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    •  Downloads: 49478

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    •  Version: 0.13.21
    •  Author: Timeslip

I have taken FOMM out of alpha. I'm sure it's not perfect, but I believe it to be sufficiently stable for general use.

This version of FOMM is the first step in expanding the scope of the mod manager. Instead of having two different managers, one for Fallout 3 and another for Fallout: New Vegas, FOMM is able to manage mods for both games from a single install. This ensures that all new features that are added to FOMM will be available for both games. Further, the folders that FOMM uses to store install info and FOMods are now configurable, allowing you to place them wherever you have disk space, rather than wherever FOMM is insalled.

Main Features

For the mod user

Fail-Safe Mod Installs.
Don't worry if a mod install fails; FOMM cleans up after itself, preventing half-installed mods.Mod Versioning.
FOMM is able to upgrade mods without have to re-activate them, and without changing which mods overwrite which.Mod Reactivation
You can change the installation options of mods without have to reinstall them.

For the mod author and tinkerers:

Configurable Scripts
Control how your mod can be installed, and give your users choices. You can write powerful install scripts using the flexible XML Configuration scripts, the more powerful C# Scripts, or event the traditional OBMM/OMOD script language.Low-Level Editing Tools
FOMM still includes: TESsnip, BSA Creator/Unpacker, Shader Editor.

Note to Mod Authors:FOMod scripts for FO:NV mods should derive from FalloutNewVegasBaseScript

, instead of BaseScript. The functions in the scripting language have changed to reflect the differences between FO3 and FO:NV (for example, NVSE instead of FOSE). If your scripts don't derive from FalloutNewVegasBaseScript they will still work, but you won't have access to the new functions, and calling FOSE-related functions will cause your script to fail.

Installation

If you are installing FOMM for the first time:

Download the executable installer.
Double-click the installer.
Follow the instructions in the installation wizard.

If you are upgrading from a version of FOMM that is 0.13.0 or newer:
Download the executable installer.
Double-click the installer.
Follow the instructions in the installation wizard.

If you are upgrading from a version of FOMM that is older than 0.13.0:

Download the executable installer.
Double-click the installer.
Follow the instructions in the installation wizard.
Start FOMM.
Select Fallout 3.
Let FOMM migrate your old mods.
Uninstall Old FOMM (optional).


FOMM will replace any existing FOMM installation that is 0.13.0 or newer. Any pre-0.13.0 version will be left intact in case you wish to continue using them for Fallout 3. After installing FOMM, if you don't wish to continue using the pre-0.13.0 version, you can uninstall the older version.

Because FOMM is no longer a mod manager for a single game, the recommendations for where to install it have changed since 0.12.x and older versions. Whereas it was usual and recommended to install FOMM in the Fallout game folder, that is no longer the case. While you are free to install FOMM wherever you like, the recommendation is to let FOM install itself in the Program Files directory. This is also true for users running Vista/Win7 with UAC.

When you run FOMM for the first time, you will be asked where you would like to store your FOMods, as well as where you would like to store FOMM mod installation information. The default locations are recommended, but you can specify alternate locations if you wish: for example, if you have a separate drive dedicated to FOMods. The only restriction is that you not set the directories to Fallout's game folder.

Uninstallation

If you wish to go back to an earlier version:

Open FOMM.
Deactivate all your mods.
Close FOMM.
Uninstal FOMM.
Install the old FOMM version.
Open the old FOMM.
Activate the desired mods.


LegalFOMM is released under the GPL.

Main Features

FOMM allows for easy management of of mods, including the order of installed plugins, while providing many tools for those who want to get their hands dirty and do some low-level work with modding Fallout 3.

Transactional Mod Install

If a mod fails to activate properly any changes it made are undone. This prevents half-installed mods. This also allows you to cancel an install cleanly.

File versioning

If a mod overwrites a file that was already installed by another mod, FOMM will back up the overrwitten file. If you ever deactivate the second mod, the original version of the overwritten file is restored.

As part of file versioning, there is a new File Manager that allows you to choose which version of a file you wish to use. For example, if a mod overwrites a texture that a previous mod installed, you can use to File Manager to re-instate the original texture, while keeping both mods active, and without having to reinstall either.

Graphics Setting

Accessible through the menu Game Settings->Graphics Settings, this allows for the changing of settings without having to use the launcher, or go in game.

In-Place Upgrades

FOMM allows in-place upgrading of fomods. An in-place upgrade installs one fomod over top of another. This differs from deactivating the old fomod and activating the new fomod in that a deactivation/activation will cause the new fomod's files/changes to overwrite existing data, whereas an in-place upgrade puts the new fomod's data in same priority as that of the old fomod.

