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Modfusion! a new FONV mod installer.


Cyberlazy

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Crap. I didn't know that about FNVPlugin. Fortunately, I've been doing most of my merging with FNVEdit (partially because they have excellent documentation and partially because I've never really trusted it). Unfortunately, I just merged a crapload of equipment files with FNVPlugin Utility. Damn. Here's hoping, I guess. Good thing I keep a mod-journal to track every step of my merging process.

 

I'm going to give mod-fusion a shot tomorrow. If it works for me, you may proudly add "fool-proof" to your list of adjectives to describe it. :)

 

Thanks again for all your hard work!

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Great. Please note however that while modfusion can merge armor/weapon records, its currently set not to, so as not to cause save game incompatabilitys.

If merging other records is highly desired, I may enable it in the future.

 

Note, that applies for records new to the plugin you are trying to merge. Overrides can be merged without problem as long as the record type has been decoded so far. Modfusion will give complaints if it can't decode anything about a plugin its trying to merge.

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Ok, enough waiting....full steam ahead! I just replaced my installs of CASE, Craft Master / Pack and LLO with Modfusion's output. I hope this works! Here is the output -

 

Mod Detected: Case 2.50

Mod Detected: Craft Master 2.50

Mod Detected: Craft Pack 2.50

Mod Detected: Improved LOD Noise Texture 1.00

Mod Detected: Leveled List Organizer 2.50

File opened: CASE-Rebalance.esp

File opened: CASE-Patch GRA.esp

File opened: CASE-Patch HH.esp

File opened: Craft Pack-Ammo.esp

File opened: Craft Pack-Armor.esp

File opened: Craft Pack-Chemicals.esp

File opened: Craft Pack-Companions.esp

File opened: Craft Pack-Cooking.esp

File opened: Craft Pack-Craft Master.esp

File opened: Craft Pack-Crafting Equipment.esp

File opened: Craft Pack-Misc.esp

File opened: Craft Pack-Movable Crafting Benches.esp

File opened: Craft Pack-Primer Craft.esp

File opened: Craft Pack-Weapons.esp

File opened: Craft Pack-Rebalance.esp

File opened: Craft Pack-Ammo CASE.esp

File opened: Craft Pack-Primer Craft CASE.esp

File opened: Craft Pack-Weapons CASE.esp

File opened: Craft Pack-Patch DM.esp

File opened: Craft Pack-Patch GRA.esp

File opened: Craft Pack-Patch HH.esp

File opened: Craft Pack-Patch LR.esp

File opened: Craft Pack-Patch OWB.esp

File opened: Craft Pack-Patch WMX.esp

File opened: LLO-Partial Patch-CASE.esp

File opened: LLO-Partial Patch-Craft Pack.esp

File opened: LLO-Base Patch-Overhaul.esp

File opened: LLO-Partial Patch-Craft Master.esp

File opened: LLO-Compatibility Patch-CFWNV.esp

File opened: LLO-Partial Patch-CFWNV.esp

Mod fusion in progress...

File written: ModFusion.esp

Copying files...

Finished

Press any key to continue . . .

 

It appears that the LLO patches for the DLC are missing, but that everything else is present. I'll let you know if New Vegas explodes!

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LLO DLC patchs are where not quiet modforge compatible yet. Hence they where commented out. I will look into getting them working, note they are not really needed for LLO to function and to be honest do not do all that much. I have plans to expand them later. I'll have a version of HTRP (renamed AVP) in the next release, athough two modules might not make it to the first version (Daily vendor restock and my new water bottleing mod).

 

Uninstall functionality is progressing. Just need to work in mod update detection (reinstall entire mod on detection of a new version being installed) and removal from load order on uninstall and update.

Edited by Cyberlazy
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New version of modfusion is out with uninstall features, more record types supported, error logging to file and a beta version of AVP (formaly known as HTRP)

Also, updated craft pack in this version.

Sadly, can't seem to update post 2 (database errors with nexus?) with the new modfusion.txt so you will just have to read the modfusion.txt included with the install.

 

Uninstall is as simple as just draging and droping a mods ini file onto modfusion.exe

you can even drop multiple files onto it. Reinstall is done the same way. Disabled mods are renamed to .dis extention to show they are disabled. You can also open the mod ini and set enabled to no.

Edited by Cyberlazy
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Hello, people.

 

@ Cyberlazy: It's ok to open an installation block with two ifactive=? I'll give you a practical example.

