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!
Update 1.03 i out, all download link updated
Updating manual right now
Updte to the modders manual
Manual for configuration.femm and version.femm
Update to the user manual
Thanks for your support!
Browsing FE mods is not an easy task, without support from repository site from where get automatic information on available mod (mantain a manual list is not easy)
Update! (not yet released)
Bug fixed:
- no check box on root node on start up (found at last!)
- error (crash) on mods update check if the program cannot get file stated in releasehttp link
Add:
+ "Info" tab updated with info on new mods update check
tagging to track/update from.
harpo
I'm a little confused on how this works. I have my path set to my mod folder but it doesn't seem to be reading any mods in there. I took a look at the guides and not really sure whats going on.
Is there a specific way I need the mods installed in the mods folder for it to read. Since the configuration.femm files are all the same name I assume I just unzip the mods into separate folders in that mod folder. If it only reads the configuration.femm files from the root directory how am I supposed to deal with the files so they don't overlap.
Obviously missing something(probably pretty stupid on my side.) Thanks for any help.
It doesn't read mods already installed in your mod folder.
What it does is keeps a repository (a place you keep the zip files of all your mods) and it reads a configuration file in the zip file and shows these up. when it installs the mods into your correct mod folder it creates a file to let it know what mods are installed.
Make sure your repository folder is not the same as the mods folder in your documents.
So is this supposed to be auto-extracting the zip files into my mod folder for me or I have to keep the repository folder, and also install the mod into my mod folder(right now neither of these methods is working for me)
It auto-extracts the zip files into your mods folder folder from your repository folder full of zipped mods.
MODS directory
..\Documents\my games\FallenEnchantress\Mods
Repository directory the one I chose.
..\Desktop\FallMods
All my zipped mod files are in ..\Desktop\Fallmods
when I want a mod I select it and it extracts the zip fil into
If the mod does not have a configuration.femm in the zip file it won't work for that mod. The mod maker will have to create it and put it in the zip file. Otherwise you can do it if you know exactly how the mod functions.
Currently, I need more information to give you better feedback.
So I have a folder on my desktop called Femods. I put the female henchman mod zip into that folder. I double checked to confirm that it has the configuration.femm in the zip.
In the mod manager I put that Femods folder as the path for the repository directory and confirmed that the FE install directory, Mod path, and Map path are all correct as well.
When I go to the mod manager tab there is nothing that shows up and all options are greyed out and un-clickable. I find that a little weird because at the very least the play button should be active since I have that pointing to the correct install path.
Uhm, backup directory is also needed, is configured?
Sorry for the poor guide
AH HA! That did it. Thanks guys.
The Heroes mod I am working on is now compatible with this(looks to be working when I try at least.)
Update 1.0.4 is out
FYI - the info slightly above that a) we need all fields filled out and it pulls from the zip files themselves was really useful. With that I didn't even have to take advantage of the guide (sorry).
With that said, VERY AWESOME. Was playing MA for awhile with a mishmash of mods, finally did something that broke my game. Re-installed, installed the mod manager and the associated mods - bam, now I'm playing stormworld with a bunch of mods I hadn't tried. Very slick.
At some point I'm going to figure out how to do my own since now I have a folder "mods to add manually after mod manager"
Guide modified
ev3debug, great work
but you know users are never satisfeid enough
1. could you add autoupdate functionality for the offline version?
2. could you add autoupdate mods?
new version found worked perfectly, Stormworld identified, I've downloaded, put in the directory both old and new.
The problem is I use eight or so mods at the same time. I'd like to update only SW, but the installation procedure wants to remove all of my folders.
Would it be possible to remove single mod from the installed base, and then install another one, or just update, mod provided both zip files are present?
ehm.. ev4debug LOL
1. No, sorry (well, not at the moment; is a issue not taken into account maybe later)
2. I'm working on this feature, but is not so easy (not really true..but is a lie necessary to justify my slowness...). Normaly before updating a mod the best practice is to deleted all file related to this mod (an update not only modifiy or add file, but can also delete them). This can be done in two way:
a. using zip archive for confrontationb. store info about installed file, and not only about mods installed.
I prefer the b solution, and I'm working on it. I have also some other problem to solve for make all this working, but in a few day I can release something.This functionality is also a must have because there too many mod not supporting the mod manager ()
Thanks for the support!!
So, this is what I'm coding now
When installing mods, the program store info about mods/module/files installed
At this point, subsequent installations follow this rules:
Uninstall function simple apply rule number 1
Now the question: do you see any hidden problem in this procedure?
Thanks!
Are there possibilities of dependent mods? i.e. this mod NEEDS stormworld to work? If that's the case, should rule #1 look at dependencies? I'm assuming yes since I recall you mentioning there is a compatibility, so I'm assuming a dependency.
Will random 1-off mods break the lists? i.e. I have a few items i throw into my game manually.
Will this give the ability to assign priorities to installations - a la BOSS from modding fallout? Seems it might be able to give priority, but there is still the issue that it doesn't seem to be really "merge"able - so priorities may not mean much.
At the moment dependencies are managed only for module of the same mod; there is no management of any type of dependencies between mod
I can insert priority (order of installation) on the TODO list and thinking about it, thanks for suggestion
With the new method, file inserted out of the manager will not be deleted
I'm near the release of v. 1.1 (a few more days..I'm too busy playing at the moment...)
The big thing is the new management of install/uninstall: now only mod related file are deleted, not entire mods directory (the program store info about files installed in a xml file and use it to remove single file).
There is something do you think is necessary to insert in before v 1.1 go out?
Ciao
check for mod manager update for offline version (doesn't have to auto update, just check if there is new version if there is net connection)
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