[relz] fallout mod manager

Post » Sat May 28, 2011 1:04 am

A collection of utilities for mod users and creators. Included are tools for one click scripted mod installation and removal, load order manipulation, esp editing, bsa creation and extraction, sdp editing and more.

Last thread is full, so here's a new one. Not too much more to say: Last thread is http://www.gamesas.com/bgsforums/index.php?showtopic=930710, download is http://sourceforge.net/project/showfiles.php?group_id=247976, there's some forums http://sourceforge.net/forum/?group_id=247976 if you have something to post that you don't think belongs in this thread. Changelog is http://timeslip.chorrol.com/fommchangelog.html, or http://fomm.svn.sourceforge.net/viewvc/fomm/trunk/?view=log for a bit more detail. Latest version at the time of posting is 0.9.2, .3 should be ready on Saturday, and will have better mono compatibility and a few bug fixes. If there was anything I've promised to do and forgot about, now would be a good time to remind me. :)

vista users should either disable UAC or install fallout somewhere outside the program files directory to make sure they can install mods correctly without them ending up in the virtual store. (Setting fomm to run as administrator on the compatibility tab will work too, but make sure you set fallout and its launcher, and every other fallout related utility you use too.)

And finally, a couple of useful snippits from the readme:
If you only have a single, retail DVD install of fallout 3 you can run fomm from anywhere; the only restriction is that it needs to be somewhere that it has write access to. If you have multiple installations, or you are running a downloaded version of fallout from D2D or steam, you will need to either install fomm into the same directory as the fallout3.exe of the game you want to run it with, or either run fomm's setup utility to set the path manually or manually edit the settings.xml file to add the node 'add the full path to your fallout directory here'.

If fomm crashes on startup with a generic windows error then you likely have a problem with your .NET installation; fomm requires .NET 2.0 to run. Among the other third party gunk that the fallout 3 installer installs alongside the actual game is the original prepatched version of .NET 3.0, which under some circumstances can cause .NET 2 applications to break. In this case visiting windows update and installing the .NET 3 patch it offers you is sufficient to get fomm working.

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Kahli St Dennis
 
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Post » Sat May 28, 2011 10:14 am

Thanks for continuing to develop such great tools, your contributions are greatly appreciated.

I have a suggestion however: In the plugin editor (TESSnip?), can you add the ability to select multiple records at once? I use FOMM to merge plugins and check for FormID errors and such, and it is really tedious when I copy records and have to copy 1 record at a time. For instance, if I have two mods I'm merging that each have a lot of weapon [WEAP] entires, I have to copy-paste each record. I cannot select all the [weap] records under one mod, hit copy, and then past into the [weap] category of another mod.

Thanks!
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Andrea Pratt
 
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Post » Sat May 28, 2011 2:03 am

I have a suggestion however: In the plugin editor (TESSnip?), can you add the ability to select multiple records at once? I use FOMM to merge plugins and check for FormID errors and such, and it is really tedious when I copy records and have to copy 1 record at a time. For instance, if I have two mods I'm merging that each have a lot of weapon [WEAP] entires, I have to copy-paste each record. I cannot select all the [weap] records under one mod, hit copy, and then past into the [weap] category of another mod.

The tree view control doesn't support mutli-select, so to do that I'd have to completely rewrite tessnips ui. Copy the GRUP record and then delete the records you don't want if you're going to be copying a lot across.
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Killah Bee
 
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Post » Sat May 28, 2011 7:15 am

0.9.3 is up on sourceforge.

Aside from a few bug fixes, fomm will make use of f03nexus ids to fill in the website field of new fomods, and there's script functions to check if the geck is installed, get its version and read/modify its ini files, as well as one extra one 'PerformBasicInstall' which does everything that fomm would have otherwise done if the mod wasn't scripted in the first place. (Newly created scripts now use that by default, so clicking create script/save/exit no longer breaks the fomod.)

