Updates here! FYI I added a table of settings for reference on the description page. Please check it out to customize FP to your liking! v1.13.0 - [feature] Properly bundle translations into the archive. NOTE: THIS CHANGES HOW YOU INSTALL THE MOD. NOW YOU SHOULD EXTRACT AT THE MO2 ROOT DIRECTORY, LIKE BETHESDA PLUGIN MANAGER (sorry for caps) - [feature] Add optional notification panel to see useful logs in the window. (show_notifications) - [feature] Uncheck previously unchecked choices when restoring options (basically, if you uncheck a default setting, this will happen again when you restore previous choices) - [feature] Dashed border for mods that were unchecked in previous installs - [feature] Setting to always restore previous choices without having to hit the button (always_restore_choices) - [feature]Make image/description resizable and persist their sizes. Also persist sizes of left/right panes. - [change] Removed 'hide images' button and left it as a top-level plugin setting only (show_images) - [bugfix] Fix edge case trying to restore choices that are now disabled (https://github.com/aglowinthefield/mo2-fomod-plus/issues/34) - [bugfix] Fix empty image spawning a big empty image viewer if you click it - [bugfix] Fix crash with Water for ENB German edition (and maybe other mods, idk. Forgot to remove a debugging line)
Here's an example of the 'previously unchecked' border in action, as well as the WIP notifications area (disabled by default).
v1.12.0] - Support for color selection. See the possible choices in the MO2 settings for FOMOD Plus. Based on the gruvbox color scheme. I wanted to keep things easier than writing one's own QSS. Check the description for a preview of the colors! - Fix an issue where an empty flag was not being matched to an unset flag. COTN Dawnstar FOMOD and a few others have had this come up for specific cases. - Fix URL regex once more. Wrote lots of test cases so all those links better work now!
Next up: Still debugging issues with Linux and certain FOMODs sending a few people a 'bad allocation' message. I haven't been able to replicate yet, though I've come close. Also, next release will have proper translation files and the installation method will change. I'll leave notes in the release when this happens~
[size=4]v1.11.0 - Large update since 1.10.0 with the flags stuff. Received a few reports that it wasn't working as expected so I went back to the drawing board and revisited how legacy handles these edge cases. Discovered I had overengineered things a bit, so in all my tests this version is smooth as butter with flag conditions. May be worth reinstalling big / complex FOMODs if you previously did with 1.10.0. Prayers up that no more big fixes are needed! - Fixed extra characters being added to part of the clickable URL in descriptions. - (from above) Fixed wrong installation steps being shown sometimes (read latest bug reports for technical) - (from above) Fix wrong files being installed sometimes (read latest bug reports for technical)
removing old entries to save space. I'll start using the changelog as well starting at 1.5.0, so check there for history. If you really want <1.3.0 changes, let me know.
Afraid not, there's really no mod that can feasibly do this, and if they promise it it's probably more dangerous than useful.
Since this has been asked a few times, I can give the general reason why:
Take a simple FOMOD like Base Object Swapper. At the end of the day, it installs "the same DLL" no matter which option you pick. (it's not the same DLL, but for the purposes of retroactive inspection, it basically is). BaseObjectSwapper.DLL. The trick is, in the FOMOD package there are 3 DLLs supplied that might be structured like
Based on your choice of game version in the FOMOD, it targets one of those sources to be popped into the destination (the mod root). So looking backwards, there's no way we can deduce which one you chose with 100% accuracy. We _could_ re-evaluate the conditions and decide you _probably_ went with whatever was auto-selected (and that would probably work in this simple case!) but this is the simplest case I can think of where even something with one output file can't be 100% accurately mapped to a user choice.
It gets even trickier with things like meshes and textures, as you can imagine. There's no way for us to know the 'source' of the file in your mod directory retroactively, and I would rather not inject possibly inaccurate guesses into the process.
Is it because you want Bethesda Plugin Manager? I posted a working 2.5.2 DLL in the comments of that mod. I can mirror it here.
