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making a fomod


Riddleofsteel

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I can't remember where I saw it, but somebody posted how to turn a regular mod archive file into a fomod for easy removal of mods with lots of files. I want to start doing that with the aim of making my setups more... well.. modular and easy to tinker with. Does anyone have a link handy, or anyone know how to do this off the top of their heads? Thank you.
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Actually you can just use Package Manager --> Add FOMod --> Open your mod (REGARDLESS of archiving format).

 

For example, if a mod comes in a 7z archive, as long as its the kind you can just extract and dump it in the Data folder, it will do it for you. This does not work if the mod comes with many esp files, where only ONE is to be used. Then you have to edit the archive and delete off all unwanted esp files. This does not work if the mod requires INI file edits either.

 

But otherwise, its as good as simply opening the archive. FOMM will automagically turn it into a fomod and back it up. Then its the simple job of activating it (by clicking Activate, duh).

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Sunnie posted a step-by-step guide awhile back and I saved it because it was so easy to follow and I knew it would come in handy:

 

Creating a FOMod:

1. Create an empty folder, name doesn't matter.

2. Drag all of the mod files and folders (all folders/esp/esm/bsa) from the mods archive and drop them into the empty folder you just created.

3. Open FOMM, click on "Package manager" button.

4. In the Package Manager UI, click on the little arrow on the top most button on the right and select "Create FOMod'.

5. Click the button you just selected and the Create a FOMod ui will open.

6. Enter the file name you want to create in the box under "FOMod File Name (without extension):"

7. Add your files to the Source Files section by clicking the Add Files and Add Folders buttons, browsing to the folder you made and selecting the mods files/folders and clicking OK.

8. Once you have all the mods folders and files in the Source Files section, drag each file and folder over to the FOMod Files section on the right.

9. Click on the "FOMod Info" button on the left and add any info that identifies the mod you are packaging. (Note, leave the Required FOMM Version as 0.0.0.0 to avoid possible tool error messages that will stop you from progressing).

10. Click on the "Save Locations" button on the left and check the option for "Create FOMod".

11. Click OK. The creator will most likely pop up a warning message that some info is missing, which is ok. Click OK and the package will be built and stored in the FOMod folder set when FOMM was first installed.

12. Once the package is built the Create UI will close and you will see the mod now listed in the Mod List of the Package Manager. click on the FOMod you just made and select the "Activate" button on the right and the package manager will do all the actual file/folder installations. To uninstall the mod, simply select the FOMod and select the "Deactivate" button.

13. Repeat the above process for each mod you want to be packaged.

14. Now close the Package Manager and make sure any esp/esm files are checked and are in a proper load order.

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At some point here I need to document how to make a FoMM installer script. The xml versions, not those C# things. The xml is much more accessible to the average user, and very powerful as it is.

 

Perhaps once I start back in school and have some free time (seems backwards, huh, work sucks) I'll get around to writing the thing. Not hard, just tedious and I don't ever feel like doing it.

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Actually you can just use Package Manager --> Add FOMod --> Open your mod (REGARDLESS of archiving format).

 

For example, if a mod comes in a 7z archive, as long as its the kind you can just extract and dump it in the Data folder, it will do it for you. This does not work if the mod comes with many esp files, where only ONE is to be used. Then you have to edit the archive and delete off all unwanted esp files. This does not work if the mod requires INI file edits either.

 

But otherwise, its as good as simply opening the archive. FOMM will automagically turn it into a fomod and back it up. Then its the simple job of activating it (by clicking Activate, duh).

Yup, this works faster, but you'll have to (very rarely) contend with FOMM complaining about an archive not meeting its expectations.

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