts (conflicts doesnt mean crashes, just overlapping content), and detect circular leveled lists. Adding a "verify load order" to fomm that would just check the mod list and tell you if a master is missing/misplaced would be feasible tho.
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neen
 
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Post » Sat May 28, 2011 2:28 am

Quick question here:
Do i always have to launch FO3 via FOMM in order to keep the mod list? The FO3 launcher never shows the correct data files setup.
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kiss my weasel
 
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Post » Sat May 28, 2011 7:05 am

The Fo3 Launcher is buggy, but you don't have to use FOMM all the time. You can use the default Fo3 exe, or the FOSE exe if you have that, directly.
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Sarah Bishop
 
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Post » Sat May 28, 2011 4:46 am

In the http://www.gamesas.com/bgsforums/index.php?showtopic=970907&hl=fake there was a comment about how FOMM has a date-changing function to ensure that mods are dated in the proper order and therefore load in the proper order. Is it necessary to redate mods to achieve this or can I simply drag/drop the mods so they are in their proper order in the mod list as shown in FOMM (and noted with the mod index number)?

Quote from the Fake Patch thread:
Redating your .esm or mods: After any official patch, your Fallout3.esm will be replaced. You'll either need to make your mods' dates newer (all different timestamps) or make your .esm's date older to keep everything working properly after setting up any given patch/reinstall. Use this Attribute Changer Utility to do so, just make sure you check ONLY the "modify date and timestamp" box and NOT the "Archive" or "Index" boxes which are checked by default. Also, FOMM has a date changing function.


Thanks!
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Penny Wills
 
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Post » Sat May 28, 2011 9:34 am

I don't know if this has been addressed or not but every time I launch FOMM my load order seems to revert back to the default load order (Date modified), instead of what I set it up to be. I haven't really had any trouble in game with this but I don't want to run into trouble down the road. Any help would be great. Thanks!
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Britta Gronkowski
 
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Post » Fri May 27, 2011 5:54 pm

Edit: Nevermind, timeslip has me covered.
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Daddy Cool!
 
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Post » Sat May 28, 2011 5:09 am

I'm recently back to the game and just discovered FOMM. I loved OMM, but by comparison FOMM is rather disappointing, mainly in regards to fomod creation. No offense to Timeslip, but FOMM seems far and away inferior to OMM:

# fomods being zipped rather than 7zipped
# no control over individual files
# unfriendly UI - In particular, the lack of right-click option to edit, rather than having to select then roll over to the button. It gets tedious when making many fomods in succession
# zero documentation

The change in scripting is also disappointing, but from what I gather it's understandable. However, it would be helpful to have some kind of how-to for basic functions, if that is even possible.

I don't mean to break balls, I'm just trying to understand the situation. Is FOMM still under significant development, and is it planned on being a superior or equal counterpart to OMM? And why not just re-jigger OMM (the mod creation bit at least) to work with FO rather than start from scratch?
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Lori Joe
 
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Post » Fri May 27, 2011 11:03 pm

How do I add a GRUP (top level) record in TESSnip?

I seem to remember asking this same question for Oblivion and not getting an answer.

I need to repair some small ESPs and put some records into a proper GRUP. I have been doing this by copy/paste a GRUP from another ESP. That's easy and I think it works but is there another method I am missing? Or should I be doing this in the GECK?
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Robert Garcia
 
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Post » Sat May 28, 2011 6:20 am

You may have noticed that there haven't been any updates to FOMM in a while and have probably been wondering what is going to happen. In short, Timeslip has stopped development of FOMM and has graciously passed on its development to myself. Many thanks to Timeslip for putting together FOMM and bringing it to its current form!

