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[eUTIL] Mod manager 1.0.4

[eUTIL] Mod manager 1.0.4

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 ModManager

 

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!


639,194 views 232 replies | Pinned
Reply #126 Top

Thanks! Inserted on the main topic

Reply #127 Top

:beer:

Digging the new icon as well!

Reply #128 Top

I still don't understand what I'm supposed to do with this as a modder.  What am I missing?

Reply #129 Top

Well, give to end users the possibility to install / unistall mods with no pain.... 

Reply #130 Top

What I mean is, what am I supposed to do to my mod to make it work?

Reply #131 Top

It took me awhile to figure this out. What you do is the following:

This is for your improved faction color mod

First get your zip file with the mod

save this file

https://dl.dropbox.com/u/8654092/Configuration/Improved%20Faction%20Colors%20v3-13-v3.configuration.femm

as configuration.femm and place it in the root directory of your zip file.

so it has your configuration.femm file and the directories that contain your mod.

You should then be good to go.

Reply #132 Top

For your other mod you may have to edit the configuration file (go ahead and look at my files to give you an idea of how it's done).

Reply #133 Top

Quoting mqpiffle, reply 131
What I mean is, what am I supposed to do to my mod to make it work?

Ops!  Sorry,  too tired to undertand nd a simple question  :zzz:

Reply #134 Top

Quoting parrottmath, reply 132
It took me awhile to figure this out. What you do is the following:

This is for your improved faction color mod

First get your zip file with the mod

save this file

https://dl.dropbox.com/u/8654092/Configuration/Improved%20Faction%20Colors%20v3-13-v3.configuration.femm

as configuration.femm and place it in the root directory of your zip file.

so it has your configuration.femm file and the directories that contain your mod.

You should then be good to go.

Ok.

I think I can handle that.  It should be in the next version of AA.

Reply #136 Top

Manual for modders completed.

Please tell me if it is good or bad (I'm not very good at writing manuals / guides)

+1 Loading…
Reply #137 Top

Good work.

The XML is easy enough to figure out, however the bit that is confusing (to me anyway) is what to do with the files once you've created them. 

You need to put that somewhere in you explanation, or in the OP.

Reply #138 Top

No support yet for Master's Affliction, correct?

Reply #140 Top

Update (v1.0.1 only for online setup; standalone setup when v1.1 is ready)

            + automatic discovery of FE INSTALL, MODS and MAPS folder
            + deselect all mods change text on install button to “Uninstall”

enjoy!

P.S: Delete file "user.config"  in folder "\<docuemnt Folder>\<user>\Local Settings\Application Data\FE_ModManager"  to test automatic discovery

Reply #141 Top

Looks good.  Thanks!

 

...now we'll just wait for the people who show up and complain about how difficult it is to expand an archive and create a new one of a different type out of its contents.  Could take oh, two button presses.  Maybe three.

Reply #142 Top

Hi all!

A little info for modders, I think I forgot to tell you that  the <item> tag in the <module> section can contains a list of id, comma separated

i.e.:

<Module>
           <name>Test</name>
           <description>Test description </description>
           <item>2,5,8</item>

<Module>

Selecting the module Test, the item defined in FileStructure with id 2, 5 and 8 will be installed

 

Ciao

Reply #143 Top


Should we use these comma to ensure that required items are installed, or can we leave them off of these items that are already flagged as required?

Reply #144 Top

Well, there is a 'little' design error....

this:

 <Module>
           <name>Test</name>
           <description>Test description </description>
           <item>2,5,8</item>
<Module>

and this:

<item>
    <id>2</id>
    <type>MODS</type>
    <category>Folder</category>
    <name>Test</name>
    <destination></destination>
    <required>0</required>
    <requirements>5,8</requirements>          
</item>

do the same thing :P (from the point of view of the installed files)

If you write a configuration like this, item 5 and 8 will be installed 2 times

Multi installation happen also when an item with required=1 is inserted in a module item or in a item requirements

So, if you define an item as required, this item should not appear in module or other item.

Reply #145 Top

Why mantain this two similar configuration possibility

in this case

<Module>
           <name>Test</name>
           <description>Test description </description>
           <item>2,5,8</item>
<Module>

<item>
    <id>2</id>
    <type>MODS</type>
    <category>Folder</category>
    <name>Test</name>
    <destination></destination>
    <required>0</required>
    <requirements></requirements>          
</item>

the user see one module; the program install 3 item

in this case

<Module>
           <name>Test1</name>
           <description>Test description </description>
           <item>2</item>
<Module>

<Module>
           <name>Test2</name>
           <description>Test description </description>
           <item>5</item>
<Module>

<item>
    <id>2</id>
    <type>MODS</type>
    <category>Folder</category>
    <name>Test</name>
    <destination></destination>
    <required>0</required>
    <requirements>5,8</requirements>          
</item>

<item>
    <id>5</id>
    <type>MODS</type>
    <category>Folder</category>
    <name>Test</name>
    <destination></destination>
    <required>0</required>
    <requirements></requirements>          
</item>

the user see 2 module, selecting module Test1 also select module Test2 (deselecting Test2 also deselect Test1); the program install item 2,5 and 8

If 8 is not a module, insert it into module item or in item requirements is the same; if both inserted, double installation of that item (not a problem, only a loss of time)!

[edit] In the second case, the user can select and install only Test2 ;)

Reply #146 Top

Update!

If you add an image file in jpg format with name "FEMM_image.jpg" on the root of the archive, this image is displayed on the right bottom box (when your mod is selected).

2 questions:

  1. do you think this feature is useful? Maybe I can manage different image, one for mod and one each module...
  2. Since the box is small, any ideas on how to redesign it?

Thanks!

FEMM_image.jpg
Reply #147 Top

Not really something I would find useful. Plus extra files in the archive confuses manual installers.

Reply #148 Top

Quoting Heavenfall, reply 148
Not really something I would find useful. Plus extra files in the archive confuses manual installers.

uhm.. I think you're right...although I liked the idea of having an image to represent the mod  ;P

Well, 180 seconds used for this feature, if no one uses it I did not take much.. :D

 

Reply #149 Top

I built a version for my GinsuKnives mod, but there's one issue -- Ginsu uses the mods/gfx folder for some image files.  No matter how I put them there, the entire mod/gfx folder is removed when the mod is uninstalled.  Is this an assumed risk?

Reply #150 Top

@rlane48 I believe so...

I've added a new mod for the manager... TentStyle - the new building tent style.