For example, assume Mod A (v1.0) installs File1, and Mod B overwrites File1 with a new version. If Mod A (v1.0) is upgraded to Mod A (v2.0), Mod A (v2.0)'s File1 will be placed in the overwrite directory and Mod B's File1 will still be the version used. However, if Mod A (v1.0) is the only mod that has installed File1, after it is upgraded to Mod A (v2.0), Mod A (v2.0)'s File1 will be the version used.

In-place upgrades can happen one of two ways:

* If you replace a fomod in the mod directory with a new version, FOMM will detect this on startup and ask if you would like to upgrade. If "Yes" is selected then an in-place upgrade is performed. If "No" is selected, then FOMM updates the version information in the install log, but makes no changes to the file system, thus behaving exactly like earlier versions of FOMM.
* If you add a new fomod to your mod directory that has a different file name, but the same mod name and different version, when you activate the new fomod in the Package Manager FOMM will ask if you would like to upgrade. If "Yes" is selected then an in-place upgrade is performed, the new fomod is made active, and the old fomod is marked as inactive. If "No" is selected, then the new fomod is installed as if it were unrelated to the old fomod, thus behaving exactly like earlier versions of FOMM.

It should be noted that you aren't only asked if you would like to do an upgrade if the new version is newer than the old fomod; just if it is different. This means that you "upgrade" to an earlier version of a fomod if you wish.

FOMOD Reactivation

Mod Reactivation allows for the selection of different install options for a fomod. In that way it is similar to Deactivating then Activating the fomod again. However, it differs in that, where Deactivate/Activate will cause the fomod's files/changes to overwrite existing data, Reactivation maintains the fomod's data's priority.

For example, assume Mod A installs File1, and Mod B overwrites File1 with a new version. If Mod A is Deactivated then Activated, Mod A's File1 overwrite Mod B's File1. However, if Mod A is instead Reactivated, Mod A's File1 will be placed in the overwrite directory and Mod B's File1 will still be the version used.

New Mod Version Checks


The Package manager in FOMM will check the web for new versions of your installed mods. For those who don't care, or otherwise don't want FOMM checking, can disable this feature.

Critical Records

FOMM enables mod authors to mark record in their plugin files as critical. FOMM can then examine a user's install and point out any conflicts.

Fully Configurable Install Scripts

This is mostly of interest for mod authors. FOMM allows authors to script installs of their mods. This enables checking for prerequisites, the configuration of mod options, and more. Scripting of mod installs can be done using the traditional OBMM/OMOD script language, the more powerful C# script functions, or the flexible XML configuration file.

Low-Level Editing Tools

As part of FOMM are several useful tools for tweakers and modders, including a BSA packer/unpacker, TESSnip (an excellent ESP/ESM editor), and a shader editor.

Installation

This version can be installed over earlier versions without any additional work. It will upgrade its log files as required. Note that the upgrade process will not touch your mods, but it can take anywhere from a few minutes to a couple of hours, depending on how many, and what type, fomods you have installed.

Uninstallation

If you wish to go back to an earlier version:

1) Open FOMM 0.11.x
2) Deactivate all your mods
3) Close FOMM
4) Install the old FOMM version
5) Open the old FOMM
6) Activate the desired mods

Troubleshooting

The single most asked question:
Q. I get the "Unable to get write permissions for fallout's installation directory" error. How do I fix it?
A. This happens when you are running Vista or Windows 7 and have installed Fallout 3 in the Program Files folder. You need to do one of the following:

* Disable UAC (not recommended).
* Move Fallout 3 outside of the Program Files folder (e.g., C:GamesBethesdaFallout 3). This may require a reinstall. I know with Oblivion you could just copy the game folder to a new location, run the game, and all would be well. I'm not sure if that works with Fallout 3.
* In theory you should also be able to run FOMM as administrator. You can try this by right-clicking on the FOMM shortcut and selecting "Run as administrator." Alternatively, right-click on the shortcut, select Properties->Compatibility and check "Run this program as an administrator."

The best thing to do in order to avoid other problems, and the generally recommended solution, is to install Fallout outside of the Program Files folder.

Tutorials

Zumbs wrote a series of great tutorials. They're what I (kaburke) used to get started with FOMM. Check them out.

FOMOD Scripte

Many mods are already distributed as FOMODs for easy use with FOMM. However, if you favourite mod needs FOMOD-ing, head over to FOMOD Scripts. The project has dozens of premade packs to easily turn popular mods into FOMODs.