You can also use a -mono command line switch to disable things which don't work with mono. (Which atm is only syntax highlighting in the script editor.)
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Yvonne
 
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Post » Fri May 27, 2011 10:13 pm

Very nice :)

I remember converting all the Oblivion mods that I used, to OMODS, it made things so much simpler
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Andrew Tarango
 
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Post » Sat May 28, 2011 5:42 am

Thanks, Timeslip! Having the website url filled in automatically (for FO3Nexus mods, anyway, which is most if not all of mine) really makes filling in the rest of the info much easier and more ... well, maybe not quite seamless, but a lot closer to seamless than before :) . Haven't tried the scripting functions yet (or looked at the readme updates to see how to script in the first place), but you can be sure that I appreciate (or will) the improvements you've made there as well. I'm sure, in any case :) .

Thanks again!
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jodie
 
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Post » Sat May 28, 2011 2:04 am

I'm having a weird issue with FOMM and I'm not quite sure how to resolve it. It only recently started happening after installing MMM beta. Basically when I click on a mod to drag somewhere else for load order instead of moving the mod it just selects every mod between the mod I select and the point I want to drop it.
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Rachel Cafferty
 
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Post » Sat May 28, 2011 1:25 am

I'm having a weird issue with FOMM and I'm not quite sure how to resolve it. It only recently started happening after installing MMM beta. Basically when I click on a mod to drag somewhere else for load order instead of moving the mod it just selects every mod between the mod I select and the point I want to drop it.


Are any of your keyboard keys sticking?
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Zosia Cetnar
 
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Post » Sat May 28, 2011 9:27 am

I'm having a weird issue with FOMM and I'm not quite sure how to resolve it. It only recently started happening after installing MMM beta. Basically when I click on a mod to drag somewhere else for load order instead of moving the mod it just selects every mod between the mod I select and the point I want to drop it.

Sounds odd... mmm certainly can't have caused it. My only suggestion is to make sure you start dragging on the mod name; It's standard windows ui behaviour to create a box that selects everything inside it if you start dragging on something that isn't an item itself.
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JERMAINE VIDAURRI
 
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Post » Sat May 28, 2011 6:54 am

Sounds odd... mmm certainly can't have caused it. My only suggestion is to make sure you start dragging on the mod name; It's standard windows ui behaviour to create a box that selects everything inside it if you start dragging on something that isn't an item itself.


I am dragging on the mod's name, none of my keys are sticking. Closing and re-opening the program doesn't solve the issue either. Not sure how to fix this. Perhaps reinstalling it?

Note, I'm using v.0.9.1 so perhaps updating to v.0.9.2 will fix it.

Updating has not fix the issued. It just keeps selecting everything I move over as I drag the mods around. Is there going to be any buttons to hit for moving the mods up and down anything in the future? My mouse is fine as far as I can tell as well.
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Tanika O'Connell
 
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Post » Fri May 27, 2011 11:30 pm

Updating has not fix the issued. It just keeps selecting everything I move over as I drag the mods around. Is there going to be any buttons to hit for moving the mods up and down anything in the future? My mouse is fine as far as I can tell as well.

There already is. Hold ctrl and use the up/down arrow keys.

You can try restarting your computer; that often makes some of the weirder problems go away. You might want to check you haven't turned any windows accessibility features on by accident too. (The sort of things that turn themselves on if you hold shift for 8 seconds, or whatever weird shortcuts they have.)
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Katie Pollard
 
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Post » Sat May 28, 2011 1:18 am

There already is. Hold ctrl and use the up/down arrow keys.

You can try restarting your computer; that often makes some of the weirder problems go away. You might want to check you haven't turned any windows accessibility features on by accident too. (The sort of things that turn themselves on if you hold shift for 8 seconds, or whatever weird shortcuts they have.)


Yeah, I've already disabled the whole hold down shift for 8 seconds thing. I'll try the ctrl + up and down and see if that helps. Can't restart my comp right now because I'm downloading a movie lol. I'll restart it when I have the chance and let you know if that solved the issue. Who knows, could be some weird glitch.