 

 

 

ifactive=Leveled List Organizer.esm

ifactive=Case.esm
	ifmodminversion=2.40
		mergefile=patches\LLO-Partial Patch-CASE.esp
	else
		error=Update CASE! http://newvegas.nexusmods.com/mods/43915
	endif

endif

ifactive=Craft Pack.esm
	ifmodminversion=2.40
	mergefile=patches\LLO-Partial Patch-Craft Pack.esp
else
	error=Update Craft Pack! http://newvegas.nexusmods.com/mods/43918
endif

endif

ifinivar=overhaul
	mergefile=patches\LLO-Base Patch-Overhaul.esp
else
	mergefile=patches\LLO-Base Patch-Vanilla.esp
endif

ifactive=Craft Master.esm
	ifmodminversion=2.40
		mergefile=patches\LLO-Partial Patch-Craft Master.esp
	else
		error=Update Craft Master! http://newvegas.nexusmods.com/mods/43920
	endif
endif

ifactive=Ahzteks Weapon Overhaul.esp
	mergefile=patches\LLO-Partial Patch-Ahzteks Weapon Overhaul.esp
endif

ifactive=CFWNV.esm
	mergefile=patches\LLO-Compatibility Patch-CFWNV.esp
	mergefile=patches\LLO-Partial Patch-CFWNV.esp

	ifactive=DeadMoney.esm
		mergefile=patches\LLO-Compatibility Patch-CFWNV-DM.esp
	endif
endif

ifactive=HonestHearts.esm
	mergefile=patches\LLO-Compatibility Patch-Honest Hearts.esp
endif

ifactive=DeadMoney.esm
	mergefile=patches\LLO-Compatibility Patch-Dead Money.esp
endif

endif // This would be the one that closes ifactive=Leveled List Organizer.esm

 

 

Edited by Odyseus77
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Yes, Modfusion load scripts have a stack for all 'if' statements, multiple if*/else/endif statements can be used. You do not need anything inbetween multiple if statements.

 

However, it does not support comments on the same line as code. So don't have // after that endif.

You also can't use 'ifmodminversion=' after 'ifactive' but only after 'ifmodenabled'

ifmodenabled is for modfusion mods, ifactive is for generic .esp/esm files and can not detect version of the mod.

 

Also, thats rather excessively long for an example of one simple thing. Please use pastebin instead of pasting code into this thread and snip scripts to the minimal needed for the example.

Edited by Cyberlazy
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Oh!! Come on!! It is not so long!! LOL I wanted to put spoiler tags before, but nexus just gave me a database error when trying to edit.

 

So, then the same example above corrected, would look like this?

 

 

 

ifactive=Leveled List Organizer.esm

       ifactive=Case.esm
              mergefile=patches\LLO-Partial Patch-CASE.esp
       endif

       ifactive=Craft Pack.esm
               mergefile=patches\LLO-Partial Patch-Craft Pack.esp
       endif

       ifinivar=overhaul
               mergefile=patches\LLO-Base Patch-Overhaul.esp
       else
               mergefile=patches\LLO-Base Patch-Vanilla.esp
       endif

       ifactive=Craft Master.esm
              mergefile=patches\LLO-Partial Patch-Craft Master.esp
       endif

       ifactive=Ahzteks Weapon Overhaul.esp
               mergefile=patches\LLO-Partial Patch-Ahzteks Weapon Overhaul.esp
       endif

       ifactive=CFWNV.esm
               mergefile=patches\LLO-Compatibility Patch-CFWNV.esp
               mergefile=patches\LLO-Partial Patch-CFWNV.esp

               ifactive=DeadMoney.esm
                       mergefile=patches\LLO-Compatibility Patch-CFWNV-DM.esp
               endif
       endif

       ifactive=HonestHearts.esm
               mergefile=patches\LLO-Compatibility Patch-Honest Hearts.esp
       endif

       ifactive=DeadMoney.esm
               mergefile=patches\LLO-Compatibility Patch-Dead Money.esp
       endif

// This would be the one that closes ifactive=Leveled List Organizer.esm
endif

 

 

 

Is used correctly ifinivar in this example?

Edited by Odyseus77
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Yes that looks much better. However I would still recommend using ifmodenabled instead of ifactive for modfusion mods.

modfusion mods are not added to load order until after all scripts are run. This means while it may work now, it won't on a fresh install until modfusion is run twice. Later on if you set up multiple mods to depend on each other like that, none of them may be installed.

 

ifmodenabled however *is* setup by scanning all the ini files before running the install scripts, avoiding that problem.

 

ifinivar looks correct, you must have an 'overhaul=yes' or 'overhaul=no' (a few other values like true/false/1/0 are also accepted but whatever) in the mods configuration ini (the one in the modforge dir, not install.ini)

 

Later on, pure black magic may start to appear in the configuration.ini that can be implemented in the install.ini

Edited by Cyberlazy
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