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If you are wondering why I am posting this thread instead of Timeslip, there is a news item on the SourceForge project page explaining the situation. In short, Timeslip has stopped development and passed it on to me. Many thanks to Timeslip for the awesome work he has done to bring FOMM to its current state! I hope that I can continue to build on this awesome tool and work towards making it a one stop mod packaging and handling utility.
The current version is 0.9.15 and can be downloaded from either the SourceForge project page or the Fallout 3 Nexus page. A changelog can be found here, or here for a bit more detail.
If all goes well, 0.9.16 should be ready for release sometime this weekend, so if you have any feature requests / bug reports, now is the time to post them. Here is a preliminary list of changes:
- General Changes
- Changed: The DLC files that FOMM offers to move are now controlled by an xml file instead of being hard coded.
- Added: Mothership Zeta now added to list of DLCs that can be moved by FOMM
- Added / Changed: There is now a dialog presented to the user if one or more DLC files are found that gives the user full control of what gets moved instead of a series of message boxes.
- Changed: Modified the tab order on most forms so that it doesn't jump in a seemingly random order
- Main form
- Fixed: If a plugin has multiple masters, they are now correctly displayed as a comma seperated string on the main form.
- BSA Creator
- Fixed: .ogg voice files should now be correctly recognized by the BSA Creator
- Package Manager
- Added: The following new items were added to the context menu:
- Activate
- Deactivate
- Edit Info
- Edit Script
- Set Groups
- View Readme
- Changed: Reorganized the context menu as follows:
- Activation, Deactivate, Fomod Status
- Edit Info, Create / Edit Script, Set Groups
- Delete
- Email Author, View Readme, Visit Website
- Changed: The following actions can now be performed on more than one fomod at a time:
- Activate
- Deactivate
- Delete
- Fomod Status
- Set Groups
- Added: There is a new dialog you can use to set the groups for multiple fomods at once
- Added: A confirmation is now shown when deleting a fomod package via the context menu
- Changed: Updated the solution and project files to Visual Studio 2008 format.
The following is a list of potential features for 0.9.16 that may or may not make it into the release:
- Improved text / readme file handling
- Automatically refresh the main plugin list when the Fallout 3 data directory changes
- Show which fomod package an ESP / ESM belongs to
The following is a list of features planned for a future version:
- Updated .chm readme
- Scripting Guide
- Revamp of the UI to make it more user friendly as well as add additional functionality, including, but not limited to, the following:
- Rework the Info Editor to make it easier to use by:
- Grouping fomod data into tabs
- Adding additional readme functionality to the info editor itself
- Adding a file explorer for modifying fomod files right from FOMM
- Progress indication for potentially lengthy operations, including, but not limited to, the following:
- Loading the main plugin list
- Loading the Package Manager's fomod list
- Loading the savegame list
- Compress / Decompress operations
- Improve the fomod file format
I realize that the scripting functionality needs quite a bit of work, as it is practically undocumented as well as difficult to use if you aren't familiar with C#. I have quite a few ideas to simplify it, however, I'd like to hear the community's input before I do anything. I am planning on putting together a document comparing OBMM scripting with FOMM C# scripting, giving examples of common tasks such as checking versions, checking for other plugins, etc.
vista users should either disable UAC or install fallout somewhere outside the program files directory to make sure they can install mods correctly without them ending up in the virtual store. (Setting fomm to run as administrator on the compatibility tab will work too, but make sure you set fallout and its launcher, and every other fallout related utility you use too.)
And finally, a couple of useful snippets from the readme:If you only have a single, retail DVD install of fallout 3 you can run fomm from anywhere; the only restriction is that it needs to be somewhere that it has write access to. If you have multiple installations, or you are running a downloaded version of fallout from D2D or steam, you will need to either install fomm into the same directory as the fallout3.exe of the game you want to run it with, or either run fomm's setup utility to set the path manually or manually edit the settings.xml file to add the node '<strValue name="FalloutDir">add the full path to your fallout directory here</strValue>'.
If fomm crashes on startup with a generic windows error then you likely have a problem with your .NET installation; fomm requires .NET 2.0 to run. Among the other third party gunk that the fallout 3 installer installs alongside the actual game is the original prepatched version of .NET 3.0, which under some circumstances can cause .NET 2 applications to break. In this case visiting windows update and installing the .NET 3 patch it offers you is sufficient to get fomm working.
Edited by L0ki, 08 September 2009 - 07:13 PM.
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