[relz] fallout mod manager

Post » Fri May 27, 2011 9:08 pm

HKEY_LOCAL_MACHINE\SOFTWARE\Bethesda Softworks\Fallout3\Installed Path

That's where it is for me. The exe is still named Fallout3.exe (I don't supposed FOMM is case-sensitive...?) but I'll try reinstalling FOMM. I kind of installed 0.9.5 over 0.8.5, which couldn't find the right path either.

ok, that key is exactly where it should be... File name check isn't case sensitive either, so I see no reason for it not to work. The only thing I can think of is that it's some sort of security issue. Are you running vista?
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Lilit Ager
 
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Post » Fri May 27, 2011 10:41 pm

Windows XP Pro Service Pack 2.

...strange. I deleted all FOMM-related files from the Fallout 3 folder, and reinstalled FOMM in a folder in My Documents. Now it works perfectly, out of the box. o_O Could it have been some bug in 0.8.5? The error started coming when I had that, but it worked a while in the beginning.
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Rebekah Rebekah Nicole
 
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Post » Fri May 27, 2011 6:21 pm

...strange. I deleted all FOMM-related files from the Fallout 3 folder, and reinstalled FOMM in a folder in My Documents. Now it works perfectly, out of the box. o_O Could it have been some bug in 0.8.5? The error started coming when I had that, but it worked a while in the beginning.

Weird... Is it possible that you tried setting the fallout folder manually but got it wrong somehow? That would have overridden fomm's normal registry searching and made it look like it was failing to find the file all the time. :unsure:
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x a million...
 
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Post » Fri May 27, 2011 10:11 pm

Can't remember that I did...

First, I installed 0.8.5 a couple of weeks ago. Worked like a charm. Then now, only a few days ago, I start it up again. It doesn't work. Haven't touched it in between. I have no clue what could've affected it in that kind of way... No idea o_O

Oh well, it works now. Now I can use mods again x)
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Eibe Novy
 
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Post » Fri May 27, 2011 11:14 pm

Would it be too much trouble to ask for a select and deselect all options when right clicking in the mod list window? :angel:
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Bedford White
 
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Post » Fri May 27, 2011 6:56 pm

I have a question about using this with the "Archive Invalidation Invalidated!" fix:



Specifically, does FOMM negate the need to run that small add-on (which has been working flawlesssly for me up till now)? I only run a few MODs currently: BABE, a slightly reworked face (made for BABE), a small add-on that allows me to tweak Dogmeat's behavior and that's all. Only the Dogmeat file (IIRC) uses an actual MOD file - the others like BABE are a texture/mesh replacement (again, IIRC).

I used the Archive Invalildation Invalidated! fix as per the suggestion of the creator of BABE, in order to never have to remember to tweak the text file when I change things.

So... Going forward, do I need to remove the Archive Invalidation Invalidated! fix (and, I assume, re-install my MODs using FOMM) or can I just load up FOMM, leave Archive Invalidation Invalidated! running and then use FOMM for NEW mods? Sorry if this is self-evident - I've always manually installed MODs when I used to play Morrowind and Oblivion.

Thanks!
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Laura Mclean
 
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Post » Sat May 28, 2011 7:39 am

just load up FOMM, leave Archive Invalidation Invalidated! running and then use FOMM for NEW mods


This. =)
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M!KkI
 
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Post » Sat May 28, 2011 1:27 am

FOMM's Toggle Invalidation button works exactly like Archive Invalidation Invalidated. It was added in previously. Just that AII does just that while FOMM does alot more.

Without AII, using only FOMM I use Mart's Mutant Mod and it works fine, with the new tattoo raiders and new tex'ed creatures showing up.
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Kitana Lucas
 
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Post » Fri May 27, 2011 10:45 pm

I'm going to be away for a few days, so I may as well post what I have of http://timeslip.chorrol.com/temp/fommUpdate0.9.6.7z. Changes since 0.9.5 are that it offers to move the anchorage DLC to the data folder if you've bought it, there's options to import/export your load order and active mods or to check/uncheck all mods at once, and the bsa browser remembers the last folder you extracted to. I think that covers most of what people have asked for in the last couple of pages.

Edit: oh, and one other change. To quote the svn changelog:
Rename the 'Launch fallout' button to 'Launch FOSE' if fose is installed and no custom launch line is set. Can people _please_ stop asking how to get fomm to launch fose now?'


Any thoughts on these additions/changes I was thinking of?
  • An 'install optimizer' utility, that does stuff like modifying fallout3.esm to remove references to clutter, (as opposed to a separate esp mod that deletes them, which may help fps but not loading times,) repacking the textures bsa with smaller textures, (which can make a difference to loading times without hurting visual quality if you normally play at medium or low textures,) installing the fake xlive dll, (speeds up startup by preventing fallout from loading the real dll, even if you have it disabled,) etc.
  • A mod database that can pull lists of mods off from somewhere, and display download links inside fomm. Since sourceforge provides webspace, I was planning on adding a list of fomm compatible mods over there, and it wouldn't be too hard to do it in a format that fomm itself could read.
  • Moving the readme to a wiki, in a blatent ripoff of what liztail has done with mge.