If anyone else is staying on 2.5.0 because of Bethesda Plugin Manager, replace it's DLL with this one and you can upgrade to 2.5.2: https://www.mediafire.com/file/mi811ntoaswxb1f/bsplugins.dll/file
When clicking the "Select all previous choices" button, items that are selected by default, but weren't selected in a previous install, are currently still selected after pressing the button. Would it be possible to deselect them when pressing the button if they weren't previously selected? It's not a big deal as they can be deselected manually, but there are situations where it would be better. The one coming to mind is CS Lights when installing in conjunction with LP Overhaul, as certain options that are on by default are suggested to be off when using LPO (and FOMOD Plus makes it so much easier to use the suggested options when updating!)
Yeah I've thought about this as well. Might need a different option or this or something. There are other cases when you want the opposite (think a FOMOD like Lux patch hub where you install new mods that you want to be auto-selected even though you didn't have them the first time.)
Yeah, I can see it both ways, and I think you suggested an alternate color to show where there's a difference from default (but not necessarily changing the default selection). I could see the benefit of that, so even if not changed with the "select previous," you can at least see you selected something different.
So, I've been using the Remember Installation Choices for a good while now, and if I want to switch to this plugin instead, can I migrate the saved installation choices from the former plugin for this one?
Also, I use this mod, CBBE 3BA Vanilla Outfits Redone, and in it, it has the main download, which is a FOMOD, and then a separate SMP patch, also a FOMOD. I download both files as separate mods in MO2. Will the remember function works for both FOMODs here (despite technically originating from the same mod)?
Question 2) yes, if they're separate mods in mo2 they'll have separate meta.ini files and that's where we store the selection info. so it's actually preferred to do it that way!
Regarding the first question...I'm not entirely sure tbh. I can take a look at how it works and make a migration script if it's feasible, but I don't think they're stored in the same place :/ Let me get back to you on that!
About Remembering Installation Choices, it saves the mod choice settings on a .JSON, inside the plugin folder itself. Here's a saved setting (Pastebin) as an example.
After upgrading to 1.13, mods installed before this lost their previous choices. some previously installed mods that I had to delete the old meta.ini and reinstall to get them to display correctly
Yeah, that's really odd. The old one wrote to the file as "fomod%20plus\fomod" where the new one is using the (correct) "FOMOD%20Plus\fomod". I definitely didn't touch that because that's just the plugin name field. Will look into this...
Is it caused by other plugins? I also use these plugins, MO2 Fomod Version Fixer I just installed the day before yesterday, so it shouldn't be a problem with it. For the time being, only these two mods were found, meta.ini for some of the other mods are correct.
having an issue where the scan wizard gives an immediate: "an error occurred: exits: the device is not ready: \\?\p:\SkyrimBackup\2018\sksecharacterpresets.zip".
Thing is, I don't have a ":P" drive anymore and, it's a zip file that doesn't contain a single fomod. That file was never installed from mo2. It was manually copied years ago from the overwrite directory to another drive, then zipped and compressed onto a backup drive; the contents in that zip file are left overs from the Overwrite directory when creating character presets using RaceMenu during Character creation.
basically, that file and folder were made outside the scope of mo2 and done manually on one of my backup drives, sometime in 2018.
also, I've since updated and reinstalled mo2 several times since then.
So, not sure why it's giving me the error or trying to detect something on a drive that doesn't exist.
So the issue is whatever that mod is still has that path as the download dir in the meta.ini. It should just quietly skip if it can't open the file, but I never tried a case where the entire drive wasn't available. I'll take a look at this soon. In the meantime if you edit the mod's meta.ini to change that path to whatever, it should work again.
The content tag doesn't work for me anymore. It showed that almost all my mods contain archives and modgroup files, which was far from the truth. Can I get some help?
Yeah unfortunately this is a known issue and there's not really a good way to fix it. I tried lots of iterations to see if I could clean it up, but the way the Content field works isn't really meant for a setup like this. In the next release I'll optionally make it filter-only or disable-able, depending on what's feasible.