My goal at the moment is to make the app a bit more user friendly and intuitive. I have seen many good suggestions for improving the usability and work flow of the app, so I plan on implementing some of these suggestions first. This will include, but is not limited to, adding additional entries to the package manager context menu, giving the "InfoEditor" a UI makeover, adding additional functionality to manipulate the files in a fomod package and improved handling for readme / text files. If you have any other suggestions, please feel free to post them, either here or at the SourceForge project https://sourceforge.net/forum/forum.php?forum_id=897733 forum.

Bug fixes are always on the to-do list, so if you find something that you feel is a bug, please report it, either here or through the SourceForge project https://sourceforge.net/forum/forum.php?forum_id=999686 forum. I will try to get a fix done in a timely manner.

I hope that I can continue to deliver a comprehensive utility for Fallout 3 mod management, just as Timeslip has done thus far.
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Jessie Rae Brouillette
 
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Post » Fri May 27, 2011 11:24 pm

You may have noticed that there haven't been any updates to FOMM in a while and have probably been wondering what is going to happen. In short, Timeslip has stopped development of FOMM and has graciously passed on its development to myself. Many thanks to Timeslip for putting together FOMM and bringing it to its current form!

My goal at the moment is to make the app a bit more user friendly and intuitive. I have seen many good suggestions for improving the usability and work flow of the app, so I plan on implementing some of these suggestions first. This will include, but is not limited to, adding additional entries to the package manager context menu, giving the "InfoEditor" a UI makeover, adding additional functionality to manipulate the files in a fomod package and improved handling for readme / text files. If you have any other suggestions, please feel free to post them, either here or at the SourceForge project https://sourceforge.net/forum/forum.php?forum_id=897733 forum.

Bug fixes are always on the to-do list, so if you find something that you feel is a bug, please report it, either here or through the SourceForge project https://sourceforge.net/forum/forum.php?forum_id=999686 forum. I will try to get a fix done in a timely manner.

I hope that I can continue to deliver a comprehensive utility for Fallout 3 mod management, just as Timeslip has done thus far.


I have a couple of suggestions/bug reports:

First, can you make the mod list refresh on its own or with a dedicated refresh button, rather than having to open and then close the package manager to get new mods to show up if you copy them to the Data folder while FOMM is open?
Second, I'm not sure if this happens to everyone, but when I drag a mod upwards in the list, it'll scroll upwards automatically when I get to the top of the list box, but it won't scroll downwards if I drag it to the bottom of the list box. I'm running FOMM on Vista Ultimate X64.
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lauraa
 
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Post » Sat May 28, 2011 8:57 am

I have a couple of suggestions/bug reports:

First, can you make the mod list refresh on its own or with a dedicated refresh button, rather than having to open and then close the package manager to get new mods to show up if you copy them to the Data folder while FOMM is open?
Second, I'm not sure if this happens to everyone, but when I drag a mod upwards in the list, it'll scroll upwards automatically when I get to the top of the list box, but it won't scroll downwards if I drag it to the bottom of the list box. I'm running FOMM on Vista Ultimate X64.


1) I will take a look at refreshing the mod list - shouldn't be hard to implement.

2) I just tried dragging mods around, and the list automatically scrolled upwards when I moved to the top of the list and downwards when I moved to the bottom of the list. Couple of questions to help figure out what's happening:
  • Which version of FOMM are you using?
  • Are you using Mono? If you are not using Mono, which version of .NET are you using?

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ANaIs GRelot
 
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Post » Sat May 28, 2011 7:25 am

reporting a bug in the BSA creator (and the fix):
the creator doesn't recognize ogg files and so doesn't mark them in the file flags (probably because it was imported from OBMM and Oblivion uses mp3).
this causes packed voice files to be unrecognized.

the fix is very simple: in form BSACreator, function CheckFileTypes, change mp3 to ogg.
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Mélida Brunet
 
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Post » Sat May 28, 2011 8:50 am

I'm sorry if this question has been asked already, but I'm playing FO3 on Steam. Are there any compatibility issues with Steam and FOMM? Are there any other users using both Steam and FOMM?

Thanks.
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Philip Lyon
 
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