ev4debug ev4debug

[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!


639,268 views 232 replies | Pinned
Reply #151 Top

Yes, if you proceed when asked to delete mod folder content, all files and folders will be deleted 

 

Reply #152 Top

Thanks, guys.  I'll upload my Mod Manager version shortly.

Reply #154 Top

Bug found :( if an item in file structure is <required>1</required>, this item is installed for every module selected...not a problem for the mod installation, but is a time waste :(

On my way to fix it

 

[edit] Not really this bug...but there is a bug that install the same item multiple times.....argh!

Reply #155 Top

There is also a problem with dependency... If I have required 3 to be installed if you selected say 4, but then deselect 3, 4 would still stay selected. The install will install 4 but not 3, not sure if that is intended or not.

Reply #156 Top

Not really. If you deselect 3, also 4 will be deselected...can you give me the configuration file?

 

Reply #157 Top

Released v. 1.0.2 witha critical bugfix:

- some items are installed multiple times

- in some rare case item are not installed (connected to previous bug)

 

download from nexus or from dropbox

Online setup will autoupdate

 

Reply #158 Top


It's my tent file configuration is where I tried it out. I wanted to set the core files as not required but require it from every other module (so as not to over-install and give people the option of not installing all the files I have there).

https://dl.dropbox.com/u/75549875/Fallen%20Enchantress/TentStyle/configuration.femm

Reply #159 Top

Mod Manager version of GinsuKnives uploaded.  Want me to do one for Larger Random Maps?

Reply #160 Top

Quoting rlane48, reply 160
Mod Manager version of GinsuKnives uploaded.  Want me to do one for Larger Random Maps?

Why not? :) 

Reply #161 Top


ev4debug, I was thinking, would you be able to add option to autodownload mods, if the modder would put them in some place (or for the first go, just send to you the dropbox links to the latest zip file (provided that the filename does not change ie latest without version) you could maintain and the list of mods with links.

Reply #162 Top

Quoting Sentinemodo, reply 162

ev4debug, I was thinking, would you be able to add option to autodownload mods, if the modder would put them in some place (or for the first go, just send to you the dropbox links to the latest zip file (provided that the filename does not change ie latest without version) you could maintain and the list of mods with links.

This is on the TODO :)

At the moment I'm thinking what is the best solution to use.

The best will be get the information from the mod repository. I'll try to contact Nexus for make this possible ;)

Otherwise will be difficult to manage the new versions...

Reply #163 Top

As I suggested above, let us declare a version list file to grab from the internet in our configuration.femm. We could manage it ourselves this way.

Tracking of files and easy download of those is one of the premium features on nexus so you are unlikely to get a good response from them.

<Version>

<id>1</id>

<releasedate>custom string</releasedate>

<downloadlocation>http link to where user can download link</downloadlocation>

<versionrealname>Stormworld 1.5o</versionrealname>

</Version>

Reply #164 Top

Quoting parrottmath, reply 159

It's my tent file configuration is where I tried it out. I wanted to set the core files as not required but require it from every other module (so as not to over-install and give people the option of not installing all the files I have there).
https://dl.dropbox.com/u/75549875/Fallen%20Enchantress/TentStyle/configuration.femm

<item>
<id>3</id>
<type>MODS</type> 
<category>File</category>
<name>TentStyle/ArtImprovementTentStyle.xml</name>
<destination>TentStyle</destination> 
<required>1</required>
<requirements></requirements>
</item>

this item is always installed, if at last one module is selected (<required>1</required>)
This item is also a module, is intended? An user can install only the core file?

Reply #165 Top

Quoting Heavenfall, reply 164
As I suggested above, let us declare a version list file to grab from the internet in our configuration.femm. We could manage it ourselves this way.

Tracking of files and easy download of those is one of the premium features on nexus so you are unlikely to get a good response from them.

<Version>

<id>1</id>

<releasedate>custom string</releasedate>

<downloadlocation>http link to where user can download link</downloadlocation>

<versionrealname>Stormworld 1.5o</versionrealname>

</Version>

Ok, forget nexus

Uhm..i've lost your suggestion...sorry.

