Fallout New Vegas

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Q Timeslip and kaburke

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About this mod

Fork of Fallout Mod Manager - FOMM. Fixed some annoying crashes that current latest had.

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Greetings fellow fomm users. I'm try to understand if this project is still needed.
Please leave your opinion at https://www.reddit.com/r/fnv/comments/hem9ks/i_need_a_feedback_is_foesmm_needed_should_i/ really need your feedback.

Fork of Fallout Mod Manager - FOMM

You can get support at our Discord server

Already implemented:
  • 4GB launcher support and large fomod support
  • Bug- and crashfixes

W.I.P. Features and Plans:
  • BOSS v3 LOOT support
  • Dynamic Mod Website APIs (Such as NexusMods, LoversLab, Tale of Two Wastelands, etc.)
  • Overall refactoring and performance tuning
  • Premade FOMOD Pack logic improvement
  • Better InstallScript editor
  • (?) Skyrim and Oblivion support
  • Few more ideas, that will be noted later
Please post critical Issues and Feature requests at GitHub.Issues and requests made here, on NexusMods, I will move to GitHub, but it will take a while.Original FOMM description below.
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 Info Retrieval
When adding new mods, FOMM can retrieve missing information about the mod (such as author and the screenshot) from the web. You are prompted to enable this option, and it can be changed in the settings window.
* 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.

FOMM is licensed under GPLv3
Source code: GitHub
Original source code: SourceForge

This fork is based on FOMM 0.13.21 by kaburke and timeslip (as of svn commit log) so send your kudos to them.
GitHub repo is containing all history from original SourceForge repo.
If I missed someone by mistake - please message me.