[relz] fallout mod manager

Post » Fri May 27, 2011 7:27 pm

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.


That's too bad. I liked the conflict detector in OBMM of course when I used it I only worried about the stuff in red highlighting and would usually merge conflicting mods together.

Thanks for getting back to me and thank you for this amazing tool.
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RUby DIaz
 
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Post » Sat May 28, 2011 1:47 am

alright i'm having a problem and i have ZERO idea as what to do about it. new mods won't activate after i copied the three Op. anchorage DLC files into my Data folder to get some mods to work (advice i shouldn't have followed). i'd not using them anymore cause they were pretty lame and every time i try to activate a new mod i get a message saying that

Access to the path 'C:\Users\Kujaw058\AppData\Local\Fallout3\plugins.txt' is denied

any help would be greatly appreciated,

EDIT:
never mind problem fixed, apparently the file it fomm was trying to access was read only, so i changed it and no problems
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Arnold Wet
 
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Post » Sat May 28, 2011 3:48 am

Just a comment,
I recently had troubles starting up FOMM after doing a bit of moving things around in my mods list.
I went into the fomm folder and deleted the settings file (which will regenerate) and everything was working again. It seems like it went corrupt. This might help some people get it running again without reinstalling it entirely. I didn't have a lot of settings and preferences to worry about so deleting this file was easy for me.

Anyway, just stating for the record that (on Vista x64) my preferences file has gone "corrupt"somehow.

Edit:
This might be a really stupid question but, what does the replace fomod option "Yes to Folder" or "No to Folder" do.
I was thinking that perhaps it took the file that you were going to replace and put it into a folder somewhere so that you had a backup in case of a mistakenly replaced file. But, after using the option, I couldn't find the file anywhere...so, now I think I might be missing the point.
Can someone please explain this? I couldn't find any info while searching the readme.
Thanks ahead of time.
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Heather beauchamp
 
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Post » Sat May 28, 2011 7:12 am

Edit:
This might be a really stupid question but, what does the replace fomod option "Yes to Folder" or "No to Folder" do.
I was thinking that perhaps it took the file that you were going to replace and put it into a folder somewhere so that you had a backup in case of a mistakenly replaced file. But, after using the option, I couldn't find the file anywhere...so, now I think I might be missing the point.
Can someone please explain this? I couldn't find any info while searching the readme.
Thanks ahead of time.

Yes to folder causes fomm to overwrite any other files in the same folder without prompting, but will still prompt for anything else. Say you have 2 fomods, both containing the same 3 identical files. 'textures\a.dds', 'meshes\b.nif' and 'meshes\c.nif'. If you activate one and then the other, all three files will conflict. Say the first prompt that comes up is for 'meshes\b.nif', then if you click 'yes' then meshes\b.nif will be overwritten, but fomm will still prompt you about the other two files. If you click 'yes to all' fomm will overwrite all other files without further prompting. If you click 'yes to folder' fomm will overwrite meshes\b.nif, but will also overwrite meshes\c.nif without prompting. It will then prompt again for textures\a.dds.

No to folder does what you would expect; i.e. it wont overwrite the file or any other conflicting files in that folder, but will still prompt for everything else.
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Cheville Thompson
 
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Post » Sat May 28, 2011 9:24 am

Ah, guess I was way off....
Actually, that would have been an awesome option if you could take any files that you are overwriting and stick them into a folder somewhere in case of a mistake. I know I've overwritten a lot of files and wished I hadn't after but, once it was done, I had no idea which files were overwritten. It would be especially useful for huge resources, such as Qarl's, which take a million years to re-install the omod if you make a mistake. :facepalm:
I don't know how feasible that would be but it's an idea. :lol:

In any case, thank you for clarifying, Timeslip!
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Amy Siebenhaar
 
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Post » Fri May 27, 2011 11:28 pm

0.9.8 is up on sourceforge. A corrupted settings.xml no longer crashes fomm, the bsa browser has a folder view instead of always displaying everything flat, and there's that new install tweaker utility that I was talking about in there for testing.

