FOMM and FOMODs for Dummies. This is the first in a series of tutorials on how to use the Package Manager and the FOMOD format in Fallout Mod Manager (FOMM). The first part of the series centers on the basics, and is written with the mod user in mind. Before you start, make sure that you have installed the latest version of, at time of writing 0.9.15. You will need to know the location of your Fallout 3 folder. The default location is C: Program Files Bethesda Softworks Fallout 3.
FOMM will be installed to the fomm folder in your Fallout 3 folder, and FOMOD files will be placed in the Fallout 3/fomm/mods folder. Why use the Package Manager? For mod users the main advantage of the Package Manager is ease of install and uninstall.
This is not as easy as it sounds. Some mods override the in-game textures and meshes (these are often called replacers). The only way to uninstall these mods is to delete every single file they added. Other mods need to change Fallout3.ini settings which is easy to forget when uninstalling. With the Package Manager, these mods can be installed and uninstalled with a mouse click.
This allow you to keep a mean and clean data folder, with a much more efficient and stable game as a result. For mod authors there are a number of advantages. Making sure that your mod is ready to be used with FOMM will help users install the mod correctly.
It is also possible to make install scripts to investigate if the user’s FO3 install is compatible with your mod (does the user have FOSE installed?), update the Fallout3.ini, or even get a nice GUI, presenting the install options for the user. This is a particular advantage when it comes to testing your mod, as it is easy to make a clean install and check each of the settings. Opening the Package Manager The Package Manager can be opened by starting FOMM (look in your start menu), and pressing the Package Manager Button, as seen below: This opens the Package Manager, as seen below: Adding a FOMOD A fomod file can be seen as an installer that can be used directly by FOMMs Package Manager, and can be recognized by the file extension.fomod. When you download a fomod, it will usually be in a compressed format, such as rar, zip or 7z. Open the archive by double clicking it.
If it contains a.fomod file, extract it to your Fallout 3/fomm/mods folder, and open the Package Manager as shown above. If it comes with a readme, please open and read the readme before continuing as it may contain important information. Highlight the mod and press Activate and follow any directions: Adding a FOMOD ready mod Where fomod files comes in.fomod format, some modders distribute their mod in fomod-ready format. These mods can be recognized by them having a fomod folder inside, as shown below: Many modders have the name of their mod at the root of the archive, and you may have to open this folder to find the fomod-folder.
You should read the readme for instructions before proceeding. If the file is fomod ready, press the Add new button: In the dialogue, browse to the archive and double click it. This will create a fomod, that is saved in your Fallout 3/fomm/mods folder. The mod can be activated by pressing the Activate button as above. Adding a generic mod This is somewhat more challenging, but you would have to go through these steps to install a generic mod anyway.
The first step is to open the archive, find and inspect the readme. Particularly, you need to review the install and uninstall sections. These will tell you how to perform a manual installation, and which files to use, depending on your preferences. If there are any options, I recommend that you extract the mod to a temporary location (such as a new folder on your desktop), and adjust the contents of the mod to your liking.
After making your adjustments, you may want to re-zip the file. In this case, proceed as when adding a fomod ready mod. You can also make a fomod directly from the temporary location by using the “Create from folder” option: This adds a fomod to your Fallout 3/fomm/mods folder.
The mod can be activated by pressing the Activate button as above. Deactivating a fomod Open the Package Manager and press deactivate: This removes all the files that were installed to your data folder by the mod.
Adjusting your load order After installing a new mod, you may need to adjust your load order. Many mods have comments on where they should be placed in the load order.
The load order can be adjusted in the main window of FOMM (not the Package Manager) by drag-and-drop. Common Warnings This file contains plugins in subdirectories, and will need a script attached for fomm to install it correctly This warning comes when plugin files are placed in subdirectories. Usually this happens when modders place optional esps in subdirectories. In this case you should extract the mod to a temporary location and read the readme. After reviewing your options, adjust the contents of the mod to your liking and try again.
Data file already exists If the file already exists, it means that the mod you are installing is overwriting a file from another mod. Unable to get write permissions for Fallout’s installation directory This error happens when you have installed Fallout 3 to the default location, and FOMM does not run with Administrator privileges. The problem is that Vista & W7 protects the contents of your Program Files folder from potentially dangerous interference, by designating the installed program to be the only program that is allowed to edit its folder. So, when FOMM tries to get the permissions needed, Windows assume that it is a virus. There are a number of fixes. The quick fix is to run FOMM as administrator: Rightclick fomm.exe and choose Run As Administrator in W7 (in Vista you may have to open properties).
![Cbbe a problem occurred during install Cbbe a problem occurred during install](/uploads/1/2/3/8/123833287/165551280.jpg)
The better fix (particularly if you plan on using and making mods), is to uninstall FO3 and install it to somewhere outside of the Program Files folder, such as C: Games Fallout3. It will save you a lot of trouble in the future. A more in depth description of the problem can be found.
