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Fomm - Custom Build - 0.14.11.13


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Posted

I'm trying to open up FOMM and I get a popup telling me that the program needs to update its files. When I click OK, I get an error and a crashdump:

 

 

 

Monday, April 13, 2015 - 6:50:52 AM
Fomm 0.14.11.13
OS version: Microsoft Windows NT 6.2.9200.0
 
System.Xml.XmlException: Data at the root level is invalid. Line 1, position 1.
   at Fomm.BackgroundWorkerProgressDialog.System.IDisposable.Dispose()
   at Fomm.InstallLogUpgraders.Upgrader.PerformUpgrade()
   at Fomm.InstallLogUpgraders.InstallLogUpgrader.UpgradeInstallLog()
   at Fomm.Program.Main(String[] args)

Posted

I'm trying to open up FOMM and I get a popup telling me that the program needs to update its files. When I click OK, I get an error and a crashdump:

 

 

 

Monday, April 13, 2015 - 6:50:52 AM

Fomm 0.14.11.13

OS version: Microsoft Windows NT 6.2.9200.0

 

System.Xml.XmlException: Data at the root level is invalid. Line 1, position 1.

   at Fomm.BackgroundWorkerProgressDialog.System.IDisposable.Dispose()

   at Fomm.InstallLogUpgraders.Upgrader.PerformUpgrade()

   at Fomm.InstallLogUpgraders.InstallLogUpgrader.UpgradeInstallLog()

   at Fomm.Program.Main(String[] args)

 

 

Looks like you tried to manage FONV with NMM before using FOMM, and NMM has changed the installog format again. Send me your installog.xml. It should be in "c:\games\falloutnv\install info\" unless you changed the nmm/fomm directory.

  • 3 weeks later...
Posted

I have a problem.

 

I uninstalled the previous version of FOMM, installed the newest version in the same place, and now I get a crash every time on load.

 

This was using the 64bit version.

 

Ideas?

  • 4 weeks later...
Posted

I don't know why, but after I updated to 14.11.13, enb won't load into the game(nor 249, 263 or 267). Other than that things just looks fine...

 

I did try to use arguments but no luck, these are what I type in(they are provide by FNV4GB's page on nexus):

 

-exe falloutnv.exe -laaexe .\exes\FalloutNV.exe -extradll xinput1_3.dll -extradll d3d9.dll

 

 

I do try to just start FNV in steam and enb kicks in so it should not be ENB's problem, so I suspect

 its the new FNV4GB loader cause the problem.

 

Any hints or leads cause fix this issue?

 

Posted

I don't know why, but after I updated to 14.11.13, enb won't load into the game(nor 249, 263 or 267). Other than that things just looks fine...

 

I did try to use arguments but no luck, these are what I type in(they are provide by FNV4GB's page on nexus):

 

-exe falloutnv.exe -laaexe .\exes\FalloutNV.exe -extradll xinput1_3.dll -extradll d3d9.dll

 

 

I do try to just start FNV in steam and enb kicks in so it should not be ENB's problem, so I suspect

 its the new FNV4GB loader cause the problem.

 

Any hints or leads cause fix this issue?

 

Did you drop the d3d9.dll file into the "exes" folder in you main FNV directory? The file needs to be in there for ENB to show up in the game. If it's not that then it's probably FNV4GB like you suspect. The newer versions are known to not play nice with ENB. If you have an older version of the FNV4GB try installing that one. I know that version 1.6 works fine with ENB.

Posted

 

I don't know why, but after I updated to 14.11.13, enb won't load into the game(nor 249, 263 or 267). Other than that things just looks fine...

 

I did try to use arguments but no luck, these are what I type in(they are provide by FNV4GB's page on nexus):

 

-exe falloutnv.exe -laaexe .\exes\FalloutNV.exe -extradll xinput1_3.dll -extradll d3d9.dll

 

 

I do try to just start FNV in steam and enb kicks in so it should not be ENB's problem, so I suspect

 its the new FNV4GB loader cause the problem.

 

Any hints or leads cause fix this issue?

 

Did you drop the d3d9.dll file into the "exes" folder in you main FNV directory? The file needs to be in there for ENB to show up in the game. If it's not that then it's probably FNV4GB like you suspect. The newer versions are known to not play nice with ENB. If you have an older version of the FNV4GB try installing that one. I know that version 1.6 works fine with ENB.

 

Now they use exes folder as header? then that should be the problem. Thanks.

 

Posted

If this has already been reported I apologize, I'm tired and search doesn't like me. Is there some kind of limit to how many mods can be installed? After @ 70 mods installed I keep getting an error stating that the mod install failed because, and I quote, "the file exists." What in the blue fuck?

Posted

I haven't experienced that personally when using the custom or the "official" version. I usually have more than 70 installed most of the time as much as 100 to about 130..

 

KainsChylde. I just fired up the "32bit version and it work. I can install the same mod over and over again just overwriting the files. There is no installation failure.

 

I don't have many mods using FOMM. I use MO.. However I can install the same mod over and over without issue with the 32bit version. (see capture using current version of Prides FOMM). Even if you are installing the same mods over you shouldn't get a failure. You should only be getting some warning that you already have a mod installed and another one for the overwriting..

 

Pride is inactive so fixes will likely be slow coming if at all. Hopefully someone here might be able to chime in on a possible reason/fix as I can't replicate the issue.

 

Dam...Leave it to an alien to over complicate something.