So, every modder can create a versione file that the program can download and check. In development :)

Reply #166 Top

Basically in our config file we give you a <releasehttp> that downloads a file from somewhere, dropbox or whatever (also a <versionID> to correspond with the downloaded file items). That file is a list that contains the various releases like above. If the mod.zip has configuration.femm with <versionID>4 and the downloaded list has a <ID>5 or more there should be some manner of notification that an update is available.

It was also expressed at the time that this automatic download of a file should be a toggle so players can choose not to use the feature due to security concerns.

Reply #167 Top

Quoting parrottmath, reply 159

It's my tent file configuration is where I tried it out. I wanted to set the core files as not required but require it from every other module (so as not to over-install and give people the option of not installing all the files I have there).

https://dl.dropbox.com/u/75549875/Fallen%20Enchantress/TentStyle/configuration.femm[/quote]

Bug found :(

 

[edit] fixed

Reply #168 Top

I'm start writing code for update download.

in configuration.femm:

    <VersionId>1</VersionId>
    <releasehttp>http link to where program can download versions file (http:\\mysite\versions.femm)</releasehttp>

in versions.femm(hosted by the modder somewhere):

<Versions>
    <Version>
        <VersionId>1</VersionId>
        <releasedate>custom string</releasedate>
        <downloadlocation>http link to where user can download mod</downloadlocation>
        <versionrealname>Stormworld 1.5n</versionrealname>
        <description></description>
    </Version>
    
    <Version>
        <VersionId>2</VersionId>
        <releasedate>custom string</releasedate>
        <downloadlocation>http link to where user can download mod</downloadlocation>
        <versionrealname>Stormworld 1.5o</versionrealname>
        <description></description>
    </Version>    
</Versions>

Then, on program window, a new tab for listing mod update with active link for download

Check for update is implemented as an automatic procedure at startup (if user check the option) or manual with a button.

What do you think?

Thanks for all the support :)

 

Reply #169 Top

Quoting ev4debug, reply 165
this item is always installed, if at last one module is selected (1)This item is also a module, is intended? An user can install only the core file?

My intent was to make sure that this file is always installed (it's necessary in order to have the building style). But It is not necessary to install the other faction stuff.

You don't need the buildingstyle change to Tarth and such to use this mod. An experienced user can change the building style of a new faction they make to have the tent style instead and keep the vanilla look for all the original sovereigns.

Reply #170 Top

I couldn't get the program to work. I've got the Stormworld mod in the Mods directory, but it doesn't appear on the list in the program. I tried putting the mod files into where i had my repository directory (what is this for exactly?), that didn't work either. I have no idea what I'm doing wrong.

Reply #171 Top

Quoting parrottmath, reply 170

Quoting ev4debug, reply 165this item is always installed, if at last one module is selected (1)This item is also a module, is intended? An user can install only the core file?

My intent was to make sure that this file is always installed (it's necessary in order to have the building style). But It is not necessary to install the other faction stuff.

You don't need the buildingstyle change to Tarth and such to use this mod. An experienced user can change the building style of a new faction they make to have the tent style instead and keep the vanilla look for all the original sovereigns.

Ok, understood.

Next release fix the bug; for the moment, there is no problem on installing the mod. Since Core file are required, also if the user deselect the module, the program install the required core files :)

Reply #172 Top

Quoting DonutMaster1, reply 171
I couldn't get the program to work. I've got the Stormworld mod in the Mods directory, but it doesn't appear on the list in the program. I tried putting the mod files into where i had my repository directory (what is this for exactly?), that didn't work either. I have no idea what I'm doing wrong.

Repository directory is the folder where you save the mod zip file.

At program startup or when you press the refresh button the program load compatible mod

The FE Mod Manager Guide posted on the main topic is not clear enough?

 

Ciao

Reply #173 Top

Ohhh I've got it now, you need to put the unextracted zip file into the repository directory. The guide wasn't very clear on that point, not to me anyway. Thank you I have it working now.

Reply #174 Top

You are welcome. 

On my way to make the guide more clear :) 

Reply #175 Top

I have my mods set up in the Mod Manager now - thanks for this great tool!

One thing I was wondering is if it would be possible to show all the files in each module so the user could select which files to use/not use.

For example, in The Astronomicon each spell is its own xml file.  I created it this way so the user could choose to not include spells(files) that they didn't want.

This would be handy, too, because I have certain files that require a module to be installed.  If the user can't choose by file, then this function is not so worthwhile.