The technical issue is that the class used to derive that info, ModDataContent, is meant for plugins that define a whole new game. So technically what I'm doing to hack my way in is define a 'game type' on top of Gamebryo that has this extra piece of content. The problem is Skyrim et al are also on top of Gamebryo, so the indices of their mod content bit flags collide, even if I set it to a very high number as it is now.
If someone wants to take a look at the source and offer a suggestion I'd adore it, but for the near future it's kind of an annoying side-effect.
418 comments
v1.13.0
- [feature] Properly bundle translations into the archive. NOTE: THIS CHANGES HOW YOU INSTALL THE MOD. NOW YOU SHOULD EXTRACT AT THE MO2 ROOT DIRECTORY, LIKE BETHESDA PLUGIN MANAGER (sorry for caps)
- [feature] Add optional notification panel to see useful logs in the window. (show_notifications)
- [feature] Uncheck previously unchecked choices when restoring options (basically, if you uncheck a default setting, this will happen again when you restore previous choices)
- [feature] Dashed border for mods that were unchecked in previous installs
- [feature] Setting to always restore previous choices without having to hit the button (always_restore_choices)
- [feature]Make image/description resizable and persist their sizes. Also persist sizes of left/right panes.
- [change] Removed 'hide images' button and left it as a top-level plugin setting only (show_images)
- [bugfix] Fix edge case trying to restore choices that are now disabled (https://github.com/aglowinthefield/mo2-fomod-plus/issues/34)
- [bugfix] Fix empty image spawning a big empty image viewer if you click it
- [bugfix] Fix crash with Water for ENB German edition (and maybe other mods, idk. Forgot to remove a debugging line)
Here's an example of the 'previously unchecked' border in action, as well as the WIP notifications area (disabled by default).
v1.12.0]
- Support for color selection. See the possible choices in the MO2 settings for FOMOD Plus. Based on the gruvbox color scheme. I wanted to keep things easier than writing one's own QSS. Check the description for a preview of the colors!
- Fix an issue where an empty flag was not being matched to an unset flag. COTN Dawnstar FOMOD and a few others have had this come up for specific cases.
- Fix URL regex once more. Wrote lots of test cases so all those links better work now!
Next up: Still debugging issues with Linux and certain FOMODs sending a few people a 'bad allocation' message. I haven't been able to replicate yet, though I've come close. Also, next release will have proper translation files and the installation method will change. I'll leave notes in the release when this happens~
[size=4]v1.11.0
- Large update since 1.10.0 with the flags stuff. Received a few reports that it wasn't working as expected so I went back to the drawing board and revisited how legacy handles these edge cases. Discovered I had overengineered things a bit, so in all my tests this version is smooth as butter with flag conditions. May be worth reinstalling big / complex FOMODs if you previously did with 1.10.0. Prayers up that no more big fixes are needed!
- Fixed extra characters being added to part of the clickable URL in descriptions.
- (from above) Fixed wrong installation steps being shown sometimes (read latest bug reports for technical)
- (from above) Fix wrong files being installed sometimes (read latest bug reports for technical)
removing old entries to save space. I'll start using the changelog as well starting at 1.5.0, so check there for history. If you really want <1.3.0 changes, let me know.
Since this has been asked a few times, I can give the general reason why:
Take a simple FOMOD like Base Object Swapper. At the end of the day, it installs "the same DLL" no matter which option you pick. (it's not the same DLL, but for the purposes of retroactive inspection, it basically is). BaseObjectSwapper.DLL. The trick is, in the FOMOD package there are 3 DLLs supplied that might be structured like
SkyrimSE/BaseObjectSwapper.dll
SkyrimAE640/BaseObjectSwapper.dll
SkyrimAE1170/BaseObjectSwapper.dll
Based on your choice of game version in the FOMOD, it targets one of those sources to be popped into the destination (the mod root). So looking backwards, there's no way we can deduce which one you chose with 100% accuracy. We _could_ re-evaluate the conditions and decide you _probably_ went with whatever was auto-selected (and that would probably work in this simple case!) but this is the simplest case I can think of where even something with one output file can't be 100% accurately mapped to a user choice.
