[relz] fallout mod manager

Post » Sat May 28, 2011 2:17 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.

I can't say for certain, but it should work fine. perhaps the game launch button won't work, but that's hardly essential.
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Len swann
 
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Post » Sat May 28, 2011 1:49 am

I have just discovered this super utility, many thanks to the creators. I love seeing how mods can add to a game.

I have a couple of (probably exceedingly basic) questions I can't find the answers to.

Some mods I have added in with FOMM do not show up any .esm or .esp files. However, icons for the mods show up in the 'fomm' folder in the Fallout3 folder. Are these mods going to work or do I need to do something else? Examples include fose, Color High Detailed Map & icons, Archive Invalidation Invalidated and Pip Boy Item Description.

Some mods, when added, bring up a message - "this archive contains plugins in subdirectories, and will need a script attatched for FOMM to install it correctly". What should I do here?
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Samantha Mitchell
 
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Post » Fri May 27, 2011 8:30 pm

some mods don't need .esp or .esm for the mod to work, so they will work. quarn's archiveinvalidation invalidated works too, but fomm has a version, don't know version number, of it as a part of fomm. doesn't matter which 1 u use. U may want to check out fose, some mods require it.
as to your last question, i have no idea, sorry. someone else with more experience in using fomm will have to help u with that.
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SexyPimpAss
 
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Post » Sat May 28, 2011 12:24 am

Some mods, when added, bring up a message - "this archive contains plugins in subdirectories, and will need a script attatched for FOMM to install it correctly". What should I do here?

In short, you should either 1) extract the mod to a temporary folder before fomoding, customize it to your desire, then fomod the custom folder rather than the original archive; 2) if you want to use the default settings for the mod (assuming it has them), ignore the message; or 3) learn to write a fomod installation script and add it to the fomod of the original archive.

Detail: This message means exactly what it says, but if you're not familiar with how the game engine reads/accesses files, it may be a bit murky.

1. The game only reads ESM/ESP files directly in the Data folder, and resource files from folders with specific names inside the Data folder (such as "Meshes", "Textures", "Sounds", "Video", etc.).

2. If a mod archive converted to a fomod contains "invalid game folders" (folders that the game won't look inside because they don't conform to any of the folder names that the game recognizes), and those invalid game folders contain alternate or compatibility ESM/ESP files, when activating the fomod (which is essentially the same thing as extracting the original archive to the Data folder), these invalid folders will be replicated inside the Data folder, meaning that if you want to use the ESM/P inside the invalid folder in place of, or in addition to the 'default' ESM/ESP, the game won't be able to "see" it (because it's in an invalid game folder that the game ignores).

3. To resolve this issue (if it needs resolving; you may not want to use any of the alternate ESPs for any particular mod), the alternate files must either be moved to the root folder of the pre-fomod archive/extraction folder (taken out of the "options" folder and moved to the main folder where the textures and meshes folders and whatnot live), or, if you don't want to pre-extract the archive and customize it prior to using "add from folder" in the fomod creator rather than "add from archive", an installation script must be written (I believe FOMM scripting uses C##) to tell the installer to copy specified files from the invalid folder inside the fomod to the data folder, rather than just extracting it to the invalid folder as it would normally do.

But whether you need to do any of that depends on the mod itself, what extra/optional files it contains, and whether or not you want to use any of said optional files.

Hope this helps.
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Andres Lechuga
 
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Post » Sat May 28, 2011 2:34 am

Closed for post limit.
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Hannah Whitlock
 
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