FOMM is here

Post » Tue Dec 29, 2009 7:49 pm

http://www.newvegasnexus.com/downloads/file.php?id=35726
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Ben sutton
 
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Post » Tue Dec 29, 2009 4:16 pm

It's a start, but not the version that Kaburke is currently working on. No Idea when that one is coming out.
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Luis Reyma
 
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Post » Tue Dec 29, 2009 12:49 pm

wondering do we need to run every game with fomm, or just the first game to set up the load order?
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.X chantelle .x Smith
 
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Post » Tue Dec 29, 2009 7:22 pm

wondering do we need to run every game with fomm, or just the first game to set up the load order?

I just use it to set the load orders, haven't had any problems. NVMM starts the Launcher and not the game itself, so it likely doesn't make a difference if you use it every time or not.
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Robert Devlin
 
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Post » Tue Dec 29, 2009 8:49 pm

Nice work. Here is to crafting FONVmods to keep mod installs clean :)
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Tai Scott
 
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Post » Tue Dec 29, 2009 10:22 am

the main difference is i gotta go to my steam folder to run nvmm instead of running fonv from steam
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Tessa Mullins
 
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Post » Tue Dec 29, 2009 6:16 am

It's a start, but not the version that Kaburke is currently working on. No Idea when that one is coming out.


I'm beginning to think you and I are the only ones who are stubborn enough to hold out for the real deal from him. Japan gets the game on Nov. 4th don't they?
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Anna S
 
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Post » Tue Dec 29, 2009 6:25 pm

http://www.newvegasnexus.com/downloads/file.php?id=35726

Thank you :)
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Symone Velez
 
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Post » Tue Dec 29, 2009 3:02 pm

I'd rather not. NV's mod activation process is already extremely easy as is, and I think FOMM would just extend the amount of time it would take to add mods. Personally, I think FOMM causes more issues(for me, at least) than solves them.
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lauraa
 
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Post » Tue Dec 29, 2009 6:02 am

I'd rather not. NV's mod activation process is already extremely easy as is, and I think FOMM would just extend the amount of time it would take to add mods. Personally, I think FOMM causes more issues(for me, at least) than solves them.


The main thing NVMM's useful for is load order. Not too much of a problem now, but when larger mods that might conflict get released, we'll need something like that to sooth incompatibilities.
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Taylrea Teodor
 
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Post » Tue Dec 29, 2009 9:37 am

I'm beginning to think you and I are the only ones who are stubborn enough to hold out for the real deal from him. Japan gets the game on Nov. 4th don't they?

I am using the other version only until Kaburke can get his version out the door. When is that going to happen? We'll find out when he tells us. In the meantime we all need a way to manage our growing mod lists, and when NVSE finally gets out the door they will grow even more. :woot:
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Chrissie Pillinger
 
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Post » Tue Dec 29, 2009 7:02 pm

I'm beginning to think you and I are the only ones who are stubborn enough to hold out for the real deal from him. Japan gets the game on Nov. 4th don't they?

It's the 11/4 for Japan. A buddy of mine who lives in Mishima said that he's seen it for sale at a couple of stores, so it's hit or miss if anyone there is breaking the street date early. I'm waiting as well, in the meantime I'm using wyrebash.
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Becky Cox
 
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Post » Tue Dec 29, 2009 7:10 pm

in the meantime I'm using wyrebash.


I am too and it's fine but not being able to make all my nice neat Fomods makes me twitchy. I usually spend as much time playing around with them as I do playing the game.
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Camden Unglesbee
 
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Post » Tue Dec 29, 2009 7:55 pm

I'd rather not. NV's mod activation process is already extremely easy as is, and I think FOMM would just extend the amount of time it would take to add mods. Personally, I think FOMM causes more issues(for me, at least) than solves them.


This post makes no sense whatsoever.
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Tracy Byworth
 
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Post » Tue Dec 29, 2009 6:11 am

This post makes no sense whatsoever.

I don't see how. The only thing to do to put mods in NV is move meshes/textures/sound folders over to data and then move over the .esp. FOMM makes you open up a program, you have extract the contents of the file into the main folder(pretty much what you do in the first place to put in a mod), find it in your folders, add it in(which sometimes takes a while), activate it(also takes a while sometimes), and go into a whole other page and check it off. That's alot compared to just moving a folder or two and the .esp.
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bimsy
 
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Post » Tue Dec 29, 2009 9:12 pm

I don't see how. The only thing to do to put mods in NV is move meshes/textures/sound folders over to data and then move over the .esp. FOMM makes you open up a program, you have extract the contents of the file into the main folder(pretty much what you do in the first place to put in a mod), find it in your folders, add it in(which sometimes takes a while), activate it(also takes a while sometimes), and go into a whole other page and check it off. That's alot compared to just moving a folder or two and the .esp.


