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Modfusion! a new FONV mod installer.


Cyberlazy

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Classic fallout weapons DLC patchs don't do a whole lot besides fix a few DLC perks to take into account CFW weapons and add the weapons here and there. You will be safe without using them.

You can also likey use CFW's DLC patchs with LLO, just load them before LLO's.

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Yea LLO will eventualy support other DLC. It was mainly waiting for Modfusion because the more things LLO supports the exponential number of premade 'merged' patches I had to make for every release, since I don't want to just make LLO work with DLC, I want DLC to add stuff to the natural game.

 

That said, LLO should work fine while playing existing DLC's you just likey won't find new ammo types on some NPC's, mainly those who use weapons added by the DLC. While not in DLC areas you likey won't notice the diff.

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Ok very last release before offical release! Give it a shot!

 

New test mod included, but initialy disabled:

Mod Forge Test

This mod takes 50% (Eventualy user configurable) of the random rocks that litter most of new vegas and turns them into random trees.

Still need to apply some additional code to resize them and change there rotation, but its an intresting demo of the new object replacement code. Note the replacer actualy scans your current load order and will even replace objects inside DLC and other mods that add new worldspaces/cells.

Edited by Cyberlazy
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Okay.. many years later and I'm attempting to use this. My problem lies with making install scripts for mods I'm attempting to install. Matortheeternal's SMP is cool, but limited. I'd like to think you was on the right track. The script samples in first post links are dead, removed, or expired. Whoever suggested modfusion2fomod executable was on right track, but backwards. You need a way to drag and drop fomods into an exe or through a GUI to convert them for use with ModFusion.. not make ModFusion work with FOMM or NMM. I spend more time breaking down fomods into the data/mods folders to find: it doesn't work, or my script is wrong preventing installation of the failed script mod. If one can drop a fomod into a ModFusion "converter " and have a script generated for that conversion would blow all other mod managers away! Maybe, the converter can warn the user immediately if it can be made ModFusion compatible or not. If not, the mod can still be installed by other normal means. If compatible, it will process the conversion. I'm by far, not a mod maker, nor am I more experienced other than using pre-made programs. So, I have no idea how much work it would be. I'm willing to bet, if you can make a conversion process that makes fomods convertible with an install script, more users will take notice and gain popularity. Even now, while TTW is progressing! You'd be surprised at how many still play FNV and mod the heck out of it! You can't have simply abandoned ModFusion, have you?
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