There's no button inside fomm for the install tweaker yet; run fomm with the '-install-tweaker' command line option. The only two options atm are to disable g4wl or to repack the textures bsa; I had to remove the strip-stuff-from-fallout3.esm part because it seems that since the 1.1 patch modifying fallout3.esm with tessnip completely breaks fallout. :mellow: I'll get that fixed and add some more options later on. (ini tweaks being the obvious addition)

Edit: I've made the http://fomm.wiki.sourceforge.net/ copy of the manual visible and editable by non-members, even if you don't have a sourceforge account. From 0.9.9 the help button in fomm will link there instead of to the local readme if an internet connection is available.
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Nathan Risch
 
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Post » Sat May 28, 2011 8:07 am

Timeslip, what are the exact details of removing "references to clutter" from Fallout.esm? Did a forum search but nothing came up on the subject...

BTW the mod index numbers are wrong, need to take into account esm's load oldest to newest then esp's oldest to newest, currently the mod index is just being assigned based on oldest to newest for the lot.
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Ysabelle
 
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Post » Sat May 28, 2011 7:45 am

Timeslip, what are the exact details of removing "references to clutter" from Fallout.esm? Did a forum search but nothing came up on the subject...

I was just searching for any refs to objects with any one of a preset set of formids and removing them from the esm. That's probably not going to be compatible with mods that edit the same cells, but there is a big warning about it. (People with sufficient performance problems to have to resort to that sort of hackary hopefully wont be using mods anyway.)

BTW the mod index numbers are wrong, need to take into account esm's load oldest to newest then esp's oldest to newest, currently the mod index is just being assigned based on oldest to newest for the lot.

It shouldn't be. I fixed that in 0.9.5. :unsure:
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maddison
 
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Post » Fri May 27, 2011 7:45 pm

I was just searching for any refs to objects with any one of a preset set of formids and removing them from the esm. That's probably not going to be compatible with mods that edit the same cells, but there is a big warning about it. (People with sufficient performance problems to have to resort to that sort of hackary hopefully wont be using mods anyway.)

Ah now I understand what you're doing, thanks for the clear up :)

It shouldn't be. I fixed that in 0.9.5. :unsure:

Ah you did fix it sort off... on closing and restarting FOMM the mod index will be right just enabling\disabling a esp above a esm will throw it out.
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carly mcdonough
 
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Post » Fri May 27, 2011 6:33 pm

Ah you did fix it sort off... on closing and restarting FOMM the mod index will be right just enabling\disabling a esp above a esm will throw it out.

Ah, well spotted. Checking/unchecking mods was still using the old code for some reason... Fixed in svn.

You don't need to close/reopen fomm, changing the load order will be enough to get things back in the right order again.
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Siidney
 
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Post » Sat May 28, 2011 1:30 am

I just have to say THANKS for doing the work on the util, makes things so much easier when you are a mod-a-holic like I am. I used the one for oblivion too, is that one still being updated? I probably havn't played oblivion since FO3 came out.
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SaVino GοΜ
 
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Post » Sat May 28, 2011 5:41 am

Sunday, February 15, 2009 - 9:08:18 PMFomm 0.9.8OS version: Microsoft Windows NT 5.1.2600 Service Pack 3System.InvalidOperationException: SplitterDistance must be between Panel1MinSize and Width - Panel2MinSize.   at System.Windows.Forms.SplitContainer.set_SplitterDistance(Int32 value)   at Fomm.MainForm..ctor(String fomod)   at Fomm.Program.Main(String[] args)


Uninstalling and reinstalling cleared up the problem.

I had FOMM in fullscreen last time I launched FO3. Then this happened the next time. I have a 24" widescreen CRT at 1280x800
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pinar
 
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Post » Sat May 28, 2011 4:30 am

I have a few questions about the BSA creator. Is it better to compress a BSA and does it run smoother if it's compressed? If you compress a BSA what is the best percent to compress them at? Thanks for the help and thanks for making such a Awesome program.
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Jon O
 
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Post » Sat May 28, 2011 3:41 am

It appears that the BSA browser's search case-sensitive?
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REVLUTIN
 
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Post » Sat May 28, 2011 12:37 am

I have a few questions about the BSA creator. Is it better to compress a BSA and does it run smoother if it's compressed? If you compress a BSA what is the best percent to compress them at? Thanks for the help and thanks for making such a Awesome program.

Compressing BSAs will not make it run smoother, as the game will then have to decompress the file it loads from the BSA before it can be used.
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sas
 
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Post » Sat May 28, 2011 1:01 am

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.

I used the one for oblivion too, is that one still being updated?

Not really. I've made the odd update when people have requested a new scripting function, but nothing serious.

