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FOMM ver. & 64bit.exe swapout

General help and troubleshooting.
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DireWulvyn
Posts: 66
Joined: Fri Nov 08, 2013 6:33 am

FOMM ver. & 64bit.exe swapout

Post by DireWulvyn » Tue Feb 11, 2014 12:50 am

'Ola amigos


A note here on my brand new 1st time TTW installation. Initial installation went fine. Got a nice rig, done in an hour.


Been looking at mod managers, inc. Mod Organizer & Prideslayers recent version of FOMM.


Using the FOMM[s] as standalone [NOT linked to Mod Organizer]. Might experiment later.


I tried Prideslayers recent FOMM ver. [0.14.8? I think] in my first attempt to install the created TTW fomods after running the TTW 2.4 installer. Didn't work.


Got Anchorage & BrokenSteel flagged in red [missing masters].


Oops, forgot to swap out the FOMM.exe for the 64bit version on the alpha dl page [I'm Win-7 Pro 64bit OS].


Swapped the.exe's, ran again. Same result.


Uninstalled Prideslayers version, installed FOMM v.0.13.21, ran the program. Same result.


Do...Nutz...[yum...donuts]. Repeated Oops.


Swapped the .exe's, ran the program.


Everything installed. Done.


My guess is that the FOMM 64bit.exe swapout is specific and won't work with other versions. Yes?


I'm also pretty sure I saw that Prideslayers version is still a WIP and that could be reason. It does work and I like what's being done.


So, just a notation on my experience that might be of interest or help to another.


While not really a mod issue [for me anyway, as the problem is solved], I was unsure where I should post this.


If I'm in wrong forum, redirect and let me know please.


THX


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

McGyver
Posts: 25
Joined: Wed Jan 22, 2014 2:14 am

Dude I guess you prety new to

Post by McGyver » Tue Feb 11, 2014 5:15 am

Dude I guess you prety new to moding and fallout? If its one of your first play through and you actualy want to play and learn, start from sometin easy, dont listen any one juat use NMM. Easy to install and use, i moved from Mod Org and FOMM to NMM eventualy, less hastle, automaticaly updated, always updated right on time:) FOMM is a real nightmare, I think its still misses a feature Archive Invalidation, and its a fatal feature if you wanna play with mods... you can get Archive Invalidation separately from nexus... But honestly I went through hell to make those three to work in harmony- RFCW, FOOM and Archive Invalidation together... Dont want to do it again with TTW:(

 



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

Howzit all? Hi McGyver

Post by DireWulvyn » Tue Feb 11, 2014 6:19 am

Howzit all? Hi McGyver


Actually, I'm not that new to mod using, been sporadically trying over the past 4 or so years, just can't devote any hours to it.


I've used FOMM successfully for 2 years and it's always had the Archive Invalidation toggle during that time. Install mod, turn it on, play. Install new mod, toggle Archive Invalidation off/on, play. I chose it because it did.


I've played THROUGH FO3 3 times, FNV twice, Oblivion 5 times for example.


Using mods, I've TRIED to playthrough more often than that, but my modding attempts have been.....less than fully successful, w/ many freezes, CTDs, game/save corruptions, missing somethings in my efforts. I'm not good at merging/meshing/fixing/blending stuff yet.....well.....if at all.....I rely on auto merges mostly, try to keep my mod numbers low for fewer issues.


I'm better with hardware than software [still don't know how to use/make a spreadsheet], I don't consider myself program friendly, but that's how I learn. Read, watch, study, try, fail, learn mistake, repeat 'til success.


It's my intent to create mods,at least for my own enjoyment. Having RPG'd & DM'd for decades, maybe something good enough for general release. My gamer crew [still at it] tell me I'm nasty crafty. 


1st playthroughs always vanilla state and then I try some mods out.


Mostly new things/places/quests, some UI improvements, combat enhancers. Like Project Nevada, FWE, Beyond BoulderDome, Alton,Il., Shiloh DS Color Maps & Icons, DarnUI, oHUD, iHUD, stuff like that, depending on which game of course.


However, this is getting very long and is probably way off topic


THX


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

McGyver
Posts: 25
Joined: Wed Jan 22, 2014 2:14 am

Yeah man I think I just had a

Post by McGyver » Tue Feb 11, 2014 2:23 pm

Yeah man I think I just had a very old version of FOMM, it was a long time ago i use it last time, a really long time ago, I swithed to sometin better as soon as it was released... Any way if it does the job, then it does the job:)



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

Hi there all.

Post by DireWulvyn » Tue Feb 11, 2014 6:35 pm

Hi there all.


McGyver you are correct, FOMM has been vastly improved over the past while, been at least 3 updated versions since I started using it in 2011, added features, bugfixes, arch. inval., integrated BOSS, BSA stuff, clean uninstalls etc.. I like the features.


But I'm not a fan of directly altering files, like HUD or UI mods do, or of manual installs, 'cause I always seem to miss or leave something behind in an uninstall.


That's why I'm checking out Mod Organizer with its virtual directory [and that it can hold like 8000 mods, although I think I've read/been told that there's an engine/system cap around 255 for Bethesda/Obsidian games, although that might be FOMM related, I'm not clear on that].


I make backups of everything before I start modding anything now, but, as I said earlier, my attempts have been so-so, conflicts and incompatabilities resulting in my having to reinstall or replace something somewhere in the directories, like my .ini or .xml files. Getting good at uninstalls and reinstalls.


luthion, I'll be damned. What a neat trick, you/we gotta let all the others using FOMM know about this [if they don't already, I sure didn't].


THX all


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

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

Im just going to tell you

Post by LaEspada » Tue Feb 11, 2014 8:08 pm

Im just going to tell you know just so you don't pull your hair out later from CTD.


Extract all BSA's... using TESnip in FOMM. Then package those and install in MO. Since MO since to be very, retarded with BSA's from many mods like MoMod, JIPS companions. And those are the only two have had issues with crashing upon starting Fallout New Vegas.


 


I had issues with JIPS command and control mod in which it would crash my game upon starting FNV. Just extracted the files and viola. My game doesn't CTD no more.



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