First, thanks for the awesome feedback, Miaximus.
If the modder selects a sub-directory such as \Data\Meshes\Miax, FOMM should include Data\Meshes\Miax as the path to those files, same for textures, sounds and every other sub-directory off Data where FoMod informaiton might reside.
I don't disagree that there is room for improvement, but I would like to highlight a couple of points and difficulties you may not have been aware of. The process for putting files into the FOMod is
- Drag source folders to the Source Files box.
- Optionally, create folders in the FOMod Files box. This can be done by Right Click->Create Folder.
- Drag files/folders from the Source Files box to the FOMod Files box.
So, to be specific to what you were doing:
- Drag Fallout's Data folder to the Source Files box.
- Create a textures folder in the FOMod Files box.
- Drag the Miax folder in the textures folder from the Source Files box to the FOMod Files box, dropping it in the newly created textures folder.
This avoids the need to create a staging folder, as you ended up doing.
The problem with automatically detecting the path to a folder dragged from the
Data folder is that it may not be what the mod author wants. For example, what if you have multiple texture options for an item you've added to the game? You may, while building the mod, have kept them all in
Data\Textures\MyMod, and called them
tex1.dds,
text2.dds and so on, with the current texture that shows up in the game called
tex.dds. You may wish to drag the optional textures to an
Options folder in the FOMod, rather that FOMM autodetecting the path.
The steps I outlined above remove the need for a staging folder, as I mentioned, however it may not be an ideal process. Your thoughts on the matter are welcome.
You forgot the step on Download Locations. I still down entirely understand the point, some vague help is included in the top of the section but not enough for me to understand which option to select. I chose Included in all cases to get through the section. I recommend clarification on what the mod author is supposed to do when this step comes up. I also didn't get a good handle from FOMM on what a "Premade FoMod Pack" is - I still have no idea. Some clarifiaction in this seciton on what the modder needs to do and what the options mean would be greatly recommended.
I put a disclaimer in that section, but it isn't very clear. I didn't mention it as the Download Locations are not used when creating a FOMod, only when creating a PFP. The best description (so far) of what a PFP is is likely http://www.gamesas.com/index.php?/topic/1118082-why-are-there-so-few-fomods/page__view__findpost__p__16430759. You are right, FOMM doesn't make it even remotely clear what a PFP is.
But... (and here comes the but). Its still a process. There is not an "Update" button in there that will re-build the FoMod based on my previous directories/selections for that FoMod and upload it to Nexus for me,
I'm still working on how such a button would work. The issue is that for mods that require a script, or have had substantial file structure changes, such a button would as often just mess things up as do what you would want. What happens, for example, if you start using a second folder in
textures called
Miax2? How would FOMM know it's supposed to include it? Obviously you would have to rebuild the FOMod, but the presence of a one-click button invites forgetfulness. I'm sure there is a safe way to include an "Update" button, but I'm still working it out.
Another recommendation is instead of producing just FoMods, give the mod author an option of creating a FoMod or creating an self-installed Zip-package (or both). In the latter case you would be packaging a mod with a simple install script that would automate the process of decompressing the files into the right directories and checking that mod in the players mod list. This would support people that don't use FOMM, but would still offer the mod author an advantage for going through the process. The player can choose to run the install script or install the mod by hand, but this would ensure that the files go into the right directories and removing a player's ability to screw-up by putting the files in the wrong place or not checking the mod. This alone would remove a ton of newbie feedback/questions, which we modders like and offers another reason why to use FOMM for this.
Self-install packages can't run FOMod scripts, so that option couldn't be universally available. As for the self-extractor simplying user install, well, that's the point of a FOMod.
I think having a "Check Version" button on there would be good,
Main window,
Help->Check for update in the menu bar.
There is one additional recommendation I want to make that has the potential of making FOMM a Much more universally adopted solution for mod management; link FOMM with Nexus....require...an API/method by which you could safely/securely upload mods to Nexus.
I've already written such an API. I use it in another tool I have that helps me maintain my http://www.fallout3nexus.com/downloads/file.php?id=11200, and is already incorporated into FOMM, though it's full functionality is not available (it's this API that checks the Nexus for newer version of mods, for example). The API currently allows file uploads to existing mod projects, editing of uploaded files, and deletion of uploaded files. I plan to add editing of project attributes at some point. If there would be benefit, I would leverage this API to upload FOMods for authors.
As to creating a full-on client for the Nexus, this was something I have already considered. For example, PFPs include URLs pointing to the files they need to build a FOMod, so I have briefly considered having FOMM automatically download the required files and build the FOMod without any user interaction (apart from selecting the FOMod). This could even be extended further: FOMM could grab a list of PFPs from my PFP project, the user would check the ones he/she wants, FOMM would download the select PFPs, the files each PFP needs, build the FOMods and install them for the user.
The problem with this is that the user would (virtually) never have to visit the Nexus again. This is an issue because the Nexus relies on it's ad revenue to survive: if no one visits, no revenue is generated. Thus, I don't want to create a tool that means people won't have to visit the Nexus. Yes, it may make things a little less simple, but I think it only fair to give DarkOne a chance to make the money he deserves for providing such a service.
Again, thoughts and feedback about this are welcomed.
I'm going to be blatantly honest with you! I still feel I'm the new kid here, I've never modded any game other than HO!2! I've never worked with oblivion and, I'm afraid! I'm afraid I'll start to make mistakes if I keep adding more levels of complexity to my mod.
I'll be one of the first to jump on the bandwagon when it comes to a universally accepted format. I'm a professional photographer by trade, I feel that the DNG format should be accepted as the standard format. It is a free and open source, will always be available! It insures that imagery will never be lost do to some odd corporate decisions.
My real issues come up because, I have never packed my assets up into BSA's I don't know how easy it will be for me to update if I pack up into a FOMMod.
I know how to do things now but, change is always a frightening thing.
Creating a FOMod is no harder than creating a folder called
fomod in your mod, and putting in an info files describing your mod (download URL, version, description). You then zip up your files as normal (or 7z or whatever you normally do), and upload to your preferred distribution site.
The most complex part is creating the info file. The simplest way to do this is to use FOMM.