Fallout Mod Manager

Item Image

 Downloads offline


I have taken FOMM out of alpha. I'm sure it's not perfect, but I believe it to be sufficiently stable for general use.

This version of FOMM is the first step in expanding the scope of the mod manager. Instead of having two different managers, one for Fallout 3 and another for Fallout: New Vegas, FOMM is able to manage mods for both games from a single install. This ensures that all new features that are added to FOMM will be available for both games. Further, the folders that FOMM uses to store install info and FOMods are now configurable, allowing you to place them wherever you have disk space, rather than wherever FOMM is insalled.

Main Features

For the mod user

Fail-Safe Mod Installs.
Don't worry if a mod install fails; FOMM cleans up after itself, preventing half-installed mods.Mod Versioning.
FOMM is able to upgrade mods without have to re-activate them, and without changing which mods overwrite which.Mod Reactivation
You can change the installation options of mods without have to reinstall them.

For the mod author and tinkerers:

Configurable Scripts
Control how your mod can be installed, and give your users choices. You can write powerful install scripts using the flexible XML Configuration scripts, the more powerful C# Scripts, or event the traditional OBMM/OMOD script language.Low-Level Editing Tools
FOMM still includes: TESsnip, BSA Creator/Unpacker, Shader Editor.

Note to Mod Authors:FOMod scripts for FO:NV mods should derive from FalloutNewVegasBaseScript

, instead of BaseScript. The functions in the scripting language have changed to reflect the differences between FO3 and FO:NV (for example, NVSE instead of FOSE). If your scripts don't derive from FalloutNewVegasBaseScript they will still work, but you won't have access to the new functions, and calling FOSE-related functions will cause your script to fail.

Installation

If you are installing FOMM for the first time:

Download the executable installer.
Double-click the installer.
Follow the instructions in the installation wizard.

If you are upgrading from a version of FOMM that is 0.13.0 or newer:
Download the executable installer.
Double-click the installer.
Follow the instructions in the installation wizard.

If you are upgrading from a version of FOMM that is older than 0.13.0:

Download the executable installer.
Double-click the installer.
Follow the instructions in the installation wizard.
Start FOMM.
Select Fallout 3.
Let FOMM migrate your old mods.
Uninstall Old FOMM (optional).


FOMM will replace any existing FOMM installation that is 0.13.0 or newer. Any pre-0.13.0 version will be left intact in case you wish to continue using them for Fallout 3. After installing FOMM, if you don't wish to continue using the pre-0.13.0 version, you can uninstall the older version.

Because FOMM is no longer a mod manager for a single game, the recommendations for where to install it have changed since 0.12.x and older versions. Whereas it was usual and recommended to install FOMM in the Fallout game folder, that is no longer the case. While you are free to install FOMM wherever you like, the recommendation is to let FOM install itself in the Program Files directory. This is also true for users running Vista/Win7 with UAC.

When you run FOMM for the first time, you will be asked where you would like to store your FOMods, as well as where you would like to store FOMM mod installation information. The default locations are recommended, but you can specify alternate locations if you wish: for example, if you have a separate drive dedicated to FOMods. The only restriction is that you not set the directories to Fallout's game folder.

Uninstallation

If you wish to go back to an earlier version:

Open FOMM.
Deactivate all your mods.
Close FOMM.
Uninstal FOMM.
Install the old FOMM version.
Open the old FOMM.
Activate the desired mods.


LegalFOMM is released under the GPL.

Main Features

FOMM allows for easy management of of mods, including the order of installed plugins, while providing many tools for those who want to get their hands dirty and do some low-level work with modding Fallout 3.

Transactional Mod Install

If a mod fails to activate properly any changes it made are undone. This prevents half-installed mods. This also allows you to cancel an install cleanly.

File versioning

If a mod overwrites a file that was already installed by another mod, FOMM will back up the overrwitten file. If you ever deactivate the second mod, the original version of the overwritten file is restored.

As part of file versioning, there is a new File Manager that allows you to choose which version of a file you wish to use. For example, if a mod overwrites a texture that a previous mod installed, you can use to File Manager to re-instate the original texture, while keeping both mods active, and without having to reinstall either.

Graphics Setting

Accessible through the menu Game Settings->Graphics Settings, this allows for the changing of settings without having to use the launcher, or go in game.

In-Place Upgrades

FOMM allows in-place upgrading of fomods. An in-place upgrade installs one fomod over top of another. This differs from deactivating the old fomod and activating the new fomod in that a deactivation/activation will cause the new fomod's files/changes to overwrite existing data, whereas an in-place upgrade puts the new fomod's data in same priority as that of the old fomod.

