Superdeath Posted July 12, 2011 Share Posted July 12, 2011 I am new to modding and i have some problems that I can't seem to figure out. I am using FOMM for the mods I download. Well most descriptions say do XYZ to get your mod loaded. Well I am not a computer whiz and unless things are spelled out step by step I am going nowhere. This is where I am at with "classic fallout weapons mod". This is what is written for the install guidelines: 1. Install via Fallout Mod Managerhttp://www.fallout3nexus.com/downloads/file.php?id=640And *NEVER* use the master update feature in FOMM! It messes more mods than it updates! Put it down and step away slowly! Seriously, though, don't use it. Create a fresh fomod of the archive by copying it into a folder, adding the latest update and allowing overwrite and then have FOMM create the fomod from that folder. I have the master file and the update downloaded. What does it mean by "Create a fresh fomod of the archive by copying it into a folder, adding the latest update and allowing overwrite and then have FOMM create the fomod from that folder."How the #$%^ do I do that? Im not a tech head so just saying do XYZ doesn't work for me. Can someone please explain howtp do this in a very detailed way and I mean every nuance because stuff that is "common sense to a tech head will be way over my head. Thanks a lot! Link to comment Share on other sites More sharing options...
scrivener07 Posted July 12, 2011 Share Posted July 12, 2011 Zumbs FOMODs for dummies!Think of a fomod as an archive file such as a .zip, .rar, .7z that FOMM can read. 1 Extract your fomod ready archive file somewhere you can find it.2 open fomm and go to the package manager. The button on the right side3 In the package manager window go to the to right drop down button and choose "Create from Folder" and choose the folder you just extracted in step one.4 Activate the mod and allow it to overwrite files. Your not done yet. Make sure you also activate any .esp files placed in your data folder by the .fomod you activated Did I miss anything important? Link to comment Share on other sites More sharing options...
quicksilverva Posted July 12, 2011 Share Posted July 12, 2011 5. go to tools menu at the top of fomm and toggle archive invalidation, clicking yes to anything that pops up (assuming you have not done that already. if yes, ignore this) Link to comment Share on other sites More sharing options...
Superdeath Posted July 12, 2011 Author Share Posted July 12, 2011 Thanks guys, i think i may have it but just to clarify. Im not sure about this:" Make sure you also activate any .esp files placed in your data folder by the .fomod you activated". By this do you mean active the .esp files in FOMM or another place that needs activation, and do you mean the data folder i created to extract the mod into? if I activate somewhere other than in FOMM then im not sure I follow you. Link to comment Share on other sites More sharing options...
PowderdToastMan Posted July 12, 2011 Share Posted July 12, 2011 (edited) Thanks guys, i think i may have it but just to clarify. Im not sure about this:" Make sure you also activate any .esp files placed in your data folder by the .fomod you activated". By this do you mean active the .esp files in FOMM or another place that needs activation, and do you mean the data folder i created to extract the mod into? if I activate somewhere other than in FOMM then im not sure I follow you. The esp file its talking about is the esp from the fomod. When you manually install a mod, you drop the mesh/textu/esp and then check it off; when you fomod, it does all that for you but an esp will appear in your list that you need to check off. The only exception to that is if you are activating a mod that doesnt use an esp but instead uses archive invalidation, such as a body replacer or a texture replacer. as far as the folder, you simply need to know where the fomod file is actually at on your computer. When you click on package manager, then "addfomod", it will prompt a window asking you to find the fomod file on your hard drive, and when you get to it you just click it and let it place it in your activation ready state. you then activate it by double clicking on it, or clicking the "activate" button. If its a mod that uses an esp, then the activation will have placed an esp in your main fomm page for you to check off. Edited July 12, 2011 by PowderdToastMan Link to comment Share on other sites More sharing options...
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