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FOMM, FOMod and access denied. (Windows 7 64-bit)


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Hey guys,

 

I couldn't find anything about this through searches, hopefully someone else has solved it. I can manually install mods, and the game runs fine, but where I'm unable to get it working is FOMods with Fallout Mod Manager. I'll start up FOMM, open the "Package Manager", click "Add FOMod" and it'll go through the process... Then when I select the package and activate it I get this message.

 

A Problem Occurred during install:
Access to the path
'C:Users\<user name>\ApptData\Local\Temp\fomm\dotnetscript0.dll' is denied.
The mod was not installed.

 

Where "<user name>" is my actual username used to login into windows, and "dotnetscript0.dll" increases numerically with each attempt to activate. (ex: "dotnetscript0.dll", "dotnetscript1.dll", and so on and so forth) I went ahead and installed all the .NETs windows would actually allow me too, but I still get this. I've had windows 7 64-bit since it was released and had crashing issues and all the other problems others have solved, but FOMM was working fine. This is a fresh install of windows and fresh start in Fallout 3. I can't, for the life of me, figure out what's wrong.

 

Any help would be appreciated, and if you need more information I will glady give it.

 

Thanks in advance.

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FOMOD didn't pan out to be a stable install method. Most times you can change the name of the file which makes it not a FOMOD anymore, if that doesn't work then you need to unpack the FOMOD to a fake data folder on the desktop, look thru it, then install it by draging to the real data folder. Manual install is the best and more clean way to install, anyway. Then the auto-installers are safe to use if they use the windows installer to do so.

 

I kind of do the same thing with .BSA files, because when you get a bunch of mods eventually you end up with tons of .BSA, making it a complex file list for archive invalidation to fubble thru each time you load up. Also sort of building a mix an match hodgepodge of files based off their modified on date. An example the normal map for leather armor gets used from Lings.BSA, but the defuse gets used from unoffical fallout 3 patch.BSA because it was edited at a later date. Well now you have two seperate pieces of a set of textures being used, made by different people being used on one item. It's not just textures though, pretty much everything. The folder paths are locked into the .BSA as well, so you could run into cases where you have conflicting folder paths. So what do you do? Keep it simple, most of the modders .BSA are small sizes, unpack the whole thing to a fake data folder on the desktop then install it from drag an drop into the real data folder, then delete the .BSA Keep your vanilla .BSA an DLC.BSA though, Archive invalidations primary use deals with those huge .BSA, so you still get a bump of performance having a bulk of data being accessed in compressed form...

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Thanks for the quick reply. I guess I can live without FOMods then, it's not that much more trouble to just do it manually anyhow. I just don't like having something on my PC that doesn't work completely. Oh well, thanks again.
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