Hi All!
Since i like playing both Stormworld and Master's Affliction and I'm tired to do all the copy & paste needed to switch the mod, I'm writing a little mod manager to do the stuff.
Started as hard coded file copy & paste, now is a little more complex and can manage more mod with easy (more o less...).
FE Mod Manager 1.0.4 is out! Now with mod update check!
Online setup will autoupdate
here you can download online setup
here you can download standalone setup (uninstall online version prior to install this)
FE Mod Library page
FE Nexus page
Development status (info about implemented functions e currents TODO)
FE Mod Manager Guide
Mods supporting the Mod Manager
Stormworld
LargeUI
Snaking
Henchwomen
Summonunits (both versions)
Amarain Sacrificial Elementals
River City Bridge
Tent Building Style
Heroes
For the mod developers:Manual for configuration.femm and version.femm
xsd schema used for configuration.femm, FEMM.xsd, can be downloaded here
xml sample can be downloaded here
you can check xml with the xsd file here
when v1.0 is ready i'll try to create a configuration for all the mod released but i need your help for inserting the file in your release (and keep it updated when new mod version are released). THANKS!
Is there a schema for the nocompatibility tags?
Yes, there is! Here
Update!
Added "Install and play" button
Added some more option
So this
<ModCompatibility> <NoCompatibility>MastersAffliction</NoCompatibility> </ModCompatibility>
would mark them as incompatible?
Added info tab
No, <NoCompatibility> is a byte, inserting this:
<ModCompatibility> <NoCompatibility>1</NoCompatibility> </ModCompatibility>
on configuration file of Master's Affliction mod mark it as incompatible.
At the moment is the only type of compatibility management inserted
I had a moment of laziness and I've created automatically the xsd from xml, need some work on it
Incompatible with what? Sorry, I don't understand how to set up our mods as incompatible.
incompatible with all other mod.
management of single mod incompatibility is on development
Are you kidding me? THIS IS AWESOME!111
I love mods, I've spent 10's of hours just figuring out how to get the mods I want all working together with the fallouts and skyrims.
Mod management is wonderful!!
With that said, I'm still relatively new to the file structures so I'll probably wait till a beta or real release, but I'll be following the thread.
nice to see it evolving a little suggestion on the comp ability issue
i suggest creating a compaility node which looks like this
<ModCompabilities>
X would be an int
0 = generally compatible
1 = generally incompatible
2 = stand alone
you can chose multiple 0value mods to go with a 1value mod but no two 1value will go together and unless they are each listed in each others mod list, and a 2 value mod will only allow the mods from its mod list,
this should give enough flexibility for determining mod compatibility.
a nice 4value would be that it merges mods thus allowing all mods from the mod list to be chosen disregarding their individual compatibilities.
( someone on the forum is already working on that for master affliction and stormworld as far as i have seen)
scratch that just make it a string easier to read in the xml
When the mod manager starts the game for me it starts it running in the wrong directory. You should use Install directory assigned in the mod manager instead of fetching it from the registry.
that should do it assuming you use classes for the mods and add in the relevant properties. on a side not typing too much unexpected code breaks intellisense
This looks great! Following.
Looks like a wonderfull Idea, following as well!
Great Job!!!
Thanks sargittar, i've not yet decided how to manage compatibility, your suggestion is very much appreciated!
1.5k Stormworld now uses the mod manager. Thanks a lot for making this installation stuff easier for the less technically inclined.
I will see if Werewindle can suss some of this out. I do not have the inclination to learn how to make ours compatible. But he is much more versed in teh codes.
Used it to install Stormworld, pretty slick. Nice job!
Update, version 0.3:
Help request: I need some help for the program interface...someone want to design a nice interface for the Mod Manager? If deployed as a c# form class will be perfect.
I must admit that I stink at drawing decent interfaces...and I'm jealous of Quest Wizard interface
Edit: also a nice icon for the program....
About restoring FE core files
At the moment, everytime a mod overwrites a core file, this file is inserted in a backup zip (one backup zip for each mod).
Restoring data simple unzip this files on the FE install directory.
The restoring process work fine only if installed mod modify different core file; if the same file is modified by two or more mods, probably the restore function fail, restoring the wrong file.
I think this problem is connected with compatiblity issue (i think to open a thread about compatibility issue,to make a more focused discussion)
Not sure how I missed this but this is a step in the right direction. Combined with having a Nexus (which is more likely to pick up traffic than the other mod site) the game hopefully will spread along nicely. Seeing a Mod Manager is very appealing as it means the game can be adapted to your personal tastes. I really enjoy them for managing smaller mods, like the City Snaking mod, great for knowing what modifications you have installed when the directory starts getting a bit hectic.
Expectations surpassed .
This appeared quite quickly, or maybe my knowledge of software development is really that bad I was supposed to do a unit on it but I got fairly sick. Also having the mod version easily viewable is nice too, since mods seem to progress pretty quickly currently and helps for easy reference when updating. A little disappointed I can't contribute really.
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