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aisha jamil
 
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Post » Fri May 27, 2011 8:55 pm

All of those features would be welcome. A mod database would be an additional incentive for people to actually make FOMM-ready mods though. It means more exposure, and fame is why we do it, right? ;)
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Jordan Fletcher
 
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Post » Sat May 28, 2011 1:41 am

I've been having trouble with it claiming that mods where theres a zip (X.zip) has the folder X inside it, then the mod inside that. It goes away if I unzip the mod, and rezip everything inside X, but I was wondering if this is necessary. Is there anyway I can see if a mod was created correctly? I mean aside from using it, and seeing if the game crashes. Also when I lanch Fallout normally all the boxes next to my esps are unchecked. Is this a problem (Used OMBB for ages, very nice work, not as sure of the new interface but I like the autolink- great for when I download a mod and forget what it is)
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courtnay
 
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Post » Fri May 27, 2011 5:48 pm

0.9.7 is up, but in a slight reversal to normal only on http://www.fallout3nexus.com/downloads/file.php?id=640. (Edit: And now on sourceforge too.) Only two noticeable changes are that the bsa browser can now open morrowind bsa's in addition to oblivion and fallout, and mods downloaded from fo3nexus named 'modname-fomod-xxx.zip' are treated in the same way as those with the extension .fomod.zip. (A required change for people wanting to upload fomod's to fo3nexus; it doesn't accept .fomod as a file exention, and because of the id it inserts into file names you can't get something up there that ends in fomod.zip either.)

Not a vital update, but I wanted to get that -fomod filename thing up there before thinking about making a list of fomod's. It wouldn't make much sense if it excluded one of the biggest mod sites.

Edit: fomm seems to be in the competition for fo3nexus's files of the month thingy this month, if anyone feels like helping it out a bit. :)

I've been having trouble with it claiming that mods where theres a zip (X.zip) has the folder X inside it, then the mod inside that. It goes away if I unzip the mod, and rezip everything inside X, but I was wondering if this is necessary. Is there anyway I can see if a mod was created correctly? I mean aside from using it, and seeing if the game crashes.

Not quite sure what you're asking, but yes, if fomm can't sort out the mod structure itself then you'll have to do it manually. To see what files are in the mod right click it and click 'fomod status'. If you see stupid looking paths, you know it wasn't created correctly.

Also when I lanch Fallout normally all the boxes next to my esps are unchecked. Is this a problem

Known bug with the original fallout launcher; it unchecks every mod that you have active if you try to look at your mods with it. Luckily, since you're using fomm, you don't need to.
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Lizzie
 
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Post » Fri May 27, 2011 7:39 pm

0.9.7 is up, but in a slight reversal to normal only on fo3nexus. Only two noticeable changes are that the bsa browser can now open morrowind bsa's in addition to oblivion and fallout, and mods downloaded from fo3nexus named 'modname-fomod-xxx.zip' are treated in the same way as those with the extension .fomod.zip. (A required change for people wanting to upload fomod's to fo3nexus; it doesn't accept .fomod as a file exention, and because of the id it inserts into file names you can't get something up there that ends in fomod.zip either.)

Not a vital update, but I wanted to get that -fomod filename thing up there before thinking about making a list of fomod's. It wouldn't make much sense if it excluded one of the biggest mod sites.

Edit: fomm seems to be in the competition for fo3nexus's files of the month thingy this month, if anyone feels like helping it out a bit. :)


Not quite sure what you're asking, but yes, if fomm can't sort out the mod structure itself then you'll have to do it manually. To see what files are in the mod right click it and click 'fomod status'. If you see stupid looking paths, you know it wasn't created correctly.


Known bug with the original fallout launcher; it unchecks every mod that you have active if you try to look at your mods with it. Luckily, since you're using fomm, you don't need to.

just want to say that i love your tool, i dont think i could live without it! keep up the awesome work! as of yet i havent noticed an bugs nor do i have any complaints. :)

cheers,
TheDamned


EDIT: if we are updating to 9.7 from 9.6 how would we go about this? it seems all you have is the stand_alone
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Vickey Martinez
 
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Post » Sat May 28, 2011 4:37 am

EDIT: if we are updating to 9.7 from 9.6 how would we go about this? it seems all you have is the stand_alone

If you used the installer for 0.9.6 you can use the 0.9.7 installer to install over the top. If not you'll have to wait a bit. I'll have the update up on sourceforge in an hour or so. (Edit: done)
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Sarah Unwin
 
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Post » Sat May 28, 2011 9:47 am

Any thoughts on these additions/changes I was thinking of?