Edit: Holding control and using the up and down arrow keys acts like it is moving the mod but when I release the arrow key the mod doesn't move.
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john page
 
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Post » Sat May 28, 2011 1:24 am

Edit: Holding control and using the up and down arrow keys acts like it is moving the mod but when I release the arrow key the mod doesn't move.

oh, sorry it's alt and up/down. That's what I get for copy/pasting code from obmm without checking. :mellow:
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Suzie Dalziel
 
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Post » Fri May 27, 2011 9:09 pm

oh, sorry it's alt and up/down. That's what I get for copy/pasting code from obmm without checking. :mellow:


Using alt + arrow keys works for now I'll let you know if the restart resolves anything as well.
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Shaylee Shaw
 
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Post » Fri May 27, 2011 6:19 pm

Thanks again for the work you put into this.
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Petr Jordy Zugar
 
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Post » Sat May 28, 2011 6:56 am

Hey, Timeslip-- I've dipped my pinky toe in the Help file w.r.t. scripting, and I have (unsurprisingly) a question.

As we all know, I'm an igorant fool as far as C# scripting goes, but I can almost understand this section (at least enough to think I can do it, after a probable few false starts):

int[] Select(string[] items, string[] previews, string[] descs, string title, bool many) int[] Select(SelectOption[] options, string title, bool many) Display a dialog that lets the user pick one or more options out of a selection. You can provide each selection with an attached screenshot and/or description. In the first version of this function, 'previews' is an array of paths to image files inside the fomod. Both the previews and descs arrays are allowed to be null, or to contain null entries. If the array isn't null, it must be the same length as the items array. In the second version, you pass an array of SelectOption structs, which is a custom struct given below. struct SelectOption { public string Item, Preview, Desc; public SelectOption(string item, string preview, string desc); }

But it seems to me that "the second half" is missing-- i.e. I've set up all these selections (let us say), but I don't know how to tell the script what to do when the user selects one of them.

Am I not only an ignorant fool, but a blind ignorant fool that can't read?

The only thing I see is (in another section, scripting examples)

		foreach(string file in GetFomodFileList()) { 			InstallFileFromFomod(file); 			string ext=Path.GetExtension(file).ToLowerInvariant(); 			if((ext==".esp"||ext==".esm")&&file.IndexOfAny(seperators)==-1) { 				SetPluginActivation(file, true);

but that doesn't tell me 1) how to link (an adapted version of) that instruction to the selection options, or 2) how to prevent other files not selected from being installed (or if a script exists, is the "install and activate all" basic script overridden in some sense?).

Anyway, I know the scripting functions are still in a state of flux; I guess my ultimate question is whether they are now complete enough to do a (relatively) simple task (choose and install only a limited subset of the ESPs available in a particular fomod), and the reason that I can't is because I can't understand the instructions properly, or if the reason that I can't understand it is because the scripting functions are not yet complete enough to perform this task (or the instructions aren't complete enough to tell me how, either way).
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Kieren Thomson
 
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Post » Sat May 28, 2011 7:24 am

(or if a script exists, is the "install and activate all" basic script overridden in some sense?).
Start with this, because it's nice and simple: yes, if a script is present then fomm wont automatically unpack or install anything. That's why clicking create script/save/exit used to break the fomods before 0.9.3.

But it seems to me that "the second half" is missing-- i.e. I've set up all these selections (let us say), but I don't know how to tell the script what to do when the user selects one of them.

The shader editing example uses the select function. It returns an array of integers, with one entry in the array for each option the user selected. (Unless something goes wrong, in which case it returns null.) The shader example doesn't use multi select though so a pick-some-of-these-esps thing might look more like:
string[] plugins = new string[] { "plugin1.esp", "plugin2.esp", "plugin3.esp" };int[] indices=Select(files, null, null, "Select plugins to install", true);if(indices==null) {  Message("Something went wrong!");  return false;}foreach(int i in indices) {  InstallFileFromFomod(plugins[i]);  SetPluginActivation(plugins[i], true);}return true;


Anyway, I know the scripting functions are still in a state of flux; I guess my ultimate question is whether they are now complete enough to do a (relatively) simple task (choose and install only a limited subset of the ESPs available in a particular fomod), and the reason that I can't is because I can't understand the instructions properly, or if the reason that I can't understand it is because the scripting functions are not yet complete enough to perform this task (or the instructions aren't complete enough to tell me how, either way).
I think that the only big thing missing from fomm's scripting abilities that obmm used to be able to do is to construct a bsa. It's certainly not in flux any more, in that I don't intend to remove or change anything that's already there in a way that breaks old scripts, and it should already be able cope with a complex installation like darnui.
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Lisha Boo
 