Clean Temp folder :blush:

http://www.loverslab.com/topic/17895-fomm-custom-build-0141113/?p=987470

Epic-Facepalm-5452.png
 
Thanks Zippy for pointing that out..
Posted

Also, I realise with Pride's departure this is unlikely to be added, but I am wondering if its possible to have subfolders in FOMM? I do sort of hate that all the files are scattered everywhere. It'd be nice to have something like, being able to to create a Sexout folder, a races folder, gameplay folder, weapons folder, etc. It'd be easier to visualise and navigate. At the moment I add acronyms to the FOMM files but that's hardly a solution. 

Posted

Also, I realise with Pride's departure this is unlikely to be added, but I am wondering if its possible to have subfolders in FOMM? I do sort of hate that all the files are scattered everywhere. It'd be nice to have something like, being able to to create a Sexout folder, a races folder, gameplay folder, weapons folder, etc. It'd be easier to visualise and navigate. At the moment I add acronyms to the FOMM files but that's hardly a solution. 

You mean a category sort like MO or  NMM has?

 

http://forums.nexusmods.com/index.php?/topic/896045-nmm-0400-released-with-category-support/

 

http://forum.step-project.com/topic/6298-mod-organizer-categories/

 

There was a ticket for the user customizable Categories in Soruceforge.net where Pride was working a year ago.

 

http://sourceforge.net/u/prideslayer/profile/

Sorry not a direct link.. It appears that link's page is gone. Bottom right side of page.

 

 

 

 

 

Posted

Leave it to Zippy to leave everyone in the room feeling inferior to his massive intellect.. :D.

 

@KainsChylde..

I have done the same thing before.. possibly more than once (but I will never admit to that.. zippy would have to find those :P)

Posted

Having problems with FOMM crashing when trying to add a packaged mod. Is there an easy fix? Heres the crash dump:

 

Wednesday, 17 June 2015 - 10:31:56 p.m.
Fomm 0.14.11.13
OS version: Microsoft Windows NT 6.1.7601 Service Pack 1

System.ArgumentException: Unrecognized file format.
Parameter name: p_strPath
   at Fomm.PackageManager.FomodBuilder.FomodFromSourceBuilder.BuildFomodFromSource(String p_strPath)
   at Fomm.PackageManager.PackageManager.AddNewFomod(String p_strPath)
   at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)
   at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)
   at Fomm.Controls.SplitButton.OnMouseUp(MouseEventArgs mevent)
   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)
   at System.Windows.Forms.Control.WndProc(Message& m)
   at System.Windows.Forms.ButtonBase.WndProc(Message& m)
   at System.Windows.Forms.Button.WndProc(Message& m)
   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)
 

Posted

What file ? Looks like it isn't an archive, or the archiver was too recent and FOMM does not recognise it.

 

Posted

Having problems with FOMM crashing when trying to add a packaged mod. Is there an easy fix? Heres the crash dump:

 

Wednesday, 17 June 2015 - 10:31:56 p.m.

Fomm 0.14.11.13

OS version: Microsoft Windows NT 6.1.7601 Service Pack 1

 

System.ArgumentException: Unrecognized file format.

Parameter name: p_strPath

   at Fomm.PackageManager.FomodBuilder.FomodFromSourceBuilder.BuildFomodFromSource(String p_strPath)

   at Fomm.PackageManager.PackageManager.AddNewFomod(String p_strPath)

   at System.Windows.Forms.ToolStripMenuItem.OnClick(EventArgs e)

   at System.Windows.Forms.ToolStripItem.HandleClick(EventArgs e)

   at Fomm.Controls.SplitButton.OnMouseUp(MouseEventArgs mevent)

   at System.Windows.Forms.Control.WmMouseUp(Message& m, MouseButtons button, Int32 clicks)

   at System.Windows.Forms.Control.WndProc(Message& m)

   at System.Windows.Forms.ButtonBase.WndProc(Message& m)

   at System.Windows.Forms.Button.WndProc(Message& m)

   at System.Windows.Forms.NativeWindow.Callback(IntPtr hWnd, Int32 msg, IntPtr wparam, IntPtr lparam)

 

Can you give us a link to the mod that you are trying to use so that we can go and take a look at the page? I haven't had any problems loading any mods through FOMM regardless of old or new. Only thing I ever even started to have a problem with was TTW now that issue should be fixed. (Size of mod is huge ;)).

 

What file ? Looks like it isn't an archive, or the archiver was too recent and FOMM does not recognise it.

Yea.. to find out if it is or isn't an archive. Try right clicking on the file and select properties. ON the top it will tell you the type of file it is.

Posted

Also, I realise with Pride's departure this is unlikely to be added, but I am wondering if its possible to have subfolders in FOMM? I do sort of hate that all the files are scattered everywhere. It'd be nice to have something like, being able to to create a Sexout folder, a races folder, gameplay folder, weapons folder, etc. It'd be easier to visualise and navigate. At the moment I add acronyms to the FOMM files but that's hardly a solution. 

 

CK is this what your looking for? Not really folders but you can edit the catagories as much as you want.

 

Package manger > Edit Groups > Add new catagory on each line in window that pops up

 

Keep in mind these can get blown away by new or upgraded install of FOMM sometimes.

Posted

 

Also, I realise with Pride's departure this is unlikely to be added, but I am wondering if its possible to have subfolders in FOMM? I do sort of hate that all the files are scattered everywhere. It'd be nice to have something like, being able to to create a Sexout folder, a races folder, gameplay folder, weapons folder, etc. It'd be easier to visualise and navigate. At the moment I add acronyms to the FOMM files but that's hardly a solution. 

 

CK is this what your looking for? Not really folders but you can edit the catagories as much as you want.

 

Package manger > Edit Groups > Add new catagory on each line in window that pops up

 

Keep in mind these can get blown away by new or upgraded install of FOMM sometimes.

 

 

You sir, are a gentleman and a scholar. Had no idea this existed and that it was so easy to use. Thanks a lot for pointing it out! 

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