ragingsquid317 Posted December 1, 2009 Share Posted December 1, 2009 i used to use mods with my fallout 3 long time ago and it worked fine and dandy. i went to package manager then just added each mod from my desktop in, clicked activate. then it worked and i was happy. i just started playing again and now when i use my method the mods dont work. i dont know what a BSA unpacker is and BSA creator are but am i supposed to be using them? i just want an easy way to activate my mods T_T please help Link to comment Share on other sites More sharing options...
Branimirzg Posted December 1, 2009 Share Posted December 1, 2009 click here check post #3 and #5 Link to comment Share on other sites More sharing options...
ragingsquid317 Posted December 1, 2009 Author Share Posted December 1, 2009 when i activate the mods in the package manager screen and go back to the Main Fomm Screen, they dont appear there Link to comment Share on other sites More sharing options...
Branimirzg Posted December 1, 2009 Share Posted December 1, 2009 when i activate the mods in the package manager screen and go back to the Main Fomm Screen, they dont appear there Yes...but they are active. You can't get them into load order Link to comment Share on other sites More sharing options...
csb Posted December 1, 2009 Share Posted December 1, 2009 FOMM will install (as part of the fomod process) any .esp or .esm into Data. The plug-in/master files should be there in the FOMM and the load order can be adjusted. You can use FOMM's package manager to install as you have been doing, but for non-fomod mods, I use the manual installation (yay for drag 'n' drop!) method. I do this because there are mods that have several versions in the archive. Without a fomod script, FOMM's package manager will install all of them, that includes .esp/.esm files, alternative meshes/textures, etc. This can certainly create problems. So unless the archive is fomod-ready (and most aren't), I do it manually. Afterward, I click "Toggle invalidation" twice to disable and then re-enable archive invalidation. Then I close FOMM and restart it. Theoretically it shouldn't be necessary, but I've had a few instances where a proper install (this usually happens regarding meshes) don't seem to "take," even with archive invalidation already enabled. This simple step has solved those rare instances. I read the link posted by Bran ... a good post. However, FOSE isn't a must-have, just a nice-have, and it is only necessary if you have FOSE-dependent mods. It can cause some .dll-related headaches (it did in my case until I tracked down the dll conflict). That said, there are some great FOSE-dependent mods out there, so if you like what you see, by all means, install FOSE. (It's a great modder's library extension, it offers scripting functionality just not available with GECK's scripting). Link to comment Share on other sites More sharing options...
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