Installing Mods With Fomm
FOMM is not installing mods. I have a clean install of FNV, and I tried to install a MOD. I have nvse installed. When i install a mod, it says it installed, but there is not Plug in showing up in the esm, esp list, and if the mod has a patch it will not install. I just installed the FOMM from her.
(Q) What is FOMM & do I really need it? (A) Fallout Mod Manager (FOMM) can be found on Fallout 3 Nexus:FOMM is a tool made by the Patron Saint of mod users, Timeslip.It's actually a whole load of useful tools rolled into one handy package but most important amongst it's many functions is it's ability to simplify installing / un-installing mods.Once you learn how to install mods with FOMM, you can install / un-install them with the click of a button. No more rooting around in your Data folder trying to remove bits of a mod you don't want anymore!You don't have to use it to install Apocalypse Armory but if you want to make your life easier with this & other mods, yes you need FOMM.See the seperate section on installing Apocalypse Armory with FOMM.
(Q) The archives I have downloaded don't appear to work, are they corrupt?(A) An archive file can become 'corrupt' if it is incompletely downloaded. Some times during, peak hours, the Nexus gets busy & your file could have been cut off before completion.Compare the size of the file you have to the size given for it on the Files page.
(A) The title 'Apocalypse Armory' is more of a concept; it's not an actual place.The weapons will be distributed amongst the various factions around the wasteland & they will use them. On you!Traders will stock some of the weapons, ammo will be found as loot in containers as normal.Additionally there are some unique weapons scattered about, clues to their whereabouts can be found at the bottom of the Description page.This means that the weapons, by & large, will not be sitting around waiting for you.You'll have to hunt down that particular weapon you always wanted & 'persuade' the owner to part with it!Most people find the thrill of the hunt is half the fun!(Q) All the textures of the new guns are messed up. They seem to take on the texture of things around them like a chameleon, what's up with that?(A) Have you taken care of Archive Invalidation? If the answer to that is 'Archive Invali-what?' ,then either download & activate:OR, if you use, click on Toggle Invalidation on the right.Do NOT use both methods together!Archive Invalidation takes care of a bug that would mean that new textures get ignored. This is something that affects all mods adding textures & is the number one problem people new to mods have, so it's a good thing you just learnt about it! (Q) I already have a mod that adds loads of weapons installed, will Apocalypse Armory work with it?(A) Apocalypse Armory works fine with most mods like FWE, 20th century Weapons etc.Since other mods add some of the same weapons, you may find two guns with the same name but different stats.
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. 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.
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. 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. 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.
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.THXedit- 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 farOR 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.
quote=DireWulvyn1- 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?/quoteOkay, 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.
Mod Manager Fomm
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. quote=roni3There is great tutorial on 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./quoteThanks for the props. I'm still refining the process though.Chaophim, a.k.a.