It gets even trickier with things like meshes and textures, as you can imagine. There's no way for us to know the 'source' of the file in your mod directory retroactively, and I would rather not inject possibly inaccurate guesses into the process.
Hope this clears it up!
I can not use MO2 2.5.2, I use MO2 2.5.0 for some reason.
Could you please make this mod support for MO2 2.5.0?
Thanks a lot!
If anyone else is staying on 2.5.0 because of Bethesda Plugin Manager, replace it's DLL with this one and you can upgrade to 2.5.2: https://www.mediafire.com/file/mi811ntoaswxb1f/bsplugins.dll/file
But how can I turn him into Chinese
When clicking the "Select all previous choices" button, items that are selected by default, but weren't selected in a previous install, are currently still selected after pressing the button. Would it be possible to deselect them when pressing the button if they weren't previously selected? It's not a big deal as they can be deselected manually, but there are situations where it would be better. The one coming to mind is CS Lights when installing in conjunction with LP Overhaul, as certain options that are on by default are suggested to be off when using LPO (and FOMOD Plus makes it so much easier to use the suggested options when updating!)
Yeah, I can see it both ways, and I think you suggested an alternate color to show where there's a difference from default (but not necessarily changing the default selection). I could see the benefit of that, so even if not changed with the "select previous," you can at least see you selected something different.
So, I've been using the Remember Installation Choices for a good while now, and if I want to switch to this plugin instead, can I migrate the saved installation choices from the former plugin for this one?
Also, I use this mod, CBBE 3BA Vanilla Outfits Redone, and in it, it has the main download, which is a FOMOD, and then a separate SMP patch, also a FOMOD.
I download both files as separate mods in MO2.
Will the remember function works for both FOMODs here (despite technically originating from the same mod)?
Regarding the first question...I'm not entirely sure tbh. I can take a look at how it works and make a migration script if it's feasible, but I don't think they're stored in the same place :/ Let me get back to you on that!
About Remembering Installation Choices, it saves the mod choice settings on a .JSON, inside the plugin folder itself. Here's a saved setting (Pastebin) as an example.
some previously installed mods that I had to delete the old meta.ini and reinstall to get them to display correctly
So I think the problem lies in the [Plugins] section of the meta.ini.
This is my meta.ini
https://www.mediafire.com/file/scq53r789bk4gzz/Water4ENBmeta.zip/file
I also use these plugins, MO2 Fomod Version Fixer I just installed the day before yesterday, so it shouldn't be a problem with it.
For the time being, only these two mods were found, meta.ini for some of the other mods are correct.
having an issue where the scan wizard gives an immediate:
"an error occurred: exits: the device is not ready: \\?\p:\SkyrimBackup\2018\sksecharacterpresets.zip".
Thing is, I don't have a ":P" drive anymore and, it's a zip file that doesn't contain a single fomod. That file was never installed from mo2. It was manually copied years ago from the overwrite directory to another drive, then zipped and compressed onto a backup drive; the contents in that zip file are left overs from the Overwrite directory when creating character presets using RaceMenu during Character creation.
basically, that file and folder were made outside the scope of mo2 and done manually on one of my backup drives, sometime in 2018.
also, I've since updated and reinstalled mo2 several times since then.
So, not sure why it's giving me the error or trying to detect something on a drive that doesn't exist.
Happy modding,
-Mush-
The technical issue is that the class used to derive that info, ModDataContent, is meant for plugins that define a whole new game. So technically what I'm doing to hack my way in is define a 'game type' on top of Gamebryo that has this extra piece of content. The problem is Skyrim et al are also on top of Gamebryo, so the indices of their mod content bit flags collide, even if I set it to a very high number as it is now.
If someone wants to take a look at the source and offer a suggestion I'd adore it, but for the near future it's kind of an annoying side-effect.