If you wouldn't mind I would like to add one, a select and de-select all right click option would be helpful in identifying trouble mods :D
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Karl harris
 
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Post » Sat May 28, 2011 8:32 am

If you wouldn't mind I would like to add one, a select and de-select all right click option would be helpful in identifying trouble mods :D

There already is...
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Lisa
 
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Post » Sat May 28, 2011 6:36 am

I'll have the update up on sourceforge in an hour or so.
Hot damm! Fresh FOMM right off the grill! Even better than squirrel bits. Thanks for your extremely useful FOMM and OBMM tools. :)
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Invasion's
 
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Post » Sat May 28, 2011 1:23 am

There already is...


heh you right, :embarrass:
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Maria Leon
 
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Post » Fri May 27, 2011 10:37 pm

Feature request: Could you make it so ESM files are sorted separately from ESP's, and inserted in the beginning of the load list?
ESM's are generally library files that other mods depend on, and so I think they should load before ESP's by default.
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LuBiE LoU
 
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Post » Fri May 27, 2011 7:40 pm

Feature request: Could you make it so ESM files are sorted separately from ESP's, and inserted in the beginning of the load list?
ESM's are generally library files that other mods depend on, and so I think they should load before ESP's by default.

Fallout will always load esm's before esp's regardless of the load order you try to set in fomm. The mod indices that fomm displays reflect that; if you have one esp active and move fallout3.esm below it, fallout3.esm will still display index 0 and the plugin index 1. obmm used to forcibly move esm's above esp's, but it seemed to just cause more confusion than it saved. (Mostly the fault of bad readmes actually; There were a few esp mods which in their instructions said to move them directly below oblivion.esm in the load order, which was obviously impossible for anyone with esm mods installed, so they just complained that obmm wasn't working instead.) I admit it makes more sense to do it obmm's way around; I just need to think up some way of making it clear what fomm is doing.
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Cayal
 
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Post » Fri May 27, 2011 10:18 pm

That FO3 does it automatically is great news to me, saves a lot of potential troubles :D
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Eric Hayes
 
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Post » Sat May 28, 2011 3:53 am

Still completely awesome...

And YES!! I'm converting ALL the mods I use to FOMODS, I did it back in the day of Obvlivion and it makes things 100K+ easier :)

Here's the section where I ask stupid things, because to me, writing code in any language is the same as performing a magic trick....
A filter.....(the search function I requested that you built in is incredibly amazing, I honestly can't even begin to understand how you did it....)

The filter I mention.....

It's so convenient to type "raider\headmale" and get just a list of that.... THANK YOU TIMESLIP!!!!
but to take it one step further.....a filter that can get filter out all those KF files or maybe a condition for the extension?
IE if I'm looking for DDS files it should only show DDS files, If I look in Meshes (a lot of stuff shows up like EGM, EGT, KF)
While Important, not always essential if you're just going to make some texture replacers...

On the other hand, you might get some modders who are way beyond replacing textures and meshes and need to "Drill Down" to the KF, EGM, EGT files...I dunno...
These are just suggestions by me, and I HOPE that I don't come across as....."I want you to make your program the way "I" want it"
I'm just using your program and frinding out things that might help other people :)
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Lillian Cawfield
 
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Post » Sat May 28, 2011 1:30 am

All of the sudden FOMM (Manual Install) isn't working for me and I've updated the .net runtime to the newest patch and it still won't work.

Below is an error message:
fomm has encountered a problem and needs to close.  We are sorry for the inconvenience.EventType : clr20r3     P1 : fomm.exe     P2 : 0.9.6.0     P3 : 49830d0d     P4 : system.windows.forms     P5 : 2.0.0.0     P6 : 4889dee7     P7 : 5140     P8 : 120     P9 : system.invalidoperationexception


I wanted to see if perhaps using the installer version of FOMM would work and it does. Hopefully it will keep working. (Knock on Wood)

Quick question on future plans:
Will you be making a mod conflict detector such as the one an Oblivion?
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Mizz.Jayy
 
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Post » Sat May 28, 2011 5:12 am

I wanted to see if perhaps using the installer version of FOMM would work and it does. Hopefully it will keep working. (Knock on Wood)

There seems to be a problem with fomm's settings xml file getting corrupted that can cause that error. 0.9.8 will handle it without crashing out, but I haven't found out what's causing it to corrupt yet. (Using the installer version would have created a fresh fomm install, which would have created a new settings xml, hence why it started working.)

Quick question on future plans:
Will you be making a mod conflict detector such as the one an Oblivion?

nope, never. I don't know enough about what sort of conflicts are dangerous to make an intelligent detector, and obmm proved that something that just displays every single conflicting formid without any further information does more harm than good. I'll leave that to someone who knows more about it this time around.
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Katey Meyer
 
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Post » Sat May 28, 2011 4:03 am

nope, never. I don't know enough about what sort of conflicts are dangerous to make an intelligent detector, and obmm proved that something that just displays every single conflicting formid without any further information does more harm than good. I'll leave that to someone who knows more about it this time around.

While I'm not exactly unbiased, I can recommend a look at FO3Edit as conflict detector...
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Ben sutton
 
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