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Mod Organizer and FOMM

General mod discussion and requests.
DireWulvyn
Posts: 66
Joined: Fri Nov 08, 2013 6:33 am

Mod Organizer and FOMM

Post by DireWulvyn » Mon Feb 10, 2014 4:00 am

YOW!


Me [AGAIN!] Well, probably a lot in the next while.


OK then. Plodding along and I realized that I'm not sure about MO and FOMM integration. I see in Mod Organizer [I will refer to as MO from now on] that FOMM can be integrated into MO via tagging the fomm.exe inside the MO program.


I also see on the main TTW alpha download page that FOMM can be used to install the TTW created fomod if the fomm.exe is swapped out [My OS is Win-7 Pro OEM 64 bit, fully updated, running as admin, w/ 32 GB RAM].


Some people using MO are saying they use both, FOMM for fomods and MO for the rest.


So;


1- Are they/you using FOMM and MO as separate programs?


2-OR, have they/you integrated FOMM with MO, running it via MO?


3-Do I need the fomm.exe-64 bit "swap-out" for either? [Perhaps I should do so anyway, as said, I'm a 64-bitter OS]?


I'm not a fan of NMM, so these are the 2 programs I'm working with [atm]


THX all [I always say THX ahead of time, occasionally I forget to say it after]


 


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Stay young! Learn something new everyday, no matter what!

LaEspada
Posts: 101
Joined: Fri Jul 12, 2013 4:00 am

1. MO already has a plugin to

Post by LaEspada » Mon Feb 10, 2014 5:35 am

1. MO already has a plugin to detect any FOMM installation so you can always just start up MO then through the option of which launcher to pick, pick FOMM. So to answer your question, Yes and No. They are separate programs, but the files remain outside in MO's mod isolation feature (files will end up in MO's Overwrite folder) instead of FNV data directory. which is a big plus for me.


2. just link FOMM launcher in MO's and run from there, if MO doesn't automatically detect it.


3. IT doesn't really matter which version of FOMM.exe you use. I just used the one that comes default when installing with the installer you get from nexus.


 


Big suggestion. Dump and never return to NMM.



DireWulvyn
Posts: 66
Joined: Fri Nov 08, 2013 6:33 am

THX  yet again LaEspada.

Post by DireWulvyn » Mon Feb 10, 2014 6:57 am

THX  yet again LaEspada.


Getting all this wonderful info from here [and other sites] sure makes it easier to figure out what the 'farglecarb' I'm doing.


As for NMM, used it when I first started trying to mod a couple of years back. Had so many issues with it that within a month or two I did indeed 'dump' it as soon as I found FOMM.


Have not used it since, although I was considering trying it again recently.


Have not been modding for quite some time, so I was thinking maybe trying the latest version, so I could manage mods from the entire Nexus collection of game sites. [Got probably 20 current games installed, half of them Steam-ers] and wanted a mod manager that could work with them all.


Then, a couple of weeks ago, I found MO...not looking back...


Stay young! Learn something new everyday, no matter what!

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

If you plan to use HUD mods,

Post by TJ » Mon Feb 10, 2014 2:33 pm

If you plan to use HUD mods, or any mod that modifies the HUD in any way, and you aren't already considered a pro at mod management- don't use MO. That said, you can in fact 'hook' FOMM for the things MO can't handle. It works out alright even, save for the few HUD mods that need to 'see' other HUD mods you have installed to work properly. I wound up using FOMM (as a standalone- not hooked) for anything that mods the HUD elements and using MO for the rest. Not exactly the cleanest solution, but it does the trick. For my next install- I'll be going back to using FOMM for Fallout. Skyrim though- do definitely use MO for that.


My project Dash is on Kickstarter!



DireWulvyn
Posts: 66
Joined: Fri Nov 08, 2013 6:33 am

THX TJ, Hello everybody

Post by DireWulvyn » Mon Feb 10, 2014 5:20 pm

THX TJ, Hello everybody


A note concerning the 64 bit FOMM.exe 'swap-out' on the alpha download page.


I installed "Prideslayers' newer version of FOMM [0.14.8], which I am calling PSMM, and then overwrote the.exe with the 64-bit one.


Result?- 'FOMM has stopped working, Windows is seeking a solution to the problem' error message pops up.


So, my GUESS is that the 64 bit .exe doesn't work with the newer PSMM, only with the older FOMM 0.13.21 version.


HOWEVER, do not take this as gospel, as this is MY current experience and I can't say I've seen this quirk posted elsewhere.


I have not tried it myself with FOMM 0.13.21. [I'm assuming the 64-bit .exe works with it, as I'm thinking that's the one it was made for].


Re-installed/overwrote my initial install of PSMM [returning the .exe to it's original state] and all's good.


TO ALL- I've seen a lot of posts about NOT using MO to install HUD mods and the like, as they need to alter the.xml and .ini files [I think] and MO's virtual directory does not permit that to happen. So, FOMM for HUDs/fomods, MO for the rest.


Should I have any issues, I'll return to FOMM for Fallouts and you can believe I'll let you all know ASAP


Yer fren'ly 'Hunt, peck, and poke turtle typer' [I really suck at typing, can't do online chat 'cause by the time I get  a comment out about something, the other chatters are 10+ messages ahead of me and on another subject. I'm working on it].