The will investigate the FOMOD file format in depth, and it will be demonstrated how to customize it for your mod. Said I don’t think that I have used FOOK2 1.1, so you may want to ask. There is a description on how to install FOOK2 that you can follow: 1) Install v1.0 into a temp folder on your desktop or wherever you’ll be able to keep track of it 2) After installing v1.0, Rename the temp folder, then uninstall the.exe (contents within folder will remain) 3) Discard all v1.0 plugins 4) Download both the Main File (plugins) and Data (art) archives and extract/drag/drop their contents over the v1.0 Data in that temp folder and everything you need will be ready to install normally. After performing these steps, push the “Create from folder” button and chose the folder on your desktop that you created in step 1. Then you need to wait while FOMM inspects and installs the mod. Graxie said When im try to activate my mode at package manager i cant, there a massage show cannot install mod,see script exception for more detail.
![During During](/uploads/1/2/3/8/123833287/719231694.jpg)
A Problem Occurred During Install Nmm
I already install.net framework v4, but its still the same.please help me this is the script exception System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. — System.ArgumentException: Font ‘Arial’ does not support style ‘Bold’.
Said Most likely it is because it cannot find your F3 or F:NV install directory. I think the default is Mod directory: Drive: Path to game dir mods (Example: C: Games Fallout 3 mods) Install Info: Drive: Path to game dir mods (Example: C: Games Fallout 3 Install Info) As such, you can place them wereever you want, but I suggest somewhere outside of your Program Files folder. I think that the C: Users username My Documents My Games Fallout 3 folder would be a good idea. Alternatively, wherever you store your mods is also convenient. Said A manual installation should work fine, but you loose the advantages of the package manager, i.e. Easy install/uninstall/upgrade and custom install scripts.
I have not played Fallout: New Vegas, so I have little knowledge on how FOMM for NV works, but I would take a look at the FOMM settings for NV, e.g. Is it configured to use the correct paths, does it have write access to those paths? You could also ask at the, but it seems that no one is answering questions there. Also, you could ask at the on the official forums, but I have no idea how active the community is. Franksgt1 said I have been getting this crashdump for about a month. Everytime I click check for updates it will find the update, and update it, then I get this crashdump and fomm shuts down. I have been running this version ever since it came out.
I have tried older versions, changing locations where things are saved, upgrading and reinstalling.net 4.0. I have searched the forums and tried anything that looks even close to this. I don’t know what else to do can anybody help.
Sunday, March 20, 2011 – 9:20:39 AM Fomm 0.13.21 OS version: Microsoft Windows NT 6.0.6001 Service Pack 1 System.FormatException: Input string was not in a correct format. MattR said I’ve got an issue, i try and install a mod that is already in fomm format, but it (package manager) keeps on coming up with “cannot find central directory” I’ve even copied the fomods and put them in the “mods” folder inside of the fomm. My nvmm is up to date, and I’ve even done a clean install my FONV is installed to the same directory as my fallout 3 mod (C:/users/programme files (x86)/bethesda et cetera) Hell, FOMM loaded the mod, but taht is for fallout 3 so I’m not exactly sure that I could just copy the FOMM files over into the FNV directory.
Harry Ohrt said 2011-11-19 12:02:14 PST FOMM has started crashing on startup since yesterday. Reloading the current version and the previous version does not help. Crashdump file: Saturday, November 19, 2011 – 1:22:21 PM Fomm 0.13.21 OS version: Microsoft Windows NT 6.1.7601 Service Pack 1 System.NullReferenceException: Object reference not set to an instance of an object.
At Fomm.PackageManager.ModInstallLog.InstallLog.InitMods at Fomm.PackageManager.ModInstallLog.InstallLog.Load at Fomm.PackageManager.ModInstallLog.InstallLog.ctor at Fomm.Program.Main(String args) The only change to my system is an automatic update from Adobe: Flash Player 11 Activex 64-bit, version 11.1.102.55 Thank you. Said Yeah, that is a pretty common problem. Check out the second last paragraph in the post: quoteThis error happens when you have installed Fallout 3 to the default location, and FOMM does not run with Administrator privileges. The problem is that Vista & W7 protects the contents of your Program Files folder from potentially dangerous interference, by designating the installed program to be the only program that is allowed to edit its folder.
So, when FOMM tries to get the permissions needed, Windows assume that it is a virus. There are a number of fixes. The quick fix is to run FOMM as administrator: Rightclick fomm.exe and choose Run As Administrator in W7 (in Vista you may have to open properties). The better fix (particularly if you plan on using and making mods), is to uninstall FO3 and install it to somewhere outside of the Program Files folder, such as C: Games Fallout3.
It will save you a lot of trouble in the future. A more in depth description of the problem can be found here./quote.
