File information
Created by
Q Timeslip and kaburkeUploaded by
NiveusEvertoVirus scan
About this mod
Fork of Fallout Mod Manager - FOMM. Fixed some annoying crashes that current latest had.
- Requirements
- Permissions and credits
- Mirrors
- Changelogs
- Donations
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 v3LOOT 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
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.
Legal:
FOMM is licensed under GPLv3
Source code: GitHub
Original source code: SourceForge
Credits:
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.