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Fallout new vegas mod manager crashing at package manager
Fallout new vegas mod manager crashing at package manager











fallout new vegas mod manager crashing at package manager
  1. Fallout new vegas mod manager crashing at package manager how to#
  2. Fallout new vegas mod manager crashing at package manager Patch#
  3. Fallout new vegas mod manager crashing at package manager full#
  4. Fallout new vegas mod manager crashing at package manager mods#

The previous tutorial showed how to setup a form, apply a background image and add install and cancel buttons.

Fallout new vegas mod manager crashing at package manager mods#

Posted in Fallout 3, Fallout Mod Manager, FOMM, FOMOD, Game Mods | 6 Comments » These functions allow us to place one or more mods at a reasonable place in the load order of the user. PlaceAtPlugin(targetPlugin, pluginToMove, 0) Public static void PlaceBeforePlugin(String targetPlugin, String pluginToMove) PlaceAtPlugin(targetPlugin, pluginToMove, 1) Public static void PlaceAfterPlugin(String targetPlugin, String pluginToMove) SetLoadOrder(pluginIdxArray, targetPluginIndex + offset) If (targetPluginIndex != -1 & pluginToMoveIndex != -1) Int pluginToMoveIndex = GetPluginIndex(pluginToMove)

fallout new vegas mod manager crashing at package manager

Int targetPluginIndex = GetPluginIndex(targetPlugin) Public static void PlaceAtPlugin(String targetPlugin, String pluginToMove, int offset) The functions needed, are shown below: public static int GetPluginIndex(String pluginName) PlaceAfterPlugin("FOOK2 - Main.esp", "mod-FOOK2-compatibility-patch.esp") PlaceBeforePlugin("FOOK2 - Main.esp", "mod-base.esp") What we want is something like if(IsPluginActive("fook2 - main.esp")) This could be used to set a reasonable default value, such as InstallFookCompatibilit圜heckBox.Checked = IsPluginActive("FOOK2 - Main.esp") Adjusting load orderĪs noted above, FOMMs default functions for manipulating load order are somewhat clunky to work with. If (loadOrder.Equals(pluginName, StringComparison.InvariantCultureIgnoreCase)) The following function can be used to investigate if a function is active: public static bool IsPluginActive(String pluginName)įor (int i = 0 i < loadOrder.Length ++i) Somemod-FOOK2-compatibility-patch.esp Detecting plugins Thus, we would like a load order of the form

Fallout new vegas mod manager crashing at package manager Patch#

This can be solved with a compatibility patch “somemod-FOOK2-compatibility-patch.esp”. As an example, our mod somemod.esp had conflicts with FOOK2. Usually, we want to ensure that a particular mod is loaded before or after another. So, to use them, you would need to call GetAllPlugins(), search the list for the mods that you wish to move and record their index, and then perform the move.

Fallout new vegas mod manager crashing at package manager full#

Both functions work on the full list of mods (GetAllPlugins), and they use indexes. There are, however, a number of cavities.

fallout new vegas mod manager crashing at package manager

The first one forces a load order, and the other moves the mods at the index positions specified in plugins to the position. These two functions can be used to set the load order. Public static void SetLoadOrder(int plugins, int position) public static void SetLoadOrder(int plugins) These functions returns an in-order string array of either all active plugins or all plugins in the data folder. This function allows you to activate or deactivate a particular plugin. InstallFromFOMOD("foobar-addon3.esp") FOMM load order functionsįOMM comes with a number of functions to manipulate load order: public static void SetPluginActivation(string pluginName, bool activate) Simply install them in the correct order InstallFromFOMOD("foobar.esm") each other, but can be loaded anywhere, the easiest way to control the load order is to use InstallFromFOMOD in the correct order. If your mod requires that the plugins are placed in a particular order w.r.t. If a compatibility patch is to be installed, we may also want to manipulate the load order so that it is correct, instead of pushing the responsibility onto the shoulders of the mod user. It would, however, be nice if we could detect if the player had a mod installed, so we could set a good default. In a earlier tutorial, installation of compatibility patches were controlled by the mod user.













Fallout new vegas mod manager crashing at package manager