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Post » Sat May 28, 2011 9:48 am

I am currently using FOMM ver 0.8.5- can I install the latest version "over" it, or is there an "update to the latest" patch, of a sorts? I cannot locate my current FOMM installation in my Add/Remove programs list, or locate an uninstaller for it anywhere. I also noted that the "update"program on Sourceforge said it could be used to update 0.9x versions- what about my older version?

Anyone who can assist, I appreciate it. :)
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Emma Parkinson
 
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Post » Sat May 28, 2011 3:11 am

I have just installed over the last version and things work fine.
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kirsty joanne hines
 
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Post » Sat May 28, 2011 1:37 am

I have just installed over the last version and things work fine.


Hi Daelda! I tried installing over the old, as that was never an issue for me before, but I ended up with two shortcuts- one to the latest, and another to my original installation. :)

I feel like an idiot, because typically I can and do sort these things on my own. But this has me puzzled.
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meghan lock
 
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Post » Fri May 27, 2011 6:09 pm

Hi Timeslip, I have a feature question/request if it's at all possible, (I'm not a programmer so I don't know how hard it would be)

How difficult would it be to add a search box in the bsa unpacker?

You type in the letter T now things that don't have the letter T in them are excluded from the list, and as you type in more of the letters you're looking for the list
changes and starts excluding more and more stuff until it zeroes in on what you typed?
Kind of like how the GECK works

Or just even a simple search where I type in RAIDER and hit search (or go) and only the files and directories that contain the word RAIDER are shown?

That would be a really awesome feature and would make zeroing in textures and meshes a breeze :)
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sam
 
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Post » Fri May 27, 2011 6:51 pm

Hi Daelda! I tried installing over the old, as that was never an issue for me before, but I ended up with two shortcuts- one to the latest, and another to my original installation. :)

I feel like an idiot, because typically I can and do sort these things on my own. But this has me puzzled.

0.8.5 didn't have an installer, so I assume you created that shortcut yourself? 0.9.x's installer wont know about your old shortcut, so it wont be able to replace it. Just delete it by hand.

How difficult would it be to add a search box in the bsa unpacker?

No idea. I'll try it and find out. :)
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Emily Martell
 
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Post » Sat May 28, 2011 9:28 am

Everything is in working order again. Thank you for your help, Timeslip. :)
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matt white
 
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Post » Sat May 28, 2011 2:02 am

0.9.4 is up on sourceforge.
Added the option to use fommScript for scripted installs as an optional alternative to C#
Allow searching in the bsa browser
Display correct mod indices when esm's have timestamps newer than esps
A couple of minor bugfixes


The mod index thing also accounts for the pre-geck esp's that have the esm flag set.

fommScript is a bit of a WIP. Its syntax is identical to obmmScript, but it behaves in the same way as the C# scripts do. (i.e. there's no 'DontInstallDataFile' this time. If there is a script attached, fomm wont install anything unless the script tells it to. Also the changes are made as the script goes along, so don't use FatalError after a few InstallDataFile's) As another minor point, the AllowRunonLines function from obmm has been removed; fommScript allows them by default. I've done very little testing on it so far, so there's nothing in the readme about it, but if anyone feels like helping out with testing I can pm some instructions. (Or if you feel like trial and erroring it, put '#fommScript' on the first line of a script to tell fomm what sort of script it is, and then pretend it's an early version of obmm. :P)
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Curveballs On Phoenix
 
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Post » Fri May 27, 2011 6:57 pm

0.9.4 is up on sourceforge.


Allow searching in the bsa browser


You Sir, have officially won the Internet! :bowdown:

Little bit of a bug?

If you resize the BSA unpacker window, the search box and button stays where it is, it doesn't move along with the form, like it's unattatched, so you can end up with the search bar in the middle of a list of meshes or textures
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Peter lopez
 
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