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Fomm - Custom Build - 0.14.11.13


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Posted

I know you're doing web stuff mostly these days, but don't you have a background in C or C++?  At least you'd be more comfortable in what it gives you/ what you expected.

Posted

Ummm...

 

Sorry Pride, for the delay in testing this. I was a bit under the weather.

 

Anyway... it doesn't succeed for me with the TTW Main .fomod - it's doing the same as before. Just applying the .ini stuff :s

 

This was both, when I copied it in over 0.14.9, and when ran right from where I unpacked the .7z

 

EDIT: Rolled back to 0.14.9 and TTW Main installs fine (Win7 Ultimate, 64bit).

Posted

Wait... WTF? Really? heh. I got reports that it was *not* working in 0.14.9 which is what 0.14.9.1 is there for, but the opposite situation is true for you? Argh.

 

Hopefully will have some time to work on it this weekend if not before. Up to my eyeballs in work at the moment though.

Posted

0.14.9.2 in OP

 

Fixed the issue reported by a few people WRT NX (and other xml-based fomods) not installing. Tested with NX and is working ok. There may be other issues as well of course, so I'm leaving 0.14.9(.0) up again for the time being.

Posted

First of all thank you for you're hard work .
I have just reinstall Breezes Male skin plus armor patch in a TTW instalation with the new version and i see no problems.
I also have both Visual C++ packages-32 bit&64bit- installed ,for some reason i can't run you're build with out them ?
maybe something wrong with my setup-Win 8.1 64bit- anyway everything seems fine now.

 

 

Posted

First of all thank you for you're hard work .

I have just reinstall Breezes Male skin plus armor patch in a TTW instalation with the new version and i see no problems.

Thanks for the update.

 

I also have both Visual C++ packages-32 bit&64bit- installed ,for some reason i can't run you're build with out them ?

maybe something wrong with my setup-Win 8.1 64bit- anyway everything seems fine now.

Hmmm.. FOMM itself shouldn't need those, but it does rely on some external libraries that might, specifically 7zip and BOSS. If you feel like uninstalling them and running it again, send me the error/crashdump.

Posted

I have tried installing Tryout 2014-03-16 with FOMM 0.14.9.2. The installation was aborted, because missing texture file.

With FOMM 0.14.9 there is no error.

 

A Problem occured during install:

File doesn't exist in fomod

(tryouts\Datapack\textures\armor\tornvault\21torn.dds)

The mod was not installed

Posted

Same here as rghost, with 0.14.9.2 and both of, the Tryout released yesterday, and the 15th October version.

 

Rolling back to 0.14.9. Will report if it still don't work.

Posted

I was lazy.. assumed the .2 problem with NX was the same as the one with Tryouts etc since the error messages were the same. Guess that's not the case. Will try to look at it and get a .3 out today.

Posted

I have recently had to reinstall New Vegas and have used FOMM 14.9 to install and activate 7 or so Fomods. The original FOMM is in the Programs/GEMM folder (I still am using *cough* XP) and when I open its package manager, it shows those 7 fomods but does not show any of them activated. I just downloaded 14.9.3. Its package manager shows only one of the Fomods and does not show it as activated. Is there any way for me to get 14.9.3 to "see" and to show as activated  the Fomods I have already installed and activated short of manually adding each one to that version and reactivating each one which I am reluctant to do since every time I go through that process I manage to fuck up Darnified UI, a delicate little unsupported UI I cannot play without.

Posted

Before you start I recommend you backup both your Data directory for the game, and the 'games' directory for FOMM -- usually c:\games\FalloutNV.

 

All you should have to do is unzip the FOMM zip contents over the top of your existing one. It determines which packages are activated by the status of that games directory. They *should* all show up.

 

Anything you installed via NMM will not show up that way, if you used it. Anything you install manually will of course not show up either.

 

The first time FOMM starts, use the same games directory.

Posted

I'm usually the jerk of misinformation, so I'm asking first.  There's a separate FOMM directory?  You aren't talking about Bethesda's directory in My Games, are you?

Posted

I'm usually the jerk of misinformation, so I'm asking first.  There's a separate FOMM directory?  You aren't talking about Bethesda's directory in My Games, are you?

No. I'm talking about the directory that you supply to FOMM the very first time you start it. This is where it actually stores the mod packages and it's cache and so on. The default is (drive):\games\FalloutNV. "Drive" will be whichever drive the game itself is installed on.

 

The directory has two subdirs in it, "Install Info" and "mods".

 

If you start FOMM and click the settings button and then go to the FONV tab, the two directories there are what I'm talking about.

Posted

.

The settings button is on the right side below the "File Manager" button. Only saying because somebody will inevitably click on the "Game Settings" button on the toolbar...

 

I set it to load all the info into the FOMM folder (program folder) set on the root of the drive. I can copy that off faster than a jackrabbit in heat. Also don't care where the Steam folder goes, what happens to it etc. Never have to open that folder or fool with the files and keeps the steam folder small and tidy. My personal preferences, yours may vary. :)

Posted

Ritual, .3 is working for you then?

 

Yes Sir!!!!

0.14.9.3 worked when I tried to replicate the issue with the tryouts missing that file. It loaded just fine.

 

Clean install no mods installed previously fresh install of the program as well. Can't speak to any issues r/t installing over a previous version of FOMM or an actively used FOMM with mods.

Posted

Well I only test by copying it over the top of existing FOMM and using with existing mods installed, so I've got that end covered. Thanks!

 

Going to go remove the (.0) download now.

Posted

Glad I could be of help :D

Soon I hope I can help more around here. ;)

However KTOR I is kicking my alien but and sucking my life away at this time. I literally stopped preparing my Gaming drive (with tools and such) just to play that game. Looks ugly as hell (dated graphics) how the story is just dragging me along (yes I already know the spoiler) Once I get through this I will start doing something here. Perhaps another tutorial. :D If I get brave maybe resurrect one of the old mods and update it.

 

I feel the pull of the Force again.. Gota go... lol.

Posted

Lightsaber dradness :cool:

 

Back on topic... Pride, bit late to the game, but will test latest FOMM with Tryout fomod, jus' for confirmation's sake :)

 

EDIT: Yup, job's a good'n :D

 

Jus' wondr'in', was I jus' paying more attention to the dialog while it installed, or did it give more info about which part of the fomod was being installed at different points? (Like, 'Installing Datapack', 'Installing Sunny'.)

 

Posted

It might give notifications like that, I really don't know. The responsiveness of FOMM is abysmal during the install and activation process; so abysmal I wonder why they went through the effort to thread it in the first place.

 

One thing on my todo list is to get rid of the multithreading if it's not needed and go to a normal event-driven system instead. I think the 7zip stuff is probably the reason for it, since I know there's a bunch of code in there (that I broke once before) that has to find the right thread to run the 7z stuff in since that DLL is not threadsafe or something. So I will probably create one thread just for handling 7z and that's it, get rid of all this "find the right thread" nonsense, and put everything else the way it's supposed to be.

 

That or look for a proper asynchronous 7z lib.

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