PS-Hope I posted this note in the right forum


Stay young! Learn something new everyday, no matter what!

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

PS's FOMM 14.8 can be patched

Post by Blisst » Wed Feb 12, 2014 9:22 am

PS's FOMM 14.8 can be patched to 4gb..


http://ntcore.com/4gb_patch.php does it fine.


 


For those wondering I've NO idea if it works on MO. Someone try it and find out.



DireWulvyn
Posts: 66
Joined: Fri Nov 08, 2013 6:33 am

Hey there. Hi Blisst and thx

Post by DireWulvyn » Wed Feb 12, 2014 6:46 pm

Hey there. Hi Blisst and thx for the link.


I also saw your link [the same one] in TJs FOMM/PSMM/NMM info gather thread in the Modding Tutorials forum.


Missed it [go figure] when I had my little issue, or I would have tried it before I uninstalled PS's ver. and used FOMM 0.13.21 w/ the 64bit .exe on the alpha download page to install.


Not sure I want to upgrade to Prideslayers version at this time now, having installed TTW via v. 0.13.21. I don't want to mess up or delete anything if I reinstall, but I really like what's being done with it.


I'm too much of a scared noob to start testing/experimenting until I can confidently use al the wonderful programs available to us that are considered "standard" in the field, but I'd be interested in peoples opinions too.


THX


edit- If I uninstall v. 13.21 and install v. 14.8, will I lose my current FOMM mod/cache folders?


I mean would I have to reinstall TTW and the TTW options I've chosen? [Not difficult as it's all I've installed so far]


OR will it overwrite/recognize the older FOMM like an update, keeping all files.


Also, I think there's an option to retain FOMMs files in an uninstall, but I've never done just a partial uninstall. Never really had a problem with it other than the odd memory crash.


THX


Stay young! Learn something new everyday, no matter what!

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

Yeah, the LAA FOMM.exe is for

Post by TJ » Thu Feb 13, 2014 8:25 pm

Yeah, the LAA FOMM.exe is for 13.21 as that's the most commonly used version. Blisst is right in saying ntcore's 4gb patch will do the trick though, I used ntcore's CFF to make the 13.21 version. As far as changing to PS's version and back it's pretty much just drag n drop in your FOMM folder, almost impossible to screw up anything unless you're trying to.


My project Dash is on Kickstarter!



Chaophim
Posts: 58
Joined: Sat Sep 21, 2013 2:29 am

DireWulvyn wrote:

Post by Chaophim » Wed Jul 02, 2014 12:24 am

[quote=DireWulvyn]


1- Are they/you using FOMM and MO as separate programs?


2-OR, have they/you integrated FOMM with MO, running it via MO?


3-Do I need the fomm.exe-64 bit "swap-out" for either? [Perhaps I should do so anyway, as said, I'm a 64-bitter OS]?


[/quote]


Okay, my $.02...


I am a big fan of MO, but....


...there are some issues that I have noticed.


Now, I love MO because of the virtual filesystem, lets me see what is overwriting what and when.  Lets me re-order the mods on the fly to control the overwrites WITHOUT haviing to uninstall and reinstall everything stacked on top of it like you have to with FOMM and NMM.


To answer the questions, I was using MO and launching FOMM from within it, but that caused issues, so I switched to using FOMM first (for UI mods) and then everything else via MO.


One of the biggest problems I saw with that approach was with archive invalidation.  seemed like neither wanted the other to handle it.  Finally had to tell them both not to and install AI by hand.


Second came the load orders.  FOMM would set its own, then MO would try to change that.  Took forever to get them to play well together like this.


I was using MO 1.5 (I think...most recent version as per this writing) and would have to tell MO *not* to handle BSAs, otherwise Fallout would crash with a BEX error every damn time.


I recently switched to an all-FOMM install, since TTWInteriors was giving me the same BEX error.  When installed via FOMM, Interiors loaded just fine.


So, my final 'solution' is to load the mods into MO, arrange them how I like them, and then have the MO priority list up on one monitor and install the same mods *again* via FOMM, just using MO as a visual aid.


I also noticed a LOT of boot-time lag when launching through MO that isn't present when launching the game via FOMM, NMM, or the nvse launcher itself.


Hope my headaches help save you from running into the same walls.



Chaophim
Posts: 58
Joined: Sat Sep 21, 2013 2:29 am

roni3 wrote:

Post by Chaophim » Thu Jul 03, 2014 2:27 am

[quote=roni3]


 


There is great tutorial on Nexus on how to create merged HUD patch for MO.


Basically you install all your preferred FOMODs with HUD changes with FOMM or NMM (in correct order) and then copy created Data/Menus folder to MO mods directory as separate mod.


Afterwards you uninstall them in FOMM leaving Data directory in pristine condition. Later you install all your mods in MO and make sure that your created mod overwrites the rest.


The only problem is when mod with HUD is updated - then you must run the procedure again.


 


[/quote]


Thanks for the props.  I'm still refining the process though.


Chaophim, a.k.a. ShadowWhisper



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