The forum has been set to read-only mode. For community discussion and questions, head over to our Discord: https://discord.taleoftwowastelands.com

FOMM/ PSMM/ NMM information gathering

General mod discussion and requests.
Blisst
Posts: 28
Joined: Sun Jan 26, 2014 3:18 pm

Prideslayer has picked up

Post by Blisst » Sun Jan 26, 2014 4:42 pm

Prideslayer has picked up development of FOMM, his latest version is 14.8. Currently it is NOT LAA, however it seems to work with the LAA patcher available from ntcore. http://www.ntcore.com/4gb_patch.php


I've dropped Prideslayer a note mentioning that LAA FOMM is handy for TTW installations, so keep your fingers crossed that he updates it to LAA in the future.



Blisst
Posts: 28
Joined: Sun Jan 26, 2014 3:18 pm

Prideslayer updated exe to 14

Post by Blisst » Sat Feb 15, 2014 8:54 am

Prideslayer updated exe to 14.9 which should be LAA.


Also a new fork on nexus 13.23 upped by NiveusEverto.


 


Prideslayer and NiveusEverto are hashing out collaboration. so we might see a merge back to 1 current tree in the future, with discussion about an api to support modsreloaded, moddb, etc.



Blisst
Posts: 28
Joined: Sun Jan 26, 2014 3:18 pm

Hi Pride! Nice to see you

Post by Blisst » Wed Feb 19, 2014 3:45 am

Hi Pride! Nice to see you over here!



User avatar
KeltecRFB
Posts: 790
Joined: Mon Aug 19, 2013 7:54 pm

Here is an update to FOMM

Post by KeltecRFB » Mon Aug 04, 2014 4:19 pm

Here is an update to FOMM that can handle large files.  Since install, I have not had one crash related to large files including reinstalling TTW itself. 


[url=http://www.nexusmods.com/newvegas/mods/54991/?]Large File Limitation Bypass FOMM[/url]


EDIT: Renamed the link to match TJ's comment below... 


"Si vis pacem, para bellum!"

TJ
Posts: 2181
Joined: Mon Sep 17, 2012 1:06 pm

The 0.14.xx versions of FOMM

Post by TJ » Mon Aug 04, 2014 4:23 pm

The 0.14.xx versions of FOMM are not *technically* LAA, but they handle it in a way that allows them to bypass that limitation. Also, that's the PSMM listed above. He and Prideslayer started pooling their resources to work on a new FOMM instead of making competing forks.


My project Dash is on Kickstarter!



thermador
Posts: 773
Joined: Tue Aug 07, 2012 2:24 pm

As an update, I can also

Post by thermador » Tue Sep 02, 2014 6:37 pm

As an update, I can also confirm that the new version of FOMM by prideslayer works with the TTW .fomod without the need for a LAA patch.


He moved the repository, by the way.  It is now at: http://git.loverslab.com/prideslayer/fomm


Just click the "download" button in the upper right, extract the archive, open \installer\output\fommsetup.exe



User avatar
RoyBatty
Gary
Posts: 7742
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

I just downloaded it myself

Post by RoyBatty » Tue Sep 02, 2014 9:52 pm

I just downloaded it myself yesterday, it's been updated to work with the latest FOMM fork install. It is the same version now with the extra patches.


Image

WizardOfAtlantis
Posts: 188
Joined: Wed Oct 10, 2012 1:23 am

I had a go today at

Post by WizardOfAtlantis » Mon Sep 15, 2014 10:05 pm

I had a go today at installing hud mods with the FOMM Fork as run through the latest Mod Organizer, and it seems to have gone well.


I set up my "basic pack" of mods as a base (PN, iHud, Primary Needs, uHud, DarN for TTW, and a couple other gems like MCM, CASM, the Weapon Mod Menu) and installed them with the FOMM Fork as run through Mod Organizer, and then what this gives you in Mod Organizer is a little warning in the upper right corner and the Overwrite on the left panel goes red.


The advice given by MO is to drag and drop or make a mod of the files so that they may be moved onto the left panel with the other regularly installed mods and thereby interacted with, so basically I just made a mod by right clicking on the red Overwrite of all the files held within (the whole "basic pack" above), and then ticked its box to install it and all the esps and esms appeared in the rightpane of MO with all the rest.


At first glance, opening up menus in-game, playing around with iHud and things, it seems to have worked.



User avatar
KeltecRFB
Posts: 790
Joined: Mon Aug 19, 2013 7:54 pm

Yes, all the above works just

Post by KeltecRFB » Tue Sep 16, 2014 1:28 pm

Yes, all the above works just fine and more.  Whenever you add a new Hud, make sure to deactivate iHUD and uHUD, then activate them.  Sometimes, you have to deactivate all of them and then activate them in order depending on what mod you add like if it contains MCM or HUD elements.   If you add another HUD without deactivating and activating, some of your HUD elements will quit working.  If you already knew this, then please disregard. 


 


"Si vis pacem, para bellum!"

WizardOfAtlantis
Posts: 188
Joined: Wed Oct 10, 2012 1:23 am

Yes, I knew the whole uHud

Post by WizardOfAtlantis » Tue Sep 16, 2014 5:44 pm

Yes, I knew the whole uHud deal and installing orders bit.


I just wanted to bring up that for the first time, I got Hud mods to work through Mod Organizer, which previously was a no-go. Due to updates to Mod Organizer and/or using the latest FOMM Fork within MO's virtualization feature (or whatever it's called) instead of a regular virtualized-FOMM (which couldn't hack it, no pun intended), Hud mods are an actual possibility for those users who wanted to use Mod Organizer...which I thought was a pretty big deal. yes


I really like MO, and the whole no-Hud mod thing was a big handicap, that seems like it's been hurdled (for what little I understand of these things, seems to work at least).



Post Reply