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Fomm - Custom Build - 0.14.11.13


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Posted

Sorry, sorry, I know its not the thread. But I thought it was something simple at first, and I didn't want to make a whole thread for it.  Prideslayer is right, something probably got all messed up in FONV itself somewhere along the line.  I'll just take all this business away from this thread now, thanks again.

Posted

Doc,

 

I've found some more spots where the old filecopy routine is still being used and am excising them, should have a beta/test build later today. This code is really a mess though and some decisions just don't make any sense. Going to try to get this beta out quickly and then focus fully on replacing the entire archive handling 'system'.

 

I'd really like to ask timeslip why he wrote his own file copy routine (read all bytes into an array, write all bytes out to destination) rather than just using standard file copy routines. That is the source of all these problems.

Posted

Oh, also, the groups thing in FOMM is not what I'm talking about at all. That's using metadata in the mods to determine which group they belong to like 'armor' and 'gameplay' and such. You can edit the group names and add/remove them but you cannot easily (drag+drop) change the group a package belongs to.

Posted

Ok, here's a *very* beta FOMM. I have tested it with TTW's self created FOMODs and it seemed to work correctly. All the files seem to be installed correctly. There's always a chance this will mung up your installation though, so I highly recommend you put yourself in a situation where you can easily recover if that happens. Personally, I just made a backup of my FONV data directory and my c:\games\falloutnv directory.

 

Changes in the attached version:

  • IA32 build. This will help bring any big-memory issues to light quickly.
  • 4th version # showing in title. This is 0.14.9.1. Previously 4th digit was hardcoded to 0.
  • Create From Directory is disabled -- I think it still has issues. Just zip up the dir and use 'add fomod' instead.
Note that when I tested with TTW, I said 'No' to all the INI things. If they were working before, then they still should be, but since I don't know what those changes are doing, I didn't want to let them go. This means (of course) that I did not actually try starting the game with TTW.

 

edit: Removed file attachment, check OP.

Posted

Changes in the attached version:

  • IA32 build. This will help bring any big-memory issues to light quickly.
  • 4th version # showing in title. This is 0.14.9.1. Previously 4th digit was hardcoded to 0.
  • Create From Directory is disabled -- I think it still has issues. Just zip up the dir and use 'add fomod' instead.
Note that when I tested with TTW, I said 'No' to all the INI things. If they were working before, then they still should be, but since I don't know what those changes are doing, I didn't want to let them go. This means (of course) that I did not actually try starting the game with TTW.

 

 

FWIW I've never had any issue with Create from Folder - it's been my most-used method of adding to Package Manager. Just one data point, ofc ;)

 

Also. When I was doing that previous testing for you, FOMM was properly reverting .ini changes every time when I uninstalled TTW.

 

Will test this beta a bit later...

Posted

 

Changes in the attached version:

  • IA32 build. This will help bring any big-memory issues to light quickly.
  • 4th version # showing in title. This is 0.14.9.1. Previously 4th digit was hardcoded to 0.
  • Create From Directory is disabled -- I think it still has issues. Just zip up the dir and use 'add fomod' instead.
Note that when I tested with TTW, I said 'No' to all the INI things. If they were working before, then they still should be, but since I don't know what those changes are doing, I didn't want to let them go. This means (of course) that I did not actually try starting the game with TTW.

 

 

FWIW I've never had any issue with Create from Folder - it's been my most-used method of adding to Package Manager. Just one data point, ofc ;)

 

Also. When I was doing that previous testing for you, FOMM was properly reverting .ini changes every time when I uninstalled TTW.

 

Will test this beta a bit later...

 

Thanks.

 

The issues I'm trying to fix are very edge-case. They only occur when using the 32bit FOMM, and only if files *inside* are large enough to trigger them: Greater than 1GB for non-LAA FOMM, or greater than 4GB for LAA enabled FOMM. They do not happen on 64bit builds of FOMM (or any-cpu builds when run on a 64bit OS).

 

That's why this beta build is 32bit only and non-LAA -- it's the most likely to expose the problem.

 

I'll spare everyone a more detailed rehash of what the hell is going on with 32bit vs 64bit, and LAA vs non-LAA. Suffice it to say, the problem *should* appear reliably if using a 32bit non-LAA build (like this beta) to install a fomod that has a file inside > 2GB in size.

 

Since no mod I'm aware of has such a file (even TTW's largest file is about 1GB), I've had to create a bogus fomod that has a file that large inside. I did this by copying NMC's medium size pack (4.7G), renaming it to .dat, and them packing that up in a fomod. The '.dat' is just to convince FOMM to install it without trying to look inside as it will do with an esp/esm, bsa, etc. I'm testing that file right now.

 

I disabled the "create from folder" temporarily because I'm not sure, yet, if it's also calling those silly file copy functions. If it is, then it won't work properly. Once this is nailed down I'll enable it and start testing there and reenable it if it still works.

 

EDIT: the 4.7 data test went fine.

Posted

Ok I've done 6 simple tests, in addition to the main test (installing TTW) and all seems well.

 

- LargeZip : A .7z with a 4.7G file inside.