eh? How on earth does it take time to activate the mod? All it is is a option box the same as it is in the terrible Data Files option in the NV launcher in which you cannot rearrange your load order. You don't "need" FOMM to install mods unless you are going to use FOMODS / the mods you are going to use are already FOMODs, you can just dump your mods into your data folder just like you were in the first place. FOMM lets you change the load order which becomes a critical function once more mods come out to try and avoid conflicts and such, without it or Wrye Bash or something of that nature the only way to change the load order is to change the creation date of the mods since they load in order of creation date.
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Sarah Kim
 
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Post » Tue Dec 29, 2009 4:31 pm

I don't see how. The only thing to do to put mods in NV is move meshes/textures/sound folders over to data and then move over the .esp. FOMM makes you open up a program, you have extract the contents of the file into the main folder(pretty much what you do in the first place to put in a mod), find it in your folders, add it in(which sometimes takes a while), activate it(also takes a while sometimes), and go into a whole other page and check it off. That's alot compared to just moving a folder or two and the .esp.

In my experience (been installing mods since Oblivion) creating FOMODS/OMODS is much much easier and faster to install than most manual installations are, (the exception being ESP only files) Not only that FOMODS are much easier to uninstall as well.
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Jynx Anthropic
 
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Post » Tue Dec 29, 2009 6:42 pm

I don't see how. The only thing to do to put mods in NV is move meshes/textures/sound folders over to data and then move over the .esp. FOMM makes you open up a program, you have extract the contents of the file into the main folder(pretty much what you do in the first place to put in a mod), find it in your folders, add it in(which sometimes takes a while), activate it(also takes a while sometimes), and go into a whole other page and check it off. That's alot compared to just moving a folder or two and the .esp.

You're pretty much missing the main point behind things like FOMM, Wyrebash, BOSS, etc. Load ordering in a easy and quick manner, and creation of specialized merged patches as well as dynamically created mod packages which are 'dummy proof', with modifiable settings.

Besides a 250x250 box with cramped reading, and overlapping mod names isn't easy...ala http://i56.tinypic.com/2ic8xll.png
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c.o.s.m.o
 
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Post » Tue Dec 29, 2009 12:40 pm

I don't see how. The only thing to do to put mods in NV is move meshes/textures/sound folders over to data and then move over the .esp. FOMM makes you open up a program, you have extract the contents of the file into the main folder(pretty much what you do in the first place to put in a mod), find it in your folders, add it in(which sometimes takes a while), activate it(also takes a while sometimes), and go into a whole other page and check it off. That's alot compared to just moving a folder or two and the .esp.


I can't be the only one who has no idea what you're talking about.
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Lory Da Costa
 
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Post » Tue Dec 29, 2009 8:16 am

In my experience (been installing mods since Oblivion) creating FOMODS/OMODS is much much easier and faster to install than most manual installations are, (the exception being ESP only files) Not only that FOMODS are much easier to uninstall as well.


Yeah I never messed around with OMODs unless the mod only came as that until I reinstalled Oblivion the last time after reformatting my computer, when I did it that time I made OMODs out of just about everything I used that wasn't just an ESP only mod, especially the larger mods. It makes a world of difference in keeping stuff neat and tidy and easier if there's ever a major change to something when a mod gets updated like when MMM changed its file structures (which I wasn't using OMODs at that time).
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James Shaw
 
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Post » Tue Dec 29, 2009 7:06 am

I can't be the only one who has no idea what you're talking about.

:facepalm:
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quinnnn
 
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Post » Tue Dec 29, 2009 7:03 pm

:facepalm:


Seriously dude, what you've said doesn't make a lick of sense.
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Daniel Brown
 
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Post » Tue Dec 29, 2009 12:22 pm

Seriously dude, what you've said doesn't make a lick of sense.

Yeah, I understood you the first time.
I'm not even going to try to explain my opinion again.
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Lizzie
 
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Post » Tue Dec 29, 2009 1:34 pm

Yeah, I understood you the first time.
I'm not even going to try to explain my opinion again.


:poke:

Either you are trolling/being highly sarcastic and going to great lengths to do so or your opinion is just plain wrong and/or misinformed.
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Cccurly
 
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Post » Tue Dec 29, 2009 7:35 am

Yeah, I understood you the first time.
I'm not even going to try to explain my opinion again.
You are adding extra steps with the way you described it.

First of all, you would rarely need to extract the contents of the archive you download. Usually you just select "add fomod" point to the archive itself and wait a few minutes.

Activation is, of course, one or two clicks.

I agree it takes extra time, but if you want to remove a mod it saves ten times as much time. And, as stated, the default launcher has no ability to sort mod load orders. Mods will load in whatever order they were created/installed depending entirely on whether the timestamp is updated.

If you have no problems with load order, and you never have to uninstall a mod, then FOMM is probably not going to do you any good. Most people who use a lot of mods, or experiment with mods will benefit greatly.

I can understand why you don't use it. I'm not sure why you felt the need to tell us you weren't going to use it, or how it could cause you problems at all.
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Lloyd Muldowney
 
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