I had FOMM in fullscreen last time I launched FO3. Then this happened the next time. I have a 24" widescreen CRT at 1280x800

Fixed in 0.9.9. When you tell a window to maximize it seems that it doesn't actually do it until the window is made visible, so my assumptions about the size of the splitter were wrong.

I have a few questions about the BSA creator. Is it better to compress a BSA and does it run smoother if it's compressed? If you compress a BSA what is the best percent to compress them at?

There's no 'best' settings; higher compression just trades off cpu time for disk access time. What's best for you depends on your system and where the bottlenecks are. Just experiment. (Although tbh I doubt any differences would be big enough for you to notice.)

Edit: And it wont be smoother fps-wise in either case; only cell loading times will be affected.

It appears that the BSA browser's search case-sensitive?

Given that file names in bsa's are required to be lower case, I didn't really bother about case sensitivity. I guess I should for the case where text is copy/pasted...
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Marquis deVille
 
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Post » Sat May 28, 2011 2:19 am

Heh, I completely missed v0.9.8 being out. :P Anyways, as always, great owrk. I can't wait to see the .ini tweaks stuff get integrated; it'd be nice to have a quick way to do some of my essential tweaking. :D
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Kate Murrell
 
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Post » Sat May 28, 2011 10:13 am

I guess I should for the case where text is copy/pasted...

That's exactly what I did :P
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Cathrine Jack
 
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Post » Sat May 28, 2011 5:27 am

Hi
I just installed 0.9.9 and there a problem when adding an archive manually to the FOMODs directory.
using the 'Add New' button works fine but if I manually change the file's name to *.fomod and place it in the directory FOMM doesn't like it.
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Phoenix Draven
 
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Post » Fri May 27, 2011 5:45 pm

Hi
I just installed 0.9.9 and there a problem when adding an archive manually to the FOMODs directory.
using the 'Add New' button works fine but if I manually change the file's name to *.fomod and place it in the directory FOMM doesn't like it.

What do you mean by 'doesn't like'? Crash, error, nothing?

If you're trying to move fomods into there manually while the package manager is open, that has never worked. Shutting and reopening the package manager should get fomm to recognise them.
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Lily Something
 
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Post » Sat May 28, 2011 5:51 am

Solid piece of coding Timeslip, makes me really feel like a dinosaur... oh well, back to the books. :read:




the Noob knows that only by getting his face rubbed in it, will any of this ever actually rub off..
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Klaire
 
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Post » Fri May 27, 2011 9:29 pm

I have a question for those who use this app: Would you be interested in a sort of "Script Wizard" that would allow you to generate a standardized installation script for the selected mod without writing a single line of C#? I'm currently working on one for myself, however if there is enough interest, and if Timeslip would be interested in adding such functionality, I would gladly pass the code along to him. The interface resembles a standard wizard / installer in order to make it easy to use, and I have a bunch of features planned to cover a variety of needs (version requirements, plugin requirements, optional plugins, modular installs, minimum / standard / full install types, etc).
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Dina Boudreau
 
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Post » Fri May 27, 2011 11:21 pm

I think a lot of people would like an app like that :)
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Isabell Hoffmann
 
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Post » Sat May 28, 2011 12:33 am

I have a question for those who use this app: Would you be interested in a sort of "Script Wizard" that would allow you to generate a standardized installation script for the selected mod without writing a single line of C#?


Speaking personally, I would answer that with a 100-foot high 'YES' in flashing pink neon.

What I know of C# scripting could fit on the back of a postage stamp. I could just about get my head around the basics of the scripting in obmm, but, as far as I can see, some of the most useful commands (like CopyDataFolder) aren't supported yet in the beta fommscript that Timeslip mentioned (post #24 of this thread), so they can't be done in FOMM without writing a C# script.
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Caroline flitcroft
 
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Post » Fri May 27, 2011 10:28 pm

What do you mean by 'doesn't like'? Crash, error, nothing?

If you're trying to move fomods into there manually while the package manager is open, that has never worked. Shutting and reopening the package manager should get fomm to recognise them.

if I manually move 'X.fomod' in the FOMODs directory, I get a message: Error loading 'ModName.fomod'. Cannot find central directory. and 'X.fomod' isn't added to the packages list.
the message appears when opening the package manager (when the manager is open it doesn't register the move). closing and opening the manager again gives the same message.

'X.fomod' itself is good, if I use 'Add New' it'll accept it.
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Mike Plumley
 
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