If you are having trouble with the archiver/repacking tools not working properly for certain files, try using shorter folder names. Windows NTFS (used to) have a limit of 260 characters for file full paths, and even though nowadays that limit is much higher many pieces of software still use the good old 260 character limit. So try using shorter path names when using the packer/repacker. For example, instead of "D:\_SYSTEM\User\Downloads\PKM Machine Gun - Main - 2K - 1.0.4-56969-1-0-4-1660020481\Data", you should shorten to something like "D:\_SYSTEM\User\Downloads\PKM\Data" to avoid character limit issues.
The installer tool in the optional files is a FOMOD installer emulator. If you want to install one of those mods that come divided in 3500 folders with one of those s#*! FOMOD installer scripts, you can use this tool. If you have an issue where dragging a mod folder into the installer tool makes it hang and then crash, this is 99% of the times due to poorly made XML configs. Three things are the almost always the cause: 1) The xml configs don't have proper encoding: UTF-8, UTF-8 with BOM, UTF-16 LE with BOM, UTF-16 BE with BOM are the only ones supported. 2) The description fields are super overly exaggeratedly galactically long (for example, UBE comes with with a description in the info.xml that's too long and will cause issues.). I'll fix this in a future update, but having to allocate huge buffers for stupid overly long descriptions annoys me (I might end up removing them altogether). 3) Poorly made xml configs with dummy entries like "<file source="" destination=""/>", stupid empty constructions like this are all over the place and unfortunately I can't catch them all. (This should be fixed now but again, I can't catch them all)
Hello there I'm strange person but I'm still using old Nexus Mod Manager to manage my load order. I'm installing mods manually all the time and using NMM only for manage plugins.txt file.
I have a question. Nexus Mod Manager informs and doean't let me move esl flagged esp files below "native" esp files in load order. So every esm, esl and esl flagged esp plugins are at the top of load order and below them are all esp plugins. Then everything is clear and legible.
Does your program in latest version do the same? Because some day tried the program in an older version and it allowed me to mix these files as I wanted.
The program will not let you put esm or esl plugins below esp's. You can set them lower in the list, but as soon as you save and refresh the list, esm's and esl's will be pulled back to the top.
Hello. Mods that come with fomod installer will always contain a folder named "fomod", and the mod itself is typically split into many folders with many different options and configurations. For this reason they are a pain in the ass to install manually, you can simply extract the zip/7z/rar and drag the folder into my installer and it will begin the typicall fomod install process. Don't drag the fomod folder itself, though, drag its parent folder instead.
I install mods using File Explorer (except a few small mods, I use Wrye Bash's FMOD installer) and sort my plugins with Notepad. But I have to download this and give it my endorsement.
This tool does not check for game versions. Either show me a screenshot of the error, or double check that the origin of the issues are actually from this program.
@YeiZoneX would you like to participate in creating a small, stable mod manager as per your description of your's doing as of fallout4, there is a desperate lack of proper mod manager that just works for fallout 76 which I would like to offer to people - to make a mod manager that is simple working and not breaking people's games, would you like to coop and do such project? my discord is owlyyyyy
I'm sorry but, unfortunately, I cannot explain how to manually install mods. That is something you have to learn by yourself, at your own pace. This tool is for advanced users who know what they are doing. If you are a newcomer I'd suggest other, more newcomer-friendly, managers.
As someone whom almost religiously prefers manual installs and loathes using 'mod managers' this seems to be a perfect in-between. I also hate the in-game mod activation, but didn't have a way around that other than physically typing it into the plugins .txt file. Soon as I'm done with my move and get everything set up on the new comp I'll give this a whirl. Just curious if by using this it bypasses the login requirement? Only asking because I'm concerned the upcoming changes Bethesda is making might literally break everything and I'd still like to be able to tweak and add mods I've made and collected over the years.
If you use the GOG or Steam version of the game, you can configure to not automatically update (either from Steam or Galaxy client). I'd recommend you to get the GOG version of the game anyway, just because it's DRM free and you can play it completely offline with no clients installed. Other than that, this tool does not affect anything about how the game launches, if you use fo4 script extender then it will run that, otherwise it will run the default game executable.
Noice... but does it allow you to mark the plugins txt file as read only? if you don't do that the game rearranges all the plugins in the txt file by alphabetical load order:-(
The game will never re-arrange your plugins by itself, unless you open the in-game mod manager from the in-game menu. I would advise against using the in-game mod manager anyway.
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For example, instead of "D:\_SYSTEM\User\Downloads\PKM Machine Gun - Main - 2K - 1.0.4-56969-1-0-4-1660020481\Data", you should shorten to something like "D:\_SYSTEM\User\Downloads\PKM\Data" to avoid character limit issues.
If you have an issue where dragging a mod folder into the installer tool makes it hang and then crash, this is 99% of the times due to poorly made XML configs. Three things are the almost always the cause:
1) The xml configs don't have proper encoding: UTF-8, UTF-8 with BOM, UTF-16 LE with BOM, UTF-16 BE with BOM are the only ones supported.
2) The description fields are super overly exaggeratedly galactically long (for example, UBE comes with with a description in the info.xml that's too long and will cause issues.). I'll fix this in a future update, but having to allocate huge buffers for stupid overly long descriptions annoys me (I might end up removing them altogether).
3) Poorly made xml configs with dummy entries like "<file source="" destination=""/>", stupid empty constructions like this are all over the place and unfortunately I can't catch them all. (This should be fixed now but again, I can't catch them all)
I'm strange person but I'm still using old Nexus Mod Manager to manage my load order. I'm installing mods manually all the time and using NMM only for manage plugins.txt file.
I have a question. Nexus Mod Manager informs and doean't let me move esl flagged esp files below "native" esp files in load order. So every esm, esl and esl flagged esp plugins are at the top of load order and below them are all esp plugins. Then everything is clear and legible.
Does your program in latest version do the same? Because some day tried the program in an older version and it allowed me to mix these files as I wanted.
or if you PEEK into the archive file and SEE the fomod files first, is there a seperate series of steps to take?
But I have to download this and give it my endorsement.
Other than that, this tool does not affect anything about how the game launches, if you use fo4 script extender then it will run that, otherwise it will run the default game executable.