Nimboss Posted October 31, 2014 Share Posted October 31, 2014 Hi! This has been a little riddle over the years with all NMM releases. Sometimes it breaks my mod and later another makes it work again. With current NMM as fast as I hit [yes] to make changes to an .ini file -> bam CTD... The code snip in this mod is made like this: public static bool OnActivate() { CreateInstallForm(); InstallForm.ShowDialog(); if(install) { // Change settings to turn of "normal" pipboy settings DialogResult dr1 = MessageBox("FALLOUT.INI needs to be modified to turn off all glare and fuzz with \n pipboy screen, OK?", "Edit INI", MessageBoxButtons.YesNo); if (dr1 == DialogResult.Yes) { EditFalloutINI("Pipboy", "fBlurRadiusPipboy", "0", false); EditFalloutINI("Pipboy", "fBlurIntensityPipboy", "0", false); EditFalloutINI("Pipboy", "fScanlineScalePipboy", "0", false); EditFalloutINI("Pipboy", "bEnableFlickerPipboy", "0", false); To my feeling as fast as the .cs script start to call the EditFalloutINI () things bail out. I have "reversed" to 0.49.6 from another PC I have and this version still works. That also tells that all .NET updates Microsoft like to push out on us all, in this case has nothing to to what I have in this PC, NMM release has somehow? Sigh! Somewhere to the latest release of NMM something yet again was changed to be none back compatible to FOMM style of releasing mods. If this is intended lets turn the table: I have no problem to change the installer script to anything that will work with both the people that still/prefer to run FOMM or the ones that like to run NMM, the real problem is ... What shall I change it to?? Link to comment Share on other sites More sharing options...
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