One way in which FOMM could be made The default method of installing/managing mods is if FOMM had options for dealing with Non-FOmods. For example, say I download 5 mods for my rig and one of them is not a FOmod but comes as a standard Zip extractor into the Fallout3 or Data directory. FOMM could have a button perhaps called "Install non-FOmod" that would open a file explorer (perhaps into the Downloads directory as default) so the user could select it. FOMM would then open the Zip, check for the ESP/ESM and Data/ files/directories, make a determination of where the files would be installed and automatically build a FOmod striaght-away. Then FOMM would simply activate it's own new FOmod and the mod-user does _nothing_ but click Install, then Activate and finally Launch - as it should be IMHO.
FOMM does that now. Click "Add FOMod," select the zip/7z/whatever and FOMM does the rest. In a few moments you'll have a FOMod in your list to Activate. This is something several people have asked for, and not realized already exists, so perhaps a change in nomenclature is in order.
Another major problem for modders is conflicts and mod-order, probably the single most dreaded issue with Fallout3 from my perspective. BOSS is one of the God-sent gifts IMHO to the community in this problem; a common way for modders to get their mods put in the right place (or most probable right-place) to prevent conflicts and smoothen the experience for modders. I think a major way FOMM would benefit itself and the community is of these two tools were digitally linked and made to work together. Further-more, I think FOMM would benefit if it had a button such as, "Update BOSS list", that would automatically download the latest masterfile from Nexus and run BOSS to re-order the list inside FOMM.
FOMM actually does integrate BOSS. The "Auto Sort" button uses the BOSS masterlist. The "Check for updates" menu option downloads the newest masterlist without further user interaction. Basically, FOMM includes (much of) BOSS's functionality, using BOSS's data. Again, this is a much-requested feature that many don't realize already exists.
Thanks for your feedback.
One area to consider is that users may still desire to extract a FOMOD or OMOD in order to clean the plugins involved.
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With Oblivion that is furthered by optimizing meshes.
I'm afraid I'm not following. Do you mean you like to clean the ESPs using FO3Edit (or some similar)? Are you suggesting that this is something FOMM should/could do automatically?
With 5.03 we decided to remove the entire .fomod package and only offered the FOMOD ready 7z version. That turned out to be the best solution overall.
I will also strongly second Kai's comments regarding FOMOD vs. FOMOD-ready. I erred badly in distributing my first FOMODs as genuine FOMODs wrapped in a NEXUS approved .7z file. Result was a never ending stream of "where the esm" questions. FOMOD-ready structure definitely reduces support issues.
This brings up a nuance that I think is lost to many, likely as a result of everyone's experience with OBMM. With OBMM an OMOD was a specific file format: any archive/mod had to be precisely structured to be an OMOD. This caused a lot of problems, hence the concept of an "OMOD-ready" archive that could be easily converted into an OMOD if desired, but could be treated like a regular archive for use with Wrye's tools and the like. With FOMM, Timeslip abandoned that proprietary route, and instead a FOMod is nothing more than an archive whose extension has been changed to
.fomod. That's it. As of the 0.12.x series of FOMM, a FOMod is a Zip file or a 7z file or z tar file or any type of compressed archive, with a
.fomod extension. There is absolutely nothing special about a FOMod. Optionally, FOMods can contain a
fomod folder that can contain information about the mod (website, screenshot, install script), but it is completely optional. The only reason, in fact, that a custom extension is even used, is to allow the association between FOMods and FOMM, so that a user can double-click a FOMod to install it, without having to know where to copy it manually. Hence my response to the first remark in this post: FOMM can already add "non-FOMod" archives, as there is no such thing as a "non-FOMod" archive. If it is an archive, it's a FOMod.
Currently, FOMM will still often repack an archive that's added to FOMM, but this is for performance reasons (mainly due to the fact that extracting single files from a 7z archive is very very slow).
I'm not sold on the utility of pre-made fomod files as a solution for patches. The level of cognitive effort required to drag and drop files between folders is even higher than that required to just dump mod files into the data directory and be done with it. And we all know how large a challenge that is for some.
This is a valid point, I think. My http://www.fallout3nexus.com/downloads/file.php?id=11200 is doing fairly well, without many complaints, but I have often wondered how many people are actually using it. I have a feeling it my be a fairly small number, and likely not the sort of people who are easily confused.
My goal with FOMM is to eventually have a tool that makes post-release install support obselete. I would like something that is easy for users to install, but is not cumbersome for authors to maintain (as if it is cumbersome to maintain, it won't be done).
Does this generate an updated FOMOD from an existing FOMOD plus the PFP plus the hotfix archive, or does it require an original downloaded archive plus the PFP plus the hotfix archive?
Basically, if FWE released v7.0 as a FOMOD ready archive, which I made into a FOMOD and erased the original archive from my hard drive, could I still use a PFP and hotfix file or would I have to redownload the original archive?
A good point. A PFP doesn't care: it will do what you tell it. However, in this scenario, given how PFPs work right now, there would have to be a PFP that requires the original+hotfix+PFP, and a separate PFP that would use FOMod+hotfix+PFP. While maintaining two PFPs wouldn't be too terrible, it is worse than one, and two of anything often confuses users. It would, however, be fairly trivial for me to "fix" PFPs so only one would be required.