For example, assume Mod A (v1.0) installs File1, and Mod B overwrites File1 with a new version. If Mod A (v1.0) is upgraded to Mod A (v2.0), Mod A (v2.0)'s File1 will be placed in the overwrite directory and Mod B's File1 will still be the version used. However, if Mod A (v1.0) is the only mod that has installed File1, after it is upgraded to Mod A (v2.0), Mod A (v2.0)'s File1 will be the version used.

In-place upgrades can happen one of two ways:

* If you replace a fomod in the mod directory with a new version, FOMM will detect this on startup and ask if you would like to upgrade. If "Yes" is selected then an in-place upgrade is performed. If "No" is selected, then FOMM updates the version information in the install log, but makes no changes to the file system, thus behaving exactly like earlier versions of FOMM.
* If you add a new fomod to your mod directory that has a different file name, but the same mod name and different version, when you activate the new fomod in the Package Manager FOMM will ask if you would like to upgrade. If "Yes" is selected then an in-place upgrade is performed, the new fomod is made active, and the old fomod is marked as inactive. If "No" is selected, then the new fomod is installed as if it were unrelated to the old fomod, thus behaving exactly like earlier versions of FOMM.

It should be noted that you aren't only asked if you would like to do an upgrade if the new version is newer than the old fomod; just if it is different. This means that you "upgrade" to an earlier version of a fomod if you wish.

FOMOD Reactivation

Mod Reactivation allows for the selection of different install options for a fomod. In that way it is similar to Deactivating then Activating the fomod again. However, it differs in that, where Deactivate/Activate will cause the fomod's files/changes to overwrite existing data, Reactivation maintains the fomod's data's priority.

For example, assume Mod A installs File1, and Mod B overwrites File1 with a new version. If Mod A is Deactivated then Activated, Mod A's File1 overwrite Mod B's File1. However, if Mod A is instead Reactivated, Mod A's File1 will be placed in the overwrite directory and Mod B's File1 will still be the version used.

New Mod Version Checks


The Package manager in FOMM will check the web for new versions of your installed mods. For those who don't care, or otherwise don't want FOMM checking, can disable this feature.

Critical Records

FOMM enables mod authors to mark record in their plugin files as critical. FOMM can then examine a user's install and point out any conflicts.

Fully Configurable Install Scripts

This is mostly of interest for mod authors. FOMM allows authors to script installs of their mods. This enables checking for prerequisites, the configuration of mod options, and more. Scripting of mod installs can be done using the traditional OBMM/OMOD script language, the more powerful C# script functions, or the flexible XML configuration file.

Low-Level Editing Tools

As part of FOMM are several useful tools for tweakers and modders, including a BSA packer/unpacker, TESSnip (an excellent ESP/ESM editor), and a shader editor.

Installation

This version can be installed over earlier versions without any additional work. It will upgrade its log files as required. Note that the upgrade process will not touch your mods, but it can take anywhere from a few minutes to a couple of hours, depending on how many, and what type, fomods you have installed.

Uninstallation

If you wish to go back to an earlier version:

1) Open FOMM 0.11.x
2) Deactivate all your mods
3) Close FOMM
4) Install the old FOMM version
5) Open the old FOMM
6) Activate the desired mods

Troubleshooting

The single most asked question:
Q. I get the "Unable to get write permissions for fallout's installation directory" error. How do I fix it?
A. This happens when you are running Vista or Windows 7 and have installed Fallout 3 in the Program Files folder. You need to do one of the following:

* Disable UAC (not recommended).
* Move Fallout 3 outside of the Program Files folder (e.g., C:GamesBethesdaFallout 3). This may require a reinstall. I know with Oblivion you could just copy the game folder to a new location, run the game, and all would be well. I'm not sure if that works with Fallout 3.
* In theory you should also be able to run FOMM as administrator. You can try this by right-clicking on the FOMM shortcut and selecting "Run as administrator." Alternatively, right-click on the shortcut, select Properties->Compatibility and check "Run this program as an administrator."

The best thing to do in order to avoid other problems, and the generally recommended solution, is to install Fallout outside of the Program Files folder.

Tutorials

Zumbs wrote a series of great tutorials. They're what I (kaburke) used to get started with FOMM. Check them out.

FOMOD Scripte

Many mods are already distributed as FOMODs for easy use with FOMM. However, if you favourite mod needs FOMOD-ing, head over to FOMOD Scripts. The project has dozens of premade packs to easily turn popular mods into FOMODs.


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