Said If I understand you correctly, you disabled the esp files of a Fallout 3 mod in the main window of FOMM, but the content added by the mod are still visible in the game? There are a number of possibilities that could be the cause, depending on the mod in question. 1) The mod contains a number of esp/esm files and you did not uncheck all of them. 2) You are using a bashed patch or a master patch, and forgot to rebuild them after unchecking the mods. 3) The mod contains both graphic replacers and other game changes, you only unchecked the game changes and you continue to see the changed graphics. In this case, you will need to remove the graphic files added by the mod.
If the mod was installed using the Package Manager, please uninstall the mod with the Package Manager. 4) As I remember it, if you have an esp active that rely on an (inactive) esm, the Fallout 3 engine will activate the esm, which can be the cause of the issue you are seeing. You can also try to use the Fallout 3 launcher or read the plugins.txt file (on Windows 7 it is placed in C: Users AppData Local Fallout3, note that AppData is hidden.
If the above does not help you, please provide more information: – Which mod are you trying to deactivate? – How did you install it? – How did you try to deactivate it? – How do you verify that the mod is still active in game? – Which other mods do you have active? Sescheraun said I had decided to do a clean install so I uninstalled FONV and then proceeded to simply delete everything else and reinstall. FOMM was deleted as well as all my mods.
Now when I am trying to reinstall I get an error that mods were deleted without being uninstalled and I need to either uninstall them or replace them. I hit uninstall because the mods are gone and get an error that InstallLog.xml is nor available. Because i deleted it. So, i seem to have skipped the important step of deactivating my mods before wiping and now I need to manually kill what ever list has survived the purge of the programs.
Can anyone tell me how to clean in manually? Said It’s been a while since I used FOMM last time, but I think this should point you in the right direction. 1) You write that you “deleted” FOMM. I assume that means that you deleted the FOMM folder rather than uninstalling it?
If so, try to install FOMM again and then uninstall it. That could clear the data it has saved. If the FOMM folder still exists after uninstall, please make sure to delete it. FOMM can save user specific data in C: Users AppData Local FOMM (on Windows 7), so make sure to delete that. Note that the AppData folder is hidden, so you have to enable viewing of hidden files (check ).
2) Fallout New Vegas saves a list of installed mods in C: Users AppData Local FalloutNV (on Windows 7), so open the folder and take a look at the two text files and make sure they match your list of installed mods. NOTE: Make a backup of the files before editing them. Nameless477 said A little late to the party but oh well. I’ve been using fomm for awhile now, and have amassed a decent amount of mods. As you can imagine, this chews up quite a large amount of hard drive space.
I read somewhere that nmm imports the mods so you can delete the zip or the files? Wasn’t too sure about that. I have most if not all my zip files along with what I extracted to the desktop. I’ve activated them through fomm and they show up in game. Does this mean there’s a third location that files are being stored, or what?
![Address Address](/uploads/1/2/3/8/123833287/509698981.jpg)
My question is simply what can i delete, without losing any of the mods in game. Any reply on a 7 year old article is greatly appreciated. Said All installed mod files are copied to the folder where you installed the game.
So if your game is installed to C: Games FO3, the installed mod files are in that folder. The vast majority of mod files actually only live in the data folder inside the installation folder, i.e.
C: Games FO3 data. Additionally, both FOMM and NMM create a folder where they store a copy of the zipped mod that you loaded with the plugin manager. In my venerable version of NNM (0.53.7). You can see the path to the mod location by pressing Settings and selecting the tab that has the name of the game you are looking for.
If you are using FOMM, you can try open the folder of the game or where you installed FOMM and search for zip files. So, to answer your question: Deleting files from your desktop will not cause the mod to go missing from your game, and it should be possible to uninstall and reinstall from the package manager.
I usually copy the mods to a hard drive and delete the downloaded files partly to make sure that I can always nuke my installation and start over, partly because some mods require manual modifications before loading them into FOMM/NMM and I might want to use other options next time. You can also try to ask at the Nexus forums or the Bethesda forums. They are usually pretty active, even for old games, and there are likely to a number of old farts like me around.
After several years of being on the shelf, i decided to reinstall Oblivion today. That of course led to grabbing my favorite mods.
Sadly, I keep getting this error: A problem occurred during install: Access to the path 'D:Program Files Steam steamapps common Oblivion Data config' is denied. Access to the path 'D:Program Files Steam steamapps common Oblivion Data config' is denied. The mod was not installed. I've never seen this with FO:3, FO:NV, Skyrim, and never before with Oblivion. I tend to use NMM, but some mods are OMOD, so i use OBMM for them, but this error will pop up on on either tool.
It doesn't happen to all mods, but just some. Could really use some advice on this. Posts: 3471 Joined: Mon Jun 04, 2007 1:37 am.