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Video games => Fallout series => FO: New Vegas => Topic started by: PZ on November 03, 2010, 11:08:14 AM

Title: Using the FNV mod manager
Post by: PZ on November 03, 2010, 11:08:14 AM
Although the FNV mod manager is not completely updated to w@&k flawlessly with the game, it does w@&k well for me when following some basic guidelines.  First, the mod manager is very helpful in keeping your game folders clean and in good working order - here are specifics:
If your mod is in the form of a .7z or .rar, then you need to do a few extra steps:
The advantage of using the mod manager to do this is that if you deactivate the mod, the manager will delete the files from your data folder to clean up your game installation.

A few words of caution when applying any mod to the game:

UPDATE 01-11-2011: FOMM has changed a bit, and is now even easier to use.  In fact, you can use FOMM to install even those mods that claim that FOMM will not install correctly.  Here's how I manage my mods:

If you decide that you don't want the mod any longer, you can click the Deactivate button in the Package manager, which will delete all of the mod files from the Data folder.

I have at least 20 mods installed of all kinds, new textures/meshes, map areas, quests, radio stations, game modifiers, etc.  FOMM manages the mods so well that I literally only need to click the Deactivate all button in the Package manager to return the game to vanilla state as evidenced by examining the folders.  Activating/deactivating/reactivating mods is a great way to troubleshoot a mod that you think might be giving you problems.
Title: Re: Using the FNV mod manager
Post by: PZ on January 11, 2011, 11:19:21 AM
Tip: Changing individual files contained within .BSA archives

I'm using a mod that contains only a single .esp file and a single .bsa file (contains hundreds of individual textures and meshes).  This is the Underground Hideout mod, which is one of my favorites, but I dislike the way the mannequins appeared.  Here's how I changed their appearance:
The next time I visited the hideout, the mannequins appeared just like I wanted.
Title: Re: Using the FNV mod manager
Post by: PZ on January 11, 2011, 11:25:24 AM
Tip: How to delete mods completely from FOMM

FOMM keeps your mods in a specific location (in the example in the first post, I used !FNVMods for my mods folder.)

Here's how I handle mods I no longer use:
The next time you open the Package manager, it will not even appear in the list - it is completely gone.
Title: Re: Using the FNV mod manager
Post by: PZ on January 11, 2011, 11:53:43 AM
Tip: How to handle the wide variety of mod packages

Here is an example of how the FNV data is structured on your hard disk:
[smg id=2686]

The root folder for all your mods is the Data folder.  Notice that there are two sub folders: textures and meshes that are often used by modders to replace vanilla components.

The simplest mods are those that contain a single .esp or .esm file.  The best way to install even these kinds of simple mods is by using the method described in the first post:

How about more difficult installations? Start with the same process: create a folder for your mod within !ModFolders   Then, you'll need to examine the contents of the mod file you downloaded to see how the modder packaged it - for instance, what if:


The most important thing to remember is that all .esp, .esm files and all sub folders need to be placed in the Data folder, and that FOMM will create a package from a folder on your hard disk based on what it "sees" in your mod folder.  In other words, you can think of your mod folder being like the Data folder within the FNV file structure.
Title: Re: Using the FNV mod manager
Post by: PZ on January 11, 2011, 12:05:49 PM
Tip: Understanding .esp and .esm files

An esm file is a master file that contains data that esp files rely upon.  For instance, all of the main vanilla master file is called FalloutNV.esm, and all files depend on that master.  These esm files are always placed first in the load order withon FOMM.

An esp file is a parameters file that relies on data in the esm file - these are always placed lower in the load order within FOMM.

If you experience a crash to desktop immediately on loading the game, suspect that you have an esp that is missing an esm - you can click the esp in FOMM to see what master it depends on, and adjust accordingly.
Title: Re: Using the FNV mod manager
Post by: PZ on January 11, 2011, 12:15:57 PM
Tip: Understanding .bsa files

A bsa is a Bethesda archive file that contains compressed information that belongs within the Data game folder.  For instance, you could create a single bsa file that contains the sub folders textures, meshes, and sounds, each containing hundreds of files.  According to the developers, the bsa files are more efficient which translates into better performance.

In theory, if you have experimented with a dozen different mods, and you like each of them, you could combine all of their files into a single bsa for a really simple installation.