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prideslayer

Fomm - Custom Build - 0.14.11.13

932 posts in this topic

Won't launch at all. I get an instant "FOMM Has stopped working" window soon as I click on it.


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Well *that's* no good.. Any kind of error message in a details button or anything?

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Wait, did you drop it over your existing FOMM? It needs to be in the directory where FOMM was previously installed.. it won't just run in it's own empty directory.

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I did exactly as you instructed. I found my original FOMM install and dropped your new .exe on top of it. I got no error message other than what I posted above. 


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I just reinstalled FOMM. Let me try again and see if it makes a difference.


 


Edit: It says "Window is checking for a solution to the problem..." and then the window just closes. No further information.


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On the bright side it doesn't corrupt anything. Put back the original .exe and everythings fine.


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Hmm odd. I'm going to zip up the exe, dlls, and so on and put that up there.. standby.

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Updated download, basically a 'full install.'

Don't overwrite your existing FOMM dir with this one -- if you do, may have to reinstall FOMM if things don't go right. Should not affect the game or anything though, that stuff is stored in a different directory.

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Ok, good news is it launches. Bad news is that I tried to run an install (Project BRAZIL) and it crashed. Pulled the "Something bad seems to have happened..." dialogue.


 


Attached is the crashdump.


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Link to project on sourceforge up in the OP. I checked in the baseline code first from the existing project (branches/qfomm -- last version was not working off of trunk there), branched that rev as-is, then checked in the changes on my end. Not listed in features, and of interest only to other developers, changes to trunk include:

- Conversion to VS2010 (I have pro, not sure if this will work on the free Express version)

- Ignoring files and directories in svn:

_UpgradeReport_Files

[Dd]ebug

[Rr]elease

[Tt]race

[bb]in

[Oo]bj

UpgradeLog*.*

*.suo

*.user

*.sdf

*.opensdf

todo.txt

I checked out to a clean directory and ran a test build, seemed to work fine, so should be no problem for others that want to contribute.

Builds clean with only a few warnings about unused vars. Generally these are in the exception handlers, there are quite a few spots where the original developers do things like:

try{  ...}catch (Exception e){  continue;}
I will clean them up as I come across them and either do something nice with the exception, or if it's really not important, get rid of the exception declaration; the catch statement does not need it.
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Working on the load-order checking code right now and I'm wondering if I should just abort (refuse to launch) if the load order is messed up at all. My initial thought was to just pop up a confirmation dialog and let the user launch, but thinking about it, that can only lead to problems, so now I am thinking I should simply pop up a message describing the problem and how to fix it, and not launch. The situations where I would do this are:

1. A mod is active that has a missing master.

2. A mod is active that has a present but disabled (unchecked) master.

3. A mod is active with a master it needs appearing after it in the load order.

Realistically, is there ANY situation in which one of these is true and I should allow the launch? I can't think of oen, even when it comes to testing? #2 comes close, but in that case, I want the user to activate the deactivated mod (or deactivate any that require it) and launch again, so I can check the load order once the mod is active.

Keeping in mind that people who really know what they're doing and want to circumvent this can always just run the normal fallout/nvse launcher rather than launching from fomm. It's not like I'm stopping a user from doing anything stupid, just stopping the application from assisting them. ;)

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beta3 up in OP

- Refusal to launch with an incorrect load order.

- Refusal to launch with a required master present but disabled.

- Refusal to launch if a required master is missing.

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Cool stuff, looking forward to giving it a go soon and I'll try that BSA conversion for the SCR & Preg Data packs:)


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Cool deal. Let me know how it goes with the BSA. It seems to be working ok for me but I have had little time to playtest lately, or rather, I've been spending what time I do have on things like this instead. XD

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Copied/saved my current FOMM install (\GEMM...) to a temporary directory and overlaid your zip file subdirectory contents.  On starting up the FOMM/PSMM shortcut on an active modded FONV, all looked normal, nothing lost, no surprises, nothing within FOMM seemed broken (including package manager.)

 

Your new features seemed to work in my brief testing.  Seems already useful/releasable based on these improvements alone.

 

(Using FNV4gb and NVSE so I inserted "D:\Steam\steamapps\common\fallout new vegas\fnv4gb.exe" (including quotes, from my desktop shortcut) into the FOMM Settings panel. PSMM did not launch FONV (also true of FOMM.)  Works fine once I removed the quotes.  Don't know why I thought quotes would be ok.)

 

Suggestion:

Would have preferred more explicit, concise "no-can-do" wording (i.e., drop "the" and "it"; add Error), such as:  

Error: Plugin 'mission mojave - ultimate edition.esp' requires master 'gunrunnersarsenal.esm' which is not active.  Activate master or disable plugin.

and

Error: Module 'legion.esm' loads prior to its master 'slavery.esm'.  Correct load order or disable module.

(I suggest the word Error or similar since these messages in effect abort FOMM/PSMM and are not purely informational.)

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Thanks for the feedback, Tonoma. I will definitely reword the errors for the next release or the one after, I just wanted to get something in there so I could test. Glad to hear it's working for you.

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I had uninstalled a bunch of stuff to play Project Brazil. Completed the mod, wen't to reinstall all my goodies to go back to the regular game with the new FOMM. Went without a hitch.


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Thanks for the info KC, glad it's working for you. Hopefully I can find time to get a few more features done this week.

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Encountering an odd issue. Had my game go south on me and had to reinstall from scratch. Now I'm using your FOMM improvement to re-add all my mods, and I'm getting "out of memory" errors on mods I've never had trouble installing before. Namely ARES Project and Spice of Life. Oddly enough Project Brazil, which is bigger than both combined, installs no problem.


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That error is coming from the game, or from FOMM??

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From FOMM. Old version installed both no problem, but can't install Project Brazil.


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Well... that's weird. Guess I'll have to download all three mods and try it myself in the debugger to see what's going on. The only thing in FOMM that can use large amounts of memory is, I think, the 7zip DLL. If that's causing the problem, not sure what I'll be able to do about it.

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Perhaps, if your development and testing efforts focus on Fallout New Vegas, you might want to name it FNVMM?


 


Then again, maybe NV should stand for "new version"...


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