- LargeIFF : The 'Large' file with a fomod dir and install script using a loop and InstallFileFromFomod (sexout style)

- LargePBI : The 'Large' file with a fomod dir and install script using PerformBasicInstall (basic fomod style)

 

The above three tests were repeated with a 'Huge' file that is 7.2G. Tested add, activate, deactivate, delete. All worked ok.

 

Moving on to check CreateFromFolder.

Posted

@Pride.

Sorry got confused a bit. The FOMM in the OP is the best to use for regular game play. Should be able to use it for TWW as well?

 


FYI: I have updated (reloaded my computer) games fully updated and ready for installation of all the tools needed now. Just want to be sure I have the correct version of thisI am Running 64 bit Win7. The version in the OP is the best for my needs. I also might want to run a copy of TTW.

 

Posted

I don't think the one in the OP is working 100% for TTW. Give me a few minutes and I think the beta will be good to go. I'm just finishing up the Create From Folder stuff with my large and huge tests. If those go OK then I'll test TTW (which failed for Doc previously) and if that's good to go, there will be a new beta up in the OP.

 

I'm suggesting everyone be careful just because I'm a bit paranoid when I change some of this stuff. I'm not a C# coder to start with, and the things I'm changing are written in a style that's... let's say difficult to understand. I don't want to be hit with a bunch of YOU RUINED MY GAME, JERK type support requests if I typo'd something and a file gets overwritten but not logged, or it removes a file it wasn't supposed to during deinstall.

 

I have no reason to think any of that will happen, but as I said, this FOMM sourcecode is kind of schizophrenic.

Posted

 

I don't want to be hit with a bunch of YOU RUINED MY GAME, JERK type support requests

That will never happen from me. I understand that all modding and even the tools created are a 'work in progress" FOMM currently is more so. ;) One safe way of surviving is making good backups of the folder before major changes or when you have it "just right".  :)

 

 

 

Posted

My large/huge tests from folder went ok.. but slow.. Forgot to change compression level down to none, oops.

 

Testing with TTW from folder now and if all goes well, new beta shortly with that reenabled.

Posted

0.14.9.1 in OP

 

All seems OK here. I've left 0.14.9(.0) in the OP as well, just in case things go horribly wrong.

 

This version is an IA32 (32bit) build only. It does not have LAA enabled. Both of these decisions are intentional, as FOMM should honestly not need either LAA or a 64bit build.

Posted

So this new version you have in the OP for all intents and purposes is the one that should be used going forward barring any major "game breaking" events.

Yessir. All testing on my end seems ok, but internally the change is big enough that I advise a bit of extra caution.

Posted

 

So this new version you have in the OP for all intents and purposes is the one that should be used going forward barring any major "game breaking" events.

Yessir. All testing on my end seems ok, but internally the change is big enough that I advise a bit of extra caution.

 

Will do. Have downloaded it and got it installed to the root of the drive. Will configure shortly. Most likely it won't get too much stress until later, maybe sometime this week unless RL lets me start working with it.

 

Posted

/me stirs...

 

Hmm? Oh!

 

Frell... fell asleep (big dinner) :P

 

Meaning, yeah, didn't test the beta, heh... Will dl the new from OP and report within a solar day.

 

EDIT: Wow, 753 dl's of 0.14.9 :cool:

Posted

/me stirs...

 

Hmm? Oh!

 

Frell... fell asleep (big dinner) :P

 

Meaning, yeah, didn't test the beta, heh... Will dl the new from OP and report within a solar day.

 

EDIT: Wow, 753 dl's of 0.14.9 :cool:

 

And only 5 of the newest one... :dodgy:

 

Posted

Well my download hasn't been put through its paces yet. That explains me not reporting yet. However I haven't had any problems with any of the Custom build FOMM I have used in the past.

Posted

Well my download hasn't been put through its paces yet. That explains me not reporting yet. However I haven't had any problems with any of the Custom build FOMM I have used in the past.

There's always a first time. As I dig deeper and deeper into it to change things, it gets more and more likely that I'm going to eventually screw something up.

 

This part in particular (the package management) is really a sort of tangled spaghetti mess. My gut tells me to just rip it out and rewrite it from scratch in a less obfuscated manner. If I do that though, I'd like the upgrade to be able to painlessly convert users to the new system, which takes me back to square one : I need to fully understand everything the package manager is doing, and I simply don't. Maybe in another few months.

Posted

You had me when you fixed the Nexus log in issue. Everything else is gravy! :)

 

You keep this up and re-write the entire FOMM you won't be able to call it FOMM anymore... ;) It almost sounds like you really should create your own mod manager from scratch using other mod managers as a reference. This might help with your future upgrades as well as give you the flexibility to add Oblivion and even Skyrim management. A side effect would be you would know everything that was going on in the manager and could add things in the future like a auto run for FINIS and other useful tools.

 

Of course that would be a massive undertaking however if re-working FOMM will take a large chunk of time just to get it to a point of functionality and flexibility to be able to upgrade. Maybe?

Posted

Which would be quicker and more importantly, flexible for you to develop? I am surprised that you haven't turned into the HULK yet... :P With all the frustration that happens with such projects as this.

 

 

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